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Game Of The Year 2019 -- Sekiro: Shadows Die Twice

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"Do what must be done."

Over the last few days, we revealed what we believe are the 10 best games of 2019, organized by release date. Today, December 17, we reveal which of the nominees gets to take home the coveted title of GameSpot's Best Game of 2019. You can follow along with all of GameSpot's other end-of-the-year coverage using our Best Games of 2019 hub.

The fear of failure is incredibly powerful. It has the ability to cloud the mind, jumble the senses, and unsettle the hands. Sekiro: Shadows Die Twice understands this fear and leverages it to orchestrate challenges that feel impossible to surmount. It's an unsparing game that relishes the opportunity to undermine your abilities and tear you down. But, crucially, it does this so you can pick up the pieces and learn to be stronger. Its methods are harsh, but the lessons are profound.

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Now Playing: Game Of The Year 2019 | Sekiro: Shadows Die Twice

Sekiro has garnered much praise for its gameplay, which we described as "heart-pounding, palm-sweating, and nerve-wracking." Few games offer swordplay that feels as sharp, as tense, and as satisfying, and this alone makes it a standout game in 2019. But what makes it our favorite game of the year is how it uses this gameplay to speak directly to the player.

No Caption Provided

Sekiro is a game about growth. Not just the mechanical kind you get from learning to parry a blade, hop over a shuriken, or strike at the perfect moment, but something altogether more valuable. Perhaps the strongest example of this is the now infamous battle with Genichiro Ashina, who you must face head-on to overcome. The demands Sekiro puts on you in this fight are heavy and, for most, failure is all but guaranteed. To stand before Genichiro for hours upon hours, only to be cut down over and over, can be an arduous experience, but eventually, it all clicks into place.

It's here that almost everyone has an epiphany: Sekiro needs to be played on its terms. Unlike From Software's other games, it affords little room for freedom in approach. The enemies you face--big or small, human or inhuman--aren't designed to accommodate a variety of strategies; the path to success is singular, and it almost always demands you face overwhelming odds and be willing to fall so that you can eventually stand up stronger. In a game where the difference between life and death can be a split-second press of a button, the smallest of successes are hard-fought, but their impact carries weight.

Sekiro is a reminder that failure isn't to be feared and, in fact, it can be a springboard to betterment.

The game instills in you all the qualities necessary to overcome the hardship it presents. Unrelenting adversaries teach you that staying calm allows you to have the presence of mind required to process the challenge you face. It shows you that persevering through one hardship makes the next just a bit easier, and it proves that incredible strength can be found in the toughest adversity. These lessons, in conjunction with the thrill of doing the impossible, inspire a sense of achievement that lingers long after a virtual enemy has been felled, you've put down the controller and stepped away from the screen.

For years now the cycle of death and rebirth has been the cornerstone of From Software's games, but Sekiro looks beyond its mechanical function to also give it narrative consequence. Like the studio's previous games, story is delivered in small but meaningful ways, after all, From Software relishes subtle strokes that suggest details instead of painting in every color. Sekiro's main story is perhaps the studio's least ambiguous, but beneath the surface there are fascinating themes to contemplate.

Sekiro: Shadows Die Twice is a game that I still play almost every day. The war-torn land of Ashina is hostile and its inhabitants aggressive, and even all these months later, the challenges are no less daunting. But my experience has given me an understanding of it all and the self-confidence to face it--Sekiro is a reminder that failure isn't to be feared and, in fact, it can be a springboard to betterment.

Sekiro: Shadows Die Twice co-director Hidetaka Miyazaki accepting GameSpot's Game of the Year award
Sekiro: Shadows Die Twice co-director Hidetaka Miyazaki accepting GameSpot's Game of the Year award

GameSpot: What's it been like to see such a positive response to Sekiro?

Miyazaki: To be honest, it's been a huge relief. For us, Sekiro was a game that came with several challenges and new endeavors, such as its Japanese world design, it being single-player only, as well as it being centered around the new posture system, and intense one-on-one sword battles. We feel these challenges contributed to a very unique game design, which led us to be constantly worried throughout development.

Do you remember how you felt and what you were thinking when releasing the game? What expectations did you have for it?

