Sekiro:  

A Ferryman to Nirvana 

Abstract 

Sekiro: Shadows Die Twice is FromSoftware’s 2019 addition to their SoulsBourne lineup  of videogames. It follows the narrative of a young shinobi, Sekiro, bound to his master who will do anything needed to exercise his will. The game diverges from the typical Dark Souls strategy  for a narrative told by deeply ambiguous lore which may go over players’ heads the first three  playthroughs for a more traditional story. But unlike typical narrative games, Sekiro utilizes FromSoftware’s experience in crafting complicated narratives to underly a far more ambiguous  fable of the teaching of Vipassana through elements of narrative such as the burdens of  immortality, uses of game mechanics to teach patience, precision, and dedication, and imagery of  East Asian religion to tell stories without needing to spell out the words. The protagonist Sekiro ends up heralding not only himself, but his master, antagonist, and the player into the game’s  version of Nirvana, immortal severance. 

Introduction 

The waving of a hand back and forth offers a peculiar illusion, our brain is still  comprehending the image being processed in front of it, thus holding a still frame for moments  after the hand has already moved on; when stitched together these images form a blurred image in our mind. The question arises instantly, of what do we classify this blur as? Could it be the  hand itself, in multiple places at once? Perhaps it is a single physical phenomenon undergoing  various repeating stases? Vipassana meditations insist that at the understanding of this question is  the key to a purified soul, that this answer, in tandem with Buddhism’s four noble truths, will  lead to escape from the cycle of rebirth, and entrance to Nirvana. In FromSoftware’s 2019 title  Sekiro: Shadows Die Twice, imagery, narrative, and mechanics are used as multi-facets to examine the philosophy of Buddhism, specifically to explain nuances and variability about the  concept of enlightenment. 

Representations of Buddhist Teachings 

With the major plot of the game out of the way, we can begin to dissect the way in which,  beyond the statues of the Buddha scattered throughout the game as decoration, the narrative and  mechanics tell a hidden story below the surface, one of the Vipassana meditations. 

To begin we will break down what immortality really is in Sekiro. First, we find a solution the question I posed you earlier. What should we think about the blur our hand leaves  behind as it travels back and forth in front of our eyes? To answer, we can turn to the Dharma  practice of purification (Kornfield, 199). This practice tells us that a yogi practicing Vipassana must first not only  come to grips with the impermanence of the world, but also feel the impermanence throughout  themselves. The Buddha spoke of physical and mental phenomena, which, in short, are bodily  actions, and thoughts. These physical and mental phenomena are not set in place, in fact they are  constantly changing, but beyond changing they are repeatedly vanishing and appearing. Going  back to the hand question, the blur that is seen as the hand moves are not iterations of the hand  itself, but rather separate physical phenomena. The hand that was once on the left is no longer,  there only exists the hand that now resides on the right, and if the hand were to move back to the  left, the reverse is said. In the purification there is no past or future, but only the present, the past  has vanished, and the future has yet to appear. The original question ends up being the perfect  analogy to visualize this concept, and can be used to contemplate the impermanence of self. With  proper implementation and understanding of impermanence, ego and personality are destroyed,  two important steps on the journey to enlightenment.  

Immortality in Sekiro is the antithesis of purification. It is built to represent the desperate  cling to self that comes with a rejection of the cycling nature of the physical and mental. When  Genichirio reveals his immortality, he tells us. 

“This land is everything to me. For her sake I will shed humanity itself.” This shedding of  humanity refers to the separation of his mental and physical state his immortality has perpetrated.  An immortal flesh paired with a mortal soul, permanently detached so long as he remains  immortal. A similar phenomenon depicting the destruction of mind of body occurs to the monks  found in Sekiro’s Senpou temple. Upon reaching the destination, a nearby tapestry depicting a  practitioner of the Dharma tells us that the monks of Senpou temple, seduced by immortality,  have given up their path to enlightenment to pursue permanent physical stasis. As Sekiro moves  through the temple, the monks become more and more disfigured, growing centipedes from their  mouths with skin decaying from their bodies. Yearning for stability from the volatile world they  ruin their purification, resulting in unsatisfaction and suffering. They have given up the vanishing  and appearing nature of the hand on a pendulum, instead they attempt to ignore their  impermanence, clinging onto artificial immortality.

