Sekiro: Initial Impressions (Monday Musings 78)

Thanks to GameFly free month trial, I was able to try out Sekiro for free. I'm using the service
Sekiro hero, Wolf
to sample games that I want to buy down the road. Games that may take me months to finish such as the typically long JRPGs, thus I only played Sekiro for about 20 hours or so, then mailed it, in exchange for the next game.


A major first tip that I'd recommend is to change the controls for the D-pad up = switch between your prosthetic tools, and Y/Triangle button = use items. It's a bit clunky to press D-pad up when you want to heal as opposed to a face button.

Spoilers Ahead!

I don't think I'd be so enamoured of Sekiro if it didn't have the incredible melee combat mechanics. It's very addictive to deflect (parry) which breaks the enemy's posture, and once posture bar is completely filled (i.e. you broke enemy posture), then deathblow. Another major way to kill off enemies (if you refuse to deflect), is to deplete health bar through R1/RB attack, and when it goes to zero, you press RB/R1 for death blow. Stealth is another way.

But often, it's much faster to use the deflect mechanic, which breaks posture, and once posture is broken, you instantly kill the enemy with R1/RB attack. And, the developer, From Software insist that you use deflect.

Because of this insistence, or rather fetish, I wonder if I would get tired of deflecting, and then bored of the game eventually. On the other hand, 20 hours of practice is not enough time to be able to consistently deflect, so I'm hoping that even a hundred hours later, you still need to hone your deflect skills, so that combat doesn't get stale.

It's upsetting that you are forced to play the way From Software wants you to play, as opposed to fighting the enemies the way you want to. I thought From's other game Bloodborne was very limiting, as you have to defeat enemies mainly through melee, but at least there were variety of weapons with different feels, and the weapon transform is a neat trick. Sekiro is even more limited than that. From my understanding, Sekiro's main character Wolf only has that short Katana, so your strikes will always feel the same.

Like Bloodborne, you really can't make a pure ranged build in Sekiro, and in fact, the only ranged option I noticed so far is the Shuriken prosthetic tool, of which you can only use a dozen times (though you can buy skills to increase the usage). The mantra (pun intended due to the Buddhist themes of this game) we will be repeating is deflect, deflect, deflect, but using the same boring looking weapon.

However, I was very stubborn and as a middle finger to From, I played the game the way I want to play. So, for the first few mini-bosses and the two main bosses (Lady Butterfly and the rather awful General on Horse boss), I got away with running away from them when they attack. After attack, I run back towards the enemy, whacking them once or twice. One particular whirling move (which appears to be resistant to deflect or special deflect skill called Mikiri) of Lady Butterfly, I found I couldn't run away, because I often get clipped, but found you can jump safely away from that attack.

For Lady Butterfly's phase 2, I used the prosthetic wooden axe, with the additional prosthetic combo skill that I grinded for, to stun-lock her to death, in a surprisingly easy cheese method.

As for trash mobs, I run away from enemies (Wolf has unlimited stamina), picking up items and stumbling upon the next shrine (save point). But since you can easily be swarmed by trash mob, it's best to take them out via stealth. If you whiff on stealth, because quite often, when you successfully sneak up on the enemy and press L1/LB for the backstab, that attack doesn't register, and then you alarm all of his buddies.

Inconsistently, other times, the backstab reflects (even without that red icon that means death blow). The inconsistency of stealth is a bit of a let-down, especially as stealth kills are a good way to thin out the ranks.

Once stealth whiffs, however, you're sort of forced into using the deflect method because there are so many enemies that you have to take them out very fast, and the fastest way is through the deflect/counter-attack method that Sekiro fetishizes.

I'm absolutely certain that down the road, you really have to master deflect (as well as the other special deflect skill that you can grind for, Mikiri, that breaks posture even more), so I hope the game doesn't get stale the further you progress.

