Sekiro anime director on adapting FromSoftware's punishing combat for the screen
By
Sam Nelson
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
Key quotes
· 3 pulledThe 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.
You might also wanna read
Katsuhiro Harada Joins SNK's VS Studio to Lead Fighting Game Development
Legendary fighting game developer Katsuhiro Harada, known for his long tenure at Bandai Namco where he worked on Tekken 8 and Shadow Labyrin
Elden Ring Movie Director Explains His Secret To Getting Good At Dark Souls

Somewhere between QWOP and Tekken, Stranger Than Heaven has one of the most interesting combat systems I've played in some time
Ghost of Yōtei Reveals New Presentations Inspired by Japanese Directors
Sucker Punch Productions shared details about the PlayStation 5 game Ghost of Yōtei during Sony's State of Play event, including Atsu's weap

Applying Anime and Superhero Emotional Storytelling to Digital Product Design
The article explores how emotional pacing and narrative techniques from anime and superhero films can be applied to digital product design.


Comments
Sign in to join the conversation.
No comments yet. Be the first.