It becomes a trend to forgo authentic life to pursue an inauthentic escape from suffering.  From this artificial escape breeds evilness from greed, hatred, and ignorance, three traits which  contradict the Dharma’s message that “universal love comes from total unselfishness”(Kornfield, 14). No  imagery within Sekiro makes this interpretation clearer than the Halls of Illusion. Within this  subsection of the Senpou temple, the player is transported via meditation to a place described as  somewhere between life and Nirvana. In this halfway point the unique encounter Folding Screen  Monkeys are fought. This ‘boss fight’ can be better described as a puzzle, where the player must  figure out ways to capture four monkeys running around the halls. Each has a unique trait which  makes its capture fairly obvious: a green monkey, with excellent hearing can only be caught by  ringing a bell while it stands nearby. A purple monkey, with perfect vision needs to be cornered  into a dark room where it cannot use its enhanced eyesight. An orange monkey, who carries a pot  and pan to warn the others when the player approaches can be forced into a room neighboring a  waterfall, where nothing can hear the clanging over the sound of rushing water. And lastly is a  white monkey, who follows the player around invisible, with only its footsteps visible. Each  monkey represents the opposite of each of the four wise monkeys; those being, hear no evil, do  no evil, see no evil, and speak no evil. Slaying these foes is the player rejecting each evil thought  themselves and moves the player beyond the Halls of Illusion into an inner sanctum of the  temple.  

While this is an up-front interpretation, practically spelled out by the game, there is  beyond, a deeper importance to this section. After talking to a monk found standing solemnly in  the halls, he reveals his own fate, that he finds solace in his closeness to Nirvana, essentially  giving up completely on the life defining purpose to seek true enlightenment. Beyond this, he tells a story of another who came through the halls, fruitlessly chasing the monkeys for a long  time, before eventually falling silent. I argue this is the real reason for this room to be added, as a  representation of the Buddhist teaching to not dwell on evil thoughts. The constant chasing of  these monkeys which represent the evils themselves is the inability to truly let them go, it is only  through capturing them can you release the evils, and sincerely speak, hear, see, and do no evil.  

 Conclusion 

Sekiro: Shadows Die Twice takes its players on a complicated narrative through a  challenging game, carefully crafting an experience embodying the teachings of Vipassana. Sekiro  himself comes to accept impermanence and finds his path from sufferings and desire, emulating  the path to enlightenment. The player follows the journey alongside the characters, game  mechanics such as the revival system paired with the give and take timing-based combat guide  the player through a learning curve meant to replicate the same journey through the Four Noble  Truths. The world it littered with clues to follow on the hidden meaning behind the game, which  in typical FromSoftware fashion, can only be put together if it is being actively sought out. An  in-depth analysis isn’t required to understand the story of the game, but to truly get out from the  game what is meant to be extracted, such analysis is necessary. With such dissection this  narrative becomes far more meaningful, and makes they player feel like they have accomplished  something beyond just the completion of another game.

Context 

Sekiro takes place during the latter half of Japan’s Sengoku period, where warlords rise  from every corner of the nation to jockey for control. Blood, razed villages, and dismantled  shogunates have become as common an occurrence as a harsh crop season. During this era, no  ground to stand on is stable, and power seeps as water through cupped hands. A second of  stability has become as valuable a commodity as gold, leaving rulers grasping at anything they  can to balance themselves, and regain a mimicry of power.  

The power struggle manifests itself as the antagonist Genichiro, and is seen scattered  throughout the lands. Genichiro, the adopted son of Isshin Ashina, a sword saint inspired by the  legendary Japanese swordsman Miyamoto Musashi, rules at the head of the Ashina clan,  desperately trying to hold together his families lands through any means necessary. He has  kidnapped the protagonist Sekiro’s master, Kuro, intending to use Kuro’s unique blood to grant  himself immortality. The narrative follow’s Sekiro’s quest to reunite himself with Kuro, and stop  Genichiro’s plot.  

The first third of the game guides a very straightforward narrative of the hero on a  mission to save their damsel in distress, cutting through foes to reach Ashina castle. Throughout  this section of the game the unique connection between Sekiro and Kuro is unveiled. Sekiro has  devoted himself completely to the protection of his master, and in doing so has been given by  Kuro a sample of his blood. Kuro, cursed with the Dragon’s Heritage, is condemned to a life of  immortality which can be shared through his blood. When death befalls Sekiro, a second chance is given, with Sekiro able to rise where he fell, turning him into an unstoppable force dedicated  to serving his master.  

After a journey through the outskirts, and up the levels of Ashina Castle, Genichiro and  Sekiro face of in a duel. Sekiro strikes down Genichiro, but to his surprise Genichiro rises from  the ground, revealing that he has bathed in the sediment within the rejuvenating waters, granting  his physical form immortality. The duel concludes with Genichiro retreating from his castle,  where Sekiro is reunited with his master. From this point the true story is revealed, Kuro asks  Sekiro to figure out how to severe his ties with immortality, so that the Dragons Heritage can  finally come to an end. 


Four Noble Truths 

The combination between a surrender of evils and the disposition of self and ego makes up half of Vipassana meditation’s criteria for an enlightened soul. The missing piece is the  relationship between one’s person and the Four Noble Truths (Kornfield, 316). These truths are fundamental  aspects to the teaching of the Buddha, and within Sekiro they are traced as paths taken by the  three key characters in the fiction. Those being the paths of Sekiro, Genichiro, and the player  themselves. 

