Game Of The Year 2019 — Sekiro: Shadows Die Twice

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.

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.

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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 awardSekiro: 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.

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

Lost Blade Runner Adventure Game Is Now Available On GOG

Back in 1997, classic game developer Westwood Studios released Blade Runner, a video game adaptation of the classic Harrison Ford-helmed cyberpunk film. Upon release, the game was a critical and commercial success, and it quickly found its way to being a classic in the genre that nailed the atmosphere and vibe of its source material. But as time went on, legal disputes and rapidly growing changes in technology kept the game firmly in the past, making it difficult to play on new platforms. But now, the digital distribution platform GOG has brought the game back to the market.

Over 22 years since its release, Westwood Studios’ Blade Runner is now available on modern PCs via GOG. Just revealed during the digital distribution platform’s winter sale, the cyberpunk adventure game is now playable, DRM-free, on GOG for the low price of $10. Thanks to the winter sale, that price drops to $9 for a limited time.

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Set before and during the events of the 1982 movie, you play as Ray McCoy, a blade runner who is searching for rogue replicants hiding out in alternate-2019 Los Angeles (yes, the game and the film were set in 2019, now making them period-pieces). Telling an original story, you explore many of the same locales while rubbing shoulders with returning characters as you uncover a vast conspiracy involving replicants and the corporations. With over 10 different endings, many of your choices and interactions with other characters will lead to different paths for McCoy to follow.

What’s notable about this adaptation is that it brought back several actors and other creatives from the film. In particular, Sean Young, Joe Turkel, and William Sanderson all returned to reprise their roles as Rachel, Edwin Tyrell, and J.F. Sebastian, respectively. Since its release, it’s become something of a lost game due to being stuck in legal limbo and outdated software.

The only way to have played Blade Runner today was by having the original game discs or running it through heavily modified emulated game files. Fans of classic adventure games online banded together to build a modified engine known as ScummVM, allowing newer PCs to run Blade Runner and other games in that style from the past. In a press release, a GOG representative stated that this port wouldn’t have been possible without the ScummVM community.

For more on what’s available on GOG’s winter sale, including a discount on Cyberpunk 2077, be sure to check out our roundup of games.

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Pokemon Go Adding New Buddy Adventure Feature

Pokemon Go will kick off the new year with a big new gameplay feature. Niantic shared the first details on Buddy Adventure, a new feature that is rolling out around the world by 2020 and gives you more ways to interact and strengthen your bond with your Buddy Pokemon.

Just as you can increase your friendship level with other players, you’ll be able to raise your Buddy Level with your Pokemon once the Buddy Adventure feature goes live. After feeding your Buddy Pokemon a berry from the new Buddy Pokemon profile page, you’ll become Good Buddies, and you’ll be able to see your Buddy Pokemon following along behind you on the overworld screen. You can further increase your Buddy Level to Great, Ultra, and Best Buddies by playing with your Pokemon, using it in battle, and taking snapshots of it.

Each Buddy Level also opens up different bonuses; you can see what each friendship tier unlocks below, courtesy of the official Pokemon Go website:

  • Good Buddy: Your buddy can join you on your map view! You’ll also see how your buddy feels on the Buddy profile page.
  • Great Buddy: Having a hard time catching a Pokemon? Your buddy may help you out in Pokemon encounters! It can also bring you items that can help you in your Pokemon Go journey.
  • Ultra Buddy: Your buddy will help you explore the world around you by letting you know about interesting places nearby! Your buddy will also bring you Souvenirs, which you can keep track of on the buddy profile page.
  • Best Buddy: Become Best Buddies, and your buddy will sport a Best Buddy Ribbon to show off to everyone just how close you two are! Pokemon that you’re Best Buddies with can get a CP boost in combat as long as they’re still assigned as your Buddy Pokémon.

On top of that, the new Buddy profile page will let you see your Pokemon’s mood, its progress toward finding Candy, and a list of daily activities to complete that will earn you hearts and, in turn, improve your Buddy Pokemon’s mood. Once your buddy’s mood is maxed out, it’ll be able to find Candy at half the distance it normally takes. On top of that, the Buddy Adventure update will make it so that changing Buddy Pokemon will no longer reset that Pokemon’s progress toward finding Candy.

Following the release of Buddy Adventure, Niantic teases that you’ll be able to meet other players’ Buddy Pokemon in a new “Shared AR Experience” mode. This feature will allow you to sync with up to two other players and take group photos with your Buddy Pokemon. You can read more about the feature on the Pokemon Go website.

In the meantime, there are still a lot of events in store for Pokemon Go this month. The Legendary Gen 5 Pokemon, Virizion, is making its debut in Raid Battles today, December 17, while Ho-Oh and Lugia are returning for a special Raid Weekend from December 20-23. Pokemon Go’s annual holiday event will follow beginning December 24 and will introduce a handful of new Gen 5 Ice Pokemon to the game. You can catch up on other recent Pokemon Go news below.

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The Witcher: Creating the ‘Elder Speech’ Language for the Netflix Series

We’re rolling out sneak peeks for Netflix’s The Witcher all month long as part of our IGN First exclusive set visit. Keep it locked right here for never-before-seen interviews and behind the scenes footage of the White Wolf, Ciri, and Yennefer. And be sure to check out The Witcher when it premieres on Netflix on Friday, December 20, 2019. For more, check out Henry Cavill discussing the common misconceptions about Geralt, Anya Chalotra breaking down Yennefer’s incredible transformation, and Freya Allan on how Ciri fits into the Season 1 storyline.  

