Combat Is Less Souls, More Arcadey Sekiro
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There was one big ol’ assumption from the gameplay shown prior to players getting their hands on it that Ghost of Tsushima‘s combat was very Souls-like.
You know the deal, dance around your enemy, reading their attack patterns and then countering at the precise moment. The deadly dance of Dark Souls!
This isn’t actually the case at all. Each fight feels less like a deadly puzzle you need to solve, and more about perfecting your blocking and parrying skills, akin to Sekiro. It’s more arcadey in feel, though, with more of a hack-and-slash feel to things when you really get to grips with the combat and unlock new abilities and tools.
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