Happy Thanksgiving, and Thanks!

Heya, I’m taking off this week for American Thanksgiving. It’s been quite rewarding writing this blog the last few months. This was initially just a personal project to get my thoughts and musings on game design in writing, something to regularly flex that muscle.

For all those who’ve visited you have my heartfelt and sincere thanks! If any of you’ve gotten anything out of my writings all the better. I hope to keep doing this for a quite a while, at least. If you’re seeing loved ones, I hope you have a nice and relaxing time. Have a good one and stay safe out there.

Sonic’s Famous ‘Health’ System, The Rings

Sonic The Hedgehog is an exquisite corpse of a franchise with a history as deep, interesting, and confusing and some of earth’s mightiest empires. You could fill volumes on the ins and outs of this thing. I cannot deny, I love this weird little rodent and his weird little world immensely. Yes, I’m as excited as anyone for Sega’s next absurd windstorm of a Sonic title, despite all the, uh, feedback, I’m about to unleash. Sonic has had some very high highs for me, and it’s a series that does certain things in gameplay that have never quite been captured elsewhere. There’s a laundry list of things people like to complain about in regards to this series, and I’d probably agree on most fronts too. Instead of the usually suspects, though, I want to complain about something I haven’t seen brought up before. It’s something that’s been with Sonic since the beginning, actually.

I don’t know if this is something that only bothers me. Perhaps that’s why I feel the need to get this jotted down and explore my feelings about it, but the Sonic The Hedgehog franchise’s rings system is weird, right? In Sonic The Hedgehog, and near every sequel and spinoff to that game since, rings have acted as the primary collectible – a sometimes currency, sometimes score counter, and almost always a barrier against the failure state. While rings in Sonic games frequently have some use within the game that make them valuable, their primary purpose is to prevent a Game Over. When Sonic is hit by an enemy or obstacle, he’ll lose all the rings he’s collected, spilling them out into game space, where they can be re-collected. If Sonic is again hit without any rings, the failure state engages, and Sonic is returned to the last checkpoint.

Grassy Cliffs. Sonic The Hedgehog walks into a beetle robot, losing rings, which scatter out in a circle from him. Sonic then destroys the robot by spinning into a ball. (Sonic The Hedgehog)
Gameplay this week sourced from Evolution of Sonic getting hit and losing rings (1991-2021)

To elaborate on what bothers me about this system I went and tried to elaborate on what makes a compelling health or damage system in general. To me, there are three things to guide the design of a successful player health system. A successful health system may include one or all of these. First, the health system provides a balance knob by which the designer may tune how many mistakes a player can make before incurring a greater failure state like a Game Over. It makes for a pretty simple tool to balance the game. If it’s too hard, players can simply be given more health or ways to restore their health. Furthermore, this balance can change as the player collects upgrades and gets stronger, or encounters more deadly enemies. It’s good for tuning the interest curve. Secondly, health systems can create a sense of tension or danger, to shore up the threat of the player’s opposition. Instant death makes for threatening enemies too, but that little bit of anticipation a more graduated health system provides, as the player slowly watches their strength wane with each hit they incur, it exaggerates and emphasizes that danger. Third, health systems can be used to incentivize players in interesting ways to guide the gameplay, by tweaking how it is that players regain or maintain their health through specific behaviors. Doom 2016’s glory kills, which reward aggression when the player is low on health, comes to mind.

So how does the blue blur do on all of these fronts? Well, the ring system is rather limited in that having rings only prevents Sonic’s defeat through a single mistake, before more rings have to be collected. In this way it doesn’t do much for balance. By virtue of how the system works, rings are always available when you get hit, unless you’re over a bottomless pit and will just die from the fall regardless. Rings are also plentiful enough in the world that tense moments of danger are few and far between. This is a good thing in a sense, Sonic is a game about flow and freedom, less one about oppression or danger. The result, though, is often that getting hit is just annoying – a disruption to that flow- more than anything else. Sonic gets a lot of its somewhat undeserved reputation of excessive simplicity from this. It’s hard to fail (instant death traps aside), and very easy to get annoyed.

Grassy Hills. Sonic The Hedgehog walks into a moving robot and loses rings, which fall into the foreground and off the screen. (Sonic The Hedgehog 2)
I feel like this ‘scattering rings everywhere’ thing works better in the 2D games, generally. With one less axis to worry about, it feels less restrictive.

