As a seasoned gamer with over two decades of gaming under my belt, I can confidently say that FromSoftware has always been a master at crafting immersive, thought-provoking games. However, their unique approach to storytelling has often left me yearning for more emotional depth and character development. That all changed when I played Sekiro: Shadows Die Twice.
As a devoted fan, I’ve always found FromSoftware’s approach to storytelling intriguing. Since the early days of King’s Field, they’ve favored environmental narratives and cryptic dialogue over conventional methods such as expository dialogues and consistent cinematics. Titles like Bloodborne and Elden Ring demonstrate the power of this narrative style, creating intense, at times unsettling atmospheres while encouraging players to craft their unique interpretations.
The game also complements custom characters, a staple in FromSoftware projects since Demon’s Souls, with some exceptions like Sekiro: Shadows Die Twice. Released only a few years after Dark Souls 3, Sekiro was initially seen as another soulslike game, but one grounded more in real-world history and Japanese mythology instead of Western high fantasy. Although it shares many similarities with the soulslike genre, Sekiro ultimately became something unique, mirroring its focused, precise combat and narrative with its pointed and tailor-made design. The possibility of a sequel to Sekiro is unclear, but certain aspects of the game warrant revisiting regardless.
The Case for Another Voiced Protagonist In a FromSoftware Game
Sekiro’s Wolf Gets To Be a Complete Character
He may not be the most expressive or charismatic leading man out there, but Wolf is certainly more interesting than FromSoftware’s other protagonists. In Dark Souls, Bloodborne, Demon’s Souls, and Elden Ring, the protagonist is little more than a surrogate for the player, sometimes even being explicitly described as from another land and thus even further disconnected from the plot. This isn’t a bad thing, but it results in much of the story occurring in the player’s imagination, as they wonder what they would do, how they would act, in a given scenario.
In comparison, playing as Wolf might not offer as much immersion, but it makes up for it in terms of emotional impact. The story of Sekiro is particularly meaningful to Wolf because significant characters from his past are integral to the plot, leading him to undergo a genuine character development and deal with his intricate inner struggles. This approach enhances the narrative, as seen in the Shura ending where choosing to betray Kuro and side with Owl, who serves as Wolf’s adoptive father, offers emotional depth that is often absent in other games due to the player-character being too vaguely defined. Consequently, when making “evil” choices in FromSoftware’s other games, the impact lacks resonance since the player doesn’t have a strong connection with this generic character.
As a gamer, I find myself grappling with the same internal conflict as Wolf – torn between loyalty to my clan and duty to family, love for one comrade and another. The choice between saving Kuro or eliminating Owl isn’t just a game decision, it feels like a life-changing moment. It’s a far cry from making decisions in games like Bloodborne or Elden Ring, where choices are usually based on abstract concepts rather than deep emotional turmoil. In these other games, I’m often faced with philosophical dilemmas, but here in Sekiro: Shadows Die Twice, it’s all about personal struggles that resonate much more profoundly.
It could be contended that the character of Wolf shares similarities with Guts from Berserk, as they are both formidable fighters who put their lives on the line, figuratively speaking, to safeguard an individual in need, who is vulnerable and defenseless.
Refreshing this storytelling approach and expanding it further might lead to more emotionally resonant stories, which is an area where FromSoftware games have traditionally fallen short. FromSoftware’s writing team is one of the best in the industry, and experimenting with new narrative styles could empower them to create even better, more varied, and more captivating games in the future.
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2024-12-08 00:23