Sekiro/From Software thought
Normal game: you have a limited number of consumable items to help with dangerous situations. If you die, you load your save and any items you used in your failed attempt are restored.
Sekiro: If you die, buff items you use stay gone. Also you're gonna die. So if you wanna experiment, it sucks.
re: Sekiro/From Software thought
@coda it's so weird to me because there's a good solution for this in the game itself: make more items recharging the way the healing gourd / estus flask does. Just give me that baseline as a checkpoint :<
re: Sekiro/From Software thought
@coda I only like failure = progress loss if the game is pretty short start-to-finish or a turn-based strategy kind of game (where you don't always need to act out some option to understand what it does)
Sekiro/From Software thought
@KommaChameleon this is one of the things that keeps me away from the “hard games”; failing is an actual setback from where you started and not just a thing that requires you to retry from the same point