

#Sekiro save file finished the game software#
From Software has some of the best world building in the business and, I would argue, the best character design. Early on in Sekiro I had to sneak under a bridge, where I found this bizarre, misshapen hermit man that lunged at me with a wicked knife from underneath a broad straw hat. But the difficulty is only one part of what defines these games for me, and honestly, it's not the most important part. There are other difficult games I won't play, and whatever. My problem with these is that I don't think I'd write any of these articles if I didn't like them so much. Many assume that From's goal is to make games that require a high skill bar that's not true. To start with it is worth looking at what the designer's intent is, what they want the players to experience. Article continues below the "easy mode" is a really blunt instrument, there are other ways. Below, I'm posting a Twitter thread from accessbility expert Ian Hamilton about accessibility, difficulty and how developers can think about these issues, as well as this article by game developer Garrick "Doc" Burford about his experience playing From Software titles as someone with a physical disability.

Update: Since publishing this, there's been some interesting conversation on Twitter and elsewhere.

The fact that these games don't have any difficulty settings means that only a certain sort of player with time, inclination, reaction speed and lack of physical issues will ever see the final boss fight anywhere but on Twitch. These games have achieved a kind of cult status in certain corners of the gaming community, where people use them as a kind of litmus test for whether someone is a true gamer or a filthy casual. It debuted this new style with Demon's Souls and cemented it with Dark Souls before swaggering across the gaming industry with Bloodborne, my drug of choice and one of the most engaging gaming experiences I've ever had. Sekiro: Shadows Die Twice is the latest offering From Software, a developer known for, among other things, punishingly difficult games that set a new standard for how much abuse the modern player was able to take.
