"Overrated" is a euphemism, Vaati rapidly goes from "mildly interesting" to "complete buffoon" and I think he knows it. But, hey, it's his job.
I know, I know. I wanted to avoid using the word but was unable to for the lack of better terms. There was also the matter with plagiarism a few years back. Unfortunately his accuser backed off too soon due to his fanboys, even though he presented quite strong case.
I'm not saying that lore is the selling point for me, I'm just stating the unequivocal fact that the internet got utterly obsessed with it, so it's understandable From wants to push it as much as it can (with the inclusion of Martin). I know just as many people who bought DS 1, 2 and 3 because their lore and atmosphere was being praised everywhere as people who did it because of their gameplay. Google gives 27,500,000 results for "Dark Souls lore", 14,400,000 for "Dark Souls difficulty" and 17,800,000 for "Dark Souls gameplay".
Yeah, you got a point there.
Sekiro is an action game with heavy focus on quick and precise timing for parries. The precise timing for parries has always been my least favorite soulsborne mechanic.
I like being able to use different weapons, build different characters and focusing on mastering the systems rather than quick reflexes. Sekiro isn't a bad game, it's just focusing on everything I don't want.
This is a more honest assessment of the game from someone who preferred the more RPG-focused Soulsborne, instead of the rhythmic dance meme. However, the game is actually playable with minimal use of deflection. Instead of different weapons and different builds, Sekiro present its options in form of prosthetic tools, combat arts, latent skills, and consumables. And I think mastering the systems isn't mutually exclusive with quick reflexes; after all, Multidirectional and toro showed they managed to master the system after a time. During NG, the game would unlock all the training options with Hanbei, and I find training with him from time to time helps me shake off a bit of the rust especially after dying to a boss too many times. Training with him felt like training with Captain Bernard from Kingdom Come: Deliverance.
Even without using much of the options the game gives you, you can still play it with step-dodging just like the Soulsborne games, and on top of that it throws the perilous attacks to keep you on your toes so the moment-to-moment combat don't get too monotone. Enemies like Lady Butterfly, and Owl to an extent, was meant to show that. I find it nigh impossible to do Lady Butterfly parry-only, especially her second phase where she would occasionally retreat and summon her illusions. What's more annoying is that it seemed like she got infinite amount of illusions, while we only had limited amount of snap seeds.
This guy here showed how to parry-only Lady Butterfly
And even on the second phase he had to resort to deadlock her to a corner with 'attack-attack-parry' cheese, with occasional charged shuriken to prevent here from escaping, because of how nigh-impossible it is to parry-only her without use of snap seeds.
Sekiro is an action game with heavy focus on quick and precise timing for parries. The precise timing for parries has always been my least favorite soulsborne mechanic.
Timings for deflects are way more forgiving than Dark Souls parries though.
Maybe? But you also need way more of them to win a fight, especially against bosses.
Think of it from this perspective, how many bosses in Soulsborne where you can fight through the whole thing with parries, and make it *exciting*? That's right, not that much. And to be honest, after Sekiro, I found that dodge-rolling or shield-turtling against few attacks only to poke in an attack or two or magic/pyromancy/miracles/hexes too monotonic for my taste. So, Sekiro's shifting the gameplay focus to parrying really separates it from Soulsborne.
Even then they still designed it so that focusing on your target's HP (Vitality, as the game put it), rather than their posture bar, is still a valid way to play. You can train with Hanbei on how to focus on an enemy's vitality, and first time going against Lady Butterfly the game would notify you that focusing on her vitality by using the step-dodging->counter attack is the most valid way to deal with enemies like her. Even then, step-dodging->counter attack is still a valid way to deal with most, if not all enemies, with the exception of perilous sweep attacks which can only be dealt with by jump-stomping or dodging *away* from the enemy.
The only from game where I can somewhat reliably pull off parries is bloodborne.
Heh, I personally found parrying mechanic in Bloodborne iffy at times. Way too many times I experienced pulling off the parries, but STILL the enemy's attack goes through.
This is very true, unfortunately it was a point the sequels mostly or entirely missed. Bloodborne mostly got it though.
Yeah, which is why I don't get the notion that Miyazaki can only do one game only after Demon's, Dark 1, Bloodborne, and Sekiro. And with Miyazaki's involvement in Dark Souls 3, it just proves that From Software is at their best when creating an entirely new game with fresh concept and additional gameplay features to separate it from their previous works. I know credits of a good game goes not just to one guy, and I'm not familiar with From Software pre-Demon's Souls, but no one should deny after he entered the picture, From Software has been consistently producing nothing but quality products worth every bit of their customer's money.
It's fucking retarded. The Souls games do NOT have great writing, they are not even suited for any kind of heavy narrative what the fuck is GRRM going to do?
GRRM's needed someone to clamp down on his impulses for years. From couldn't be a better match.
Ha, didn't see it that way. If this means the fatfuck would finally find what he needs to finish and release Winds of Winter, then so be it. Let the Light of Asia™ shows him how it's done.