Sekiro: Noobs Cry Twice

This post is going to offend many and possibly cost me quite a few followers. I’m fine with that. I’m not here to garner a following. I’m here to incite discussion by making arguments tempered by more than two decades of gaming and being an active part of the gaming community. That being said, my intention with this post, as with all posts, is not to offend but to give an informed opinion about topics in gaming. Really I didn’t want to write this post but I got tired of having the same argument over and over with different people on different platforms so I thought it would make more sense just to write it all out in one place and then link that to people rather than hash it all out for the umpteenth time.

Last month From Software, the makers of Dark Souls and Bloodborne, released Sekiro: Shadows Die Twice. This is a game that was teased a few years back with the rumor mill believing it was Bloodborne 2. Much later it was revealed that it was a new IP that would take a much different approach to the From Software formula while still delivering an authentic From Software experience. If the internet is any indicator, the studio succeeded in literally every way possible except for the lack of character creation options, which personally I’m fine with.

Sekiro Tease

I have not yet played the release version of Sekiro. I played a pre-build at Taipei Game Show this year, which I discussed briefly in my blog post about the event. I will eventually play the full game though. From what the internet has expressed, Sekiro has all the iconic Soulsborne qualities. Beautiful settings, quality lore, and weird, random stuff. The only key differences between this and past games from the studio, within the same genre, are the presence of an actual character driven narrative and the inability to summon other players for help. The combat style is different, but it’s apparently no different than the difference between Dark Souls and Bloodborne. It’s just another take on that style of gameplay. But what’s most important is that for whatever reason Sekiro seems to be harder than any of their past games.

Difficulty is an interesting topic of discussion in games. What makes a game hard? I don’t think there’s a simple answer to that question. Many developers have addressed this question in different ways. Some people think it’s the amount of life the player character has which is ultimately measured by the number of hits the player can take in a given battle. Others think it’s the amount of life the enemies have which is ultimately measured by the number of hits the player has to deal in a given battle. And still others would say it’s the number of enemies you have to face in a given battle. And this only applies to games where difficulty is measured in combat scenarios. There are many different genres of games that define difficulty in different ways. While most people can’t fully agree on what is or isn’t difficult, a majority of players can agree on one thing: From Software games are hard. And apparently everyone is also in agreement that Sekiro: Shadows Die Twice is the hardest game From Software has ever made.

dark souls is hard

Sekiro is the fifth game in this genre by From Software but I couldn’t even tell you how many total games in this genre now exist. Other companies have started making these games as well such as Koei Tecmo with Nioh, currently my favorite game in the genre, and CI Games S.A. with Lords of the Fallen. So this genre is now well established and iconically difficult. It’s also important to consider that difficulty in games is both relative and comparative. A game is not difficult in a vacuum. It’s difficult compared to other games as defined by the overall experiences of a majority of players. The fact is that if you had never played any video games except games in this genre then you probably wouldn’t think Soulsborne games were hard. You would think they were normal difficulty. It’s only in the context of other games that Sekiro is considered ultra-hard.

Soulsborne games do not have a difficulty setting. Like with classic games such as Super Mario Bros., still one of the hardest games ever made, you just play the game as intended by the developers. There are no easier and harder default modes. The closest thing to a harder mode is new game +, which is completely optional once you’ve already completed it. There’s no hand holding or extra challenging way to play. The game just is. Difficulty levels were introduced to make games more accessible to different styles of play and different levels of ability, or at least that’s how it was sold. I actually think difficulty levels were introduced to games in order to encourage replays. In the arcade era you fed quarters into machines. Games were hard because they wanted to steal your money. But once home consoles became a thing, quarters became a non-factor. Instead games were measured in play hours. So questions about how you keep people playing a game after they’ve already beaten it came up. In my opinion, difficulty levels was one of many answers to this question. But not the only answer. Replay value as a concept is something that developers are constantly trying to figure out in new ways.

Super Mario Bros
Let me tell you about difficulty in games.

The issue we’re now facing is that Sekiro seems to have finally pushed the difficulty barrier too far. A vocal minority of people are claiming the game is just too hard and that an easy mode should be added. Now you have to understand the context in which this discussion is occurring to truly understand the nuances of it. The semi-official motto of Soulsborne games is “Prepare to Die” or “You Will Die”. The point being that From Software markets their games as being difficult as defined by the number of times you will fail before you finally succeed is much higher than in most games in the market today. I’d still say I’ve died more times playing Super Mario Bros. than in any singular Soulsborne title though. But the unofficial motto of Soulsborne games is “git gud” or “get good” if you want a formal English translation. The community sees the games as difficult and relishes that fact. The games are not “too hard”. They simply are hard and you as the player need to get better. Because of this culture of the genre, the idea of demanding From Software, specifically, to add an easy mode has caused a large debate within the community of people who claim to play video games. I worded that in that way intentionally.

