@yung.carl.jung I was talking about sekiro
the basic rundown:
you are wolf, a shinobi (it just means ninja I think). you're trying to save some divine kid, but get your ass handled to you and you arm cut off in the first 2 minutes of the game. some weird old buddha-carving freak gives you a prosthetic arm, which you can give all kinds of cool functions.
the basic gameplay is always the same: discover new areas, activate waypoints, fight enemies (even regular enemies are incredibly strong in this game) and engage bosses. what really makes this game is the circular, in-depth level design which opens myriads of opportunities, and the insanely detailed boss fights.
sekiro looks like a pretty bog-standard fighting game with RPG elements. but it's not. it's actually more of a rhythm-dance or bullet hell game with some slight fighting and RPG fluff. the crux of the bossfights is to really get a feel for their attack animations, their "dance". every boss is wildly different, some attacks are there just to throw you out of sync, the game is incredibly hard and requires freakishly fast reaction times.
what makes the fights incredibly cathartic is that they're actually purely skill based. basically, both you and the enemies have health and posture. every time you, or they, block or take damage, their posture meter goes up. if nothing happens it goes down very quickly. once an enemies posture meter is full, you can execute a deathblow on them. the way this works is that first you chip away on your opponents health, then you disregard health and try to break them.
if you "deflect" (a perfectly timed block) an enemy attack, then you don't take damage, nor posture damage and they do. this means that blocking is always suboptimal and deflecting is always superior. almost any attack can be deflected, even arrows and guns.. if you're fast enough. this means it's theoretically possible to go through this game without even taking damage once.
due to the fact that enemy posture recovers very fast, the player gets punished heavily for stalling and playing defensively. if you're not being aggressive, you've already lost before the fight even started. the only way to win is to completely subjugate your enemy with relentless attacks and perfect deflecting. in practice, this means that after you find out a bosses rhythm it's now YOU who is the aggressor, and the actual BOSS is trying to defend against you. you're disrupting their combos, abusing their recovery animations, etc. this constant playing with fire, the proactive mentality, it just gets me incredibly hyped. the focus on concentration, patience and repetition is something I really appreciate. most games don't do that anymore, they mostly revolve around instant gratification. this is by far the most rewarding single player game I've ever played. when the choreography really hits and you get into your flow it's like a different state of mind.
all the other elements.. skill progression, level system, the prosthetic, the items.. they're really nice and well done, but they don't really make or break the game. sekiro is a game about rhythm and dedication. if you don't really like that no amount of RPG elements will save the game for you.