Sekiro: Shadows Die Twice vaikuttaisi olevan aikamoinen syrjähyppy Souls -pelien tutuista mekaniikoista.
https://www.pcgamer.com/embargoed-11am-pdt-sekiro-from-softwares-next-game-subverts-nearly-everything-weve-come-to-expect-from-dark-souls/
Sekiro: Shadows Die Twice is not an RPG. There are no stats to level up and no armor or weapons to collect and equip. There are no classes to choose from. There is no multiplayer of any kind. You'll have no souls to reclaim after dying, and—from the looks of it—no checkpoint bonfires to kindle.
As I said, Sekiro is not an RPG. From Software's Yasuhiro Kitao describes it as an action adventure game, making it sound more akin to Zelda where exploration will yield new items that help you progress. You won't be making your own character or leveling up stats, but you will be finding all manner of cool gadgets that attach to your 'Shinobi Prosthetic' that replaces your lost hand.
While there's still HP, combat revolves around 'posture.' When you attack an enemy, they'll easily block your attack but will lose posture each time. Once lowered enough, they'll be open to a gory finishing move, but the same goes for you. As enemies attack, blocking lowers your posture unless you block perfectly (similar to parrying in Dark Souls). With a perfect block you'll actually throw the enemy off balance and lower their posture instead.
In this way, combat in Sekiro feels more authentic to a sword duel: A battle of attrition as each tries desperately to create an opening to deliver a fatal strike. Once you finally trip a foe up enough, you can hit them with a 'Shinobi Death Blow'—a gleefully bloody finisher that kills weaker enemies instantly.
Itseäni ei hahmonkehityksen ja PvP:n puuttuiminen haittaa oikeastaan lainkaan, sillä ne olivat muutenkin Soulseissa vain toissijaisia elementtejä. Sekiron enemmän Zelda/Metroidvania -tyylinen pelattavuus toivottavasti antaa enemmän tilaa sille oleelliselle.