
Sekiro: Shadows Die Twice
An action game about a shinobi who must rescue his young lord and take back his severed arm.
2019

A samurai/stealth open world on Tsushima and Iki, with stance matchups as the whole melee system. Fox dens, hot springs, and Legends kits are the upgrades the story will not hand you.
Stone vs swordsmen, Water vs shields, Wind vs spears, Moon vs brutes. Standoffs fill Resolve; don't skip them to 'save time' and then enter the camp with an empty heal bar.
Follow the Guiding Wind instead of opening the map for every smoke column. Fox dens upgrade the Charm of Inari, which is the resource charm you want before you start buying everything from Trapper tents.
The perfect-parry window charm is the biggest melee upgrade in the game. Kunai stagger groups; black powder bombs are for the clusters a Moon stance brute is standing in.
A smoke bomb plus assassination is a valid clear, not a story-fail. Chain assassination and the Hidden Blade let you delete camps the samurai path would turn into a Moon-stance slog.
Iki's animal sanctuaries and the secret dancing-light haiku spots are easy to leave behind after the DLC story. Hot springs are HP; there's a finite number, so bathe when you see one.
The Mythic Duels (Kojiro especially) are parry exams with no ghost tools. Khan on the bridge is a spear fight: Wind stance, dodge the horse, and don't waste Resolve on an extra standoff you already won.
Samurai holds the lane, Hunter kills the Oni, Ronin revives and heals, Assassin deletes the last target. A four-samurai queue is why your Gold survival runs die on the final wave.
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