Finally, rings are indeed a highly incentivizing aspect of Sonic games, especially those of which have a store in which rings can be exchanged for prizes, although this brings up an important point. I feel as though rings are desirable more for their excellent audio-visual design and feedback. It’s fun simply to hear and see the cheery, shiny sound and sparks of collecting them, and watching the ring counter go up, rather than for any practical gameplay reason. The reason for this is that collecting an excess of rings does very little to contribute towards the player’s success. Sure, having a certain minimum number of rings makes it far less likely you won’t be able to pick up another ring before it disappears, once the player gets hit. However, there is a maximum number of rings that can actually be displayed on screen before any excess rings simply evaporate. You get no real advantages having 200 rings over having 20 rings. So, Sonic‘s health system doesn’t do much to incentivize interesting gameplay. On the contrary, actually, since having a single ring can theoretically keep Sonic alive indefinitely, the player isn’t really incentivized to learn about their obstacles or enemies because getting hit doesn’t have much of an impact or consequence. Some Sonic games have attempted to address this, by having Sonic only lose a fraction of his ring total on hit. The results are a similarly toothless health system, in which hoarding large numbers of rings essentially trivializes any threat enemies could possibly pose, without addressing any of my other issues with the system.

Sunny Beach. Sonic The Hedgehog dashes through the air, but is hurt by a tank-like robot, losing rings which scatter on the ground. (Sonic Adventure)
Stop to pick them up, or ignore them and keep going. Kind of just pointless or disruptive.

One thought I’ve had on it is how starkly getting hit in this game kills momentum. I get it, it’s kind of the point. In lieu of a persistent tracker for how many mistakes the player makes, getting hit simply means halting forward motion, which means you don’t hit that all important state of flow that makes Sonic games so enjoyable. That annoyance is your incentive to get better at avoiding obstacles. At the same time though, if that’s what we assume the player wants – to go fast- then it is odd that rings are scattered around the player when they’ve bit hit at random, or in the case of the 3D games, in every direction on the floor. Surely, we only want to incentivize the player to go in one direction – forward. If a player wants to re-collect some of their lost rings, as they surely would, then they can’t immediately continue their forward momentum where they left off, they have to take a moment to mill about collecting the rings. It’s just a bit odd. Elsewhere in Sonic games, free-floating rings are used as signposts to guide that sense of forward momentum for the player. If you see a path of rings, it’s generally a clear and safe path forward to gaining speed.

Sci-Fi cityscape. Sonic The Hedgehog, Knuckles, and Tails run into a robot turtle, getting hurt and scattering rings on the ground. (Sonic Heroes)
Sonic Heroes loves to kill forward momentum. It’s basically its favorite thing.

Losing rings normally does not create much of a sense of tension for me either. Getting hit in a Sonic game rarely creates any palpable danger for Sonic, outside of falling into instant death pits. This all-or-nothing approach makes enemies in Sonic games rather toothless, until they aren’t in very specific scenarios, which can often feel cheap – as though the difference between losing some rings and having to start over is outside of the player’s control. You lose any sense that dangerous things in the world are actually dangerous, and more like the environments are dangerous in a way that’s almost arbitrary.

Beach Pier. Sonic The Hedgehog walks into a robot crab, getting hurt and scattering rings everywhere. (Sonic Advanced)
Are we really expecting the player to double back and chase those rings here?

What if, instead of spraying rings in every direction, when Sonic is hit, rings fly out ahead of Sonic relative to the direction he’s moving, so that when it comes time to re-collect rings, Sonic needs to keep moving forward in the direction he was going? He needs to regain his lost speed to regain what was lost. First of all this make sense. If Sonic is losing speed and letting go of his rings at the same time, they should logically pour out in front of him as they retain their previous speed. That’s a secondary concern, but not an unimportant one. I think making the rings behave realistically that way could contribute to keeping the gameplay flow even when Sonic gets hit, which is my primary concern here. The main thing this would accomplish is keeping the re-collection of lost rings as a harmonious part of simply playing the game, which is to say, running forward. Sonic is all about doing things while running forward – defeating enemies while running, avoiding traps while running, and yes, collecting rings while running. In this scenario not only is there a greater challenge, a greater uncertainty of re-collecting what was lost that calls on player skill, but it’s far less disruptive, not requiring the player to behave in a less fun and interesting way as punishment for being hit. On the contrary, your punishment for being hit is a momentary increase in intensity and demand of skill, or in other words, a heightening of tension.

