Video game news oriented community. No NanoUFO is not a bot :)
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Sekiro was lightning in a bottle, I can’t think of any games released after it that come close to how great the gameplay was in it.
i absolutely love the ‘sekiro-mode’ deflecting hardtear introduced in elden ring’s DLC and i hope they continue to emphasize that gameplay element
Ghost of Tsushima
I mostly agree. It’s not fun.
It’s the QTE debate all over again. If it’s a forced mechanic, meaning there’s no alternative than to learn the pattern and parry effectively, I agree with this guy that it sucks. But I haven’t seen many games where that’s the case.
Modern accessibility standards seem to be doing a better job of making games enjoyable by a wider range of players, giving options to disable QTEs entirely on one end, or offering alternative solutions to fights besides mastery of timing dependent actions on the other.
“Parry” in monster hunter wilds: too slow to be a reactive option, user must be psychic or memorize monster movements in order to anticipate next potential movement… I hate it.
I do love parrying as a general concept though.
this is literally the cornerstone of monster hunter combat
I get that and for 99% of monster hunter it’s fine, but a parry should be like a guard/perfect guard for weapons that can’t block. Those are quick responses when you’re in a situation you know you’re going to get hit in. With wilds the majority of the parrys are like 1-2 seconds of winding up when you only have a half of a second to react.
Something like longsword was built for this, so the gameplay is about waiting for attacks, but every other weapon isn’t. The time spend waiting to parry is better spent moving yourself into a better position for something else.
huh? perfect block and counterattacks are extremely powerful in wilds and most of them have essentially no windup. if you’re relying on something like the insect glaive offset you’re gonna have a hard time but most weapons are extremely reactive to the point where it’s dumbed down combat in a bad way imo.
compare that to something like 4u charge blade guard points which were also extremely powerful but required you to plan ahead.
if you hate this, monster hunter might not be for you. that’s been the meat and potatoes of the game since ps2 and leads to its most impressive gameplay imo. https://www.youtube.com/watch?v=XX0OF2Zzd0k
I’ve been playing my for like 20 years, I’m fine with the anticipation part in general it’s just stupid for parrying. The time spent waiting for an attack you know is coming is better spent setting yourself up elsewhere as opposed to risking winding up a slow parry. Obviously weapons like longsword were built with that in mind so that’s different as it’s part of the intended play style.
Perfect block is fine since it’s quick enough that it works as it should, but there are a number of weapons that have extremely slow parrys.
Skill issue
Playing through a bit of black myth wukong was both humbling and made me more aggressive in elden and sekiro… shit is tough though
Counterpoint: Evo Moment #37
At least he knows his opinions are bad lmao
2 articles with opposite opinions on the same site, posted at the same time. Ok, interesting
i’m parrying both sides, so i always come out on top
both are from different authors, so, i guess that is something intern
Yeah, might be like an inside joke or rivalry or something
Obviously this is hyperbole, because water is the worst thing in video games, but I do agree that parrying really is a pain in the ass.
True, I tried parrying my Xbox and it kinda glitched, but then worked just fine. But when I tried water on it, it stopped working at all.
Claire Obscur had an amazing water level where the entire point is that it wasn’t a water level – you could run around on land freely, everything just looked underwater.
And Maelle encourages me by aggressively shouting “Parry it!” at me.
I thought that said “paying” and I agreed.
Now that I see it says parrying, I do not.
Perhaps the author just sucks and should stop playing the kind of games that tend to have parrying. What guy in Clair Obscur are you stuck on, bruh?
***** attacks at light speed.
I love (and plat) both sekiro and nine sols, so I’m all for parrying. But some enemies really have bad telegraphs in clair obscur.
You can trivialize the parrying in Clair Obscur with the difficulty levels (and automate the offensive timing of it altogether).
But it sucks that you can’t disable it and have to stare at QTE prompts over the beautiful combat animation.
I disagree but I do fucking suck at it.
this made me realize I don’t give a fuck about video games anymore
Depression happens. I hope you get better!
it’s been like 15 years I doubt it 😭
I’m bad at parrying bit would like to become a bit better at it too improve as a gamer. However, there’s a resource issue that I often see in games (especially f/tps, not talking about fighting games): both dodge and parry usually cost something like stamina consumption. The only way to regain stamina while defending is actually to avoid hits by good placement but without dodging / dashing. It’s slower, more difficult but really satisfying because you have enough stamina to deal great damage at any time. It is usually my way of handling combats.
I hate parrying so much. I can never get the hang of it in any game. I can play twitch shooters at a decent level, I can play the most challenging platformers without any issue, my reaction time is OK for someone of my age, but give me a parry mechanic and it all falls apart. For some reason, my brain cannot handle video game parrying.
I ended up downloading a mod that extends the parry window by 500% in Claire obscure. I still fucking fail at it at times. It completely ruins the game for me :(
What platform and controls are you using
If you need to ask that question the mechanic is fundamentally flawed.
The design isn’t flawed, but the implementation definitely is. kB+m have huge input delay and dropped input issues (at least on gamepass PC version)
But the point is you built a timing mechanic in a turn based RPG that is dependent on latency in a world where you are adding arbitrary amounts of latency in the display, the rendering, the controller polling and the platform itself.
That’s a bad fit between design and hardware. I’d argue that’s always the case and modern gaming SUCKS for timing-based mechanics compared to old ride-the-scanline CRT gaming. And yet they are extremely popular and people seem to assume timing challenges are the only way to make fun mechanics.
It’s just a bug bro. There are performance mods that fix it by simply tweaking unreal settings.
No, you were fishing for a bug to dismiss the point the guy was making, but the issue is deeper than that.
I play a bunch of fighting games and I can tell you I can feel combos not working going from PC to PlayStation or from a DS4 to a DS5 or from my PC gaming monitor to my TV.
That didn’t use to be the case. Timing could be different in consoles or arcades because those were entirely different games, but if you could do a thing on one TV with one controller you could do it on any TV with any controller on that game. That’s not the case anymore.
And yet “react to a visual cue in something the enemy does and press the button in a small frame window” is a much, much more frequent core mechanic now than it was then.
Don’t play with shit hardware then. Everything is going to suck if you have a massive input delay built in because your tv prioritizes post processing, not everything has to cater to you
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Yeah, I know about the sound. I’ve watched multiple videos with guides how to parry. Somehow my brain refuses to get it
It’s a me thing, I couldn’t get the hang of parrying in elden ring, and not even in botw can I do it. But put me on e.g. Interrupt duty in wow, and I won’t miss a single interrupt. I could time the bonus jumping attacks in Mario rpg games without any issue.
I’m not a bad gamer by any means, but for some reason I can never ever get the hang of fucking parryibg.
Sekiro did it pretty well (almost as a rhythm action game), but in everything else it’s a bit shit. Usually you have to press a button within a particular timing window, except the actual timing can either be incredibly obscure (necessitating trial-and-error) or insultingly transparent and generous (i.e. the Assassin’s Creed model).