Table of Contents:
- What was Kuon about?
- Common Historical Setting
- Common Themes: Mysterious Diseases and Cursed Immortality
- Do Sekiro and Kuon Share a Universe?
- Monsters with Personal Tragedy
- Monkeys Who Travel from Game to Game
- How Are Centipedes Connected to Immortality and the Loss of Humanity?
- Narrative Hunger and Interaction with the Work

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Learn MoreSekiro: Shadows Die Twice is a landmark game from FromSoftware, the studio known for its Dark Souls trilogy. The game has received acclaim from both players and critics for its action, fair difficulty, and vertical gameplay. Sekiro successfully combines mechanics from Dark Souls and Tenchu, creating a unique and engaging experience. However, it's worth noting that Sekiro draws comparisons not only to the iconic ninja stealth series but also to FromSoftware's lesser-known horror title Kuon. Both games showcase the developers' creativity and commitment to creating deep game worlds. According to the author of the Surreal and Creepy portal, the game in question was a key source of inspiration for the developers of Sekiro. The author dedicated a detailed essay to this topic, which formed the basis for this article. It also features insights from journalist Reed McCarter of Bullet Points Monthly and my own reflections.
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Released 19 years ago, the game left a significant mark on the video game industry thanks to its gripping storyline and unique characters. Many players still recall key moments that defined their gaming experience. The game's main events revolve around the protagonist's struggle against an antagonist who threatens the world. The character development and their evolution throughout the story create a deep emotional connection with players. Despite the passage of time, the game continues to inspire new projects and attract the attention of both old fans and new players. Importantly, plot twists such as betrayal and sacrifice remain relevant and generate interest in replayability. The game not only entertained but also raised important questions about morality and choice, making it a timeless classic.
What was Kuon about?
Kuon is an unexpected PlayStation 2 game released in 2004. It is a slow-paced, atmospheric horror game with stylish visuals, particularly in the costume design, which was contemporary for its time. The game creates a lingering atmosphere of mystery and despair, reminiscent of the experiences players experienced in the first Dark Souls. Kuon attracts attention with its unique approach to the genre and remains an interesting object of study for fans of horror and retro games.

Kuon takes place in a massive, complex mansion, typical of early 2000s horror games. This setting not only creates an atmosphere of dread but also references genre classics, including such well-known series as Resident Evil, Forbidden Siren, and Fatal Frame. Narrow corridors, combined with dense darkness, a tense atmosphere, and supernatural themes (ghosts, demons, monsters, rituals), may initially seem borrowed. However, Kuon gradually reveals its unique qualities, offering players an original experience that combines familiar elements with new ideas, making it interesting and memorable within the context of the genre.
The game's story is an intricate and multi-layered narrative, divided into three key phases: Yin, Yang, and Kuon. Each phase focuses on one of the three heroines and offers unique storylines and a variety of enemies. The Kuon phase only becomes available after completing the first two phases, adding an element of strategy and engagement to the gameplay.
Utsuki and Kureha arrive at a sinister mansion known for its infamous reputation in order to find their father, a renowned ghost hunter named Doman. At the same time, Sakuya, an exorcist and Doman's apprentice, arrives at the mansion. She decides to conduct her own investigation into the mysterious deaths occurring in the castle and discover the fate of the missing inhabitants. During their investigation, the heroines gradually uncover the truth about the events that took place in the mansion and uncover the secret of Doman, as well as his involvement in forbidden rituals aimed at achieving immortality. These events lead to unexpected discoveries and bring the heroines face to face with the ancient forces that dwell within the walls of the mansion.
General Historical Setting
The story of Kuon, like Sekiro, takes place in feudal Japan. When Sekiro was announced and a teaser with the slogan "Shadows Die Twice" appeared, some players assumed it was a sequel to Kuon. Upon closer inspection, one can see that Sekiro is indeed the spiritual successor to Kuon. Both projects immerse the player in the atmosphere of Japanese culture and mythology, exploring the themes of life, death, and the fight against otherworldly forces.

The connection between the two games is obvious thanks to their shared setting – feudal Japan, a mysterious and alluring place. The unique aesthetic, reflected in the architecture of temples and traditional clothing, contrasts with the bloodshed and wars of the era. However, the developers chose different historical periods, giving each game its own individuality and originality.
Kuon is set during the Heian era, which spans from 794 to 1195. Despite the tranquil connotations of the name (the word "Heian" translates from Japanese as "peace" or "tranquility"), this era is remembered as a time of mystery and complex beliefs. During this time, the influence of superstition and myth on Japanese culture and everyday life reached its peak, contributing to the formation of a unique worldview and traditions that left a significant mark on Japanese history.
Kuon's story perfectly fits the atmosphere of an era when ancient rituals and mythological creatures were part of everyday life. A gloomy mansion, designed in traditional Japanese style, provides the perfect backdrop for this theme. Elements of Japanese mythology and ritual practice create a unique immersion into a world of horror and mystery, which makes Kuon attractive to fans of the genre.

