Cod hitboxes: Reddit — Dive into anything

Which Operator Has the Smallest Hitbox in Modern Warfare Multiplayer/WARZONE | CoD MW Tips | JGOD — JGOD

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Rocket League: Octane & Fennec Hitbox Type Explained

Rocket League has six different body types, or hitboxes. Each type has its own unique advantages and disadvantages, so it’s about time that we take a closer look at them. Obviously, Octane and Fennec are the two most popular cars in RL, so we’ll highlight them in particular.

Rocket League hitboxes are more important than you think – here are the details. | © Psyonix

Rocket League and Hitboxes… a better love story than Twilight. It’s pretty important that you at least know the basics of every body type in order to pick the best car for Rocket League’s Battle Arena and get those sweet rewards at the end of each season.

Each Body Type has it own unique advantages and disadvantages, individual stats, and related cars. In this article, we’ll break down each hitbox, look at their characteristics, and the cars available for them. Let’s start with a brief history of Hitboxes in Rocket League, though, as it helps us understand the current system better.

Rocket League Hitboxes: Battle Car Shapes And Sizes Explained

Hitboxes in Rocket League are an interesting phenomenon. Prior to the Anniversary Update, or Patch v1.35, each vehicle had its own unique properties. To better balance Rocket League and to make future updates easier, Psyonix decided to introduce six specific hitboxes that all new cars had to fit into. They are called:

  • Octane
  • Dominus
  • Plank
  • Breakout
  • Hybrid
  • Merc

Octane and Dominus are the most commonly used Hitboxes in the arena, as they feature the most optimal dimensions to dominate your opponents. Only a few newly released vehicle come with one of the other hitboxes – one notable exception is the Emperor Muscle car, which was introduced in Rocket League Season 9

  • +4

Best Hitboxes in Rocket League

View gallery

All Rocket League Hitbox Dimensions

While all Rocket League vehicles use the same boost and are equally fast, there are some very important differences between the car bodies. ..

BODY TYPE LENGTH WIDTH HEIGHT
Octane 118.0074000 84.1994100 36.1590700
Dominus 127.9268000 83.2799500 31.3000000
Plank 128.8198000 84.6703600 29.3944000
Breakout 131.4924000 80.5210000

30.3000000

Hybrid 127.0192000 82.1878700 34.1590700
Merc 120.7200000 76.7100000 41.6600000

Octane & Fennec Type Hitbox

Now you should already see why Hitboxes in Rocket League are quite significant. In the case of the Octane, it has a shorter length, but it is the second-highest car in the game. That means, by using these vehicles, you’ll have better ball control when hitting from the front or the side of the hitbox.

The Fennec uses the Octane Hitbox, something that has spurred much conversation in the community. | © Psyonix

Rocket League Octane Hitbox: Handling

Standard Boost
Octane Hitbox
  • 2.336
  • 2.031

So, the higher the number here, the better (tighter) the turning radius is. Thus, when compared to other vehicles in Rocket League, the Octane Hitbox has a pretty middle-of-the-road turning radius. That makes it rather hit-or-miss when it comes to its handling. In other words: it’s zippy, but not the zippiest. If that sounds like something you would enjoy, then the Octane Hitbox is for you.

Rocket League Octane Hitbox: Height & Inclination

Ground Height

Inclination
Octane Hitbox
  • 48.469040
  • -0.55°

The combination of the Octane Hitbox’s height, inclination and handling make it a pretty reliable vehicle in Rocket League – and definitely one of the most popular ones. It has good ball control, is relatively zippy on the field, and is not overly high. As we said at the beginning of this article, the Octane Hitbox is great for ball control from the front or side of the car.