prepare to die

Let’s be very honest about who started this “movement”. It was noobs. People who either through a lack of experience, a lack of patience, or a general lack of skill simply don’t want to put the work in to git gud but they paid $60+ to buy a pretty samurai game and now feel entitled to be able to finish it without sinking hundreds of hours into it. This is absolutely entitlement. Is it misplaced entitlement? I don’t know. They did spend $60. But at the same time, they should have been aware of the company making the game and done more research about the game before purchasing. So I don’t necessarily agree that having bought the game entitles anyone to being able to beat the game. I will however say that From Software, and really all developers of all genres of games, should have put out a free demo to allow players to try the game before purchasing. Then people could have made more informed buying decisions and would be solely to blame for being noobs or at least idiots for buying a game they weren’t good enough to beat when they had the option to try it and find that out beforehand. But in any case, this idea that From Software should add an easy mode to Sekiro was started by noobs. There’s no official hashtag for the movement so I couldn’t find the origin of the argument but I did try, just for the record.

As with all controversies on the internet, especially those concerning performance/ability to complete a task, the whiners were blasted. Soulsborne veterans were not having any such nonsense about From Software adding an easy mode to their games. Git gud doesn’t work if you can play on easy mode. And of course, in true internet fashion, when the whiners weren’t agreed with they shifted the argument towards fighting on behalf of a marginalized group. In this case that group was people with physical disabilities.

Sekiro-easy-mode

As an African American, I get extremely irritated when people, and I’ll be honest and say nine times out of ten it’s white people, choose to speak on behalf of my people based on their opinions of how they think things should be that would be better for my people. This is a super common occurrence that literally every group that doesn’t fall under straight, cis, white person has to deal with. They speak for racial minorities. They speak for homosexuals. They speak for physically disabled people. They speak for mental health patients. Rarely do they ask any of us our opinions on an issue and they pretty much never let us control the conversation about our issues. And that is exactly what’s happening here.

The argument, again after shifting the narrative away from lazy noobs, is that Sekiro: Shadows Die Twice is so difficult that physically disabled gamers aren’t able to play it. First of all, that’s extremely patronizing. People have beaten Dark Souls with Guitar Hero controllers, Rock Band drum sets, and literal bananas. If anything this is proof that the games really aren’t that hard and just require a lot of practice, which is the point of the games to begin with. Learn and improve by doing is the basic gameplay model. So to argue that disabled players simply can’t ever get good enough to beat Sekiro is insulting to them. And second of all, what gives anyone who isn’t disabled the right to speak on behalf of disabled gamers in the first place?

banana controller

I have seen multiple, yes white, people online arguing that the game needs an easy mode because of disabled players. I’ve yet to see a single disabled person voice this argument themselves. I’m not saying none have. I’m just saying that the most outspoken group of people making this argument aren’t disabled themselves. I’m sure some people will argue that this is because disabled people are marginalized and thus don’t have the proper platform to represent themselves, but again patronizing. Everyone can speak on the internet. I’m an African American but I can still write this blog and post tweets just like any able bodied white person can. I don’t need them to speak for me and disabled gamers don’t either in 2019. This is a false flag operation that noobs are using to try to get an easy mode made for themselves.

I want to reiterate a point that I’ve made countless times and have written multiple blog posts about. NOT EVERYTHING IS FOR YOU! More specifically, every piece of entertainment has a target audience and you are not always going to be a part of that target audience. And that’s OK. There are movies for Black people. White people can watch them but they’re not made with the intent of being accessible to them. There are games made for women with focused themes about feminism, gender inequality, and sexism. Men can buy and play them but they’re not made with the intent of being accessible to them. All products, both entertainment and not, are made with a specific target audience in mind. That’s literally how business, and marketing, works. To expect all things to be made for all people to fully enjoy is not only unrealistic but it ultimately lowers the quality of products and over simplifies people’s interests. Some games just aren’t for everyone and that includes you. And yes sometimes that means certain groups won’t be able to enjoy them. That’s not discrimination. It’s targeted product development.

target-audience

Sekiro is not discriminating against disabled gamers. Now if From Software told stores to not allow disabled players to buy the game or asked the player if they were disabled at the start of the game and then locked them out if they answer yes, that would be discrimination against disabled players. At worst, Sekiro simply wasn’t made for disabled players. But it is not actively discriminating against them. And arguing to lower the difficulty of the games for disabled players is not only patronizing, but the incorrect way to solve the problem.