Dukkha: life is suffering. Sekiro is found alone, a child, with nothing to stand on, and  taken in as a shinobi. He is raised to follow the Iron Code; to above all else follow the word of  his father. He is given the task to protect his master Kuro at whatever cost, stripped of his agency  Sekiro lives for nothing beyond the word of his master or his father, with failure being a worse  option than death. On the opposite end of Sekiro is Genichiro, the leader of his clan with his  family heritage delicately resting in his hands. His land is burning and his people are dying, his  complete agency and fear of failure causes him great suffering. While the player is unraveling  the story they are faced with a frustratingly difficult game, one that is ruthlessly unforgiving where the smallest mistakes result in failure. Even the earliest stages of the game leave the player  wanting to quit. 

Samudaya: the cause of suffering is clinging and desire. Sekiro finds himself in a paradox when Kuro asks for him to sever his immorality, the Iron Code tells Sekiro he must obey his  master and let no harm befall him, thus, to be asked to find a way to kill Kuro puts him directly  in a contradiction. Sekiro clings to his Iron Code, but desires nothing more than to serve Kuro.  Genichiro’s craving of control results in his decision to bathe in the rejuvenating waters,  permanently separating his immortal flesh from his mortal mind, his greed slowly tearing him  apart at the seams. Combat in Sekiro is a game of give and take, relying on the rhythm of the  player to know when to strike and when to parry, without patience the player overextends,  resulting in nothing but frustration.  

Nirodha: the truth to end suffering is to end desire. To escape suffering Sekiro must forgo  the Iron Code, give up all he knows and show humility to his master. Through universal love and  unselfishness, he can help Kuro, and break himself free from the paradox the code has him  trapped inside. Genichiro’s path away from suffering can only be completed by giving up is  attachment to Ashina, to reverse his immortality and accept the collapse of his shogunate. The  player must come to grips with failure, learn from mistakes, and give up the desire for instant  gratification. They need to embrace reaction over action in combat, and not force the game to be  something it isn’t. 

Marga: There is a path that can be taken to lead away from desire and suffering. The path  comes together for Sekiro in three possible endings of the game. The first he successfully gives  up his code, and follows through with Kuro’s orders to kill him, cutting off the Dragon’s  Heritage and ending Kuro and Sekiro’s immortal bond. The second follows closely with the first, 

but rather than kill Kuro, Sekiro ends his own life, resulting in the same outcome as previous.  The final and often regarded as the true ending to the game, Sekiro choses to neither kill himself  nor Kuro, to instead delay their own entry into Nirvana to unravel the secrets of the Dragon’s  Heritage, to hopefully save others who may be in similar situations. In this truest ending Sekiro  follows the path of the Bodhisattva, Avalokiteshvara, a figure in Buddhist religion known for  their infinite compassion and mercy. Avalokiteshvara had reached complete detachment and were  prepared to sever their ties from the cycle of rebirth, but rather than reaching Nirvana, they  postponed their entrance upon seeing the thousands of people suffering. They chose to delay  their enlightenment to help those suffering find their own path into Nirvana. This act was seen as  the highest possible form of compassion (Bodhisattvas). Just as Avalokiteshvara did, Sekiro sets aside his  enlightenment for the sake of others.  

Genichiro’s conclusion comes just prior to Sekiro’s own. In the final showdown of the  game, a duel between Genichiro and Sekiro seals his fate, with Sekiro severing Genichiro's  immortality a final time using his Mortal Blade*, conjoining his mental and physical self once  again, allowing him to die in satisfaction, ending his suffering. During this final duel the game  presents the player with its hardest challenge yet, a four-stage fight that tests every fundamental  the game has been teaching them along the way, timing is incredibly precise, mistakes are  punished in a practically unrecoverable way, and insurmountable patience and concentration are  pivotal to success. To succeed the player needs to be completely unselfish, any amount of  impatience results in failure, only through near perfection can victory be achieved.  


Bibliography 

Evans-Wentz, W.Y. The Tibetan Book of the Great liberation. Kathmandu: Pilgrims Publishing,  1999. 

Kornfield, Jack. Living Dharma. Boston: Shambhala Publications, 1996. 

SocraTetris. “Mortal Ethics of Sekiro | Philosophy of Games | From Software.” Youtube, May 1, 2020. https://www.youtube.com/watch?v=ZDFhIghnOVs 

University of Washington. “Bodhisattvas.” Accessed May 25, 2023.  

https://depts.washington.edu/chinaciv/bud/5imgbodd.htm 

Writing on Games. “Examining the Themes and Story of Sekiro: Shadows Die Twice.” Youtube,  April 1, 2019. https://www.youtube.com/watch?v=ZIEoeUy8KH4

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