Hands-on with the most anticipated soulslike not developed by FromSoftware.
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Two things stand out in this article as deadly mistakes for any soulslike…

…spells with cooldowns

…attack with a long animation I couldn’t cancel into a dodge

These are almost always dealbreakers as they take control and agency away from the player. It’s disappointing to see these same basic mistakes being made by yet another FS-emulating studio.

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I wouldn’t call those mistakes or taking agency from the player

Just adds more depth and complexity to the fights “when can i use this without being punished”

It really depends, if the long animation has a big pay off then it’s perfectly fine, high risk high reward, that kind of move greatly rewards player knowledge of the enemy’s move set. It’s not OK if:the move is weak or if enemies have no long dmg windows, if any of those are true then those moves will just be entirely avoided by players

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