Rocket League cars that feature a Dominus Type Hitbox:

  • 007’s Aston Martin DB5
  • Armadillo (Xbox One)
  • Backfire
  • Bone Shaker
  • Dingo
  • Fast 4WD
  • Fennec
  • Ford F-150 RLE
  • Ford Mustang Mach-E RLE
  • Gizmo
  • Grog
  • Harbinger / Harbinger GXT
  • Hogsticker (Xbox One)
  • Jackal
  • Jurassic Jeep Wranger
  • Luigi NSR (Nintendo Switch)
  • Marauder
  • Mario NSR (Nintendo Switch)
  • Mudcat / Mudcat G1 / Mudcat GXT
  • Octane / Octane ZSR
  • Outlaw / Outlaw GXT
  • Proteus
  • Road Hog / Road Hog XL
  • Scarab
  • Sweet Tooth (PS4)
  • Takumi / Takumi RX-T
  • Triton
  • The Dark Knight Tumbler
  • Twinzer
  • Vulcan
  • Zippy

Dominus Type Hitbox

The Dominus is a tad lacking when it comes to height. However, what it lacks in height, it makes up for in length. Since the Dominus Hitbox is so long, it offers better reach and is ideal for defense, as it is better able to make last-second goal saves. Oh, and it can be fabulous for fast-flicks. Enjoy!

Dominus = dominate. My personal favorite Hitbox in Rocket League. | © Psyonix

Rocket League cars that feature a Dominus Type Hitbox:

  • ’89 Batmobile
  • 007’s Aston Martin DBS
  • 007’s Aston Martin Valhalla
  • Aftershock
  • Batmobile (2022)
  • BMW M240i
  • DeLorean Time Machine
  • Diestro
  • Dominus
  • Dominus GT
  • Fast and Furious Dodge Charger
  • Ferrari 298 GTB
  • Ford Mustang Shelby GT350R RLE
  • Formula 1 2021
  • Formula 1 2022
  • Gazella GT
  • Hotshot
  • Ice Charger
  • Imperator DTS
  • K.I.T.T (Knight Rider)
  • Lamborghini Countach
  • Lamborghini Huracan STO
  • Maestro
  • Mamba
  • Masamune
  • McLaren 570S
  • McLaren 765 LT
  • NASCAR
  • Nemesis
  • Nissan Z Performance Car
  • Peregrine TT
  • Ripper
  • Tyranno (GXT)
  • Werewolf

Plank Type Hitbox

Well, there’s not much to say about the Plank Hitbox. .. most Rocket League players probably never even heard of it. It’s one of the least used dimensions in the game and extremely unpopular. It’s the flattest car body type in Rocket League, so maybe that’s why no one uses these vehicles.

The Plank Type Hitbox isn’t the way to go in Rocket League. | © Psyonix

Rocket League cars that feature a Plank Type Hitbox:

  • ’16 Batmobile
  • Artemis (G1 / GXT)
  • Centio
  • Mantis
  • Paladin
  • Sentinel
  • Twin Mill III

Breakout Type Hitbox

The Breakout Hitbox is particularly special here, and for a very specific reason: it’s the longest Hitbox in the entire game, and it’s very narrow and flat. Of course, this is amazing if you can still scrape almost unreachable balls off the line. On the other hand, though, it can also happen that the ball simply rolls over you if you don’t pay attention.

Breakout’s a good one, though not as popular as Octane or Dominus. | © Psyonix

Rocket League cars that feature a Breakout Type Hitbox:

  • Animus GP
  • Breakout
  • Breakout Type S
  • Cyclone
  • Emperor Muscle Car
  • Emperor II
  • Komodo
  • Nexus (SC)
  • Samurai

Hybrid Type Hitbox

Since the Hybrid Hitbox has pretty good handling, and is the same length as the Dominus, it’s actually quite useful in Rocket League – however, it’s far less popular. It’s ideal for maneuverability and defense due to its size, and it also features the second-best turning radius in the game.