Grassy Hills. Sonic runs into a beetle robot, getting hurt and scattering rings a small distance ahead of him. (Sonic Generations)
When I say ‘fly out ahead of sonic’, I mean send the rings into the distance, so you have to like, build up speed and run after them. Maybe we could even ease up on the ‘knock Sonic on his ass’

Sonic is as inseparable from his rings as Mario is from his coins, which was the point, of course, when Sonic was invented in the 90s. Sonic was meant as a counterpoint to Mario, to stand out as different. He’s younger, faster, and has an attitude. His game is about speed, and his collectibles serve as health, in a way. It’s certainly novel enough to have survived about a billion iterations on Sonic games, but I’ve never totally understood how it fits in a game that’s about speed. Everything good that I love about the Sonic franchise is somewhat apart from this one odd yet oddly persistent gameplay mechanic. The classics like Sonic can provide a useful lens to see how certain design goals can be successfully executed. However, I’d never want to design something in a way just because that’s how it’s always been done. The weird ring system has its advantages, like near any mechanic in the right circumstances, but I’m still skeptical it’s the best solution for what Sonic is and could be.

Grassy tube-shaped planetoid. Sonic The Hedgehog walks into a beetle robot, getting hurt and scattering rings in a circle around him. (Sonic Lost World)

Don’t give up on the sun. Don’t make the sun laugh at you…

Yes, that is a real Sonic quote.

Mega Man X: The Dash and The Wall Kick, Power and Applicability

Mega Man X, released in 1993 for the Super Nintendo Entertainment System, marked a big step forward for its sister-series Mega Man, as well as for 2D action games in general. It’s a game about robots, fighting robots, with cool weapons and powers. The protagonist of Mega Man X was cooler, sleeker, just a liiiiiiiittle bit more Bladerunner (maybe like 10%) and slightly less Astro Boy. The titular Mega Man X was made to be stronger, faster, more capable than his older predecessor. Nowhere was this made more apparent than in the movement system, which included two new movement mechanics, the Dash, and the Wall Jump.

The fighting robot Mega Man, starting with Mega Man 3, is able to slide, which changes his hitbox for registering enemy attacks to a wider, shorter rectangle, meaning it could be used to dodge certain projectiles, while also making him move slightly faster in quick bursts. The Mega Man X dash was an evolution of this, retaining the change in hitbox while also greatly magnifying the speed of the ability. It was made more powerful in that sense, but also made more generally useful with an additional technique. Jumping out of the Mega Man X Dash would allow the player to clear greater distances with their jump, as the Dash’s bonus speed would not dissipate until they hit the ground or a wall from said jump.

The protagonist of Mega Man X can jump into a wall, cling to it, and slowly sliding down its length. When jumping from this wall slide, he can gain additional height by jumping off the wall. The interesting thing, is that because of the high degree of aerial maneuverability in this game, it’s possible to change direction mid-air immediately after a wall jump, and reattach to the wall at a higher elevation, effectively allowing the player to climb any vertical surface. This is known as the Wall Kick. 2D action games, obviously, have two axis of movement, though generally one access is rather strictly limited, the vertical axis. The Wall Kick gives a vector of control over this space while maintaining the advantages of limitation through gravity have on the game world. Giving the player a limited method by which they can break the rules of gravity offers the overall design a certain dynamism. The player now has two modes of operation they can switch between on the fly without even thinking about it – aerial oriented and ground oriented.

Secrets and extra areas like this are littered all over the place, giving the levels a rewarding sense of scale

These two moves, simple though they are, were designed intentionally to be extremely powerful, and extremely dynamic by giving them a huge possibility space with a wide range of use cases. Wall climbing can be used to avoid attacks near the ground, to reach hidden areas, or to get over and behind a troublesome enemy. The dash can be used like a dodge to quickly position the player out of harms way, to clear a level faster by stringing dashes together, or to clear large horizontal spaces with the dash jump. Those are just a few examples. With such a broad range of possibilities, this empowerment of the player greatly raises the skill ceiling of this games, making mastery more rewarding, while broadening what can be done in the design of levels and bosses. It’s the applicability of these moves, in particular that widens the possibility space. Mega Man X can climb any vertical surface, and dash at any time. Because these moves are always available, the game needs to be designed with them always in mind.