We were mostly anxious and unsure of how it would be received. We of course always believed that Sekiro was a fun game, it was more so the anxiety behind whether players would feel the same way or not.

Now that it has been released and you've had time away from it, how do you feel about the game?

Having time away from Sekiro development has provided many opportunities to reflect on points of improvement. Many times I find myself thinking how Sekiro might have been better had we "done this" or "changed that." However, even more than that, I feel an increased love for the title. Sekiro's world and its characters have become a very important part of my life. This is the same for most of the games I've been involved with and is something that fills me with great joy.

When creating Sekiro, how did you challenge yourself to make sure it stood out as a unique among the games you made?

As far as game design, we made the decision to leave out several features from our previous titles in order to focus on Sekiro's dynamic movement with the grappling hook, and intense sword-on-sword combat with the new posture system. We felt that focusing on these aspects would result in a much more Sekiro-like experience.

Aesthetically speaking, we focused on the unique beauty behind the game's Japanese setting, putting heavy emphasis especially on its vibrant, yet withered color pallet. In addition to that, there is the focus we put on the character-driven story with the inclusion of a fixed protagonist. We feel that these were among the biggest challenges we had when making Sekiro.

As a studio primarily known for the Souls series and Bloodborne, what kind of statement did you want to make with Sekiro?

We aimed to provide a new, more vibrant take on the action and excitement we've expressed through the combat in both the Dark Souls series and Bloodborne. It is a fresh presentation of our desire to invoke a feeling of joy and accomplishment in the player when they overcome challenges.

What did you want players to feel when playing Sekiro? What were you hoping they'd take away from it?

We wanted players to experience the feeling of joy and accomplishment through overcoming the game's many challenges, and we wanted them to experience this in a way that is both fresh and more exciting than before.

How do you feel knowing that people play Sekiro and by overcoming the challenges in the game, they find strength in themselves and take that into real life?

This is something I am very, very happy to hear. I generally don't make games with the intent to specifically teach something to the player. However, as someone who focuses their game design philosophy around this idea of the player feeling a sense of joy and accomplishment by overcoming challenges, hearing that players are taking away valuable lessons from this is one of the greatest compliments I can receive. It is truly inspiring.

What part of the game are you most proud of?

I personally can't help but look for points of improvement, which could in part be the reason why I still haven't thought too much on this. There is no doubt that I am proud of Sekiro, I just haven't personally been able to pick out what parts specifically I am proud of (either that or I am still just too reluctant to do so). However, one thing I can say for certain is that we feel a great amount of pride when we hear about players applying things they've learned through our games to their real lives.

What has making Sekiro taught you about yourselves? What lessons are you taking away from it?

I would say we learned a lot about ourselves. We, of course, learned a lot through finding solutions to various problems during development, as well as through our teamwork with Activision throughout the project. If I were to give an example of this, it would be the effectiveness of intentionally focusing on one aspect of the game during the early stages of development after deciding on the core concept. Of course, eventually, we had to shift this focus to the project as a whole, but I feel that there were several challenges that we couldn’t have overcome had we not gone with this method.

Does this game and the positive reception to it give you the confidence to pursue more original unique ideas?

As far as confidence goes I would say I am, and always have been, lacking thereof [laughs]. However, the positive voices from players serve as precious fuel as we continue to make games. Because of this, I feel we will continue to make From-style games going forward.

What would you say to the fans out there that love this game?

We want to say thank you to all the players who have played and supported Sekiro. Your voices are what keep us going, and we are truly lucky to be able to make games in the same day and age as you all. We plan on working hard to make fun, From-style games going forward, so please look forward to what we have in store.

Got a news tip or want to contact us directly? Email news@gamespot.com


tamz

Tamoor Hussain

Tamoor Hussain is the Managing Editor of GameSpot. He has been covering the video game industry for a really long time, having worked in news, features, reviews, video, and more. He loves Bloodborne and other From Software titles, is partial to the stealth genre, and can hold his own in fighting games too. Fear the Old Blood.

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Ted_1

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I'm glad Sekiro won! From Software makes AMAZING games. Difficult? Yes. Satisfying? OH YES. As for future titles, I would really like them to make Bloodborne 2. The atmosphere and gothic style of that game is just fantastic! I loved every minute of it. If From Software can incorporate some gameplay aspects of Sekiro and add it to Bloodborne 2, I'd be all over it!

