Sekiro Shadows Die Twice The Story Goes Off-Script
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From Software is a developer infamous for its high-stakes, risk and reward-based gameplay. That said, each title is often punishing in nature and never a walk in the park to complete.
Furthermore, the Soulsborne series almost always deliver on their famed formula of brutal bosses guaranteed to leave a bruise. Alongside highly-immersive worlds bursting at the seams with vividly creative concepts. From the rich, highly-fictitious world of Yarham to the vast and equally lore-soaked Lordran: Land of the ancient souls. Each setting dense in magic, mystery, and intrigue. Plus, let’s not omit the magical kingdom of Boletaria from the equation.
The plot, often elusive and lucidly told, relies heavily on environmental story-telling. As opposed to character development. Hence, the lead protagonist is often shrouded in mystery. Likewise, the leading role is nameless, elects not to speak and has very little substance in most cases. At least concerning a backstory.
Usually, the hero of the piece acts as a white page, a figure of origins unknown. From then on, the player is encouraged to draws out their conclusions. That’s about to change though, with Sekiro Shadows Die Twice.
In an exclusive interview with Game Informer, Yasuhiro Kitao, manager of marketing and communications for Sekiro Shadows Die Twice said the following:
This time we have a fixed protagonist, and we have a cast of characters who we’re trying to build that story around.
Commenting further on the story, Kitao went on to say. “We’re trying to tell more of a drama, if you will, of these characters.”
Based on these reflections of the game from an inside source, it would appear as though From Software are deviating somewhat in their approach to the story. Typically, in past games, the player would influence the plot and determine the outcome of local incidents yet play a minor part in the bigger picture. That being the world and the outside-events beyond your control.
Previously, players would unravel the mysteries of each universe by interacting with NPC’s while the onus was purely on the world around you. In direct contrast to its characters. Based on the merits of the past, it’s a system that has stood up to the test of time. On that note, it’s a bulletproof plan.
The reference to a “cast of characters” and an attempt to “build a story around” these, would hint upon the game involving a more in-depth character study, which focuses on a fixed narrative between a select few. An elaborate, interconnected tale involving elements of drama and emotion maybe? Not something we’ve become accustomed to seeing in the soulsborne suite of games. Despite this, it will be intriguing to see how the plot plays out when the game hits shelves on March 22nd.
It’s a bold move for Software, stepping away from the tried-and-tested, to spin a poignant yarn. Let’s hope this divergence from the norm, though risky it may be, warrants the reward. With that in mind, let’s pray the story lives up to the setting.
What’s your take on Sekiro Shadows Die Twice? Would you prefer the story to set the scene, or instead let the environment do the talking? What are you more excited to play? Ghosts of Tsushima or Sekiro? Please let us know your opinions below.