One of the more immediately obvious upgrades in Sekiro: Shadows Die Twice compared to more recent From Software games is the freedom of the movement.
Sekiro: Shadows Die Twice’s protagonist has access to a grappling hook they can use in a few ways, from reaching high vantage points to survey the area, to getting out of sticky situation quickly.
As you may have seen in the game’s early trailers, the same tool can be used to gain an advantage over bosses during these fights, and From Software knew this and made sure they – at least the ones that allow it – are designed with that in mind.
“The traversal options allow much more dynamic movement within the boss arena, both for yourself and the boss character themselves,” director Hidetaka Miyazaki told Game Informer.
“Previously, you would have just had to run around a huge boss’ feet and hack away at his ankles, but now you have all these movement options; you can both fully use the extent of that arena.”
From Software revealed in the interview that the lack of classes in Sekiro allows them to better predict player behaviour and design boss encounters around the tools available to them. Unlike Soulsborne games, your offensive options are limited, so the developer doesn’t need to balance fights around magic users, for example.
The preview also revealed another interesting detail about boss fights. The Lady Butterfly boss referenced in the preview takes minimal damage from traditional attacks. The real damage is apparently done by breaking the boss’ posture, which means playing aggressively.
This comes into play in encounters with general enemies, of course, not just bosses, but it’s interesting to see the old attrition trick won’t quite have the same effect in Sekiro.
Head on through the link for the full interview.