Why might a game be difficult for disabled players specifically? Assuming they have the mental capacity to play and understand the game, then it really comes down to maneuverability and possibly reaction time. By reaction time, I mean players having to move their fingers/hands around the control mechanism quickly enough, not their ability to press buttons quickly once their fingers/hands have reached the button’s location. Reaction time is a part of gaming. Whether it’s Dark Souls, Dance Dance Revolution, or Gran Turismo, the ability to react to the game on time is the main aspect of the gameplay. Any active time game works that way. To remove reaction time from games altogether would severely limit what games could be made going all the way back to Pong. You could pretty much only make turn based games with no action timers if reaction time had to be completely removed from gaming. So in the same way that people aren’t advocating that games add a slow mode for elderly players, it’s not realistic to demand games to slow down for disabled players. What can be fixed is how disabled players interact with a game via control schemes.

xbox adaptive controller
This IS how you make gaming more accessible to disabled players.

Control customization is what really should be discussed if we’re going to talk about making games more accessible for disabled players. The XBOX Adaptive Controller is a great example of this. The problem was/is that a traditional XBOX controller made it harder for disabled players to interact with games effectively. The solution was not to dumb down the games. Because disabled players aren’t dumb. They’re physically limited by comparison to a majority of the population of gamers. So rather than change the games, Microsoft created a controller that would make it easier for disabled players to interact with the games they wanted to play. I think the fact that Fortnite was used in the ad is extremely telling. Fortnite is a PVP shooter that requires not just fast response times but response times and strategic decision making better than that of your human opponents. No one said Fortnite should force players to play slower for disabled people. Because that would be ridiculous. Instead they made controlling Fortnite more accessible for disabled players thus allowing them to play the game at true level. Which is exactly what gamers, disabled or not, want to do. Gamers want to beat games and beat them properly. Noobs want to pass through games as quickly as possible with little to no effort. Just because a person is disabled, that doesn’t make them a noob.

What Sekiro needs isn’t an easy mode. It needs an open button map that allows players, disabled or otherwise, to operate the game in a way that works best for them. I think it says a lot that in my blog post about the demo I commented on how much I, a gamer that isn’t disabled, hated the button map. The problem isn’t the difficulty. It’s the accessibility of the controls. Making more solutions to give disabled players more control is the real answer here. And again, I haven’t played the final build. It may very well be the case that some of the suggestions I’ve made here have already been implemented into the release version of the game.

sekiro-controls-xboxone

I want to be crystal clear, if it’s not already obvious, that I have no problem with disabled gamers or their desire to play Sekiro or any game. I 100% advocate for solutions that will help disabled players enjoy the same games that everyone else does. The operative word being SAME. We should not lower the difficulty threshold of games so more noobs can play them. And again, disabled gamers aren’t noobs. Noobs are noobs whether they’re disabled or not. And I don’t care what noobs want whether they’re disabled or not, because noobs aren’t gamers and shouldn’t be able to dictate what happens to games. But there’s also another serious component to this discussion that’s being overtly ignored. What about the developer(s)?

My mantra for this blog is “I fight for the user.” This has always been and will always be a blog that focuses on consumer sided arguments. But I’m no idiot. I still understand that gaming is a business and that business comes first for developers and publishers. So when things go too far into the realm of ridiculous, I do feel required to address and sometimes advocate for the developer’s side of the discussion. Not publishers though. Screw those greedy bastards.

Souls series

People are arguing that From Software has an obligation to create an easy mode in Sekiro even though many people have already beaten the game. One guy already did a speed run of it. The game is already widely successful, topping the global sales charts. So the question must be asked, what does From Software stand to gain, as a business, from adding an easy mode? Will profits increase? Will the game become more popular than it currently is? Will more top level streamers and reviewers feature the game on their channels? What is the benefit to From Software as a company for spending the time and resources to create an easy mode? And let’s please not pretend that it would be easy to make an easy mode. They are a company that makes a quality product with a certain expectation of experience. They would still work to create an authentic experience that’s just not as hard while preserving the sense of accomplishment for winning. Also factor in how their loyal fans that have been playing their games sense Demon’s Souls would respond. People love to say “it doesn’t affect you so it shouldn’t matter” but we all know that’s not how market pressure works. The truth is that enough people would get angry about the addition of an easy mode that it would affect sales. All of these factors need to be taken into account. It’s not realistic or fair to demand From Software, or really any developer, to devote resources to ultimately lose money.

