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It would absolutely make no sense to beat 10 behemoth one after another. The overall pace is well chosen and the game keeps evolving the entire play time. At least these are my impressions.
I agree with you. I like this combat too, it's challenging and in my opinion suits this kind of game better than pure physics based like B&S. B&S is great in it's own way, but as a game it's super easy, janky and boring for my taste. I guess it's very hard to make challenging AI when you have almost infinite movement variables when dealing with full physics. I started noticing this when I played Asgards Wrath 2 and Dungeons of Eternity on Quest, that introduction of some "gamey" mechanics made the fights actually better. Behemoth fights on hardest difficulty made me feel like when I tried Hellsplit Arena for the first time
Well that's a lie;
The combat is boring, completely devoid of immersion, and incredibly easy. Instead of building good VR mechanics the devs ported conventional pancake game mechanics into vr and the results are predictably awful.
There is no 'parrying' in this game. a parry is when you use your weapon to redirect your opponents with lateral or angular force applied off of the vector of approach. In this game you just swing at an incoming attack and your opponents weapon transforms into rubber and bounces back the way it came.
A good physics based melee system would let you parry-but parrying does not work in behemoth, and the thing it calls parrying is just a conventional timing mechanic remapped to a motion control.