Style plus difficulty equals banquet of substance
I’ve got another double bill for you: a pair of FromSoftware games that I’d put a substantial amount of time in and I thought I’d compare and contrast them from both my point of view and how they’re designed. Fair warning: I’m no expert on game design so don’t expect a well-informed breakdown of how XYZ works in insert game here.
I’ll start with Sekiro: Shadows Die Twice.

Released on March 22, 2019 for all available platforms, Sekiro is the tale of a shinobi dedicated to his lord, Divine Heir Kuro, and the dangers they face from the expected like ronin and ambitious samurai to the plausible like other contracted shinobi to the completely fantastical like ginormous creatures. Kuro’s position as the last in line of a divine lineage puts him in the crosshairs of the Ashina clan’s retainer, Ashina Genichiro, whose soul purpose in the game is to use the rejuvenating waters to revive his ailing grandfather Isshin and subsequently make the Ashina clan immortal and unite Japan under the Ashina banner.
You know, having played as the Ashikaga shogunate in EU4 and reading about the downfall of the Kamakura shogunate (and it’s most recent manga adaptation), I can’t tell what’s more sinful–Ashikaga treachery or Ashina ruthlessness.

Just goes to show that the shinobi had a better loyalty track record than the samurai. Inazo Nitobe was full of it.
I’m also going to out myself as having a lack of experience with the other FromSoft games, namely Dark Souls, so in lieu I’ll speak on the gameplay, level design, and combat I’ve witnessed. Although I’m not well-versed in the Dark Souls franchise, I’ve seen bits and pieces of gameplay here and there and from the outside looking in, it looks more like Dark Souls proper sacrifices speed for power and precision. By contrast, Sekiro seems to rely on quicker movements, agility, and a lot of times, simple tricks. Fitting for a shinobi, eh?
Dark Souls players needn’t quote me on this, but also based on what I’ve seen in gameplay and my own methods of playing Sekiro, it seems like there a more ways to cheese enemies in the game. The faster movements make it look as though there are more ways to do it, but it being a FromSoft game, wrong moves and the like will still result in the bosses planting Sekiro and seeing if a smarter shinobi grows.
Speaking of dying, Sekiro is also set apart by allowing a second chance at battle, really putting the Shadows Die Twice subtitle to use in-game. That said, reviving and dying before there’s time to recharge leads to NPCs being afflicted with a disease known as Dragonrot. It might seem like nothing to cheat death endlessly, but the energy to achieve can’t come from nothing. The way it works is that each time Sekiro flips off a shinigami, the energy required to do so draws on the healthy population, gradually sucking their life forces until they develop a hoarse cough. If it happens too often, they can die, and if I’m not mistaken, this leads to an alternate ending. Fortunately, there is a way to treat it in-game. Gathering the blood of a victim and bringing it to a doctor, Lady Emma, can help keep them alive until it happens again. So to keep it from happening again or often, git gud.

Paradoxically, Sekiro doesn’t want you to get too comfortable with the trial and error method because there are only so many times you can do that until you have to change strategies, as you’d know from any lesson on the scientific method.
Sekiro’s level design takes a page out of Spider-Man media. Plot spoiler: Sekiro loses his arm after the first encounter with Genichiro and is given a prosthetic that’s also a grappling hook. So swinging from tree to tree to rooftop and getting slashed in the face by a flying enemy feels so freeing and amazing. Sekiro is probably not the most physically imposing protagonist of all time, but he makes up for it with ninja-like reflexes you’ll definitely employ in-game. As of writing this, the furthest I got was the second encounter with Genichiro on console and I’m still near the beginning on PC, but there’s enough to glean from the combat even in the early game.
Breaking from the “one enemy attacks at a time” trope found in most media, FromSoft’s output reminds you of how special you’re not. Enemies work together to make sashimi out of your shinobi hide so living up to your reputation as a fiend from the shadows works best when it comes to clearing them all out piecemeal. Means dicks to the boss fights since they’re meant to face you upfront or at least most of them are designed to, so I guess Nitobe wasn’t completely full of s[horse neighing]t when it came to describing samurai warriors. Then again, you’re a shinobi so playing by a samurai’s rules are worthless to you. You could face them upfront the classic way, but staying in character means sneaking behind them to take off a health bar. At that point, you need only fight them once, collect a prayer bead and progress to keep on doing it.
Sekiro also caused a stink with journalists who couldn’t get through the game to review it “properly” according to their arbitrary standards, and I think someone better than me can put in extra details, especially past the second Genichiro encounter, but for what it’s worth, if you’ve been putting off Sekiro for whatever reason, but really wanted to play it, I can’t recommend it enough. My best way to describe it as easy lessons, hard application.
Now for the other FromSoft game: Elden Ring.