Even if there was no negative backlash, which is a highly unlikely if not impossible scenario, that still doesn’t mean sales will increase. And if no profit comes from adding an easy mode then it’s a complete waste of time and resources. Resources that could be used to make DLC, patches, fix balance issues, or work on the next project. All of these things would be potentially sacrificed, for a time, in order to create this mode. If adding the mode won’t increase profits then it’s not a mode worth adding. And that still doesn’t address the issue of creative control.

creative control

I believe that markets shape end products. I believe that companies have an obligation to themselves to meet the demands of the public in order to make a profit. But I also believe that companies should be allowed to make the games they want to make. Even if a game/idea is obviously not going to be profitable, I still think a developer has the right to choose to pursue that bad idea if it’s what they want to pursue. Hopefully they pay attention and appropriately react to market pressure but they should never be obligated to. So I take serious issue with the narrative/argument that From Software has an obligation to make an easy mode for literally any group. Whether it’s people with disabilities, noobs, women, people of color, or anyone else, I think it’s both ridiculous and unfair to approach a topic like this from the position of making demands. Developers are artists and they have the right and responsibility to create the art they want to create. If that art isn’t profitable, which is absolutely not the case with Sekiro, that changes nothing. They still have the right to make unprofitable or even terrible art if it’s what they want to make.

I think it’s especially problematic that, as per usual, Americans, again mostly white people, have the nerve to try to dictate what a group of Japanese developers do with their already successful game. That sort of thinking comes from a combination of Western narcissism and privilege. It’s From Software’s game and they have the right to do, or not do, whatever they want with it. So stop whining and try to come up with more creative solutions for how to make gaming controls more accessible for disabled gamers rather than demanding games be easier. And for those who aren’t disabled and just can’t hack it, GIT GUD!

*I actually discovered this article after I finished preparing this post and I thought it was very well done. While I did not change anything about my post because of it, I found it to be insightful, informative, and mostly agreeable with my opinions on the subject. Even better is the fact that it was written by a disabled gamer who works as an accessibility consultant for game developers. If you are interested in learning more about this topic, I highly recommend reading it.

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Taipei Game Show 2019

Once again, I had the pleasure of attending Taipei Game Show this year. It’s one of my favorite shows because of how hands on it is. It’s also one of the better game conventions that’s both completely open to the public and extremely affordable, with a single day ticket price of just $10. I will say though that the ticket price is up 50% from last year so while it’s not high, that increase in price percentage wise is worrying for the future of the show. I will qualify that statement by saying Taipei Game Show is one of the best shows for high quality free swag that’s open to the public. Every year I get a fairly good haul of stuff I probably don’t need and this year was no different.

The best thing about gaming events in Taiwan is the large number of playable demos. I’ve been to company specific events like PlayStation Gaming Festival Taipei and neutral events like Taipei Game Show over the last few years and consistently events in Taiwan always focus on having playable demos open to the public rather than just footage and demos only available for VIP invited visitors. This is the main reason I keep going back every year.

sega booth

In general, I’d say this was a weaker show than last year’s. At last year’s show, the bulk of games on display to try were unreleased titles or games that were very new. At this year’s show there was plenty of new stuff that hadn’t been released yet, but there were also a lot of demos for stuff that was already out.  Even some stuff that I’d already beaten. Take the Ubisoft booth for instance. They had Just Dance 2019 on their main stage, which is fine because they always have that year’s Just Dance running with people dancing because it makes for a good show. But their other offerings were lacking. They of course had The Division 2 Beta and that’s exactly what should have been there. That was the main portion of their booth. But the only other games they had on display to try were Assassin’s Creed Odyssey, Starlink: Battle for Atlas, and Trials Rising. That means of the five games they had on display three of them had already been released last year. And I personally own all three of them so unless you wanted to wait in line for over an hour to try The Division 2, which I didn’t having already played the alpha, I just tried Trials Rising, which I’ll discuss in detail in my demos review section of this post.

It wasn’t just Ubisoft that was featuring a lot of already released stuff though. Bandai Namco always has a large booth, and this year was no different. But the only game I tried from them was God Eater 3. The main focus of their booth was Ace Combat 7: Skies Unknown, which makes sense because it literally came out this month. But they were featuring demos for Taiko no Tatsujin: Drum ‘n’ Fun!, Katamari Damacy Reroll, and a bunch of Gundam stuff that’s focused on the Asia market that I’ve never heard of, as per usual. The only game that they had that was truly special for a show was One Piece World Seeker, which I didn’t even get to try because I didn’t realize they had it until the show was closing for the day. They did no special promotion for it. No large display, which they had for two or three other games, including Ace Combat 7, no posters, no special One Piece swag. They just had it set up on a few screens and you had to notice it on your own, which sadly I didn’t.

bandai booth

As usual, there was no XBOX presence there. Other than PC gaming, which is a big thing at the show every year, Microsoft has no showings at Taipei Game Show. You can buy some PS4 and Switch games at the show every year, but not a single XB1 game could be found. Speaking of which, they had physical copies of Kingdom Hearts III available which is awesome because the game launched in Taiwan the day I attended, which shows just how on top of their game SONY really was for the show.

