The gameplay formula that is reprised and refined in FromSoftware games is highly unique and influential. Of course, its popularity has spawned rampant, inspired clones adapting the genre of Souls-likes, with each iterating upon an already successful and nuanced set of features and systems. Many would argue that the actual combat in FromSoftware games pales in comparison to its world-building, level design, and enemy and boss designs. But posture, stamina, and poise all coexist as an underlying system that remains a staple underpinning all FromSoftware games.
Stamina is the most common of the three beneath a wide umbrella cast across FromSoftware games. Posture and poise are more modern iterations of stamina, and have been expanded to meet the contemporary expectations of a new IP. Players love Demon’s Souls, Dark Souls, and Bloodborne variably, and each game is different in many ways. But whether a FromSoftware game centers on stamina, posture, or poise, it is one of the most important features in the player’s UI to micromanage. If posture was expanded in any way, it would need to still adhere to its respective game’s identity.
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Sekiro: Shadows Die Twice does a lot to break away from FromSoftware’s Souls-like mold and create emergent gameplay. Originally a successor to the Tenchu IP, Sekiro was always intended to be different in terms of its narrative and which mythologies would be featured.
But its changes to basic combat systems were the most significant, such as its newly revamped posture system. Posture is Sekiro’s definitive gameplay feature, supplanting stamina completely and only regarding the precision and mastery of thoughtful katana strikes and
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