From here, bosses start to incorporate this possibility space into the overall plan. If a player is made more powerful, in this case given a broader degree of control over their position in 2D space, then the environment needs to be designed to both accommodate and interact with that power. You’ll notice a lot more verticality in the level design of Mega Man X over Mega Man. Trees, tall buildings, and aircraft are common. The original series did play with vertical movement from time to time, but mostly in the form of moving platforms and falling – not things the player had much control over.

Chill Penguin here is pretty simple, but at least the extra verticality gives him more to do than just running back and forth across the screen

With this added degree of control comes added obstacles. A Mega Man game in which enemies never posed a threat to you while wall-climbing would mean losing the game’s notable blend of combat and traversal for the sake of this new mechanic. Rather than make it incongruous, the Wall Kick feels like a natural extension of Mega Man‘s movement systems, that flows with the established gameplay. What’s more, by introducing threats and problems to solve in the context of using the Wall Kick, the Wall Kick is made to have functional, practical application in and out of combat.

Tall shafts like this become a lot more common as the series goes on. I feel like a ninja!

I know the title of this piece says Mega Man X, but the Mega Man series, overall shows an increasing level of acuity when it comes to making use of the Wall Kick and Dash abilities. The story and general gameplay aesthetic of Mega Man X continued on to the Gameboy Advanced Mega Man Zero titles, as well as the Nintendo DS Mega Man ZX titles, which are direct sequels to the Mega Man X series, despite the change in subtitle. Faster and snappier than ever in both control and combat design, they really illustrate the limits to which the Wall Kick and Dash can really push Mega Man. Mega Man X itself has some fun and memorable bosses, but they only scratch the surface of how the new movement can be leveraged to make new and more interesting boss encounters. X and others like him will find themselves climbing walls to reach weak points, ducking projectiles, and clashing with inhumanly fast foes as the series goes on.

Killing robo goons from below just never gets old. It’s all so seamless

Bosses like Deathtanz Mantisk (which, incidentally, may be the single best name for a boss enemy in any video game ever made. I’m serious. Just, try saying it out loud. You’ll see.) utilize vertical space in really interesting ways, creating a counterpoint to the player’s ability to climb walls. Now not only can the player climb walls, which is fun, but they can outmaneuver their foes by doing so, which is fun and empowering! When this terrifying death-robot zooms across the screen, narrowly missing Mega Man Zero with a razor-sharp scythe blade, as the player readjusts their position with a dash, the sensation of taking part in a sci-fi-anime-robot-battle becomes very real. A high-powered player character creates high-powered situations, if the enemy and level design rises to meet these elevated powers.

Very few games make me feel as capable as a good Mega Man

The best part of all of this is that Dashing augments the Wall Kick, meaning both of these maneuvers can be used in concert to an even more powerful effect. Using to verticality to your advantage is powerful. Moving great distances in quick bursts is powerful. So, moving great distances in quick bursts through vertical space is extremely powerful. Mega Man is able to populate its many entries with some of the most visually impactful and fluidly playing boss encounters in the business leveraging the possibilities allotted by this high level of player power. Growing up on these games, they’ve had a big influence on me, and I tend to, when designing, leaning towers player empowerment. The more powerful a player is, in a practical and broadly applicable way, the more room there is in the design to do crazy and surprising stuff with environmental and enemy encounters. Because Mega Man can traverse so much vertical space so easily, there needs to be wild, sprawling vertical spaces filled with interesting things to see and do, things that wouldn’t be possible if he were more strictly adhered to the ground. There’s something to be said for more limited player power depending on the overall design goals, of course, but Mega Man very succinctly shows the design advantages of allowing the player a great deal of power.

Omega’s encounter has no walls on which to climb, although this is because, as an early boss, he exists to teach you the merits of ducking and jumping projectiles with the dash

The simple combination of a dash and a powerful yet limited method for traversing vertical space has become an extremely effective tool for 2D action games in creating elaborate and spectacular combat systems. It’s no surprise to see surprise to see spins on it utilized in such titles as Hollow Knight, Azure Striker: Gunvolt, and Super Meat Boy. It’s just a very elegant way to give the player a way to leverage the huge amount of air control they have in those games for interesting combat and traversal scenarios. Metroid has been exploring its own take on this concept to similar effect since 1991, actually two years prior to the release of Mega Man X, but no series has quite so thoroughly explored its possibilities as that of the blue bomber.