In an interview, Kuon producer Atsushi Taniguchi explained why they chose the Heian period for their project. He emphasized that this time is truly unique in Japanese history, which could create a believable backdrop for the existence of unusual creatures and monsters. Taniguchi noted that the chosen period offers a variety of opportunities for the creators, including a unique lifestyle, original female hairstyles and clothing, and exotic folk music. The project team was inspired by this atmosphere and its sexuality, which allowed them to create vibrant and memorable content.
Sekiro is set during the Sengoku period, which spans from the second half of the 15th century to the early 17th century. This period is characterized by wars, political intrigue, epidemics, and social instability. The dark and brutal atmosphere is perfect for an action game where struggle and survival are key themes. Every battle in Sekiro can be decisive for the protagonist, which adds tension and drama to the gameplay.
Common themes: mysterious diseases and cursed immortality
Feudal Japan naturally fits into the mystical atmosphere of dark magic, accompanied by disgusting monsters spawned by this magic. However, beyond visual elements such as the setting and atmosphere of mysticism, the games Kuon and Sekiro share deeper themes exploring mysterious diseases and the concept of immortality. These elements not only enhance immersion but also raise important questions about the cost of existence and the consequences of magic.

In Kuon, a mysterious illness engulfs a massive mansion, transforming its inhabitants into deformed monsters. The suffering and torment that accompany their deaths are only the beginning of the horror. As the story progresses, it is revealed that the illness was unleashed as a result of a forbidden ritual designed to grant immortality by fusing souls with the dismembered body parts of others, stored in a special box. This sinister practice leads to disastrous consequences, plunging the mansion into an atmosphere of unknown horror.

In Sekiro, the concept of a mysterious disease and the desire for immortality takes center stage. Dragon plague is an epidemic that gradually kills supporting characters. Each player's defeat and revival contributes to the spread of the disease, which in turn leads to an increasing number of victims around the hero. This gameplay element emphasizes the importance of the player's choices and the consequences of their actions, adding richness and depth to the story.
The protagonist is the source of the disease, as he is incapable of dying. With each resurrection, he absorbs the life energy of those around him, causing them to become ill. His immortality causes people to suffer, creating a vicious cycle where his life is directly linked to their ailments.
In the dark world of Sekiro, people's obsession with immortality leads them to the most absurd and cruel methods of achieving it. One striking example are the monks of Senpou Temple, located on Mount Kongo. They conducted cruel experiments with children and unique water, trying to create an immortal baby. These experiments led to tragic consequences and the deaths of hundreds of innocent children, highlighting the dark aspects of the search for immortality in this universe.

The theme of immortality and dark rituals permeates many of From Software's later projects, including the Souls series and Bloodborne. In these games, characters obsessed with power strive for immortality by transcending the boundaries of the natural order. While many succeed in achieving this goal, the price proves prohibitive. The creators constantly emphasize that the loss of humanity, in the context of games where death plays a key role, is only the initial bet on this dangerous path.
Do Sekiro and Kuon share a universe?
Ancient rituals, combined with historical context, create a unique atmosphere and serve as a powerful tool for conveying a sense of horror in From Software games. This tool is so universal that it is easy to imagine how Sekiro and Kuon could exist in the same universe, differing only by a few centuries. Moreover, similar elements can be found in the company's other games, which highlights its mastery of creating deep and dark game worlds.
This universe is permeated with the fear of death and the desire for immortality, which allows one to get rid of this fear. A significant aspect of both games, as in other projects by the From studio, are ugly and sometimes absurd monsters with tragic stories. Many of these creatures originated from myths and legends, while others were once people who, striving for eternal life, turned into terrible creatures.
Monsters with personal tragedy
Reid McCarter, author of the portal Bullet Points Monthly, uses a moment from the game Elden Ring as a vivid example of the emotional impact on the player. The first appearance of an eagle with blades instead of claws evokes a powerful surge of emotion in the player. The giant bird attacks unexpectedly, causing shock and fear, highlighting the impact of game mechanics on the player's perception.
The creature steps back, allowing the player to examine it in detail. Shock and fear give way to mild mockery at the monster's absurd design. Grandeur and absurdity intertwine, causing a feeling of unease in the player. They realize the strangeness and perversion of this creature, which intensifies their internal discomfort. This encounter with the unimaginable becomes an important element of the gaming experience, forcing the player to rethink the boundaries of what is possible in the game world.
From Software has long used the technique of creating gaming discomfort, which has become one of the hallmarks of its projects. In the Souls, Bloodborne, and Sekiro series, you can encounter many unusual creatures. This ranges from giant toads and butterflies to wolves and stingrays, and also includes deadly trees and parasites that control the bodies of half-dead monkeys. These elements not only create a unique atmosphere, but also emphasize the complexity and darkness of these games, immersing players in a world full of threats and unexpected encounters.

