Sekiro: Shadows Die Twice Review

Going into Sekiro: Shadows Die Twice, I expected a linear narrative trip. What I got was the rare studio that kept its promises. That gap is what this review will spend the next thousand words pulling apart.

After 47 hours with Sekiro: Shadows Die Twice, the question I keep coming back to is: who is this game for? It's not a complaint — it's an honest editorial puzzle. Let me explain.

Gameplay

The core loop is intentionally over-long. You scout the next area, then you trade safety for upside, then you either commit or hit reset. What separates Sekiro: Shadows Die Twice from peers in the Action-Adventure space is the way the second decision changes the first one. It's a subtle thing, but you feel it more the longer you play.

There's no fluff in Sekiro: Shadows Die Twice's systems. Every menu is one click deeper than you expect; every tooltip says what it means; every system interacts with at least one other system. It's the kind of design that's invisible while you play and obvious when you stop.

Sekiro: Shadows Die Twice screenshot
A typical moment in Sekiro: Shadows Die Twice.

Story & Setting

Where Sekiro: Shadows Die Twice stumbles narratively is in the middle. The opening is sharp, the ending is satisfying, and the long middle stretch — somewhere between hours 13 and 24 — has pacing problems that FromSoftware hasn't fully solved. Patches have helped. They haven't fixed.

Narratively, Sekiro: Shadows Die Twice works because FromSoftware keeps the stakes personal even when the scope is enormous. The headline plot involves the fate of a small village, but the moments that land are smaller — a conversation in a tavern, a letter you find in a desk drawer, a side character whose name you remember three weeks after the credits.

This is what a thirty-hour game looks like when it respects you.

Side Quest Standard

Visuals & Performance

Visually, Sekiro: Shadows Die Twice prioritizes legibility over spectacle. That's the right call. FromSoftware could have built a tech demo. Instead they built a game where you can read the board at a glance and that's worth more than any number of polygons.

Sekiro: Shadows Die Twice environment
Environmental detail rewards exploration.

Verdict

FromSoftware has earned the benefit of the doubt with Sekiro: Shadows Die Twice. It's not their best work — that's probably still Stardew Valley — but it's a stronger argument for taking small studios seriously than any pitch deck.

We score Sekiro: Shadows Die Twice a 7/10. That's high for the genre, but the strengths are unambiguous and the weaknesses are addressable through patches. Worth the time of anyone with even a passing interest.

Verdict

Category Score
Gameplay 8/10
Story 7/10
Visuals 9/10
Replayability 7/10
Overall: 8/10

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6.4 /10 · avg from 116 readers

Frequently asked questions

How long does it take to finish Sekiro: Shadows Die Twice?

Main story runs around 30-40 hours depending on how thoroughly you explore. Completionists can spend 2-3× that.

Is Sekiro: Shadows Die Twice good for newcomers to Action-Adventure?

Yes — Sekiro: Shadows Die Twice is a great entry point. The early hours teach the systems gradually and the difficulty curve is reasonable.

Which platform should I play Sekiro: Shadows Die Twice on?

Console version is the most stable on launch. PC version benefits from the modding scene long-term.

Was Sekiro: Shadows Die Twice worth the launch-day price?

Depends on backlog. The replay value justifies the price for genre fans; casual players should wait for a 40%+ discount.

Are there DLCs or expansions worth picking up?

Wait for the Game of the Year edition — it bundles everything at a fair discount.

What did FromSoftware get right (and what could be better)?

Strongest: art direction, audio design, set-piece variety. Weakest: late-game balance and a few persistent quest-log bugs.

Comments

OL
Olga Liang · 2026-06-03

Wish more outlets pushed back on the difficulty spike around hour 10.

KP
Kaori Picard · 2026-05-08

Spent 60 hours with this. Worth every minute.

LM
Leonel Miller · 2026-04-23

I disagree on the verdict. The story pacing is the real issue, not the combat.

NN
Natalia Nazari · 2026-04-20

Bought it on sale last week — already 18 hours in. Highly recommend.

Comments are moderated. Be civil — disagreement is fine, abuse isn't.

TM

Tao Morales

Sports Games Reviewer

Tao pivoted from translation work into games coverage and now leads on grand strategy. Did a thesis on procedural generation; still recovering.

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