As the name suggests, the Hybrid Hitbox got a bit of everything! | © Psyonix

Rocket League cars that feature a Hybrid Type Hitbox:

  • Endo
  • Esper
  • Fast and Furious Nissan Skyline / Pontiac Fiero
  • Insidio
  • Jäger 619 RS
  • Nimbus
  • R3MX / R3MX GXT
  • Tygris
  • Venom
  • X-Devil (MK2)

Merc Type Hitbox

The Merc is a big and beefy boy that is generally avoided by all Rocket League fans who have any semblance of self-respect. That might be a bit rude, because that also makes it the tallest car in the game, something that a skilled player could take advantage of. Lacking in maneuverability, the Merc Hitbox is most useful for stealing the ball from your opponents.

Big, bigger… Merc. You’re a literal tank in Rocket League. | © Psyonix

Rocket League cars that feature a Merc Type Hitbox:

  • Battle Bus
  • Ford Bronco Raptor RLE
  • Merc
  • Nomad (GXT)

Now that this is all said and done, it’s time for me to head off and eat pizza, try to get better in Rocket League, and chill. Again. Yes, I will enjoy it. You can do the same, or you stay on our site and check out our breakdown of Rocket League’s ranks, divisions and tiers. Cheers.

Hollow Knight game design analysis. Part 1. Forgotten Crossroads / Sudo Null IT News

I’m going to assume that if you’re reading this, has passed Hollow Knight. This will allow me not to describe every stump, but to devote more time to important things.

In my essays on the City of Tears, I touched on the topic of how player behavior is shaped. But if there the focus was on the situation itself, and I did not go into too much detail so as not to overload the narrative; now I want to deal with this in as much detail as necessary. Thus, I begin a series of materials about the game design of Hollow Knight. And here it’s time to clarify, because the concept of game design is too broad. In a general sense, it is about how to convey a conceived experience to a person. nine0008 I’m interested in how gameplay features lead to certain behaviors, so that will be the central focus. It’s clear that how you behave will also be influenced by sound engineering, visual component, and other undoubtedly important things, so sometimes I will talk about them.

To analyze how well a game is able to convey experience, you need to understand how it was intended. To do this, consider the page in the incentive. Let’s highlight the main thing: Hollow Knight — adventure , which offers to learn about the secrets of the ancient kingdom, while will have to fight a lot and explore . Also an important characteristic is variability . Here I must add that for the mid-core audience this game will be at least a challenge. At the same time, only the word “classic” hints at the complexity in the description, which is very strange. So always pay attention to the tags. Naturally, in addition to steam, a person could learn about the game thanks to Kickstarter, reviews, simply by getting advice, or from any other source of information. And all this is not directly related to the work, so it is important to understand how much the first hours of the game will affect the final experience. nine0006

If you think about what influences player behavior, a lot of things come to mind. But what to focus on at the very beginning? You have probably heard a lot about the power of color, light, leading lines, composition, and other classic techniques that allow you to control human attention. And these are quite universal rules, but they are not a guarantee that even in a linear game a person will do what is intended. How did Team Cherry cope with the initial stage of the passage, where the most important aspects of gaming behavior are laid? Let’s figure it out. nine0006

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The video says nothing, except that some unknown crap happened. This is important, because if specific information were reported in it, then this would greatly influence further behavior, because. the player would know nothing more about the world. GG falls, the player takes control, and the question immediately arises, where to go, left or right? Well, firstly, HC is initially turned to the right, but if there is previous experience, then it will also tell you that the basic direction in platformers is from left to right. You can speculate about why this is so: maybe because Europeans read from left to right, from top to bottom. But one of the first cult platformers was made by the Japanese … and then it’s time to chop off this whole story, because

the likelihood of a certain behavior is important if it leads to significant changes

. (And in this case, there is a dead end with a geo on the left). That is why, in most cases, I will first consider the options available to the player, and only then supplement them with reasoning, if they are required at all. On this occasion, we will immediately consider the entire tutorial.