You may even become as powerful as I am…

FromSoft and The Taxonomy of a Parry

I love parrying things in video games. You might have already guessed that. I’m always looking for how and why things work or don’t work in games, so I have a particular interest in one of my favorite gameplay mechanics, the parry. So what is a parry? In the context of an action game, I’d define it as a maneuver the player can execute on the fly to nullify incoming damage and disarm enemy defenses, which requires an acute execution of timing to succeed. Commonly, it’s a button press that initiates a short window of animation during which, if an enemy attack connects with the player character, the parry activates. After considering how to approach the design of this gameplay mechanic, I’ve decided there are three pillars of a good parry mechanic: usability, versatility, and impact.

Usability describes the practicality, from the player’s perspective, of actually using the parry at all. How restrictively difficult is the timing necessary to succeed in using one? Is the risk of using the parry worth the reward? How necessary is the use of this parry to succeeding within the game? Are there other specific considerations like spacing that make the parry more or less practical?

Versatility describes the frequency of general use cases for the parry. Can the parry be used to deflect any attack encountered in the game, or is it limited in some way? Can even large and powerful enemies be parried? Do you need a specific weapon or in-game skill to use the parry? Is the parry’s reward worth forgoing a more straightforwardly offensive approach?

Impact is at the center of what makes me want to use a parry. A parry can be powerful, but ultimately I am motivated to use it by how fun it is. What’s the audio-visual feedback of a successful parry like? Do I get a rush from disarming my opponent, or is the reward for parrying barely noticeable? Does it make me feel powerful? Does it make me feel skilled?

FromSoftware or FromSoft is a Japanese game developer well known for their popular action games, all of which in recent memory include a parry of some kind. I want to run through three of their flagship titles, the original Dark Souls, Bloodborne, and Sekiro: Shadows Die Twice, and analyze their respective parry mechanics through this lens I’ve come up with to see how it can be applied to specific cases.

The parry mechanic in Dark Souls is an interesting beast. A favorite of the game’s more hardcore fans but, in my experience, one that new and even many veteran players ignore completely. It’s powerful, and it’s fun to use once you get the hang of it, but that’s kind of the problem, it’s not very fun to learn to use, and many players will not bother with it, as it is far from essential to completing the game. I’ve found most friends I’ve introduced to the game simply ignore the utility of parrying, or try it once and discard it in favor of the game’s more developed mechanics.

Though powerful, the parry in Dark Souls is stiff, restrictive, and difficult to master

The parry in Dark Souls suffers severely from a lack of usability and versatility. Usability, as I explained, is my concept of how practical it is for a player to actually execute your parry maneuver consistently and successfully. Firstly, this parry is not universally available – the player must be wielding a small or medium sized shield in their off-hand. Given the wide and varied options of character customization in this game, it’s possible a player won’t be using a shield at all. I think the greatest source of dissuasion for using this mechanic, though, is how difficult it is to succeed with it. Dark Souls has a very specific and narrow window of time at which a parry will succeed. An enemy’s attack must connect with the player character during this 6 frame window – that’s one fifth of a second. Needless to say, it is a difficult mark to hit. Now, with practice one can hone in on Dark Souls‘ very consistent and reproducible rhythm. Not every enemy attacks with the same timing, but they all share a fairly general pattern of wind-up, swing, and follow-through. Once you get it, you’ll find parrying a pretty consistent tool.

Failing to parry can result in incurring massive damage, and its timing is excessively strict

However, the skill floor to reaching this point of consistency is restrictive, even by this game’s standards. Given how great the risk is of failing a parry in this game, and how the game itself trains players to be extremely risk-averse with enemies that deal massive amounts of damage when interrupting player actions, players are naturally disinclined to even take those risks. Thus, they’ll not learn the parry timing. What’s more, most enemies can be thoroughly dispatched, with far lesser risk, by simply striking them down with your favorite weapon or spell when the foe’s defenses are down, between their attacks. I conclude that the parry in Dark Souls is not entirely practical, or usable without a great deal of personal investment, time, and effort most players will find better spent in learning the nuances of movement, dodging, and attacking. These options are far more practical, realistically, even if the parry becomes very powerful once one masters it.

