![]() ![]() It could just be better.Įdit: if I have this right, I see one of the directors for this was the combat designer for Ultimate Alliance 3. The first boss (a classic gotcha boss) really shows this off in the second phase.īut, I got used to the parry pretty quickly. Having a block just encourages enemy designers to create attacks which are shitty to try and parry or dodge skillfully (so far a lot of attacks read poorly compared to Nioh or Sekiro). It is clear parrying everything or dodging is what the whole design hangs on, with how the spirit system works. Sekiro of course is god's own parry game but even so.Īlso, I kind of feel like blocking shouldn't even be in the combat system. The parry reads poorly, sounds weak, and has wonky start-up window. However, its parry game is kind of weak compared to Sekiro - which it is obviously looking to for inspiration. I really like the Moral / Fortitude system. My initial impression is that this is different enough from Nioh that, for me, it doesn't simply feel like a stunted Nioh. ![]()
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