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Sekiro anime director on adapting FromSoftware's punishing combat for the screen

By

Sam Nelson

10d ago· 3 min readen

Summary

An interview with Kenichi Kutsuna, director of the "Sekiro: No Defeat" anime short, who discusses the challenges of adapting the difficulty and feel of FromSoftware's Sekiro: Shadows Die Twice into an animated format. Kutsuna explains how he had to carefully balance making the combat feel authentic to the game's punishing difficulty while still being entertaining for viewers, focusing on key gameplay elements like posture, deflection, and the sense of overcoming impossible odds.

Source

bskySekiro anime director on adapting FromSoftware's punishing combat for the screenpolygon.com

Key quotes

· 3 pulled
The hardest part was trying to make viewers feel the difficulty of the game without actually playing it.
We wanted to capture that moment when you finally defeat a boss after dying 50 times — that catharsis is what makes Sekiro special.
Every frame had to communicate the weight of each strike, the tension of each parry. It's not just action, it's a conversation between blades.
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Kenichi Kutsuna talks about the challenges of trying to make viewers feel the difficulty of a FromSoftware game.

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