@inevpatoria: I agree with everything you wrote (and I must compliment you on your writing) and have actually been calling this sort of stuff out from the time of Dark Souls 2 only to be shouted down most of the time. Demons was their first game in what we refer to now as “Souls” style and while I fell in love with it there were issues - but it’s the first one so you look past it because surely the mechanics will over time get better. Dark Souls comes out and the same camera and geometry issues persist. Now you can’t even fast travel for half the game but once again this is heralded as a step forward by many. It’s still a great From game, but plenty of bosses are awful and in no small part because of the camera and lock on system. Dark Souls 2 rolls about and while they introduce some changes that I enjoy (and ironically most fans are against) the same camera and lock-on issues once again rear up. Dark Souls 3, Bloodborne and now Sekiro and it seems like nothing has changed. Like you wrote, at this point it must be intentional. It is impossible the makers of these games would be this incompetent to see playtesters engage bosses at ankle level and swing wildly without the ability to see what attacks are coming from up top and think “yes this is good!” How could they make a game with such a precise counter system and then have a pivotal boss fight take place in a box with lightning and environmental effects bringing the framerate down to low 20’s.
Beating the final boss took me less time than I anticipated but after I was done, I was really done. Like many have written before, when the combat clicks Sekiro can be an exceptionally satisfying experience. It is also the first From game that I had absolutely no desire to keep playing after finally finishing off the story because I was simply so tired of actually playing it.
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