The thing I found most disappointing about the show this year was the limited Nintendo presence. They didn’t take the time to show up in person like PlayStation does every year. You only get glances of the Switch through third party developers/publishers like Ubisoft and Bandai Namco. But an actual Nintendo booth and store would have been so much better. PlayStation had their own official booth and store, selling new physical games and merch, like they do every year. You could even buy Death Stranding t-shirts this year, though they didn’t have any new footage or gameplay for the game being shown, because of course they didn’t. In a way PlayStation is uncontested just about every year at Taipei Game Show because they put in the investment to make a spectacular booth and feature a huge number of playable demos including PSVR offerings. Most of the demos I played at the show this year, as is true every year, were at the PlayStation booth. And really I don’t think it should be that way. It simply is because enough other companies don’t care enough to participate, which is sad to say the least.

playstation booth

On the PC side of things, it was kind of disappointing because though most of the big Asian players attended such as Nvidia, HyperX, Gigabyte, Cooler Master, ASUS ROG, MSI, and even ThermalTake, they all focused on parts rather than games. They were selling parts in their booths, which is fine, but really that was the main focus of their booths. Showing off and selling products that could be used for gaming rather than focusing on actual gaming. And while this makes perfect sense from a business perspective, as these are hardware companies, it really detracts from the spirit of the show. They could do a lot more to feature more playable demos for new and yet to be released games and make that the focus of their booths while showing off their hardware. In my opinion, this would be the more appropriate way to do things. Of all the PC booths I saw, only ASUS ROG had a demo for an unreleased game. They had a small section where you could try out the PC version of Sekiro: Shadows Die Twice as evidenced by a single mid-sized poster on the far side of their booth. In comparison, PlayStation had a giant statue of one of the game’s bosses and a small Japanese hut shaped structure where you could try out the game complete with Japanese style stools/backless chairs. This was the only PlayStation demo I experienced that did not require you to stand. The point is that PlayStation put in that much investment to display a game that isn’t even exclusive to their platform, meanwhile these PC companies were doing the bare minimum to talk about actual games.

cm booth

On the swag front, I’m always really impressed most by the mobile app companies and indie studios. It shows just how much money mobile apps make in Asia, because their swag is on a whole other level compared to companies like PlayStation and Nvidia. The swag for the PlayStation booth was game specific. Meaning you got different stuff for trying different games, with most games having no special items at all. Every PlayStation demo gave you red envelopes with a 7 day free trial for PlayStation plus. This is very standard for Taipei Game Show as it always happens right before Chinese New Year, so the envelopes are culturally specific to Asia. Over the years I’ve gotten red envelopes from numerous brands. This year only PlayStation had them. But certain games also gave you special items for trying them. Dead or Alive 6 gave a lanyard and collectors pin. A VR game called Focus on You gave a full sized couch pillow. But most of the time you just got the envelopes. And remember that this is after waiting forever in those long PlayStation lines. Meanwhile some random mobile app company gave me a fairly large stuffed cow, which I named Mr. Moo Cow, for trying three apps over the course of maybe 10 minutes. I will clarify that trying the three apps gave me the chance to draw a prize and that’s what I won, but they had lots of great prizes and plenty of those cows to give away.

An indie PC game studio that I’ve never heard of gave me a full length mousepad of very good quality. Again I drew this, but the same logic applies. SEGA gave out blue lanyards. Nvidia made me travel to five different locations around their booth as well as one at another booth they were partnered with for the chance to draw a prize, which ultimately got me a Monster energy drink and some stickers. Of all the larger companies at the show, I’d have to say the best single swag item was from Bandai Namco. It was a Taiko no Tatsujin: Drum ‘n’ Fun! themed neck pillow. But it required you to try five different games they had on display, all of which had their own separate lines. Sadly I didn’t have time to complete this. I even offered to pay for the pillow because I really wanted one and they refused to let me buy it. Overall I was very happy with my swag haul, but my point is the larger companies in the industry really could stand to step their game up.