The philosophy behind the design of these monsters is perfectly illustrated by a quote from game director Hidetaka Miyazaki. He once asked a studio artist to create an image of a hideous zombie dragon, but one with "the profound sadness of a beautiful beast doomed to a slow and likely endless death." This approach demonstrates a unique blend of horror and beauty that permeates the entire game world, creating deep emotions in players and enhancing the atmosphere.
Miyazaki doesn't limit himself to creating shocking monsters with disgusting features. Instead, he imbues his creations with a nobility that stems from the beauty of nature and is closely tied to the plot of each specific project. In the Dark Souls trilogy and Elden Ring, wildlife suffers and decays, in Sekiro a deadly disease rages, and in Bloodborne, madness reigns, fueled by experiments with the blood of the gods. These elements not only enhance the games' atmosphere but also serve as important components of their narrative, creating a deep connection between the player and the world they inhabit.

The monsters in the Kuon game, including the bosses, were once people. The antagonists have undergone dramatic changes due to their ambitions, particularly the desire for immortality. Likewise, the heroines also become true monsters after enduring difficult trials. This is the fault of their father, Doman, who was obsessed with the idea of immortality, who ultimately drove his daughters to extremes.
Monkeys Who Travel from Game to Game
The Sekiro and Kuon games feature many monsters based on Japanese folklore. One such character is monkeys. These creatures also appear in other Japanese games inspired by Eastern legends. Although monkeys and centipedes are often associated with negative aspects, in Japanese beliefs they represent calm, wisdom, and protection. Thus, in the context of Japanese mythology, monkeys play an important role, representing positive qualities and serving as symbols of protection and well-being.
In video games, monkeys often act as characters who move between different worlds while retaining their basic characteristics. They can range from agile and persistent opponents to powerful bosses, posing a serious threat to players. A striking example of this approach is the soulslike Wo Long: Fallen Dynasty, developed by the creators of the famous Ninja Gaiden and Nioh series. These games demonstrate how monkeys can be used to create engaging gameplay, combining elements of strategy and action for maximum player engagement.
In one of the three storylines of the game Kuon, the main character goes along a mountain path located near the mansion. In this segment, the main opponents are monkeys. Although they can be annoying, they are easy to defeat. However, these creatures serve only as a distraction. A much more dangerous enemy lurks in the mountains - a giant monkey, which is the boss of this location. Players will have to use strategy and agility to prevail in this exciting battle.
At first glance, it seems impossible to defeat it. In some segments of the location, one glance from the huge monkey is enough to face an imminent threat. The only effective strategy in this situation is flight.
Defeating the boss is possible in open combat using magic. This is achieved through forbidden rituals that have a significant impact on the body and soul of ordinary people. These rituals can change the outcome of the battle and give the player an advantage in combat.
Sekiro features a segment with monkey enemies that are very fast. Despite this, they are easy to deal with, just like in Kuon. However, the boss in this segment presents a serious challenge that can test your skills and prolong the game. Prepare for challenging battles and learn tactics to successfully overcome this challenge.

The Guardian Ape is one of the most challenging bosses in Sekiro, representing the culmination of the combat gameplay. The main difficulty of the battle lies in the high speed of the fight and the unexpected turn of events at the end of the first phase. After defeating the ape, the player decapitates it, but this does not end the battle. The Guardian is immortal, meaning the player must defeat it three times. Each time, the enemy becomes stronger, adding an additional layer of difficulty and tension to the battle.
The author of the portal Surreal and Creepy suggests that the developers of the games Kuon and Sekiro may have used not only similar locations, but also the same giant ape. In both games, the plot lines of the bosses are shrouded in mystery, and many questions remain unanswered. In Sekiro, the ape's immortality is demonstrated during the battle, while in Kuon it becomes obvious from the first encounter: the giant's body is covered in weapons. These elements make both games unique and contribute to a captivating atmosphere that attracts players and researchers into the world of video games.
The author of Surreal and Creepy continues to explore the connection between the two games, suggesting that the monkey survived its encounter with the protagonist Kuon and existed for centuries before its brutal battle with the protagonist of Sekiro. While this theory is not logically rigorous and is based on speculation, FromSoftware games are known for their mystery and ambiguity, which opens up room for various interpretations and speculation.
How are centipedes related to immortality and the loss of humanity?
Kuon and Sekiro feature common monsters: giant centipedes, symbolizing "cursed" immortality. In Sekiro, some enemies became immortal thanks to the centipede parasites living in their bodies. Among these enemies are the aforementioned guardian monkey and the monks from the mountain. Particularly impressive and terrifying is the episode with the monks, when huge centipedes crawl out of the desiccated bodies of these enemies and attack the protagonist like snakes. This visual effect enhances the atmosphere of fear and hopelessness that permeates the game.

