{"id":82195,"date":"2019-01-16T04:00:00","date_gmt":"2019-01-15T20:00:00","guid":{"rendered":"http:\/\/itteacheritfreelance.hk\/test\/wordpress\/?guid=cee3162a27e516aea7fde212b5da1460"},"modified":"2019-01-16T04:00:00","modified_gmt":"2019-01-15T20:00:00","slug":"exclusive-gameplay-and-details-on-creating-sekiro-shadows-die-twices-combat","status":"publish","type":"post","link":"https:\/\/itteacheritfreelance.hk\/test\/wordpress\/2019\/01\/16\/exclusive-gameplay-and-details-on-creating-sekiro-shadows-die-twices-combat\/","title":{"rendered":"Exclusive Gameplay And Details On Creating Sekiro: Shadows Die Twice&#8217;s Combat"},"content":{"rendered":"\n<\/p>\n<p><a  href=\"https:\/\/www.gameinformer.com\/video-feature\/2019\/01\/15\/exclusive-gameplay-and-details-on-creating-sekiro-shadows-die-twices\">Click here to watch embedded media<\/a><\/p>\n<p>We flew out to visit From Software in Tokyo for our\u00a0<a href=\"https:\/\/www.gameinformer.com\/sekiro\">new cover story\u00a0on Sekiro: Shadows Die Twice<\/a>.\u00a0While we were there, we interviewed lead game designer Masaru Yamamura and learned all about the process of designing the game&#8217;s combat. As you&#8217;ll see in the video above featuring some new gameplay footage, not all of your muscle memory and tricks from Dark Souls and Bloodborne will carry over into Sekiro: Shadows Die Twice. Watch the interview to learn what Yamamura sees as the biggest changes to From Software&#8217;s combat formula, the difficulty of designing Sekiro, and how the game was originally inspired by the Tenchu series.<\/p>\n<p>Click on the banner below to learn even more about Sekiro: Shadows Die Twice throughout the month.<\/p>\n<article class=\"embedded-entity\"><a href=\"http:\/\/gameinformer.com\/sekiro\"><\/p>\n<p>            <img decoding=\"async\" src=\"https:\/\/i0.wp.com\/s3.amazonaws.com\/prod-media.gameinformer.com\/styles\/body_default\/s3\/2019\/01\/07\/1fed0a01\/hubad.jpg?w=640&#038;ssl=1\" typeof=\"Image\" class=\"image-style-body-default\" data-recalc-dims=\"1\" \/><\/a><\/p>\n<\/article>\n","protected":false},"excerpt":{"rendered":"<\/p>\n<p><a target=\"_blank\" href=\"https:\/\/www.gameinformer.com\/video-feature\/2019\/01\/15\/exclusive-gameplay-and-details-on-creating-sekiro-shadows-die-twices\">Click here to watch embedded media<\/a><\/p>\n<p>We flew out to visit From Software in Tokyo for our&nbsp;<a href=\"https:\/\/www.gameinformer.com\/sekiro\">new cover story&nbsp;on Sekiro: Shadows Die Twice<\/a>.&nbsp;While we were there, we interviewed lead game designer Masaru Yamamura and learned all about the process of designing the game&#8217;s combat. As you&#8217;ll see in the video above featuring some new gameplay footage, not all of your muscle memory and tricks from Dark Souls and Bloodborne will carry over into Sekiro: Shadows Die Twice. Watch the interview to learn what Yamamura sees as the biggest changes to From Software&#8217;s combat formula, the difficulty of designing Sekiro, and how the game was originally inspired by the Tenchu series.<\/p>\n<p>Click on the banner below to learn even more about Sekiro: Shadows Die Twice throughout the month.<\/p>\n<article><a href=\"http:\/\/gameinformer.com\/sekiro\"><\/p>\n<p>            <img decoding=\"async\" src=\"https:\/\/s3.amazonaws.com\/prod-media.gameinformer.com\/styles\/body_default\/s3\/2019\/01\/07\/1fed0a01\/hubad.jpg\"><\/a><\/p>\n<\/article>\n<p> <a href=\"https:\/\/itteacheritfreelance.hk\/test\/wordpress\/2019\/01\/16\/exclusive-gameplay-and-details-on-creating-sekiro-shadows-die-twices-combat\/\">\u95b1\u8b80\u5168\u6587 <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":225,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"slim_seo":[],"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false}}},"categories":[2,16,7],"tags":[398,402,397,414,413,410,894,409,407,478,898,475,408,406,399,400,394,10,401,893,396,506,895,1270,403,412,903,904,733,890,892,891,411,395,405,404,896,905,907,889,1277,1276,704,897,906,902,912,911,899,900,909,901,910,908],"jetpack_publicize_connections":[],"aioseo_notices":[],"jetpack_featured_media_url":"","jetpack_shortlink":"https:\/\/wp.me\/p7prtj-lnJ","jetpack-related-posts":[],"jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/itteacheritfreelance.hk\/test\/wordpress\/wp-json\/wp\/v2\/posts\/82195"}],"collection":[{"href":"https:\/\/itteacheritfreelance.hk\/test\/wordpress\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/itteacheritfreelance.hk\/test\/wordpress\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/itteacheritfreelance.hk\/test\/wordpress\/wp-json\/wp\/v2\/users\/225"}],"replies":[{"embeddable":true,"href":"https:\/\/itteacheritfreelance.hk\/test\/wordpress\/wp-json\/wp\/v2\/comments?post=82195"}],"version-history":[{"count":1,"href":"https:\/\/itteacheritfreelance.hk\/test\/wordpress\/wp-json\/wp\/v2\/posts\/82195\/revisions"}],"predecessor-version":[{"id":83449,"href":"https:\/\/itteacheritfreelance.hk\/test\/wordpress\/wp-json\/wp\/v2\/posts\/82195\/revisions\/83449"}],"wp:attachment":[{"href":"https:\/\/itteacheritfreelance.hk\/test\/wordpress\/wp-json\/wp\/v2\/media?parent=82195"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/itteacheritfreelance.hk\/test\/wordpress\/wp-json\/wp\/v2\/categories?post=82195"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/itteacheritfreelance.hk\/test\/wordpress\/wp-json\/wp\/v2\/tags?post=82195"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}