swag tgs 2019

I will say though that Ubisoft impressed me this year by thinking more outside the box with their swag. Last year they had a system where you tried any game, of which they had several compared to this year, and you got a prize draw. You went to the claims table and they had you play a Just Dance themed prize machine like the one in Just Dance 2018 and you won a random prize, of which they had a large variety of prizes you could win. I got an Assassin’s Creed Origins t-shirt, a Mario + Rabbids Kingdom Battle t-shirt, and a Rabbid Mario hat. It was a really nice system because most of the prizes were really good and the system was entirely random so you didn’t have to wait to try a game you didn’t necessarily want to try to get the swag you wanted. It did however mean that you could get swag you absolutely didn’t want or repeat prizes. They also had a special For Honor keychain which was only available to those who waited in line to try that specific game, which I of course did. This year they didn’t have general swag. You only got a 5% coupon to the Taiwan UPLAY online store. But their game specific swag for The Division 2 was very creative. You got a “Tommy the Teddy Bear” backpack charm which consists of a teddy bear with a bowtie and a The Division 2 keychain. But the really cool part is that it comes with an in game activation code that will give your character in the game the teddy bear charm for their backpack as well. That’s cool swag. It makes a direct connection between the live event and the game. It’s limited edition, which players really care about for some reason, and it motivates people to buy the game. And it was still cheaper to make than the neck pillows or Mr. Moo Cow while being just as valuable to the gamers at the show. Kudos to Ubisoft.

tommy the teddy

Now let’s talk about what’s really important at game shows: the playable demos. I had the privilege to play seven AAA/large studio demos for games that weren’t yet released at my time of playing (I’m counting Kingdom Hearts III because it wasn’t available in the US for another four days) as well as a few indie titles. Sadly, the three indie titles I recall playing, one on PSVR and two on PC, weren’t anything special so I won’t take the time to go over them in this already long blog post. So let’s just talk about the big stuff. Please note that at Taipei Game Show demos only last 10 – 15 minutes due to the sheer number of people waiting to play. They simply can’t let people play for as long as I would have liked to, and that makes sense. So be aware that my assessment of these demos should be taken with a grain of salt because I didn’t have time to change any settings or get super comfortable with the controls. Also note that the demos in Taipei Game Show are mapped for Asian players, which is different from standard button maps in the West. For instance, on a DualShock 4 controller O is the confirm button in Asia, while X is the confirm button in the West. These sorts of things do really make a difference. I remember going to Taipei Game Show back in 2016 and trying Attack on Titan for the first time and absolutely hating it because of the button map and my inability to read the directions, since they’re always in Chinese or Japanese at Taipei Game Show. Then when I got to try the game at home with an American button map and English directions I absolutely loved the game.

red envelopes

Sekiro: Shadows Die Twice

Of all the demos available, this was the one I was most excited to try. Obviously Kingdom Hearts III was more important overall, but that was set to release less than a week from the event so trying the demo for 10 minutes wasn’t really that important in the grand scheme of things. Sekiro on the other hand is one of my top games for this year that won’t be out for some time. The only game I wanted to play more than Sekiro is Ghost of Tsushima, which sadly wasn’t available to play. Though they did have a giant poster and a guy dressed up like a samurai to promote the game and taunt my very soul. But thankfully I at least got to try the next great soulslike title.

Sekiro: Shadows Die Twice was a rough demo experience. Obviously the game is difficult, which it should be. But it’s also not the same gameplay as Dark Souls or Bloodborne, so you can’t just walk on with that past experience and expect things to just click right away. This is a completely different animal. For starters, the pace of the gameplay is much faster than even Bloodborne. You’re zip-lining around the level, dealing with long range attacks like rifles, and having to dodge the view of spotters stealthily hidden throughout the world. It’s as much about stealth as it is about combat performance. And you are not very powerful in the grand scheme of things. Basic samurai go down in a few swipes, or instantly with a stealth kill. But even the first tier armored samurai were quite the amount of effort/attacks to take down. And the first mini-boss was pretty much impossible for me to bring down in the 10 minutes I had. This is because he had four other enemies in the area with him, two of which couldn’t be stealth killed. The three of them together were just too difficult for the items I had. The long range attacks are severely lacking. At least what was available to me in the demo. I really hope to be able to get a bow and/or rifle in the full game. I really hated the button map in this demo. I hate to be one of those people that makes excuses like that for not being able to beat a game, but honestly if I can’t remap that game and that’s the final layout for the US version, I’m gonna have a terrible time. It did not work for me at all. It’s not that it’s drastically different from Bloodborne. It’s that what you’re doing in Bloodborne with the controls is vastly different and that makes all the difference in the effectiveness of the button layout.

sekiro__shadows_die_twice_gx

I want to be clear in saying that I don’t think it’s a bad game after playing the demo. I’m fairly certain I’ll be buying the Collector’s Edition day one. It’s very challenging, which is what it’s supposed to be. But there are definitely things I want to see changed in the final product from what I experienced in the demo. That’s of course assuming the conditions leading up to the point in the game the demo took place in are inevitable for the items, skills, and damage I was getting in the demo. It’s very possible that the experience I’ll have based on my preferred play style will net drastically different outcomes from what I got in the demo.

