“Having this fixed protagonist allows us to explore a little bit more of his relationships with the other characters,” says Miyazaki. “That said he’s not going to be a chatterbox. He’s not going to be relaying the whole story and monologuing constantly, but it does allow us the freedom to have these deeper relationships.”
This includes the small bunch of misfits around Dogen’s abode; the master sculptor himself. A young woman named Emma. And the undying shinobi, Immortal Hanbei. It will also allow From to explore the motivations of the game’s antagonists, as you battle your way through the game’s challenging bosses.
From Software stalwarts should fret not, however. Despite this slight shift in narrative direction, Sekiro retains that trademark sense of lonesome adversity and works to tie its storytelling into its narrative. One serving the other.
Sekiro: Shadows Die Twice combat
Sekiro’s main language, however, will be its action. Miyazaki says that he wanted to capture the clash of katana as you wield your sword, Kusabimaru, in fierce but calculating combat. As with Dark Souls, swordplay in Sekiro need to be measured and considered, but it plays out at a much greater clip. It’s closer to Bloodborne in its aggression, as you must drive at foes to gain the upper hand.