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.

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

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 :<

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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)

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