Comment on Why are more games adopting parrying?
t3rmit3@beehaw.org 3 days ago
I think the Expedition 33-style use of parry is more down to people wanting to appeal to the Souls-like demo. It was fine in E33, but it’s massively overused.
Comment on Why are more games adopting parrying?
t3rmit3@beehaw.org 3 days ago
I think the Expedition 33-style use of parry is more down to people wanting to appeal to the Souls-like demo. It was fine in E33, but it’s massively overused.
Bugamn@lemmy.zip 3 days ago
I wouldn’t say it was fine in E33. It was too strong compared to other mechanics, to the point you can pratically ignore making your characters stronger as long as you can parry perfectly.
Sina@beehaw.org 3 days ago
For 90% of gamers parrying perfectly is a pipe dream. I liked this about E33.
Romkslrqusz@lemmy.zip 1 day ago
I feel like E33 did a great job with the parry mechanic and that it absolutely belongs as a core mechanic. It made the entire game feel like a mix of rhythm game and pattern memorization.
You’d get cozy with parrying the attacks of certain enemy types only for the next to come around with an increasingly complex barrage of attacks, some of which were cleverly designed confuse or misdirect as to what pattern was coming about next.
Could be that I just wasn’t very good at it, but over the course of the main story I never reached a point where it felt breezy for the rest of the game.
Bugamn@lemmy.zip 1 day ago
But see, that’s the issue that I’m talking about. You say the game felt as a mix of rhythm game and pattern memorization. There’s no mention of the RPG mechanics there, because the parrying overshadowed it.
Romkslrqusz@lemmy.zip 1 day ago
Well, we were pretty specifically talking about the parry mechanic so that’s what my comment was about.
I also appreciated that each character had their own gameplay mechanic and that their abilities / skill tree complimented that mechanic.
Pictos and Lumina felt a fresh and entertaining way to dial in character builds.