First comes the segments, which, when completed, will ensure that the player gets comfortable with the mechanics, since without doing this, they cannot be completed. Next is a healing guide and a platforming section where the wingwings will get in the way. Then again platforming, and the finish line. At the same time, there are already optional branches with goodies in the tutorial. It works like this: the player performs a certain behavior, at the end of which he receives award , and now he will try to reproduce the actions that led to it again. Conversely, the behavior of that is undesirable for developers is punished with , and after that the player will try to avoid it. This is how operant learning is used, without the application of the principles of which no modern video game can do.

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This segment is interesting because the obstacle is insurmountable without the knowledge of poging, so if the technique works, then the amulet will be a more significant reward than a simple bunch of geo. Thus, the player is encouraged to deal with the mechanics more carefully. So the exploration in this game is not only about passing locations. nine0006

Liveblood is encountered later along the way, but this happens as if «by the way», not really explaining the usefulness of this mechanic. The fact is that these cocoons are located mainly in hidden places near the more complicated piece of the location, thus encouraging players to explore every corner. And its appearance in the tutorial out of the blue only confuses, and does not teach anything except the message that such a mechanic exists at all.
Then there is a small piece of information, and after that — Dirt Mut. nine0006

It contains the first NPC. He will give some information, as will all the others after him. The interestingness of their monologues will depend on the personality of the player. And in any case, the characters will simply spur the feeling of the unknown, thereby motivating to go further. Here you also get acquainted with the local conservation system, which, by the way, can be abused, while learning about it is quite easy, but many people will use it. At the end, you can find a dead end with a locked door. Further descent into the Forgotten Crossroads. nine0006

Here the player has a single path that he will follow 100% of the time, everything else is optional.

In the video version, I break down the content of each room as it affects the paging and therefore allows the viewer to experience it. Here I will analyze the most important points.

Black Egg Temple

There is a point of interest in this room, and it is important to understand why the player is extremely likely to visit it. How it works exploratory behavior : when the animal is in an unfamiliar environment, it will explore the environment around. Evolutionarily this is fixed because it increases the chances of survival, so it works with everyone, regardless of individuality. And yes: there are nuances, as in almost all such things that I will talk about, but I will only mention them in cases where it is necessary.

At the end of the floor, the first serious enemy — it’s time to talk about how death affects the player. There are two factors here. First, it’s punishment for defeat, so that the player will continue to try to avoid it. And secondly, this is a negative reinforcement of , which should make you return to the place of death. Together, this creates a price on the player’s skills: in such a situation, achieving the goal will be much more pleasant.

Behind the clubman is a caterpillar, which, like the geo, is a promise of reward. And in some cases, the expectation of a reward is much more pleasant than the reward itself, and allows you to more effectively control the player’s behavior. It is also important that the geo can be lost, but the caterpillars provide a guarantee of profit, but, their finding is more valuable. And even if the player doesn’t know about it yet, the caterpillar itself is new information at the moment, thus encouraging exploration. Well, besides, think about the emotions of the player when he sees a sad caterpillar. nine0006

Mine

It is important to note here: if a person has played at least one metroidvania, then he understands how the structure of such games is arranged, and, consequently, it will be better to feel the level design. And when such a player sees an obstacle that seems insurmountable at first glance, the very first thought that comes to his mind will be: “well, of course, I need an upgrade.” At the same time, there will be people who will conduct an experiment, and only then, making sure that at this stage the passage is really inaccessible, will they go further. In addition to the destructible floor, there will also be an npc, a totem, and the location itself looks new, so entering the branch is once again rewarded. And it will be so almost always, which is logical in a game where a big focus is on research — the player is immediately instilled with the habit of going into every nook and cranny. nine0006

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Another segment that rewards curiosity and skill. The caterpillar cannot be jumped in the usual way, but you can use the pogo on the wing.

