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— CH. 1 · INTRODUCTION —

Sekiro: Shadows Die Twice

~6 min read · Ch. 1 of 6
6 sections
  • Sekiro: Shadows Die Twice arrived on the 22nd of March 2019 and drew over 108,000 simultaneous players on Steam within hours of launch. That figure made it the highest concurrent debut for any new game released in the first quarter of that year on the platform. A one-armed shinobi, a dying clan, and a curse that refuses to let anyone stay dead: these are the materials FromSoftware used to build what would become one of the most decorated games of 2019. What drove the studio to abandon the design language that had made them famous? And what happens when a game so deliberately punishing earns not just a devoted audience but a Game of the Year award?

  • Development of Sekiro began in late 2015, shortly after FromSoftware completed The Old Hunters, the downloadable content expansion for Bloodborne. Lead director Hidetaka Miyazaki wanted to build something genuinely new rather than extend the Dark Souls lineage further. His target was a Japanese-themed game centered on shinobi and ninja, an aesthetic the studio had never fully explored in its own voice.

    The Tenchu series provided the opening. Tenchu, a stealth-action franchise developed by Acquire and previously published by FromSoftware, carried the historical setting and ninja premise Miyazaki had in mind. The team briefly weighed making a direct sequel to Tenchu before the project grew large enough to outpace that framework entirely. Miyazaki shaped the combat around a specific sensation: the feeling of "swords clashing", with each fighter probing for the single opening that would allow a fatal strike.

    The word "sekirō" itself carries a compressed meaning. It contracts "sekiwan no ōkami", which translates as "one-armed wolf." The subtitle "Shadows Die Twice" was originally written as a tagline for a teaser trailer shown at the Game Awards 2017 in December of that year. Activision, which published the game internationally, requested that the phrase be kept as part of the permanent title rather than retired after the teaser. FromSoftware self-published in Japan; Cube Game handled the Asia-Pacific release.

  • Chris Carter, writing for Destructoid, described open combat in Sekiro as "akin to a waltz", a phrase that captures something the game's designers built deliberately into its rules. Unlike the Dark Souls series, Sekiro strips away character creation, the ability to distribute stats across multiple attributes, and any real-time multiplayer component. What remains is a singular focus: katana against katana, posture against posture.

    Rather than grinding down an enemy's health points, players attack and deflect until an opponent's balance collapses, then land a single killing blow. PC Gamer journalist Tom Senior called the combat "beautiful" and described the posture system as concentrating all the satisfaction of defeating a great boss "into one split second." Brandin Tyrell from IGN praised the game's emphasis on "split-second swordsmanship" and wrote that the combat felt "refreshing and new" even to players already familiar with FromSoftware's timing-based systems.

    GameSpot's Tamoor Hussain argued the game "rewrites the rules of engagement", pushing the demand for quick decision-making further than previous FromSoftware titles. The grappling hook introduced a vertical dimension that reviewers treated as a genuine structural shift. Tyrell wrote that it "sends ripples throughout the gameplay", freeing the level designers to build spaces that previous Soulsborne characters, rooted to the ground and climbing ladders slowly, could never have navigated. Rooftops became reachable, tree branches became platforms, and reconnaissance from height became a legitimate tactic.

  • Don Rowe, writing for The Spinoff, reported that after six hours with the game he was not having fun. His reaction was far from unique. Several days after launch, modders released software that altered the speed of the player character relative to the game world, effectively slowing the challenge to a manageable pace. PC Gamer's James Davenport stated that the game's final boss was too difficult for him to complete without that mod.

    Yet the same difficulty drew fierce praise from other quarters. Tom Senior called the game "brutal" but "spectacular". Hussain described Sekiro as "suited for people of a certain temperament and with a very specific, slightly masochistic taste in games", while arguing that the victories it delivered felt "intense" and "gratifying". Tyrell took a middle position, writing that the combat had a "steep curve to mastering it" but suggesting it was "somewhat easier than its predecessors", while still producing the sensation of being "the greatest swordsman that ever lived" after a hard-won fight.

    The decision to make Sekiro a single-player-only experience carried an unexpected benefit that reviewers noticed: without network components, the game could include a full pause button. That small feature, absent from the Soulsborne titles, drew explicit appreciation. Tyrell did express that he "missed the small notes left by others in the world alerting me to imminent threats or hidden secrets", and lamented the absence of player-versus-player combat given how well the deflection mechanics would have suited it.

  • Sekiro is set during the late Sengoku period of Japanese history, though the game introduces no actual historical people or locations. The Ashina clan, once led by Kensei Isshin Ashina, holds land touched by what the game calls divine favor, including a presence referred to as the Divine Dragon, which can grant immortality through a lineage called the Dragon's Heritage. The game also draws heavily on Buddhist mythology and philosophy, layering its action-adventure framework with ideas about mortality, sacrifice, and the desire to escape death entirely.

    The player character, Wolf, begins as a nameless orphan taken in by the wandering shinobi Owl, who trains him and eventually entrusts him with protecting the young lord Kuro, the last carrier of the Dragon's Heritage bloodline. The main story unfolds when Isshin's adoptive grandson Genichiro captures Kuro in order to use his immortal blood to create an army capable of saving the weakened Ashina clan from conquest by the Interior Ministry.

    Kuro's own response to all of this is to ask Wolf to perform a ritual called the Immortal Severance, which would eliminate the Dragon's Heritage entirely and cost Kuro his life. The game offers multiple endings depending on which allegiances Wolf honors and which ritual components he gathers. In the Purification ending, Wolf sacrifices himself while freeing Kuro from the Heritage; in the Return ending, the Divine Child becomes a vessel for the Dragon's power and departs with Sekiro on a journey west. An anime adaptation titled Sekiro: No Defeat, produced by Qzil.la, was announced at Gamescom 2025 and is set to premiere in 2026, with Crunchyroll streaming it outside Japan.

