Sekiro: Shadows Die Twice Wiki
No edit summary
Tag: Visual edit
No edit summary
Tag: Visual edit
Line 67: Line 67:
   
 
<mainpage-rightcolumn-start />
 
<mainpage-rightcolumn-start />
  +
{{DiscordSideBar}}
 
{{Header|title=Gallery}}
 
{{Header|title=Gallery}}
 
<gallery type="slideshow" position="center" widths="290px" crop="true">
 
<gallery type="slideshow" position="center" widths="290px" crop="true">

Revision as of 10:48, 26 February 2019

Welcome to the Sekiro: Shadows Die Twice wiki!
The best source of information about Sekiro: Shadows Die Twice, written for fans, by fans.

If you wish to contribute, please refer to the Editing Guidelines and To-Do List for more info!



You are encouraged to join the Wiki Discord where contributors of the Wiki have a better line of communication.


Set in the closing years of the Sengoku period; ‘SEKIRO: SHADOWS DIE TWICE’ depicts a withered, yet vivid world spawned from a reinterpretation of Japanese-inspired aesthetic, where the battle unfolds for a solitary shinobi, bound by the code. Freely traverse open, three-dimensional environments, meticulously designed and brimming with secrets to explore, while utilizing everything at your disposal in order to take on powerful enemies in this wholly unique experience.
3,281pages
411articles
1,675files
13,828edits
5editors

{{{HeaderText}}}

Directed by Hidetaka Miyazaki, developed by FromSoftware, published by Activision.

Players will enjoy combining new features, such as vertical traversal, with visceral head-to-head battle to fulfill their destiny in a vast world filled with beautiful vistas, enormous castles, bizarre weaponry, and fearsome enemies.

The protagonist seems to have been resurrected to take on a mission of revenge. He has a prosthetic arm that can be used to transform into a variety of weapons or even a shield mid-action. The arm was originally showcased in the teaser trailer.

The game has been announced to release on 22 March 2019 worldwide for PlayStation®4, Xbox One™ and Windows®.

  • Third person action-adventure game
  • Not a SoulsBorne game
  • No multiplayer
  • Fixed protagonist, no character customisation
  • No RPG elements (levelling stats, equipment, weapons etc)
  • Customisable prosthetic arm to feature range of tools and weapons
  • Combat revolves around posture and precise blocking/dodging by jumping
  • Dedicated jump button
  • Vertical traversal with grappling hook
  • Upon death enemies resume their pre-combat activities and Sekiro can revive (limited times)
  • Currency system different from Souls/Blood Echoes that play a part in upgrading equipment
  • Will feature cat-and-mouse sequences with incomprehensibly large monsters (environmental puzzles)

As of 15 June 2018

The project began at the end of 2015, after the development of the Bloodborne DLC had ended. There was the option to make it a Tenchu game, but Tenchu was originally a series made by many different developers, each with their own characteristics. They thought they would end up imitating them in the end, so they gave up on that. Game development and publishing in Japan and Asia will be handled by From, with Activision handling all other regions. Activision gave a lot of advice regarding many things, including game development, but game development and final decisions were always in From's hands.

The time is set near the end of the Sengoku warring period in Japan. Like all other games before this, it isn’t an actual location, but it is in a high-altitude cold country(Japan was splintered into countries during this time). The end of the Sengoku era also holds the nuance that the country may be at its end (as Japan will soon be unified). Map design is close to Dark Souls 1, with a few exceptions, it is a seamlessly connected 3-dimensional map.

The revive system consumes resources, being able to come back to life at will at the same location. Killing an enemy who think you are dead is also a tactic. Revives are at the moment, guaranteed once, with additional revives requiring resources. In order to keep death something to be nervous about, the penalty and restrictions are tuned to keep the game at a good pace.

{{{HeaderText}}}

Join the Wiki Discord here!


If you see this, your JavaScript might be disabled or DiscordIntegrator plugin isn't working. If the latter, please contact a wiki administrator.

{{{HeaderText}}}

{{{HeaderText}}}

Hidetaka Miyazaki's Version of a 'treat or reward' in Sekiro, Bloodborne, and Elden Ring Pleases Only the Most ... - FandomWire - - 2024/04/18 17:33

Hidetaka Miyazaki's Version of a 'treat or reward' in Sekiro, Bloodborne, and Elden Ring Pleases Only the Most ...  FandomWire...

“The Genesis... came from two ideas we had for a game”: Hidetaka Miyazaki Game Broke the Mold to Give Us the Most ... - FandomWire - - 2024/04/18 16:23

“The Genesis... came from two ideas we had for a game”: Hidetaka Miyazaki Game Broke the Mold to Give Us the Most ...  FandomWire...

Hidetaka Miyazaki's Sekiro: Shadows Die Twice Uses 1 Soulsborne Mechanic in a Completely Different Way That ... - FandomWire - - 2024/04/17 20:30

Hidetaka Miyazaki's Sekiro: Shadows Die Twice Uses 1 Soulsborne Mechanic in a Completely Different Way That ...  FandomWire...

Stellar Blade vs. Sekiro: Shadows Die Twice – Here’s How They Are Similar and Different to Each Other - GamingBolt - - 2024/04/17 16:05

Stellar Blade vs. Sekiro: Shadows Die Twice – Here’s How They Are Similar and Different to Each Other  GamingBolt...

Hidetaka Miyazaki Confirms Bloodborne and Sekiro's Best Idea Was Taken From a PlayStation Classic That Everyone ... - FandomWire - - 2024/04/16 19:34

Hidetaka Miyazaki Confirms Bloodborne and Sekiro's Best Idea Was Taken From a PlayStation Classic That Everyone ...  FandomWire...

{{{HeaderText}}}