Again, I don't think the game would be as stale if only Wolf can use other weapons that may have slower but stronger attacks and the like!  Of course From software can continue the deflect mechanic all they want, but at least give us variety in weapons. In fact, I got excited when you can buy a hint from an NPC for a short sword (of course my heart sank, since you want a longer ranged sword), but at least it's not that same Katana. Come to find out, this sword was a prosthetic tool to my chagrin.

I wonder if the stellar combat mechanics can override all the issues I have of the game? However, before I go into the rather problematic flaws of the game, I must say that out of all the From software games post-Demon's Souls, Sekiro has the most satisfying melee combat.

The first grating issue I have is that the un-inspired looking hero Wolf has just as much personality as a blank-slate character, so it didn't make sense to not have the hero customizable.  Also I wished you can change outfits, as it got tiring, even after just 20 hours, of seeing the same bland costume. Perhaps Activision may roll out costumes as micro-transactions.

At any rate, if you're going to have a character that's not customizable, please make him or her distinct such as Nathan Drake of Uncharted or Joel and Ellie of The Last of UsAs From software appears to be allergic to good writing, and committed to no personality playable characters, their heroes should be customizable. If you want the character to talk, just hire male and female voice actors.

Again, it's not as if Japan has lack of brilliant writers, so why can't From software hire a good writer? There are so many starving writers in the world who would jump at the chance to make 200K for a game script.

I harp on this issue because indeed, the story and the other NPCs you meet are equally as bland to the point where I didn't feel anything when I found out that the castle was burned down in one of Wolf's memories. In fact, I was actually annoyed that I couldn't go through the fire to the next destination as a faster way of getting to the boss, very clearly not caring about the castle's destruction, but more concerned about traversal. Adding to my annoyance is that you had to go around to the right of your mentor, even though he said to go to his left.

So, we're stuck with the same dull looking character throughout the game, same damn armor and weapon, and at least in the beginning part of the game, we have uninteresting NPCs and un-inspired story. Fine, but the combat and traversal are amazing, and the graphics lovely with almost no aliasing, so I pushed through. 

The world is gorgeous, and I find the level design rather good! After using stealth and learning how to deflect better, I was able to clear out some areas to explore. There were some spots that I missed because of the verticality of the game - the traversal is wonderful as you can use grappling hook to move seamlessly through the world - as there's an item that's often hidden just below, or above you.

There are also the typical From software doors that don't open on the accessible side, or needing key, and there were two doors that I couldn't find my way to the other side! Although I wanted to play the first part of the game blind, I just had to find out how to open these doors, so I Youtube'd it. These hidden doors showcase the great level design of the game, as one door (after the Ogre mini-boss), you have to go past that area, go through a cave, climb multiple ledges, and you still can miss an upper ledge that you can grapple hook your way up, and open this door.

Even so, the issue with having a great level design, but only useless consumable items to pick up (you can easily buy or grind for them), you're not inspired to really get to know the map and the world of the game. The only items that are useful (at least in the beginning part of the game) are the prosthetic tools - and they're very easily found because they tend to be before or after the shrine save points - or you can buy them. So that doesn't compel you to explore the world for them.

The other item that is a must is the gourd seed - analogous to the estus flask - that heals you. The more seeds you collect, the more heals you can use, and they replenish every time you rest at the shrines. But these seeds are also easily seen either before or after the shrine save points, again making exploration unnecessary.

Another one is the prayer bead which you get when you defeat mini-boss and I think main boss. You need 4 to make a prayer bracelet that increases vitality. I didn't realize that you can find a prayer bead in tucked off location, but even so, there are so many mini-bosses, that I didn't find it necessary to scour the world to find 1 or 2 prayer beads, unless for trophy.

This is in contrast with Souls games, where you want to explore every part of the world because you may find cool weapons and armor that are in hidden locations, but this is not quite the case with Sekiro. But at least Sekiro seems to have complex level design and fun traversal, though you may not have as much fun exploring after getting the five trillionth ash.