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RaveNRolla

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@Ted_1: honestly making bloodborne 2 is probably a bad idea. i would rather play something new. and they have to be very cautios too. a 2nd part has to live up to its predecessor, and well, Bloodborne is very beloved. you know what the Souls community says about dark souls 2? :(

i love bloodborne, it`s my favourite ps4 game but i really rather have the developers use their resources to create something new (like Sekiro was), rather than make a sequel to a game, that will get shred to pieces by the community, because it couldn`t possibly live up to the expectations. i also get the feeling the devs are not people that want to make the same game over and over again.

personally i'm still waiting for space souls!

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Avatar image for deactivated-65d35eb4921a1
deactivated-65d35eb4921a1

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@RaveNRolla: Sorry, but I just can't agree with you. Not wanting a sequel because it *could* be disappointing or because some other sequel was… Well, Bloodborne 2 could also be as good as the original or, who knows, maybe even better.

I get that Bloodborne is somewhat sacred to a lot of people and that it shouldn't be touched even by From Software. I do get that because Bloodborne is my favorite game of all time. But hell, BB 2 could well take that spot.

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RaveNRolla

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@gfantini: the thing is dark souls 2 wasn't a bad sequel, it's an amazing game, but it follows the original dark souls and i guess a lot of people were disappointed. it's not about a game being sacred, more about the twisted expectations of people (read: the internet). And yes, there are game of which i like the sequel better than the original (dead space for example).

and OF COURSE i would also buy and play the crap out of a bloodborne sequel, i just don't see them make it. and IF the choice were up to me (which it isn't) i would want them to make a new game with its own identity. also, and i might be wrong about this, i got the feeling they did not have any more ideas for trick weapons anyway, considering so many of them are alike, with very few exceptions. But damn, was it a blast to play.

You don't have to be sorry, bro, if we could all learn to accept each others opinion more rather we'd all be happier. So thx for simply disagreeing and not saying anything stupid. It's a whole lot these days.

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deactivated-65d35eb4921a1

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@RaveNRolla: Sure thing, mate. Thanks for the kind words. Appreciate it.

Now, allow me to disagree one last time (lol): you might be right from a creative standpoint, but there's no way Sony will pass such an enormous commercial opportunity which Bloodborne 2 represents. A PS4 sequel could indeed disappoint given it'd have to adhere to the same hardware constraints of the original. But imagine what Miyazaki could make on the PS5 within the Bloodborne universe. Gives me the chills.

I think a PS5 sequel is very very likely at this point. It's one of those titles that could drive massive amounts of console sales given the passion of its fans. Which is exactly what a new console needs the most.

Probably not a launch title (hopefully not), but an early announcement at the PS5 reveal event would create tremendous hype. It makes total sense from a business perspective. Fingers crossed.

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ivory_soul

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RE2 is my GotY, and I feel the Dark Souls games just aren't any fun and I don't have the time to dedicate to mastering those games. I know they're good, but I just can't get into them. I'm sure Sekiro is GotY material, but just not for me.

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Destructionzz

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@ivory_soul: Loved Sekiro but RE2 is my GOTY as well. Just a perfectly executed game and a fun immersive experience.

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Taylor_Sparks

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Pretty sad and pathetic seeing people say "So glad DS didn't win."

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Litchie

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@taylor_sparks said:

Pretty sad and pathetic seeing people say "So glad DS didn't win."

Why? Many games released this year was better than DS. And DS got a 9/10 on here, so it makes sense people were worried.

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Taylor_Sparks

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Edited By Taylor_Sparks

@Litchie: That's your opinion, it's pretty pathetic people are just mentioning DS since it's considered a "walking simulator" or a "delivery game." At least it shows people would go ape shit crazy if Death Stranding won. Personally it's my GOTY since it's something new and original in comparison to the other games even though I love Sekiro.

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Robbie23

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@taylor_sparks: It seems like a lot of people who hate on Death Stranding have not even played the game which is really strange.

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Midna

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@taylor_sparks: I hoping to get Death Stranding for Christmas. My friends can’t stop gushing over how much they like it.

