The game dynamics related to Sekiro Shadows’ infamous Dragon Pain Shadows Die Twice could have taken different forms, as suggested by the discoveries made by the data miner of the last surprising action by Activision and From Software.
On the basis of the information gathered by the amateur programmer Lance McDonald extrapolating them from the most hidden lines of Sekiro’s code, in the initial stages of development the guys from From Software wanted to make the Wolf interact with the secondary characters who contracted the Dragon Pain through a powerful object available by exploring the setting, the Dragonrot Pellets .
The use of this medicine would have unleashed completely new lines of dialogue and enriched the lore of the title: among the files unearthed by the data miner we find in fact different interlude scenes and lines of text that, if reactivated, allow you to listen to brand new dialogues starring the Wolf and the NPCs encountered along the way.
By combining all these lines of dialogue it is possible to recover 11 minutes of cut scenes, with conversations never heard in the final version of Sekiro Shadows Die Twice: find the video in question at the top of the article. Did you also know that in the early stages of the development of the From Software masterpiece the layout of the bosses was completely different?