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No matter your input-method, Thymesia just feels... off.
At no point did I properly feel in control of my gameplay, at no point did I feel like I was making tactical decisions instead of either flailing desperately or playing so safe and so conservative in order to stay alive that it was just exhausting and dull.
Deflecting/Parrying feels awful even once you get used to enemy timings, all of combat is too animation-heavy, as if they tried to make Sekiro but with the animation-commits of Bloodborne, or something. There's an obvious Sekiro influence here where you're meant to stay in an enemy's face and parry their retaliations to your aggression so you can maintain pressure and take down thicker targets like the Sword or Spear Knights in this demo, but it never ends up working out that way. You can't actually cancel into a Parry from your attacks, so if you're already in the middle of one, say goodbye to your health-bar. This disincentivizes aggression because if you can't cancel into a Parry you need to make sure you're not performing an action at the moment an attack is coming your way.
Due to a lack of Stamina bar, dodge-spam is instead curtailed by the dodge iFrames being limited, and "stalling you out" at the end of one so you can't move OR attack too quickly after one.
Claw represents a high-commitment action which, if you manage to land it, should intuitively stagger or hitstun the enemy AT LEAST enough to permit safely pressing them or spacing away from them again. Claw does NOT work this way. Clawing an enemy, at least armored foes doesn't apply enough hitstun on either Long-Claw or Charged Claw (Reave) to keep you safe, which means Clawing an enemy is always a higher-risk action than it should be.
I want to love this game, but it just feels bad to play. I understand that some Skills/Talents will alter certain mechanics, but presumably the Demo features the "default" balanced experience that the player is intended to master as the foundational building-block of their gameplay progression. If this "default" feels THIS bad, I don't have high hopes for the final game.
I'm strongly considering taking this game off my Wishlist, but I do think that with some effort and meaningful tweaks, Thymesia could be something as special as its promise, concept, and aesthetics hint at.
1. The timing on dodge and feather is way too tight. It feels like there are practically no i-frames on dodge, and feather has to hit at the exact frame the enemy attacks (which isn't explained too well)
2. Enemy attack animations are basically instant. Enemies seem to hold their sword back like they are about to attack for a second, and then the attack just lands. Almost as if there is no actual swing animation, this makes dodging, parrying, and feathering nearly impossible.
3. Corvus feels a bit too "sticky" for this type of combat. His dodges and attacks come out quick, but he feels overall to slow when doing anything and then trying to follow up with something else.
4. For the love of everything, turn the motion blur WAAAAAAAAAAAAY down.
5. The fog effect that is everywhere for atmosphere should also be turned down a fair bit, it feels too much like it is hiding the environment, when this kind of atmosphere should be enjoyed and shown.
6. Please, PLEASE move the dodge button to O/B instead of X/A.
-Good atmosphere.
Cons:
-Need to polish combat system.
-Feels like the response from pressing the keys is too long. Because of this, evasion often does not save from hits.
-Ordinary opponents (with a sword and a spear) deal too much damage: 80-100, while the Corvus's health is 300.
-The timings of the feather are too short.
I hope there will be changes to the release.
I wish you good luck.