[1] Sekiro received acclaim from critics, who praised its gameplay and setting and compared it favorably to FromSoftware's past work, although opinions on its heavy difficulty were mixed.
[4][8] The game also features stealth elements, allowing players to instantly eliminate or severely damage most enemies if they can get in range undetected.
Optionally, Sekiro can revisit his past through meditation using various items he finds; three years ago, Kuro's home was raided by bandits led by the shinobi Lady Butterfly, leading to Owl's apparent death.
Afterward, Kuro refuses to flee and instead wants Sekiro to perform the Immortal Severance ritual on him, which would result in his death and eliminate the Dragon's Heritage.
Sekiro reluctantly agrees and sets out to collect the necessary materials for the ritual, including a weapon that can kill immortals known as the Mortal Blade from the Divine Child – the sole survivor of experiments with the Rejuvenating Waters.
After collecting most of the ritual elements, Sekiro is confronted by Owl, who faked his death in pursuit of the Dragon's Heritage and revealed to be the one who stabbed him three years ago.
After killing Isshin, depending on the items gathered, three endings are available: Development of Sekiro began in late 2015 following the completion of Bloodborne's downloadable content, The Old Hunters.
[12] Miyazaki intended the combat changes to capture the feel of "swords clashing", with fighters trying to create an opening to deliver the fatal strike.
[18] A collectors edition was also released the same day and included a steelbook case, a figurine of the protagonist, an art book, a physical map of the game's world, a download code for the soundtrack, and in-game coin replicas.
Reviewers also praised the resurrection mechanic, with Carter calling it "genius", and the stealth options, which gave the player freedom without descending into frustration.
Tyrell wrote that the grappling hook "sends ripples throughout the gameplay", writing that "where all previous Soulsborne characters felt rooted firmly to the ground as they trudged down hallways and slowly climbed ladders, Sekiro's level design has permission to be much more vertical".
Senior wrote that the game used "large but separate zones rather than a huge connected world" but praised the "many secrets hidden just off the critical path, often reached with the excellent grappling hook, which lets you vault between tree branches and rooftops".
The levels themselves were also praised, with Hussain writing that "buildings are placed together to encourage exploration and reconnaissance, with roofs almost touching so that you can leap between them and scope out all angles", with the branching paths "creating that satisfying feeling of venturing into the unknown and then emerging into the familiar".
He also noticed the "lack of PvP battles, which seem[ed] like a waste of the new emphasis on skill-based swordsmanship" and argued that the parrying and blocking mechanics would have suited online play.
Tyrell wrote that the combat had a "steep curve to mastering it" but argued it was "somewhat easier than its predecessors" while still providing the sense of being "the greatest swordsman that ever lived" after tough victories.
However, several journalists found it too challenging, with Don Rowe from The Spinoff calling it "infuriating" and writing that he was not having fun after six hours with the game.
[48] In its debut week, Sekiro topped the UK and EMEAA (Europe, Middle East, Africa, Asia) charts, surpassing Tom Clancy's The Division 2.