I just moved out of the way. I guess there are many thing to counter that grab, huh?So how good would you people say the game is right now?
It's a good game buried under some seriously obtuse design decisions that will absolutely infuriate you constantly in the beginning hours and often later on.
eg: the game tells you about its rock-paper-scissors blocking system: block a stab, jump a swing, and dodge a grab. The tutorial and tip system will beat this into your head.
Then the game immediately introduces a miniboss with a near-instagib long-range lunging grab that can only be countered by jumping; WTF From?
The grab is countered by dodging (i.e. getting away from it, whether by pressing the dodge button, jumping, running away, roping away or whatever). Would you prefer the game to be some type of pavlovian shit where you see yellow light and press the button as a reflex to automatically avoid any attacks without any regard to what is actually going on on a screen?
Incorrect. The counter to the lunge-grab is to jump on his head like mario. Sounds like you never figured it out - which is my point. It looks nothing like the sweep attacks a jump is supposed to be used for. How is any player supposed to know without rote trial-and-error that his giant invisible hitbox and turn-on-a-dime tracking only extend to the horizontal dimension?
I am generally not a big stickler for realism in my games but if a game can't stick anywhere near the rules they set up themselves then it's just bad design.
So, what does giving to NPCs Sake do?
I gave unrefined sake to the sculptor, and now Emma gave me another sake for the sculptor, but this time i noticed you can give it to her back.
I just moved out of the way. I guess there are many thing to counter that grab, huh?
Incorrect. The counter to the lunge-grab is to jump on his head like mario. Sounds like you never figured it out - which is my point. It looks nothing like the sweep attacks a jump is supposed to be used for. How is any player supposed to know without rote trial-and-error that his giant invisible hitbox and turn-on-a-dime tracking only extend to the horizontal dimension?
I am generally not a big stickler for realism in my games but if a game can't stick anywhere near the rules they set up themselves then it's just bad design.
I genuinely can't understand how people wouldn't feel extreme satisfaction from beating any one of they mini-bosses or bosses
But it works both ways. For most bosses you first must reduce their hp so that their posture stops regenerating as fast!I genuinely can't understand how people wouldn't feel extreme satisfaction from beating any one of they mini-bosses or bosses
beating yes, fighting no. It may be a thing with the presentation for me, the fact that you have o be agressive is one thing but the problem for me is that it seems like you lose progress if you dont and that feels frustrating (at least to me). Technically a high hp boss in a normal action game would take as long to take down as the sekiro ones (or even longer) but at least you can measure your progress on his hp bar. Here its mostly "attack in all their blocks and deflects and wait for their bar to fill to kill them, stop attacking and the bar regenerates" its not as simple as that in practice but it looks and feels that way and I think thats adding to the frustration.
What you don't see on the video that not only you need to spam attack, you need to perfect timing deflect enemy strikes at the same time which make the game more difficult than it seems.I watched some toober play the first couple hours or so. (While I wait for Gamefly to send this shit, hopefully I'll have it Monday)
I see him beat some mini-bosses like the Ogre, 2 dot General (and Snake) pretty easily.
I was worried about the difficulty against my old man skilz.
Now to me, not having the game yet...it seems like ATTACK ATTACK ATTACK, see RED SYMBOL over the mooks head, dodge or evade or whatever it's called, then repeat.
I'm feeling a little better that I can do this and not return the game after a rage quit or whatever. Just take a rest.
Now this guy is playing a "review" copy...possible it's easier..I don't know.
Zep--
But it works both ways. For most bosses you first must reduce their hp so that their posture stops regenerating as fast!I genuinely can't understand how people wouldn't feel extreme satisfaction from beating any one of they mini-bosses or bosses
beating yes, fighting no. It may be a thing with the presentation for me, the fact that you have o be agressive is one thing but the problem for me is that it seems like you lose progress if you dont and that feels frustrating (at least to me). Technically a high hp boss in a normal action game would take as long to take down as the sekiro ones (or even longer) but at least you can measure your progress on his hp bar. Here its mostly "attack in all their blocks and deflects and wait for their bar to fill to kill them, stop attacking and the bar regenerates" its not as simple as that in practice but it looks and feels that way and I think thats adding to the frustration.
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I don't feel satisfaction because I never feel like I'll be rewarded in a meaningful way that expands and deepens the way I play the game. Beyond the skills you learn within the first hour none of the new ones you learn are that much of a game changer and most of the skills are passives. The tools aren't all that exciting to me either since some of them are either situational or very situational, excepting Firecracker cheesing which seems to work in many situations, but it's not a particularly fun or rewarding gameplay experience to just stun enemies like that.I genuinely can't understand how people wouldn't feel extreme satisfaction from beating any one of they mini-bosses or bosses (except Bull, cause that was indeed a bit of a shit boss fight). I usually end up involuntarily fist pumping and saying "fuck yeeaaaaah" every time like an idiot. I have yet to feel any fight to be completely unfair, or feel as though the game has robbed me of my time. The game continues teaching you all the time, and encourages your growth as a player through harrowing experience. When you can go back and run through all of Hirata Estate cutting down every enemy in your way without stopping, it really makes sense how far you've come in a relatively short amount of time. And better still, you can still trip up when you're doing stuff like this and get cut down like a punk by some foot-soldier or bandit. All I can do when that happens is grin.
There is a clear progress in boss fights and you don't lose it, if you stop attacking for a second. The game doesn't ask you to reduce your enemy's posture at the start of the fight. It doesn't work like that, unless you're unbelievably skilled. You're supposed to engage in regular fighting, trading blows until you reduce your opponent's HP to about 1/3, where his posture bar regenerats at a MUCH lower speed (it even changes colors, so even the mucho autismo guys should notice). This is when even infrequent attacks build up the meter at a good rate and this is when you're supposed to pull off your critical hit.
There is a clear progress in boss fights and you don't lose it, if you stop attacking for a second. The game doesn't ask you to reduce your enemy's posture at the start of the fight. It doesn't work like that, unless you're unbelievably skilled. You're supposed to engage in regular fighting, trading blows until you reduce your opponent's HP to about 1/3, where his posture bar regenerats at a MUCH lower speed (it even changes colors, so even the mucho autismo guys should notice). This is when even infrequent attacks build up the meter at a good rate and this is when you're supposed to pull off your critical hit.
I understand how the system works but as I said above I prefer larger healthpools with bigger chunks you take out of them instead of slowly chipping away at health to then break the posture. It just feels better for me.
I legit don't think you do, if you complain about losing progress in a boss fight when you stop attacking for a second.
Why is it so hard to understand that some people won't like the things that you love? I'm surprised that a Codexer, of all people, would be confused by this. I love God Hand but most people seem to loathe it.
Why is it so hard to understand that some people won't like the things that you love? I'm surprised that a Codexer, of all people, would be confused by this. I love God Hand but most people seem to loathe it.
It's absolutely fine that you don't like Sekiro, and not difficult to understand in the least. Of course a lot of people wouldn't like Sekiro. Now whether their reasons for that are based on actual faults of the game, or the pre-conceived notion of what the game should have been is another story (no, I am not implying you are this type of person).
Also, no need for the condescension. The point of that particular statement was more that I don't understand how people who stick with the game long enough to fight a great deal of bosses wouldn't be getting a similar excitement and satisfaction from it as I tend to. If I didn't, I probably wouldn't still be playing it. I wasn't saying "why isn't everyone who plays videogames playing and enjoying Sekiro and also finding its boss fights as enjoyable and exhilarating as me?"
Oh cool, a dark cave. I wonder what's inside.
Looks like some kind of purple light on the ground. I bet it's a cool item.