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Taylor_Sparks

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Edited By Taylor_Sparks

@midna: I don't expect you to enjoy it unless you're into really slow paced games. But hopefully you do!

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deactivated-611611d19b9ca

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This is such a good game. I love Dark Souls and Bloodborne, but I can’t go back to those after Sekiro. The combat system in this is just so much better, to me. I can’t go back to rolling and jumping out of the way. The parry/posture system is my favorite that they’ve come up with. I do prefer the darker, more gothic setting of the other games, though.

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aross2004

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Edited By aross2004

I'm glad that Sekiro won it, it feels well deserved.

That being said, I really feel like this game brought out the worst in just about everyone.

We have the folks going nuts because they think it's too difficult and that it intentionally excludes all but the hardcore, and then we have arrogant folks who act like they're hot shit for beating it, (and automatically accuse those who don't like it of being casuals who have no skills).

I prefer to land on the side of it being a great game that isn't for everyone.

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Zartan3000

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I love the Souls games and Bloodborne, so am glad that Sekiro won game of the year 2019....But I am tired of 2019 already. Bring on 2020 with big releases like Last of Us 2 and Cyberpunk 2077!!!

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ucupthea

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Congratulations for Sekiro SDT get Game of The Year 2019...

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deactivated-5ebc942967df5

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Feels like a belated apology to Fromsoft for not giving Bloodborne or Dark Souls the GOTY awards they deserved back when those games came out.

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Frenchman081

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@Prats1993: They probably didn't give BB or DkS GOTY because they already recognized FromSoft's brilliance. They gave Demon's Souls GOTY when it came out.

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deactivated-5ebc942967df5

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@Frenchman081: Dark Souls was Fromsofts definitive statement though and is arguably the best game of the decade given the enormous influence it has had on video games.

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el_swanno

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@Frenchman081:

I’m glad someone remembers that. It’s was Kevin Van Ord’s Game of the Year video that convinced me to buy Demon’s Souls. Cue 6 months of screaming at my TV and throwing my controller...

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Fandango_Letho

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2019 wasn't a particularly strong year in video games. It was mostly a safe year with a lot of sequels and a couple new IP's. Being a souls-like through and through, Sekiro kinda had its win secured right off the bat. Now if only most people could beat the game lol. Last time I checked at the last boss achievement on PSN or Steam, about 1 person out of 10 finished the game.

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Thanatos2k

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Edited By Thanatos2k

@Fandango_Letho: Even easy games usually have a 30% of less completion rate though.

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deactivated-65d35eb4921a1

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@Thanatos2k: Isn't it time to rethink the average length of AAA games?

It's been a while that people have been confusing value and length. Short $60 games usually get bashed for providing "little value". I say we should ask for quality rather than length.

I mean, Journey is a fantastic 2 hour game that would simply be worse had it been longer.

Red Dead Redemption 2 also comes to mind, but at the other end of the spectrum. It was my favorite game of 2018, but I just did not enjoy the epilogue. It unnecessarily dragged on for too long. Actually, Rockstar have come out and said something along the lines of making theirs games shorter from now on. Quality over quantity. Spot on.

Additionally, games have become way too expensive to produce. And development cycles have become prohibitively long. We now get 1, maybe two AAA games from high caliber studios over the course of a generation. Lowering the expectations on a game's length is clearly a way out of this trap.

I'd rather play 3 awesome 20 hour games than one good 60 hour game.

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Thanatos2k

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Edited By Thanatos2k

@gfantini: Except this has basically been the pattern since they started collecting trophy info. Preferrable length really depends on the game and genre. But charging full price for a 4 hour game (like, say, Heavenly Sword) is really not cool.

Portal is an amazing game, but I never would have paid $60 for it.

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deactivated-65d35eb4921a1

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@Thanatos2k: Sure length should vary with genre. My point is that games in general have become bloated because of this misguided mentality that more is better. When the exact opposite is most likely where the truth lies.

Now, Bloodborne is my favorite game ever and it's a pretty long game. But it doesn't feel bloated. So when the DLC came out, it simply didn't pique my interest. I thought the game was so immaculate and self contained that more content would actually hurt it.

Another great example is God of War. It feels long enough without being long. And no DLC, because it doesn't need it. I'd much rather get GOW 2 earlier. Development resource is an expensive bitch.