This room will introduce the Caterpillar Father, and if the player comes here after meeting at least one of them, he will receive a reward. Since this is an important game mechanic, it is worth noting that the room is highly likely to be visited, because: it is located at the very beginning of the first location, the entrance is highlighted by an arch, light and a clear ledge. So enough has been done to make sure the player doesn’t miss out on that element. nine0006

The next passage is also highlighted, and it encounters a new enemy that cannot be defeated at the moment.

But the lower ledge is no longer so clearly visible, which is not surprising, since the passage at this stage for a large number of players will end in the need for an upgrade. However, it can be overcome with the help of poging, in which case you will encounter a mini-boss, which is the strongest enemy at this stage. There are not many opportunities to dodge, but in total you will have to deal 60 hits. The challenge, although not easy, is quite surmountable, since there are a sufficient number of windows for both healing and attacks. As a reward, the player will receive a piece of the mask, which by itself does nothing, and the Geo from the Heart does not drop out at all. Thus, the main reward will be the realization that a person has passed an optional test, which most players will skip at the beginning. For some, this will be very cool, but I would still put the geo on top. nine0006

After a shortcut that leads to a mandatory branch. This is where the map comes into play. It is provided by Cornifer, a new npc whose finding in the future will be an extremely pleasant event for the player. Fun fact: the cartographer didn’t signal his presence with chanting and sheets of paper in the release version, but that changed after less than two weeks. In addition to buying a map, the player learns that the shop in Dirtmouth has useful items to help them navigate even better. What is important to note here: if until now the developers did not have so many tools to predict the probability of visiting rooms and in the whole path that the player will choose, now the map will take a central place in shaping the behavior associated with moving around the location and between them. . Of course, there will be people who want to play blind or will use the map very rarely, but in this analysis I will not consider this category, since the game involves the use of this mechanic. nine0006

The first destructible wall in the game is located here, and it would seem that this is a great introduction to the new mechanics, but the player can easily skip it, because the threshold is not large enough: if you do not adjust the recoil from the hit, the character will fall, and later, the player can start hitting the stone from the other side. Also in this room for the first time there is an encounter in which there will also be new enemies. To the right are hot springs and a shop.

This is where most players will most likely encounter their first mini-boss. Womb Buzz is not a particularly dangerous opponent, but in case of death, you will have to go decently to it, if you do not find a shop near the station, and even more so — next to the hot springs. As a reward, the player will receive a geo. To the right is an inaccessible slope, from where disturbing maniac sounds are heard. And then you can find Sly, after the dialogue he will sell useful things in Mudmouth. nine0006

The station is in a logical place: naturally, sooner or later the player will be able to explore previously inaccessible passages, and he will quickly reach the required place, coming to the Crossroads either from here or from the Mudmouth side.

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The False Knight is clearly more difficult than the Womb of Buzz, but still shouldn’t be too difficult. Attacks are slow, they take down the standard one mask both when attacking and when approaching. The windows are huge. There are no problems with hitboxes and telegraphy. If HC dies, then just a couple of rooms and you can try again. By the way, I will talk about the last three things in the future only if there are some jambs. The only difficulty of the boss is that you can accumulate a soul on it only when attacking the maggot itself, but not its armor. nine0006

An interesting detail is that once the boss performs his first knockout attack, the left side of the arena will become flimsy and can be broken. According to the developers, this was done for those people for whom even the first boss would be too difficult to defeat. And this option is an opportunity to continue the journey, and return with renewed vigor and try again later. It sounds interesting because it adds variety, but there are a number of problems. For example: I didn’t know about this feature exactly until I read about it on the wiki. And also read the comments of other people who also had no idea about this, so the problem is not an isolated one. Why is that? First, the possibility itself is not obvious. Before this fight, we could only meet 2 such encounters, and it was impossible to get out of them alive without defeating the enemy. Destructible walls themselves could also be encountered in the same way, but there is no guarantee that a particular player will know about them, even with all the efforts made. Anyway, the destructible wall of the arena is the first such case (and, by the way, the only one). Well, okay, let’s say, one could guess, because the cracks in the wall are clearly visible, and also visually this is emphasized by flying boards. Okay, but what if the player is on the other side of the arena? It should also be taken into account that at this moment his attention will be focused on the battle. If the fight is too easy, then you may notice this detail, but you will not need it. And if it’s difficult, then most likely you will miss it, unless for the sake of fun in a panic you start pounding on the walls, saying “let me out”: in this case, a pleasant surprise will await you. For some reason, the boss’s attacks, if he pushes the player against the wall, cannot destroy the exit. It’s also odd that there’s no popping, crunching or anything like that along with the visual effect. nine0006