The impact of this parry is intense, and intensely reward, so it’s a shame it’s so hard to use

This would be enough turn off most players from the mechanic on its own, but the move also struggles in the versatility department, meaning the frequency of its general use cases. Dark Souls is filled with enemies that can be parried – essentially any enemy that can suffer a backstab. I’d always say that any enemy with an obvious spine that your player character can reach can probably be backstabbed and parried, as a general rule of thumb. Not every enemy matches this criteria though, and nearly none of the game’s 25 boss encounters do either. Boss encounters are a major part of this game, and something players will be spending a lot of time on. They’re also notoriously among the game’s most difficult and high-intensity segments. Since parrying is useless in those encounters, it further disincentivizes paying the mechanic any time or energy. If you can’t use a move for a game’s greatest challenges, what worth is it? Any real world skill building towards parry mastery is, objectively, better spent on other things, if finishing the game is your goal.

I like using the Dark Souls parry – it’s got excellent impact. A harrowing low boom sound effect accompanies its successful use. Parried enemies reel in a wide, exaggerated swooping animation, soon to be followed by a riposte that drives a weapon straight through them, gushing comical amounts of blood (if the foe has blood). It all really accentuates the player’s power and superior skill over the opponent. The totality of the audio-visual feedback here is excellent, it’s just a shame so few will ever get to actually see it. The move is simply not useful to a significant portion of the player base.

When a mechanic like this goes so underutilized by your players, the designer might ask themselves what’s causing this discrepancy, and what can be done to address it.

In Bloodborne, FromSoft wanted to shift to a more action-oriented system, less about patient and considered movements, more about reaction and aggression, as compared to Dark Souls‘ more traditional RPG inspired roots. As part of this shift, the parry in Bloodborne was made to be more of a central mechanic than in Dark Souls, something to be expected of the player regularly throughout combat encounters. So that means getting players to actually use it. First, FromSoft needed to address usability. Bloodborne‘s parry is unique in that it takes the form of a projectile. This accomplishes two things. One, it makes accounting for space exceedingly easy for players. Dark Souls was fairly strict about where player and opponent were standing for a parry to successfully work. In Bloodborne, if an enemy is shot during the tail end of its attack animation, it will be parried, no matter its distance from the player. Two, this means the player does not have to put themselves in direct danger to parry, as an enemy can be parried even if their attack is very unlikely to actually hit the player. The risk to parrying now feels much more proportional to the benefit, making it a valid alternative to just wildly attacking.

Even when incurring damage, it’s possible to parry in Bloodborne, the mechanic is forgiving

As the timing for Bloodborne‘s parry is now timed to the enemy‘s attack, and a moving projectile, rather than lining up the player’s parry animation with the enemy’s animation, the player really only has to track one movement, the enemy’s. Together, these elements remove a ton of cognitive blocks on actually using Bloodborne‘s parry system, so its usability is extremely effective by comparison. Bloodborne‘s parry is also extremely versatile. When looking at the 30 or so bosses in the game, about 15 of them can be parried, roughly half, making mastery of the parry a far more effective tool in way more situations than it was in Dark Souls. Bloodborne doesn’t shirk in the impact department either. The same familiar boom sound effect accompanies a success, and can be followed up with a violent and beastly visceral attack that grabs the enemy’s insides, twists them, and rips out a huge gush of blood, knocking the foe to the ground and stumbling nearby enemies. The player hunter’s sense of superiority over their prey is the focus.

Even the biggest and burliest can be parried, and at a distance too!

The Dark Souls parry had another issue I didn’t mention; if you did master it, and made it a consistent tool in your arsenal, many enemies outside of boss encounters become exceedingly easy to deal with, even if they are still fun to beat. Nevertheless, this runs the risk of the move becoming too powerful, especially if it’s easier to use. FromSoft’s solution to this was to make parry attempts a limited resources. This elegantly maintains the risk of attempting a parry, while assuaging the frustration of losing one’s own progress as a result of said risk. There’s still some risk of injury to a failed parry, but it’s much less likely than in previous games, most of the risk is the parry-centric resource of quicksilver bullets.

If Bloodborne made parrying a more central mechanic, then Sekiro made parrying a core mechanic, one of the primary action verbs of the game. Parrying is most of what you do in combat. Formally, the Sekiro move is called ‘deflection’.