In Hiroaki Samura's cult samurai manga "Blade of the Immortal," the protagonist Manji gains his "cursed" immortality thanks to unusual parasites. In this work, we're not talking about centipedes, but rather special blood worms that can heal the character from any injury and prevent his death. However, immortality proves to be not only a gift but also a heavy burden, turning Manji's life into endless suffering and depriving him of a true sense of life.

Kuon's work features a symbiosis between a human and a centipede, which serves as a metaphor for a failed attempt at immortality. Mrs. Fujiwara, the owner of a cursed mansion, uses a forbidden ritual to merge with the insect and, as a result, is transformed into a hideous monster. This plot device highlights the dangers of striving for eternal life and the consequences that can arise from interfering with nature.
The centipede in Sekiro becomes a key element of the plot, taking over the mind of its "host" and completely changing her personality. This process reflects the deep connection between the characters and their internal conflicts. After moving to the second phase of the fight, a large centipede emerges from the boss's neck and takes control of the monkey's body, demonstrating how external forces can influence personality and behavior. This interaction underscores the themes of loss and control present in the gameplay.
A centipede boss can also be seen in the game Nioh, which is based on Japanese folklore. In the Dragon of the North expansion, the player will meet the "great warrior" Date Shigezane. He is transformed into a centipede demon through the use of magical stones, which grant him superhuman strength. This encounter is a significant moment in the game, highlighting the influence of Japanese myths on the plot and characters.
Sekiro features a boss that resembles the mistress of the mansion from Kuon. This is the True Nun. During the fight, in the third phase, a huge centipede emerges from the boss's neck. Visually, the transformation scene is almost identical to the scene from Kuon, but with context and speed taken into account. This creates an atmosphere of horror and increases the tension in battle, highlighting the unique style of the game Sekiro.

The author of the Surreal and Creepy portal puts forward an interesting hypothesis: perhaps the monks from the mountain were able to reproduce the ritual associated with the mistress of the mansion, and perhaps even improved it. The same curse fell upon them, but with increased power, which led to the emergence of a new generation of immortal centipede monsters. These creatures represent a terrifying continuation of ancient magical practices, acquiring new forms and abilities, which makes them even more dangerous.
Narrative hunger and interaction with the work
There are more differences than similarities between the games Sekiro and Kuon. Common elements inherent in both games can be explained by the peculiarities of the setting, folklore basis, and the creative style of the developer. In both genres—soulslike and horror—you can find common themes, imagery, and even similar bosses. However, similar parallels can be drawn with other projects by From Software.

I believe the reason lies in the studio's creative philosophy and its approach to creating game worlds in both early and later projects. The authors rarely reveal all aspects of the plot, providing only one or two vivid clues. This creates a certain narrative hunger, which makes us involuntarily begin to fill in the gaps with our own assumptions. This approach allows players to dive deeper into the game world and develop their own interpretation of events, which makes the experience more personal and memorable.
The author of the original essay on the Surreal and Creepy portal also adheres to this approach. The breadth of interpretation is a unique and remarkable feature of deep works. It is unique because each player can create their own version of the story based on their own interactions with the game. Each player can assemble a unique patchwork of the Dark Souls series lore and then discuss their findings at length with an opponent who has interpreted the plot differently. This approach to perceiving the game emphasizes the richness and multilayered nature of its narrative, allowing players to share their perspectives and tactics, creating a unique gaming community.
In my opinion, this is the most direct interaction with a beloved work. By experiencing the content ourselves, we become an integral part of it, and the work enriches our inner universe. This is how the centipedes from Sekiro and Kuon become an integral part of the monks on the mountain, the mistress of the mansion, and the monkeys. This interaction deepens our experience and allows us to see the world of the work in a new way, creating a unique connection between us and art.

Reading is an important part of our lives. It expands horizons, develops imagination and improves communication skills. If you want to improve your knowledge and skills, studying books, articles, and other materials is a great solution. It's important to choose high-quality sources to maximize the benefits. Applying the knowledge you've gained will help cement it in your memory and develop critical thinking. Also, don't forget to share what you've read with others; this promotes a deeper understanding of the material. The secret to Vampire Survivors' addictiveness lies in its unique gameplay mechanics and engaging gameplay. The game combines simple controls with a deep strategic component, making it appealing to a wide audience. Constant character development and enemy diversity create a sense of progression and achievement, keeping players coming back for more. Random elements, such as randomly generated levels and upgrades, provide unpredictability, adding excitement and keeping players engaged for a long time. As a result, Vampire Survivors becomes not just a game, but a real challenge that is hard to refuse.
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