Why Are Modern Games Obsessed With Parrying? | Semi-Ramblomatic
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This is a timely addition to the recent discussion on this comm

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My summary, for those who don’t want to watch a ten minute video:

  • Parrying has gotten very popular.

  • It works fairly well.

  • Not everyone wants to play a game that relies on responding to cues.

  • It doesn’t give a feel of being able to control combat.

  • Overuse of one mechanic can make it unappealing.

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Not everyone wants to play a game that relies on responding to cues.

Overuse of one mechanic can make it unappealing.

I feel the same about games that rely on reactions during cutscenes or climbing. On the one hand having to be on edge all the time is annoying, but on the other, the absence of interaction can hamper suspense.

For example, I’ve been playing Horizon Forbidden West lately - There’s a lot of climbing, and the devs love to throw a mid-climb “post you’re hanging on starts to fall” gag, but with no reaction mechanic, it’s pretty much always harmless and kinda feels “why bother”

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It doesn’t give a feel of being able to control combat.

I feel this way too often. Some combat become a simon says moment. I think replayability is reduced when bosses are designed to strict - and parrying for big damage is a huge influence here.

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