初見殺し
Meaning: A trap or mechanic in a game designed to kill or punish first-time players who have no way of seeing it coming.
Refers to game design elements that are essentially impossible to survive on a first encounter — instant-death traps, surprise boss attacks, or hidden mechanics that require foreknowledge. While sometimes used critically, many players enjoy 初見殺し as part of a game's challenge and identity. The Dark Souls series is particularly famous for this concept.
Examples
- このボス完全に初見殺しだろ、避けようがないじゃん。 这个Boss完全是初见杀吧,根本躲不了啊。Este jefe es claramente una trampa para primerizos, es imposible esquivarlo.이 보스 완전 초견살이잖아, 피할 방법이 없어.
- 初見殺しが多すぎてコントローラー投げそうになった。 初见杀太多了,气得我差点摔手柄。Había tantas trampas para primerizos que casi tiro el mando.초견살이 너무 많아서 컨트롤러 던질 뻔했어.
- あのステージの初見殺しトラップには全員やられるよ。 那个关卡的初见杀陷阱谁都会中招。En ese nivel, la trampa para primerizos nos pilla a todos.그 스테이지의 초견살 함정에는 다들 당한다.
Pronunciation
/ɕo.keɴ.go.ɾo.ɕi/
Usage Guide
Context: gaming communities, streaming, game reviews
Tone: frustrated, amused
✓ Do Say
- この初見殺しは覚えるしかないよね (You just have to memorise this first-timer trap)这种初见杀只能靠记住来应对了Esta trampa para primerizos no queda otra que memorizarla이 초견살은 외울 수밖에 없지
- ダクソの初見殺しは名物だよ (Dark Souls' first-timer traps are legendary)黑魂的初见杀简直是招牌特色Las trampas para primerizos de Dark Souls son legendarias다크소울의 초견살은 명물이야
✗ Don't Say
- 初見殺しが理不尽すぎるゲームは評価下がる (Games with too many unfair first-timer traps get bad reviews — be aware the term implies 'unfair' design)初见杀太不讲道理的游戏评价会下降——要注意这个词本身就暗含'不合理'的设计意味Los juegos con demasiadas trampas injustas para primerizos reciben malas valoraciones — ten en cuenta que el término implica un diseño 'injusto'초견살이 지나치게 이불합리한 게임은 평가가 떨어진다 — 이 용어에는 '부당한' 설계라는 뉘앙스가 있다
Common Mistakes
- Using 初見殺し for things that are just difficult — the key nuance is that it's impossible to know without prior experience
Origin & History
Combination of 初見 (first viewing) and 殺し (killing, with rendaku voicing). A game design concept that became a common term in the 2000s action game era, especially associated with the Souls series.
Cultural Context
Era: 2000s action game culture, especially Souls-like games
Generation: Gamers across ages
Social background: Gaming community
Regional notes: Used nationwide in gaming discussions. Strongly associated with Souls-like games and retro platformers.
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