At least for the first part of the game, the music was really bad. The trash mob background music was so off-putting that I turned music off. This was a shock to me as all the Souls game had incredible music. I didn't listen to the boss music of Lady Butterfly or the General on the Horse boss because I forgot to turn the music back on.

The first boss I encountered was Lady Butterfly in the Memories, and I failed horribly against her, so I decided to continue the main campaign, getting more skills, prayer beads, and Gourd seeds. But if I hadn't encountered Lady Butterfly, I would be so disappointed because the first proper boss of the game was quite bad - I feel that the General on the Horse is probably my least favorite boss in all of From's software games I played.

However, Lady Butterfly was a fantastic boss, and was very happy to cheese her in her second phase, and fighting her the way I wanted to fight her. I'm predicting that future bosses are going to be wonderful, as is the From Software trademark.

I didn't mind the lack of variety of enemies, since again, the combat is so amazing. Further, the various human enemies all have distinct attack patterns, which is a big strength of this game, so you have to be able to know when to deflect or Mikiri for a particular human.

It appears that Sekiro is not intended to be the typical JRPG that we've seen in Souls series, but more along the lines of an action-adventure game, since it greatly scales down the usual stats of Vitality, Stamina, Dexterity, Strength and so forth, but rather you level up via Prayer Beads (as mentioned above, 4 of them grant you 1 extra vitality) and upon killing bosses, I believe my attack power increased by 1. Even so, you do buy skills, and prosthetic tools also can be leveled up.

Although I love the min/max and distributing points as in the traditional JRPG, as opposed to skill trees, I completely understand why a lot of people prefer pure combat and not having to worry about leveling up. In that sense, Sekiro's combat is spectacular, and gameplay is where the game truly shines, as it makes you perfect your timing and skills, so satisfying to break posture upon deflect/counter-attack.

Conclusion: Despite all my complaints, my initial impression is that I like Sekiro because of the thrill of combat, which is breathtaking at times. I also appreciate the level design (albeit wasted due to uninspired items you find), the traversal, and stealth mechanics (although often dodgy). 

I'll have to play the entire game to see if I truly love the game, to see if combat can push Sekiro past all the issues I have. It's a game that I may not want to buy at full price, but certainly when it comes out with the bundled DLC edition, at cheaper price. If you played Sekiro, what are your thoughts of the game?

The How of Happiness Review

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Two Point Hospital Review (NSW)

Written by Jennifer O. Cuaycong


Title: Two Point Hospital
Developer: Two Point Studios
Publisher: Sega
Genre: Simulation, Strategy
Price: $39.99
Also Available On: Steam, PS4, XB1



When Two Point Hospital first made waves on the personal computer two years ago, it became known as the spiritual successor of Theme Hospital, and rightfully so. It carries the genetic imprint and soul of its 1997 progenitor, a business simulation game which has become an enduring hit in the video game industry. To date, Theme Hospital has sold over four million copies worldwide, a feat that Two Point Hospital hopes to equal, if not surpass, as it ports over to the Nintendo Switch. Developer Two Point Studios does have the pedigree; producer Mark Webley was also the project leader, as well as programmer and developer, of Theme Hospital for Bullfrog Productions. Today, with designer/artist Gary Carr and programmer Ben Hymers, former Bullfrog colleagues, they're meeting the challenge head-on. Given its presence in six platforms all told, Two Point Hospital has become the second most downloaded game in terms of sales in much of the world.




If you remember playing with Theme Hospital, and remember, that was 23 years ago, you'll definitely find Two Point Hospital a familiar and comforting presence to have in 2020. It looks familiar, sounds familiar, plays almost the same BUT. The BUT is that, in 2020, Two Point Hospital is Theme Hospital on steroids, making the experience better, with fun, three dimensional graphics, seamless camera transitions, and better storytelling overall.