Released on February 25, 2022, Elden Ring made a meme of itself rather quickly by wheelbarrowing in its gargantuan balls and declaring everyone to be maidenless gits. Well, screw you too, Discount Wales! I’m gonna go in and Margit threw me off a cliff.

That did happen to me in Elden Ring. I summoned some help and got thrown off the cliffside. But I kept going in until I won. Gittin gud, folks!
Working with the few memories I have of Dark Souls gameplays, I’d say Elden Ring is the closest to form without actually being Dark Souls in name. Classes to choose from, customizable character, in-depth story about constructing the titular item, ruined medieval European-inspired castles, spirit steed, bosses that can sleep you in one hit; rings a lot of bells, but without the proper experience I hesitate to definitively say they’re Dark Souls bells. Regardless, one thing I forgot to mention that both Sekiro and Elden Ring do is allow players to leave messages to each other, though Sekiro does it differently by showing instead of telling.
Dodge-rolling has made a comeback in Elden Ring and dodging a titanic swing and countering with a slash at the ankles feels right. Between these two, they crank up the difficulty to make the victories that much more rewarding. I genuinely get a kick out of beating a boss after getting planted enough times to make a forest of bodies. I have less time with Elden Ring, but as I said there’s a lot to extrapolate in a short time with the game. Toss away the shinobi-like agility and speed and the slower movements are because your character is covered head to toe in armor… unless you’re the solo guy.

Well, it’s not like there’s a wrong way to play games anymore. Nonlinear structures of this type encourage creativity and I’d like to be the fly on the wall of the player who found all the exploits first before sharing them with the internet.
As far as hard games go, both Sekiro and Elden Ring have the difficulty found in a FromSoft product, both cannot stress enough the importance of the parry, and both give you enough tools to play how you see fit with a few bosses having a method that makes them easier to deal with. In Sekiro’s field, sometimes you can just rack up a kill count and take the ryo that drops from enemies ’til you reach the desired amount to buy from a merchant; and other times you can eavesdrop on loudmouthed enemies and discover new weapons by simply waiting and listening for more details. For the most part in Elden Ring, I’ve found extra accessories from fallen enemies. I haven’t used the merchants yet, but based on my play style I might never get/have to. Even in video games, I’m a great big cheapskate.
One main element in Elden Ring is that the titular artifact is fragmented and scattered across the game world, sort of like the jewel shards in Inuyasha. Finding them is “easy,” it just takes getting past the boss fights to get them. Once constructed, the Elden Ring is said to grant the wielder great power. So like Sekiro, there’s a powerful object that both sides want and depending on how the stories for both goes, the protagonists of both will realize that no one is meant to have that power and let it be, or they take the power and use the godly powers for good instead of evil.
I will peak ahead to see what I’m up against, but that’s the most I’ll do for spoiling myself–knock on wood. All I can say with certainty is that I have a long way to go.
Another spoiler: I never made it past Genichiro, Way of Tomoe on console.

As Rias is my witness, I’m gonna do it on PC. That’s my declaration!
For this recommendation, I present to you: Japanese Comedian Meshida.
https://www.youtube.com/@Meshida
As the title suggest, Meshida is a Japanese comedian. He said goodbye to salaryman life and chose laughter as a full-time job. His brand of comedy briefly explains Japanese society while at the same time taking the piss out of it. If satire is the best way to critique while also wishing for improvements, then I say keep it going.















