Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Lets see what the Elden Ring DLC will bring to compete with LOP :)
Also im looking forward to Lords of the Fallen.
Good times for souls-game lovers
Very narrow parry windows coupled with extremely weird attack angles and disorganized attack timings. This game is all about dying until you learn enemy attack patterns and timings to a tee.
Hmmm hmmm i see. Have you tried spamming the charged attack of a rocket heavy mace that does lighting damage?
But the bosses really feel like first time designs so far. Accomplished ones yes for being first time soulslike dev company. Some strong elements and overall fun, but relying too much on things like huge AoE blasts and boss animations not even visible to score cheap hits on the player for artificial difficulty.
LoP is a fun game and well worth the money. But Sekiro bosses are significantly better in design overall. Rarely do they rely upon cheaper tricks (or just lack of experience from the devs) in their design. They show a lot more thought in how the player interacts with them to keep it closer to the vaunted "tough but fair" mantra. Not surprising as Sekiro/Bloodborne were From at their height and really pushing combat creativity, and freeing themselves the most from the inherent limitations of the Dark Souls combat model (which we saw return in the flaws of ER).
Sekiro feels more fluid (as does Bloodborne) and rhythmic. Sekiro and BB bosses are absolute clinics in creating fluid, challenging, rhythmic, cinematic fights with creative bosses and mechanics that rarely short the player with cheapness (or lazy design) while demanding much from them. Something I think the LoP devs could achieve with more experience. They're off to an excellent start with this game but they do have a ways to go as well.
I really hope there's an LoP sequel in which they get more sophisticated in their boss designs to not have to rely on cheaper elements for difficulty as this game does at times.
Sekiro bosses have plenty of cheap tricks or gimmicks
Guardian ape (better have that spear equipped)
Roberts father on the bridge (better figure out to poise break him near the edge)
Guardian ape again
Divine dragon (you remember how to reflect lightning right?)
Mist noble (lol)
im sure theres more if you include things like terrible camera angles, aoe (demon of hatred), being required to use divine confetti, Lighting parry or die, etc
Parrying in sekiro is also just way easier as spamming it still mostly works (unless you give up the charm)
You're being incredulous about that entire list lmfao, especially since you actually learn about "Returning Lightning" so if you're too stupid to GET AN ABILITY THAT HAS A TOOL TIP DESCRIPTION, see lightning and not kind of piece it together, that's you looking stupid.
Robert's father is hilarious because his whole thing is that he's not fighting fair/is using armor. I didn't even use the Spear against the Ape, I used the umbrella. The second fight is ♥♥♥♥♥♥ up because it's a multi-fight, which, frankly, can be trivialized with, say, Fireworks. It'll still be cheap, but at that point we're describing whether the game is sporting or how it pans out.
Lies of P isn't sporting most of the time, the fact you try to dumb down Sekiro's good points as "Spammable" shows that you don't understand what the hell is being discussed.
Implying that Sekiro takes no timing whatsoever and can be "Spammed" is really funny, when the reality is that, again, it just actually uses rhythms players can pick up on, as well as letting you cancel into guard while attacking so that you don't get punished for actually trying to do something other than wait your turn.
Sekiro is a much better system. You can actually impose yourself on enemies, force them into rhythms that you can follow. It has a lot more variation than Lies of P, which is for amateur hour brains and people who really need route memorization and no other solutions/means of play.
I would actually say that saying this is the best Soulslike isn't saying much, because it still doesn't measure up. It's "the least ♥♥♥♥♥♥ so far, but still ♥♥♥♥♥♥."
I'll give it a go, but I'm too busy right now going through my third playthrough
With that said, I've definitely enjoyed every bit of LoP, and I really like that guarding, parrying, and dodging are equally viable defensive options than just parrying. They did a good job keeping the combat fresh.