In Two Point Hospital, much like Theme Hospital, the player acts as an administrator and decides which patient needs are best met by the hospital of a specific area at a specific point in time. The hospital comes as an single empty shell, and the player is tasked with filling it with clinics for diagnosis and treatment, as well as the hiring, firing, and training of its employees, from doctors to nurses to assistants to even janitors. There are options for buying extra lots and erecting new buildings, as well as adding new clinics to address the area's patients. There are plenty of ways to customize the hospital, with extra features and elements that can be unlocked through progress in game levels and areas.




While the bare bones of both Theme Hospital and Two Point Hospital are the same, upgrades have been introduced to completely change the way the latter meets the challenges of this new era. For one, changes in the way characters behave, function, and work within the model hospital make this homage a better version of the original. Traditional gender roles no longer apply; both men and women can be doctors, nurses, assistants, and janitors — and, as such, emphasis is placed on qualifications and training rather than gender.

In Two Point Hospital, training is available for all personnel, thereby allowing the player's chosen medical professionals to specialize. This enables diagnosis and treatment to go much faster and with less failure. Assistants are no longer mere receptionists; they are a vital cog in the hospital manpower wheel as they perform check-in, basic triage, and even marketing. Janitors no longer just clean, maintain, and upgrade machines; they can also train others as they accumulate skill in other areas.




There are various levels to pass, and each level requires at least a one-star rating for the next one to open up. Three stars make one a superstar in that level's hospital and VIPs flock to avail of services. As the hospital's designated CEO and Board of Trustees in one, money decisions are left to the player, and if the player listens to the needs of the populace, decisions on cure, personnel, and material not only earn the hospital a good reputation but also a lot of money to do more things. There are awards to compete for, leading to extra credit for unlockable items. Fortunately, proceedings can be interrupted anytime; the player can choose to go back to previous levels without penalty in his/her last level. Features unlocked in the most current level carry over to the earlier ones so there is always room to improve the hospital, feature and strategy-wise.

As a port from the 18-month-old PC game, Two Point Hospital on the Switch does take a little getting used to, particularly when it comes to Joy-Con controls. It doesn't feel intuitive from the get-go. That said, it takes only one or two passes and practice runs on the levels to get the hang of things. There might be a couple of tweaks needed to make the menus easier to handle, but all in all, they don't take away from the beauty of the game. Frame rate drops can and do occur, especially when the screen gets busy, but, for casual gamers, it isn't really a dealbreaker. In truth, it's hardly noticeable.




There's a lot of humor and hilarity in Two Point Hospital, the same way it was in Theme Hospital, and it's best appreciated in the ingenious way sickness is named, approached, and treated. "Jest infections" never grow old, for one. But it's also sobering to note that while laughter and enjoyment can be derived from the game, it also reminds us that what passes off as a game may emulate true life and death situations. And as in real life in the time of COVID-19, hospitals that are better equipped, better managed, and better staffed are able to save more people.



THE GOOD
  • Fun, funny, and, punny
  • Faithful homage, but improved experience
  • Engrossing

THE BAD
  • Can be repetitive
  • Cartoon visuals an acquired taste
  • Occasional frame drops
  • Difficult at first


RATING: 8.5/10

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Legion Vs. Cygnar + Musings On Oblivion And Riot Quest

I've been having an absolute blast the last two weeks and it's been a bit since I posted and I just want to talk about how the hobby has had a bit of a renaissance for me.

Riot Quest

Since I've got young kids, there was no way I'm making it to Gencon. Luckily a co-worker was going and was willing to Ninja for me.  As such I've got nearly all of Riot Quest Wave 1 and the Oblivion Box. 



I was interested in Riot Quest, primarily because it appeared to be something that I could use to teach my daughter to play and hopefully get something we can enjoy. I also have some other friends who aren't really down to play big games like WM/HD but would be in on Riot Quest.

This was my daughter after our first game. I'm calling it a win.