![]() ![]() Opponents have particularly powerful moves that can do devastating damage, but each has a specific counter option so you can turn the tide in your own favor if you read the attack correctly. Each one is a puzzle where you need to figure out the right mix of aggression and defense that will effectively break your opponent's defenses before they take down yours. When you go one-on-one with an opponent, Sekiro's combat is better, and that's why the boss fights shine. In general, with Sekiro I tried to control crowds so I was only facing one attacker at a time. You can lock onto one enemy to center your focus, but switching the lock to multiple opponents doesn't feel graceful. Sekiro is a little clunkier when dealing with crowds, but is still fine. It's exhilarating and takes practice to get right, then feels rewarding when you do master it and can successfully defeat large crowds without being touched. You need to mix strategy and honed reflexes to stay ahead, and it's a wonderful feeling to dodge a shield swipe, stab the bearer to death, switch stances and counter the incoming spear thrust, then finish by bringing your blade down to slice off the attacker's arm. I actually prefer Ghost of Tsushima's combat to Sekiro's when it comes to dealing with crowds. All of your attacks are much more effective against a certain enemy if you're in the proper stance. Each of your four stances is tailored to one of four enemy types. Ghost's system is simpler and works beautifully as a result. Other games, such as Nioh, have used combat stances to allow you to change up your attack pattern to fit the situation. The mix of attacks keeps you on edge, and the most unique twist of the system comes in the form of stances. You can parry and counter many of these attacks, but you also need to dodge and make use of the Ghost's many extra tools, like using smoke bombs to keep control of the crowd. On harder difficulties, opponents attack relentlessly and mix and match their approach with feints and unblockable attacks. Fortunately, the combat is still innovative in its own way. And you don't have a defensive meter yourself, so they can't turn the tables in the same way. You can break an opponent's defense, but that simply opens them up to a few strikes that whittle down their health. Ghost of Tsushima returns to a traditional health bar approach. You can even beat bosses quickly once you learn how to break their defense, but the challenge comes from their ability to do the same to you. When you do, you can strike them dead in a single killing blow. You're not chipping away at a health bar, you're wearing down your opponents or maneuvering to break through their defense. ![]() Sekiro offered sword fights that made you feel like you were fighting with a dangerous weapon. This is an accepted video game convention, but it doesn't have the same urgency of classic samurai films where a single strike could pierce an opponent through the heart. Usually in games with swords, you chip away at the health bar of any enemy bit by bit. When Sekiro came out last year, it featured the best melee combat system of any game I've ever played. Sekiro's combat is fast, precise and brilliantly polished. So despite their differences, I'm pitting them head to head. I also have similar feelings of triumph when I win a tough fight in both games. Nevertheless, both draw heavy inspiration from classic samurai films, both have heart pounding one-on-one duels and epic swordplay, and both are set in reimagined regions of historical Japan. ![]() Sekiro, on the other hand, is a tightly designed linear experience where the focus is almost always on making it from point A to B in one piece. Yes, both feature fast-paced sword fights, but Ghost is an open world adventure where tense moments of combat are balanced by serene meadows and optional activities like collecting flowers and composing haiku. It's wonderful in its own way and not the Sekiro clone I was expecting. ![]() Now that I've sunk 30 to 40 hours into Ghost of Tsushima, I'm prepared to say I love this game too. I was prepared to dislike Ghost of Tsushima out of spite because I thought it would be a dumbed down version of Sekiro meant to please those less willing to endure the torture of near-impossible boss fights. It's a brutally difficult yet masterfully crafted samurai game from the team that created my favorite game ever - Dark Souls. ![]()
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