To accomplish its design goals, Sekiro‘s parry is made to be even more accessible and low-risk than Bloodborne‘s. A deflection can be directly transitioned into from a block (which itself nullifies incoming damage), and a block can be transitioned to directly from a deflection. Both ‘block’ and ‘deflect’ are activated with the same button, block is simply the result of holding it. Deflections are initiated when the button is compressed, not when it is lifted, so erring on early deflections makes the maneuver even safer – deflections that fail for being used too soon simply result in a block. No damage is taken either way. The limiting resources of Bloodborne are gone here, at least for parries, so player’s will often find themselves using the deflection move even more than they attack, but this was the goal. Sekiro aims to evoke the back-and-forth clanging of cinematic sword fights, and the game is built around the interest of deflecting a series of attacks in quick succession. Any one given deflection is easy, but the difficulty can be smoothly ramped up by stringing a sequence of them together.

Sekiro conditions the player to use a series of parries as a defensive, and offensive tool

We’ve come a long way since Dark Souls, with a skill floor that is extremely approachable, without sacrificing the skill ceiling. Where the parry window of Dark Souls was only 6 frames, one fifth of a second, Sekiro‘s deflection window starts at the extremely generous, by comparison, half-second. This deflection window decays in size if the player abuses the deflect button. Deflecting rapidly and repeatedly causes the window to shrink down to only a small fraction of a second. The goal is to make any given deflection easy, but the player is encouraged to use their own powers of reaction and prediction, rather than relying on spamming the button. Even still, this window decay is also generous, as the deflection’s full capability is restored after only a half second of not using it.

All this to say, Sekiro has extremely generous usability for its deflection mechanic. It has to, as deflection is the primary tool for defeating enemies in this game. Were it as restrictive as the parry in Dark Souls or even Bloodborne, it would be an exercise in frustration. To counterbalance this, the individual reward for one Sekiro deflection is much lesser, and you need to do a lot of deflections to add up to a bigger reward.

Sekiro is a masterclass in parry versatility. The deflection maneuver is applicable to nearly every encounter in the game. It’s extremely generally useful, so much so that exceptions, attacks which cannot be deflected, are unlikely to be deflected, or require other special maneuvers to deflect, are given their own glowing red UI graphic to further make them stand out. Outside of that, if it deals damage, it can be deflected by the player’s sword, near-universally. Formalizing what can and can’t be parried in this way is also helpful for usability, as it removes guesswork on the part of the player.

When deflecting successfully, right orange sparks fly like a firework cracker was set off as a cacophony of metal sounds clang in satisfying unison. The audio-visual feedback for a successful deflection is actually kind of subtle, compared to simply blocking. It is merely a heightened, more intense version of the block visuals, just distinct enough to unambiguously be its own separate function to ensure players know when they’re succeeding, but similar enough to not be distracting. This makes sense, as players are expected to deflect a lot of attacks in any given encounter. A series of successful deflections looks and sounds like a larger-than-life battle of master swordsmen, with sparks showering about amidst the metal clanging. When an enemy has finally been deflected past the limits of their endurance, Sekiro will delight players with some of the most lavishly animated executions in video games, anything from the tried and true gut-stab, to decapitating a gorilla with a hatchet the size of a refrigerator, to gingerly extracting tears from a dragon’s occular injury. The impact of Sekiro‘s parry system is not only good, but usually proportional to each situation, even though the overall impact of any one given deflection is not super intense.

It’s clear somebody at FromSoftware loves parrying things almost as much as I do. It’s a common mechanic for a reason, giving players an area of skill to strive for mastery over, which reinforces a sense of power. Few things can make a player feel more powerful than successfully turning enemy attacks against them. Over the course of these three games, FromSoft has made parrying more and more central to the experience, to the point of it becoming the main point of focus for Sekiro. It’s clear there was an awareness of how neglected parrying was in Dark Souls among casual players, and even some veterans. They needed to find ways to make using it more attractive, without sacrificing the sense of power it imparted, the thing that makes it fun in the first place. While the Dark Souls parry has its flaws, I’m glade they persisted in iterating on it. I think Sekiro and bloodborne have two of the most consistently fun combat systems out there, and the excellence of their respective parry mechanics are a huge part of that, in Sekiro especially, which deserves its own write-up, eventually. The metrics I’ve come up with here to assess parry mechanics are just the way I look at things, though. It’s useful to look at design through a variety of lenses. So the next time you stab some zombie in the face after battering its arm away like you’re in a kung-fu movie, think about why and how that maneuver works the way it does.

Hesitation is Defeat…