Dead or Alive 6

I’m a big Dead or Alive fan and have been since I bought the third installment on the original XBOX 18 years ago. I had played the earlier games causally in arcades but DOA3 is when I really fell in love with the franchise. It’s still in my top five fighting franchises and I play every game. Really I don’t expect things to be too different from game to game and I prefer it that way because the DOA formula is nearly perfect in my opinion. I just want some new fighters, new stages, and maybe some new special moves and I’m pretty much fine with it.

What I got from this demo is almost exactly what I wanted. The graphics are good. The roster includes all the characters I wanted, including Hyabusa, and the gameplay is much the same. There are some new specialty attacks, similar to what you get in the latest Soul Calibur, but by and large it’s the same buttery smooth, fast paced gameplay fans of the franchise are accustomed to. There was also a great selection of costumes for all the fighters. I’m very much looking forward to playing this game.

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Devil May Cry 5

I’ve never beaten any of the DMC games, unless you count DmC: Devil May Cry (2013) by Ninja Theory. But I’ve always wanted to play them all. I’ve been very impressed by the things I’ve seen about DMC5 so I finally bought  1 – 4 remastered on PS4. The DMC5 demo delivered both what I wanted and expected. It’s fast paced, smooth, visually gruesome, and slightly comedic. I was very happy with the gameplay, though I do feel that I didn’t fully understand the robotic hand system they implemented. I thought it was a bit weird, but I also liked that you could completely destroy your hand and then have to fight with one arm. The different arm types were cool as well because it allowed you to create a more customized gameplay experience based on your preferences. The gameplay was fair. I’d recommend playing this one on hard if you’re a hardcore fan of the franchise or genre. I beat the boss in the demo with little fear of dying. But overall I was very happy with it and I’ll certainly be buying the game.

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God Eater 3

God Eater is a franchise I’ve always been interested in but never had the time to really play. I actually own the first two games on PC, but I’ve never played either of them. I really like the genre because of games like Toukiden and Monster Hunter World. But when you have games like Monster Hunter World available the motivation to take the time to play anything else in the genre becomes sorely lacking. But I still wanted to try this demo.

Personally I struggled a lot with this demo. A large part of that comes from the fact that it wasn’t in English. I had such a hard time trying to figure out the weapons controls. I kept accidentally changing from the sword to the gun mode and then couldn’t get the gun to fire properly. The demo had me running around looking for monsters but very few were spawning in the level. I actually ran out of time before the real monster showed up so my whole demo experience was really lousy. I hope they release a public demo because I’d genuinely like to try it again with a full understanding of how the gameplay mechanics work before passing final judgement. That is to say the game is not at all intuitive.

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Kingdom Hearts III

I have waited more than a decade to play Kingdom Hearts III. I have watched as Square Enix dished out garbage handheld spin off title after garbage handheld spin off title. I have seen Sora travel to worlds that made up my childhood and fight alongside some of my favorite characters growing up. But in all these years I have never seen his story get a proper conclusion. It is my hope that I will finally get this in Kingdom Hearts III. No I did not need to play a demo for a game that will literally be released before this blog post is even published. But of course I took the time to wait in line and play it anyway.

The game dropped me directly into Toy Story world. I don’t know how far into the game that was/is, but it seemed like it was quite a ways in because I was really OP. I could combo through the air for what seemed like forever. I had magic attacks that were super powerful. It was definitely fun but it did not feel earned. The team up moves were amazing and quite beautiful. I also really liked that Buzz and Woody fought alongside me without me having to sacrifice Donald or Goofy from my team. The demo definitely did its job in making me excited to play the game. But I’m hoping they don’t just drop me in at that level of power from the start. The gameplay was very smooth overall, as is to be expected. And the AI for my team mates was very effective as well. I can’t comment on Donald’s healing AI/ability at this point because I didn’t take enough damage to require healing.

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At the end of the day, I already preordered the game months ago so playing the demo didn’t matter much to me or have any impact on my decision to buy and play the game. But I am really looking forward to finally getting to play it. As I write this post, I’m preloading it onto my PS4.

Space Channel 5 PSVR

I didn’t actually know this game was in the works. Space Channel 5 was one of my favorite games from the Dreamcast. It’s one of the only games that I enjoyed with my sisters as a kid. Even my mom liked watching us play it. I’m a big music/rhythm game fan and SC5 was one of the best from that era. The blend of story, challenging gameplay, and sci-fi graphics made for a great music game experience. And it featured Michael Jackson. So I was both shocked and ecstatic to find out that a VR version of the game was in the pipeline and available to try.