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How Xbox One X Empowered Microsoft To Create Xbox Series X

Iterating on the Xbox One allowed Microsoft to solidify its vision for the Xbox Series X, the next-generation console revealed by Phil Spencer at The Game Awards. Speaking to GameSpot, Spencer recalled a showcase in 2016, when he indicated that the console could become upgradable and how that was originally one piece of a larger Xbox Series X picture.

“What was that the showcase event we did here like four years ago down in San Francisco where I went on my confusing rant about hardware upgrades?” he said in our interview. “We were working on both Xbox One S and Xbox One X, I don’t think we had announced either one at the time. One of the stepping stones for us getting here [to Xbox Series X] was Xbox One X, a box that was 100% compatible with Xbox One S but faster.

“We created Xbox One S, created Xbox One X, took a lot of feedback from fans, tried to make that feedback loop from both customers and developers pretty critical to who we are, and that’s been a pretty important part of our journey and we said we want to make that a core foundation of Project Scarlett.”

For Spencer and the Xbox team, the seamless compatibility between Xbox One S and the considerably more powerful Xbox One X speaks to the ethos Microsoft has for its gaming ecosystem, particularly for Xbox Series X.

“This idea that … there’s no boost mode, there’s nothing you need to like query, you can play your Xbox One games on an Xbox One X and they play better … That was a stepping stone in our learning to say, ‘Hey, well, how do we then take games to a new architecture but ensure that we get the benefits of that architecture with the game,'” Spencer said. “Because we didn’t want to slow everything down so that you don’t see all the benefits of what the new hardware gives you.

“I think on Xbox One X today, I can honestly say for almost all of the 360 games that run there, the best place to play them is no longer the Xbox 360. They actually play better on the Xbox One X and I want the same to be true here [with Xbox Series X]. And that kind of [goes] full-circle back to why the name is what it is, because this is the Xbox. This is where your Xbox games play.”

Microsoft has not yet announced when Xbox Series X will launch other than Holiday 2020, but it did say that it expects to have an exciting E3 2020. You may be wondering why it chose to reveal the new console at The Game Awards, and Spencer discussed this, along with other things, in our interview. Make sure to read our full exclusive Xbox Series X feature for more on the console and what Xbox has in store for us in the future.

Now Playing: Xbox Series X – Exclusive Details On Microsoft’s Next-Gen Console

GOG’s Massive Winter Sale Includes A Fantastic Cyberpunk 2077 Deal

It’s a good time to be a PC gamer, as every digital store seems to be launching its winter sale right now. Steam’s winter sale will reportedly launch this Thursday, December 19, and you can already find excellent deals at other stores like Fanatical and Green Man Gaming. But digital storefront GOG has some interesting game deals of its own as part of its winter sale, which is live now through January 2.

Notably, GOG is offering an excellent bundle with Cyberpunk 2077, the upcoming game by CD Projekt Red (which also owns GOG). For $87.77, you’ll secure a pre-order of Cyberpunk 2077, which releases April 16, and all of the Witcher games:

If you already own one of the above games, you’ll receive a redeem code via email that you can share with a friend. Be sure to check out our Cyberpunk 2077 pre-order guide for more info on the game’s special editions, if you know it’s a definite purchase for you. It’s worth noting that you’ll get additional pre-order bonuses if you pre-order Cyberpunk 2077 from GOG, including print-quality posters, an exclusive digital booklet, and more.

GOG’s winter sale includes some other great game bundles. One such collection is the Paradox Strategy Bundle, which gets you five great games for $70.56, down from a total value of $199.95. That bundle includes Stellaris, Battletech, and Surviving Mars as well as two 2019 releases: Age of Wonders: Planetfall and Imperator: Rome.

There are plenty of discounted games to grab as well, including critically acclaimed titles like What Remains of Edith Finch, Dead Cells, A Plague Tale: Innocence, and more. Check out our picks from the GOG winter sale below, and browse all the games currently discounted at GOG.

Best game deals at GOG

*includes VR edition

Now Playing: PC’s 5 Best Games Of 2019

PS4 Controller Gets Back Buttons Peripheral

The PS4‘s DualShock 4 controller is getting an optional upgrade, with the announcement of a new Back Button Attachment. The dongle slides onto the existing charging port of your DualShock, and adds two programmable buttons to the back. It’s coming in on January 23 for $30.

The teaser video shows the device clipping on, in which the two buttons are divided by a larger circular button. That central button is clickable to switch between three profiles, and also serves as an OLED screen to display button assignments and player profiles. The bottom of the device has a stereo headset jack.

Recently we’ve seen possible designs for the next-generation PlayStation controller, which have looked very similar to the existing DualShock 4. That controller patent had no back button functionality, but this add-on may indicate Sony is planning for future functionality if the next controller will follow suit. This adds functionality similar to the back buttons on the Xbox One Elite controller, and third-party controllers have added similar functions.

Meanwhile, both Microsoft and Sony have been slowly detailing their next-gen plans. For more detail on what Sony has in store, check out our wrap-up of everything we know about the PlayStation 5.

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Now Playing: Playstation 4 – New Fall Dualshock 4 Wireless Controller Colors Trailer

Star Wars: The Rise of Skywalker First Reactions

Members of the press, celebrities, and lucky others attended the world premiere of Star Wars: The Rise of Skywalker ahead of its theatrical debut on December 20, 2019, and their first impressions were mostly positive.

Many claim that they will need a lot of time to digest everything that fills this final chapter of the Skywalker Saga.

Here’s our roundup of the first reactions to Star Wars: The Rise of Skywalker.

IGN’s Jim Vejvoda said “I’m still processing my thoughts on #StarWars #TheRiseOfSkywalker but overall I would say I liked it but had some big problems with it. Can’t say I loved it but there’s still a lot to unpack.”

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