Sekiro will likely remain the tip of the FromSoftware Boss balance

Sekiro: Shadows Die Twice is considered one of the hardest titles by FromSoftware. While difficult, it never goes beyond unfair, as it is a Souslike that punishes players for being too cautious or aggressive in combat, and greatly rewards those who use the game mechanics properly. This is most clear during boss fights, each designed to show and even teach what should and shouldn't be done in combat. Fight against major enemies in Sekiro can be considered the pinnacle of balance by FromSoftware, one particular aspect being the likely reason for such a claim.




Boss fights of Sekiro: Shadows Die Twice they are one of the game's biggest draws, drawing attention to how well designed they are. FromSoftware may have struck the perfect balance with their battle design, as each requires proper skill and technique to defeat, rather than preparing the right builds. While there are things that can help make bosses somewhat easier, players can only use Wolf's sword and still overcome many fights. They are carefully developed in a way that allows them to be removed regardless of the player's strength, which gives hope that future FromSoftware games may follow suit. Sekirohis traces in this aspect.

A possible Sekiro sequel would face a major fork in the road

If a Sekiro sequel is ever to see the light of day, which many hope it will, it will have to deal with a key design problem.

Why Sekiro's boss battle balance can be considered the best of all FromSoftware games


Boss fights of Sekiro are different from those of Dark souls and other Souslikes, and because of their unique qualities and how they fit well with gameplay mechanics that make them enjoyable and memorable. They have been praised as some of FromSoftware's best products, mainly because of the following:

  • Upgrades can only help to a point, as defeating bosses is more focused on how well players learn their patterns without the option of beating fights with brute strength.
  • Almost every ability, from the Mikiri counter to the Mortal Draw, is effective during a fight, and it's up to players to decide which one best suits their playstyle.
  • Players have the option to choose to use their prosthetics, optional weapons that can be of great help during combat, often, rarely, or not at all, allowing for various ways to handle boss fights and even regular fights.


Sekiro has some of the most satisfying bosses to beat, especially compared to other Souslikes and similar games. Although not all SekiroHis bosses are kicks, most of them do a superb job of challenging the game's combat system. Future Soulslike titles may want to consider using such battles as the basis for their own battles, as this could allow them to achieve the same level of success and adoration that FromSoftware's creation was able to achieve.

What Sekiro's boss battles lack is what makes them so good and balanced

With Sekiro being one of the stiff combat Souslike games, one of the main things that makes it feel good to participate in its boss battles is the lack of cheesy strategies. There's no way to beat most of them without learning attack patterns, using skills and items properly, and then deflecting, dodging, or countering at the right times. While there are clear weaknesses, such as using firecrackers on human bosses, taking advantage of them doesn't guarantee victory and could be costly if relied on too much. No cheese means Sekiro it has little to no instant win conditions, requiring players to figure out what needs to be done to overcome the game's biggest obstacles. Future boss battles from other Soulslike titles may decide to go this route, and this could leave them in good stead.


FromSoftware's next game has a huge mountain to climb when it comes to creating good boss battles, especially if Sekirois set as standard. Allowing players to defeat major enemies regardless of what they have or their progress is the mark of good design and something that many Soulslike games should aspire to. As long as Sekiro exists as a point of comparison, there's hope that more titles will follow in its footsteps in designing boss battles and other important aspects of combat.

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