  • Sekiro won Game of the Year at the Game Awards 2019, at GameSpot's year-end honors, and in the 2019 Steam Awards voted on by players. The Game Awards also gave it Best Game Direction, Best Art Direction, Best Audio Design, and Best Action/Adventure Game. At the 20th Game Developers Choice Awards it took Game of the Year, Best Visual Art, and Best Design. At the 16th British Academy Games Awards it won Best Game, Animation, Game Design, and Technical Achievement.

    On Metacritic, the PlayStation 4 and Xbox One versions earned "universal acclaim", while the Windows version received "generally favorable reviews". The review aggregator OpenCritic found that 96 percent of critics recommended the game. The soundtrack was composed by Yuka Kitamura, with contributions from Noriyuki Asakura.

    Sales reflected the critical response. In Japan, 157,548 retail units sold in the game's opening weekend. In the United Kingdom and across the EMEAA region, Sekiro topped the charts in its debut week, surpassing Tom Clancy's The Division 2. Within ten days of release, more than two million units had sold. By July 2020 that figure had passed five million. As of September 2023, total sales stand at over ten million units.

Common questions

What is Sekiro: Shadows Die Twice about?

Sekiro: Shadows Die Twice is a 2019 action-adventure game developed by FromSoftware. Players control Wolf, a shinobi tasked with rescuing his lord Kuro during the late Sengoku period of a fictionalized Japan. The story centers on immortality, sacrifice, and rival factions fighting over a bloodline that can grant eternal life.

Who directed Sekiro: Shadows Die Twice?

Sekiro was directed by Hidetaka Miyazaki, who had previously directed the Dark Souls series and Bloodborne. He wanted to create a new intellectual property distinct from Dark Souls, centered on shinobi and Japanese history.

When was Sekiro: Shadows Die Twice released?

Sekiro: Shadows Die Twice was released on the 22nd of March 2019 for PlayStation 4, Windows, and Xbox One. A port for Stadia followed in October 2020, and a free content update was released on the 31st of October 2020.

How many copies has Sekiro: Shadows Die Twice sold?

As of September 2023, Sekiro has sold over ten million units. Within ten days of release more than two million units were sold, and the total passed five million by July 2020.

Did Sekiro: Shadows Die Twice win Game of the Year?

Yes. Sekiro won Game of the Year at the Game Awards 2019, at GameSpot's year-end awards, and in the 2019 Steam Awards. It also won Game of the Year at the 20th Game Developers Choice Awards.

How does combat in Sekiro differ from Dark Souls?

Sekiro replaces the health-point attrition of Dark Souls with a posture system. Players use a katana to break an enemy's balance through attacks and deflections until an opening appears for a single killing blow. The game also removes character creation, stat distribution, and multiplayer.

All sources

73 references cited across the entry

  1. 16av mediaInside The Creation Of Sekiro's Soundtrack With Yuka KitamuraGame Informer — 22 January 2019
  2. 27magazineSekiro: Shadows Die Twice review27 March 2019
  3. 28webSekiro: Shadows Die Twice – recensioneMichele Sollazzo — 24 March 2019
  4. 31webSekiro: Shadows Die Twice Review – Steel YourselfTamoor Hussain — 29 March 2019
  5. 33webSekiro: Shadows Die Twice ReviewBrandin Tyrrel — 21 March 2019
  6. 34journalSekiro10 April 2019
  7. 35webSekiro: Shadows Die Twice reviewTom Senior — 25 March 2019
  8. 36webSekiro: Shadows Die Twice ReviewJohn Learned — 26 March 2019
  9. 42webSekiro: Shadows Die Twice reviewTom Senior — 25 March 2019
  10. 45webWe've Always Made Our Own Easy Modes. 'Sekiro' Is No ExceptionPatrick Klepek et al. — 3 April 2019
  11. 46webI beat Sekiro's final boss with cheats and I feel fineJames Davenport — 5 April 2019
  12. 47webEven for SoulsBorne fans, Sekiro is not messing aboutWesley Yin-Poole — 23 March 2019
  13. 50webSekiro: Shadows Die Twice takes top spot of the chartsMarie Dealessandri — 26 March 2019
  14. 51webSekiro: Shadows Die Twice dominates EMEAA chartsJames Batchelor — 29 March 2019
  15. 53webMedia Create Sales: 3/18/19 – 3/24/19Sal Romano — 27 March 2019
  16. 58webGame Of The Year 2019 – Sekiro: Shadows Die TwiceTamoor Hussain — 17 December 2019
  17. 59webSteam Awards 2019 Winners AnnouncedSteve Watts — 31 December 2019
  18. 61newsGolden Joysticks 2018 nominees announced, voting open nowTom Hoggins — 24 September 2018
  19. 62web2018 Gamers' Choice Awards NomineesMike Glyer — 19 November 2018
  20. 68web2020 SXSW Gaming Awards Nominees RevealedGrayshadow — 17 February 2020
  21. 69webSXSW 2020 Gaming Award Winners RevealedGrayshadow — 25 March 2020
  22. 73webSekiro: Shadows Die Twice Being Turned Into an AnimeJenni Lada — August 19, 2025
  23. 74news'Sekiro: Shadows Die Twice' heads to anime in 2026The Hindu Bureu — 2025-08-20