Update (3/25):This review has now been completed with late-game impressions and a final score.
This is a review in progress, based on 25-plus hours of gameplay on PS4.
Check back for a graded review in the coming days.

Credit: Activision
The temptation exists for any critic reviewing any action game to compare that game toDark Souls.
Fortunately,Sekirois far more than a Japan-set Soulsborne offshoot.
UnlikeDark Souls III’s Ashen One orBloodborne’s Hunter, Sekiro is a pre-set, fully voice-acted character.

FromSoftware
Scattered throughout these locales are occasional bosses, and much more frequent but often equally daunting mid-bosses.
The two categories of boss encounters are divided by the rewards they grant when overcome.
Main bosses grant Memories, which can be confronted to increase Sekiro’s attack damage.
Marketing forSekiroasks players to learn to “kill ingeniously,” and that direction is apt.
The first, Vitality, is similar to health in other games.
If an opponent runs out of Vitality, that opponent will die (usually).
Posture is arguably the more important of the two survivability gauges.
If left alone, an enemy will regain Posture, with remaining Vitality determining how quickly Posture regenerates.
Some enemies are easier to block, while others call for dodging.
Still others require liberal use of timed deflection to whittle away Posture.
The variety of these mechanics creates combat that is challenging in its intricacy while remaining tightly focused and fair.
Complementary to his combat prowess is Sekiro’s ability to traverse the environment and assassinate targets silently.
For now,Sekirooccupies my thoughts in a rare way.
Just about every boss encounter inSekirocould be greatly improved if it were about one third shorter.