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Well, okay, let’s say the player for whom this opportunity was intended took advantage of it. And … he will only have to run. Just imagine how cool it would be for him to get this boss by doing damage through the floor. A person was in a hopeless situation a few seconds ago, and now he will have the feeling that he “outwitted the game”, because he was attentive, and also well understands how it works. This was a great opportunity for the developers to reward the player for research, which they unfortunately didn’t take advantage of. Instead, the knight flies off to an inaccessible place, and does not remain on the edge, and only then does the maggot come out. And without causing damage to it, it is, alas, impossible to win the battle. nine0006

And yes, this is by no means a serious problem. I am talking about this because I find this situation interesting from a design point of view — there is a lot to learn.

As a reward, the player will receive a geo, as well as a city emblem, which cannot be applied yet. But the very mention of the city is clearly interesting.

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In the ancestral mound there is an upgrade that will allow you to head to the next location. The room itself, of course, is designed in such a way that it cannot be passed without a spell. So now the player will know how to deal with the Ancient Baldur at the entrance to the Green Path. Immediately after is the amulet. nine0006

And now, depending on the previous actions, the player can either explore the location further or go to the next one. In any case, let’s see what Sly with Iselda offers the player.

You won’t be able to buy the entire range, so you’ll have to choose. If you completely run through the Crossroads, while not losing anything on death, and also not farming hard, then in the end there will be about 1200 geo. Of which, the player has an extremely high probability of spending 30 on a map, 220 on a compass, 120 on a pen, and 50 on a train station. It remains 780. It is important that farming in this location is not very pleasant. The most effective way is to kill the guard’s shell, which drops 45 geo. So let’s say that a player can visit it for a maximum of 5 times, but then he gets bored anyway. nine0006

Naturally, there may be people who do not care about anything, and they will immediately farm 1800 geo for their lantern, which will allow them to visit the Crystal Canyon as a second location, although it will not work properly to explore it, since there will be no necessary upgrades. And everything will end in the Lands of Repose, where the nail of dreams is located. Ruth is possible, but uninteresting and unlikely, so we will not dwell on it in detail.

In addition to the lantern, you can buy fragments of the mask, and if a person has explored the location completely, then he will enter the green path, having received an additional hit point, which is not very likely for most players, since this will require collecting 5 caterpillars, for two of which you need to use pogo, which the game does not teach in the first location, and also defeat the Womb, which is more difficult than the main boss. nine0006

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Someone will be interested in the key, subject to knowledge of the door behind the cemetery. The result for such a price may be disappointing, but nevertheless, with the help of a key, the player either gets the opportunity to return his shadow for rotten eggs, or keep it until better times, however, it is worth remembering that since the budget is limited, the key is unlikely to be bought if the door is not was found.

The player most likely has repeatedly encountered the fact that geos sometimes fall on thorns, thus becoming inaccessible, so the benefits of the Roaring Swarm will be clear to him. However, at this stage you will have to choose, because only 3 cells are available. nine0005
But with Strong Shell it will not be so obvious. Even if you buy it and experiment a little, it will not be clear how useful this amulet is.

And then there are only pins that Iselda sells. Since I suspect that most players will want to navigate the map better, some of the pins are almost a must-have. So we will assume that the player is extremely likely to buy several of them.

