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Some fights are abit unbalanced too. I think it was Walker of Illusions, that's harder than a number of main boss fights I've done, primarily because you have an enemy that is very fast, and has an absurd amount of health. Usually you can tell if an enemy is kinda tanky a lot of the time, like the clown, notably tanky, makes a ton of sense, but scrawny, tall, brain lady with dual blades? Even more health than the Clown. That's a boss that is over-tuned.
I wanted to like that fight more, it was way more enjoyable than Lax and Simon, but to me, the 2nd Phase is spoiled abit because I find there's too many flashy effects on him, so it gets really hard to truly follow his attacks and get the timing down.
But this game does want you to use perfect block, because it rewards you for going on the offence instead of dodging and running away, so it does want you to play like Sekiro. And guarding doesn't work against bosses who spam 8 or 9 consecutive attacks followed by a red attack, you need to perfect block in those situations. In this game guarding only works for some "normal" enemies who don't spam as many attacks and so you can attack them and get the health back.
The path to success is to use everything, and to keep in mind that Lies of P is its own game. Relying on one single tool too much will get you killed more times than you'd care to admit.
Yep if they make the perfect block/parry more responsive with a larger window, and also let you cancel attacks, then this game will be so much more fun and rewarding to play. It might make the game a little easier but the way I see it, the game is hard enough already, so if they can make the combat more fun it is worth it.
Skill issue. You can perfect guard every attack in the game. If you aren't patient enough to learn how to do so, you have a whole arsenal of defensive tech at your disposal.
The window is honestly pretty big and easy to hit, and also forgiving if you hit it early. GIT GUD
Take for example Ninja Gaiden for the Xbox. Fluid controls. Responsive gameplay. It focuses on being a good action game first by facilitating smooth gameplay. The difficulty then comes from the enemies themselves - good difficulty. Another is Nioh 2. Again very responsive gameplay, it doesn't feel bad to operate at all, and the difficulty comes from the bosses as well as the enemies.
in my experience, when someone says that it's to excuse bad game design. No offense. Especially when people bring up examples of how x or y game did z thing better.
The regular block doesn't work well against bosses who spam 7 or 8 very fast and powerful attacks in rapid succession and followed by the red attack which can only be diffused by a perfect block. The regular block only works on some "normal enemies" who don't spam as many attacks which allow you to counter attack and regain some health. In combat, the game rewards you for going on the offence instead of running away and using dodge, so this is like Sekiro. Mastering perfect block is essential to beating this game. But the parrying window is too short and unforgiving, and it doesn't let you cancel attacks.
There are other annoyances like when you are walking on a beam or along the cliff edge, you see a treasure box, but as you run towards it, they have enemies hiding around the corner and then surprise push you off the ledge as you walk past, and you end up falling to your death. That is extremely annoying too. I just don't see how that sort of stuff is an exercise of your skills.
This guy also made some valid criticisms about the game - https://www.youtube.com/watch?v=nd4okFNgb2U&ab_channel=Elbethium
I am not bashing the game. I want the game to be more fun because I absolutely love Krat and the artistic direction. I would like to play NG+, and try different story choices. But as of now, I don't want to go through the game the 2nd time because my first playthrough wasn't fun. When I beat the nameless puppet today, my feeling was "relived" and that is not a good sign.