A good parallel for this "more is better" bullshit is screen resolution. I'd much rather devs would be pushing quality over quantity of pixels. Or even, temporal resolution over screen resolution (fps over res). Really, who da f*ck needs 8K?

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justin01

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Been stuck on the boss that is right after the old man who does WHOOSH WHOOSH attacks super fast. It's been a couple of months... might try again, or just break and watch a playthrough.

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deactivated-60805f69c9188

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Well at least Death Stranding didn’t win so...thats fine with me

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Willowvale75

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@kstaggs87: Amen to that!!

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deactivated-5e83c14458072

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@willowvale75: Have you people played DS?

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artiebuco

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@Arkhalipso: No, but I did work for UPS, so I have a good idea about it.

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Robbie23

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@artiebuco: I work for Fedex and enjoyed Death Stranding.

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alx7787

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Days Gone should had got game of the year or Star Wars or RE 2 Remake but Sekiro got it. what a joke that is one repetitive and boring garbage of a game!

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phili878

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Have not played it yet. Any good? Just because a game made it GOTY doesn’t mean it must be good, right?

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Wretch1d

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@phili878: Hard as coffin nails, if thast for you grab it

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uchihasilver

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@phili878: no it means it’s good alright but for some reason people regard personal opinion as fact there is no one game for everyone

As for sekiro depends if you like difficulty in games, bloodbourbe/souls like gameplay, and worlds with story telling through nuance rather than straight up giving you everything though saying that this game has more actual story telling than souls

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R-Gamer

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@phili878: I personally loved it.

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Edited By Mirdor

As far as I'm concerned, FromSoftware is the best developer of the decade. They went into it with a statement and they are going into the '20s with another one. Time and again they proved they can create some of the most imaginative worlds and support them with incredibly satisfying gameplay mechanics.

From exhilarating tales of the fallen monarchs, revolutions and status-quo we find in the Dark Souls series, to a solemn lesson on avarice and pride of Bloodborne, to an epic about honour, family, and duty of Sekiro, FromSoftware showed us they are not afraid to play with themes and settings.

Their games are cold and alienating, filled with dread, anxiety and despair, all while carrying a powerful message of hope and perseverance.

Thank you for all the memories you gave us over the years. I absolutely cannot wait to lose myself in the world of Elden Ring.

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Destructionzz

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@mirdor: That's my only problem with the game, ironically as that is part of why it's good. But I get kinda depressed playing it, not just because it's difficult (after all I beat it) but the whole vibe. As someone who has struggled with depression for a better part of life that is something I'm not that keen to feel. I have over 100 hours in Sekiro and I felt emotionally drained after, also not wanting to play it ever again because of that, or any other From Software game. I know I will though.

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Midna

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I am hoping this is in the Steam Winter Sale so i can finally buy it.

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videogameninja

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Edited By videogameninja

While I personally would have loved to see RE2 snag that top spot Sekiro is a solid choice for GOTY.

In fact, I haven’t really heard anyone saying anything bad about it (other than the soul crushing difficulty đŸ˜‰ ). That right there should speak volumes.

From software should be proud not only of their achievement but what they have been consistently delivering to gamers in the way of the Souls games. Its great that their efforts are finally being recognized on a more global/mainstream scale. Perhaps this isn’t the last we have seen of Wolf but if so it was one heck of a ride.

-GOTY NINJA APPROVED-

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doodoflife

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I can see why this game was so well liked but for me, I couldn’t get into it. Thought there was some cheap one hit death mechanics I had a hard time getting over. Might try again when my library is freed up.

This is coming from a guy who has beat all of the soulsbourne games.

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artiebuco

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@doodoflife: I agree. Not my thing.

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RaveNRolla

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@doodoflife: while i personally think 1-shots should be avoided in general and that they are simply put just bad game design, the game at least counters it with the ability to revive on the spot, which we didn't have before.

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uchihasilver

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@doodoflife: it’s because this game focused on parrying more

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videogameninja

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@doodoflife: I will admit, it does have a more steep learning curve than the other Soulsborne games but in some sense it gets evened out later in the game.

-SOUL CRUSHING DIFFICULTY NINJA APPROVED-

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