Total

The first location is passed without much difficulty by an average player. By average here I mean anyone who has completed at least a few action games. At the same time, even though the game is gradually becoming more complex, teaching new mechanics, revealing the details of the world, the pace is rather low. It is too early to draw conclusions regarding these variables, I will leave them for the final essay on the game design of the game.

Next time I’ll tell you about the Green Path and the Mushroom Wastes. Do not forget to write your thoughts about this material in the comments — this will help me improve the quality of the content in the future. Thank you for your attention so far. nine0006

Mankind has been playing Sekiro for four days.

The Internet is on fire — it means everything is going according to plan

One of the most popular opinions about Sekiro: Shadows Die Twice is that the game is nothing like Dark Souls and Bloodborne. Let’s assume that it is, but it’s definitely a FromSoftware game — I can clearly hear it from the cracking of asses that has been on the Web for the past few days.

So, Sekiro is a very difficult game. Perhaps even more difficult than all past FromSoftware games. It is faster, it has a different combat system, you can’t level up and tank the boss if you feel like it. At the same time, like any FromSoftware game, Sekiro knows how to surprise. Not only bugs, which are also here, but on purpose — and as no one else can. For example, as it was with traps in Bloodborne. But in Sekiro, the speeds are completely different, and they must be matched. nine0006

This is already a classic WTF moment:

Sekiro is just full of… surprises pic. twitter.com/GiQtnpw975

— Lazy, Ace of Hearts (@LazyP_765) March 25, 2019

But my personal favorite is this one :

Sekiro is really fun pic.twitter.com/rcV2nEksai

— Lazy, Ace of Hearts (@LazyP_765) March 24, 2019

That being said, Sekiro is a game of great possibilities:

…opportunities that organically complement local bugs:

And like any FromSoftware game, this is an example of outstanding hitbox pornography:

But the complexity of Sekiro lies not only in the breakneck pace of battles or the unpredictable behavior of bosses. For the first time, the game does not allow you to deceive yourself and swing your character so that you can then stupidly beat any boss.

« I am a fraud , and Hidetaka Miyazaki knows it. He made Sekiro to subdue me and charlatans like me. I went through all of Salisbourne once. Deep down I’m a little ashamed: I went through all these games by farming souls or echoes of blood, swinging my characters into super-powerful killing machines. For me, there was nothing more relaxing and meditative than finding a place full of souls and just clearing it in circles over and over again. By the end of every game, I am 50 levels higher than any non-farming skill player. I have never parried attacks. I had light armor and easily dodged all attacks. <...> I always had a pumped bow and weapons, pumped to fit my character. Needless to say, how much I climbed the Internet during the passage of all these games. nine0193

And now Sekiro has brought me to clean water.

Everything about Sekiro makes you want to play it, but not flirt. Of course, you can farm experience to develop your skills, but health, heal and attack power upgrades can only be earned by defeating bosses and mini-bosses. That is, passing the game. The only device that can be upgraded (the prosthesis) only improves with your own progress. And progress rests on fights with bosses and mini-bosses. You have to do what you have to do in other Salisbornes — watch, learn, experiment, die a lot, and finally win. nine0193

I admire FromSoftware for having the courage to release a game that leaves no way out for players like me. I will never be able to grind any challenge in this game.

It may take me a year, but I will beat this game, and I’m not going to return the money for it. I’m a cheat, but not a coward.”

In other words, FromSoftware continues to educate its players. And like any young padawan, we often lose control of our anger and let our emotions run wild. nine0006

Arguably the best short review:

And also the best haiku review:

And finally, is the best detailed review of on Twitter — Strongly 18+, but conveys the feeling of the game one hundred percent.

Really — what company’s games can cause such a reaction? Just look at these reviews on Steam — they say it all:

And what other game can make you so happy that you can pause it?

Hidetaka Miyazaki has been training us to be fighters for years — but as it turns out, the training is not over yet. Just like in that joke with the devil and the box of nails, Sekiro is not just exams, but a real session.