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freaking ridiculous that anyone would attempt to defend that and call THAT skill while people wanting an actual realistic window to hit are called skillless when all I want is to practice something consistent, not memorize 50 movesets while playing a game.
gtfo with that super low iq take gentlemen.
of course! you should just be able to press parry and win every time! bad game!
also I dont understand the 'you shouldnt memorize bosses attack patterns'....but isnt that what youre supposed to do? every game that has a boss?
You memorize about 60 (mini-) bosses attack patterns :p
I'm out of this game.
Red attacks can indeed be parried, but not guarded. You could also dodge or run away. But if you're not having fun, then it's the sensible thing to do to play something that you do enjoy.
Have fun on other games. I might try this one later.
You might try this one later? Let me get this straight, you're in here complaining about a parry mechanic you haven't even experienced?
I mean... okay...
Well, have fun with whatever you do play, I'll keep having fun with this one.
Just for the record, there isn't really a need to memorize all that many patterns. And there aren't 60 bosses + mini bosses either. And it's part of this sort of game to learn both the mechanics and enemy behavior, button mashing doesn't work. That's kind of how these games are designed, on purpose, for the people who like it like that. Button mashy games can be fun too, for the people who like it like that.
I have the game on PS5. I'll play it later.
Having just beat the game, that 8 frames window combined with some important factors really make this game ♥♥♥♥♥♥ in terms of an experience that isn't overly defensive and favoring the whole meme of "It's just a rhythm game."
1. You can't Guard Cancel your standard attacks into blocking.
This point is really important because while I have seen someone say there's no "Fatal Flaws" to this game, there absolutely is if we're talking about a combat system that is your through line through most of the game.
You will not start any offense by attacking depending on the opponent unless you like throwing objects and placing bombs... which, in any other game wouldn't feel patronizing if you did want to clash swords. I think that to get it out of the way, easy alternatives do not address "fight choreography" in and of itself, because when you choose to cordon off players, I think arguing for things to be fun to engage with and not opt out of is different from "Well this will just get you through the game." Because then what are we here for? You can't praise the fighting lmfao, not in the way you can praise competent design.
Because the game feels that if you attack you should have to "earn the right" to attack directly in many instances. When people say Sekiro is "too easy", what they aren't conveying is that there's no way to scaffold your offense or really "clash" with a boss other than to stand and wait.
You cannot impose on the game, you have to wait your turn and play ♥♥♥♥♥♥ "call and response" with deliberately delayed rhythms.
So because offense is made to be committal, if you so much as swing, you have to have overlapped your attack in such a way that it finds some timing with bosses and some enemies that have dynamic behaviors where they'll sucker punch you for swinging.
2. Rhythms are deliberately slow, combined with that small window, you very rarely get to scaffold and if attacks are too fast or too slow, you're just threading the needle.
I think the important thing here is that we're not really describing anything about combat that's meaningful if some dingus says "It's hard" or "It's easy."
What Sekiro does very well is that it has a variety to its combat. When it gives you a tell to attacks, usually the counters to those moves are fairly absolute or forgiving wherein if you're creative you can choose to do other things. You can space yourself out, you can jump, you can attack into a guard cancel to try to catch the rhythm of a boss or see if they'll retaliate... you can run infinitely...
Sekiro is a more varied system, it emphasizes options and creative play.
Lies of P is a bland, ♥♥♥♥♥♥ system in most cases but it does have its moments. I was really shocked when I found that I could use terrain in open areas. Where Lies of P really, really fails is when it tries to glue an enemy to your position and then basically put you into a position to block a string. It gets really old, like a game that really thinks its cooking by running the same idea into the ground across its entirety.
I would even say that early Elden Ring had this problem, but buffs to magic and poise really gave that game variety. Simply increasing that parry window isn't going to do ♥♥♥♥, the game is overly defensive and ♥♥♥♥♥♥ feeling so you're still going to be standing and waiting. Usually I would walk up block to most bosses to "start my offense." You either hobble through it with some decent fights, or you really let enemy slow okie doke rhythms define the bulk of your experience.
This is a not a particularly good game in terms of the ideas it's aping. So if the concern here has been addressed, I want to emphasize, this is a pretty flawed title because the way it feels about combat is that you should really just "bring a gun" if the fighting is "too much", and by "too much" I mean, so one dimensional and defensive in cheap ways it's mind numbing.
If you came here for the combat, I think a lot of folks' standard for whether a game like this is okay is whether you can opt out entirely with things that give you timed, perfect parry... I would have just maybe not made the system ♥♥♥♥♥♥♥ to the point you'd even have needed that in the first place.
8 frames when you wait 1.5 seconds/90+ ms for an enemy to do the equivalent of a Tekken unblockable where you can't move out of the way or do literally anything else against something so stupid than "parry/take turn but make sure you parry reel good."
Lies of P is a lot of things, but it definitely isn't a game that is setting any bars for "Soulslike" than "well it's glued together." Because the gameplay is going to define how you interact with its parts and, well, it kind of sucks.
We're not even getting into how clipping into enemies will cause your character to "lift off the ground" and drop inputs lmfao. There's just a lot of really puzzling difficulty decisions as an aside, like they really thought they were cooking with this arbitrary garbage lmfao.
Watch my take.
https://www.youtube.com/watch?v=DYaZN-_IP54&t=66s&ab_channel=PajeetSingh
Cutting the practice is sick, really does the "try to make rehearsal replace the process" job real well. I've done my own speed runs/no misses/perfect stuff, too. Usually the first part of amateur hour is denying the experience! The other part is assuming no one is as good of a gamer as you or something by acting like this is the only test of skill.
You don't even rate. So much so, you're trying to rate yourself on something where there's no stakes for you lmfao. Cause there isn't designed to be. Let me know when you win the Lies of P league or something.