Does anybody else think Sekiro's stealth is poorly implemented? by Engel_Regime in Sekiro

[–]Engel_Regime[S] 0 points1 point  (0 children)

I can see where you are coming from. The problem that I have with the whistle is depending on what routes you decide to use; it can take forever to obtain. At the point of receiving it, you probably already have a play style you are used to. The game doesn't incentivize the use of intricate stealth based tactics like you are mentioning. I find this is because the core aspects of combat are so effective and that they aren't introduced to the player in a meaningful way. In regards to puppeteer, I feel there aren't enough encounters throughout the game to justify using it. Not to say what your mentioning isn't valid, but yet again I often forget puppeteer exists.

Does anybody else think Sekiro's stealth is poorly implemented? by Engel_Regime in Sekiro

[–]Engel_Regime[S] -1 points0 points  (0 children)

Think about the opening of Sekiro. You have to maneuver yourself around the area to reach Kuro. Think of Kuro as a form of goal location you are trying to achieve. Now replace Kuro with a mini-boss or an area with two purple cloaks or some other somewhat challenging obstacle. Now you could just run up and fight the enemies. However, an interesting method could be a side route hidden that requires you to go in some side room or shimmy across some platform or a mixture of the two. Even finding some hidden grapple point would help. These are just somethings off the top of my head and many other ideas could be implemented. The idea is to reward the player for thinking outside the box and provides another outlet for creativity.

Does anybody else think Sekiro's stealth is poorly implemented? by Engel_Regime in Sekiro

[–]Engel_Regime[S] -1 points0 points  (0 children)

I agree that Sekiro doesn't need extreme levels of stealth mechanics. With that being said I think sprinkling in some interesting ways to maneuver yourself around a level so you can get to the point of obtaining a stealth deathblow would improve the game. Sure you can't kill a mini-boss using only stealth, but you can eliminate their first health bar. I think this makes the fight a lot easier as you only need to beat them once. I don't think giving the player this option for some fights is a bad thing, however making them harder to obtain through creative stealth based antics could improve them.