I have to say that it worked very well gameplay wise. You really had to do the moves and keep to the rhythm. It was responsive, mostly fair in its judgement of your move accuracy, and quite fun. The demo didn’t have any of the more challenging dance battles because it was only the first level, but from what I experienced I think it could end up being a stellar overall gameplay experience. What I didn’t like was that they changed the level structure and presentation. In the original game you play as Ulala and travel through the stages dance battling aliens and rescuing people along the way. In this demo you played as Ulala’s trainee and the entire concept of traveling through the stage was removed. You just stayed in the same place the entire level and the aliens came to you, bringing their hostages along with them. This lazy way of doing the level really took away from the overall experience of the original game. And playing as a trainee was kind of a bummer. Especially since she never talked back to Ulala. I would have much preferred an entirely new story as the third installment of the franchise with this new system rather than change up the process of the original game in this manner. The gameplay is quite solid though so hopefully we’ll see something like that in the future whether it’s Space Channel 5 or a new IP altogether.

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Trials Rising

I only tried this game because I played and liked the beta for Trials Fusion and didn’t want to play Starlink: Battle for Atlas or Assassin’s Creed: Odyssey, both of which I already own. And I certainly wasn’t going to wait two hours to try The Division 2 beta. Especially after having already played the alpha. So I tried the one game that was completely new to me.

Trials Fusion is extremely hard. I’m so glad you can continue from the very plentiful and automatically applied checkpoints because wow is it difficult to get past the various obstacles in a given course. The ramps and angles are so unforgiving. Timing is everything and you rely on luck way too much. I crashed so many times trying to get through a single course that it got depressing. I don’t know who the target audience is for that game but it’s certainly not me.

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The only two demos that I didn’t get to play but really wanted to were One Piece World Seeker and Concrete Genie. Both of these were under marketed, as in not marketed at all, so I wasn’t even aware of them till the booths were already closing up for the day. This was probably my biggest complaint from the show this year. There simply wasn’t enough put into providing people with information. Usually there’s an information booth in every main intersection. This year there was nothing. No people walking around to ask for directions. No help desk inside the floor. You could get assistance about specific booths from booth employees, but for general help about the show you were on your own with nothing more than a printed map, which I had to go out of my way to find because they weren’t handing them out at the door like they always have in past years that I’ve attended. There should have been a list of playable demos made available online before the show started so you could plan what you wanted to try in advance.

One thing I noticed about a number of demos, both indie and AAA, was that many of them had intros that were way too long. If you tell me I only have 10 – 15 minutes to try out a game, less than a minute of that should be taken up by story introductions. I didn’t wait in line for an hour to get plot points. I just want to try the gameplay and see the graphics. Between that and loading times, so many games were just wasteful in their time management of that 10 – 15 minute span of time. A VR demo I tried from an indie studio had me sit through 10 minutes of introduction with Chinese subtitles and not enough volume before I got to fire a single bullet. This is not OK.

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My prize for competing.

I’ll end this post by sharing a rather interesting experience I had at the Ubisoft booth. If you follow me on Twitter, then you’re probably aware that I’m a big Just Dance player/fan. Though I’ve never formally competed, based on my online performance for the past two or three installments of the franchise, I genuinely believe and tell people that I’m in the top five players in Taiwan. At least on Nintendo platforms. While I was at the Ubisoft booth waiting in line, I mentioned to one of the employees that spoke English that I was a big fan of the franchise and that I was a top player in Taiwan. As they do every year, they had Just Dance, 2019 in this case, running on the stage. But this year they allowed anyone to walk up and play rather than limit it to invited guest players only like they usually do. I actually didn’t want to play because I had only played about three hours of Just Dance 2019 at this point, having just opened the game earlier in the week. This employee went and told the guy in charge of the Just Dance section of the booth that I claimed to be a top player. He, also being able to speak English, came and asked me if I’d play. I felt like I had to at this point otherwise it would look like I was lying about my skill level. After reaching the stage, they introduced me to the host and Ubisoft’s brand ambassador for Just Dance in Taiwan. The host seemed to be an active Just Dance player but he wasn’t actually playing at that time. The brand ambassador was introduced to me as the number one player in Taiwan. I chose to introduce myself by my Just Dance online name rather than my real name and to my surprise they both recognized my Nintendo Switch User ID from previous Just Dance versions. The brand ambassador was quite good. He had already mastered all the 2019 songs, which makes sense if you started playing it day one because it’s been out since October. I just got a late start because I usually close out the year with the previous version before starting the installment for the next year. I will say without argument that he was better than I was consistently. But of the four to five players playing, I was getting second place and the ambassador was not blowing me out of the water. At times I was even ahead of him but he was ultimately closing out each song in the lead. I actually really would have liked to play against him in some songs from 2018 because I do believe that I was at his level of play. Ultimately they interviewed me after I was done playing and featured my interview in this official Ubisoft Taipei Game Show video. See if you can figure out who I am.

So that’s it for another solid Taipei Game Show. Here’s looking forward to a great year of gaming and attending again next year.

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