Nine Sols

Nine Sols

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Angelicious Jul 10, 2024 @ 6:22am
Quick question before I buy
Is this game more of its own thing? The easiest comparison is Sekiro and Hollow Knight obviously but I want to know how much of it is taking inspirations/drawing comparisons. Without getting too much into it, I'm more of a fan of Sekiro and thought HK was okay and I'm also not opposed to the challenge from what I seen discussions of this game's difficulty and bosses.

The steam page description does say it is "Sekiro-inspired deflection focused combat" but I'm more interested if it tries to be more unique in that aspect.
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duck_dodgers Jul 10, 2024 @ 6:43am 
Originally posted by Angelicious:
The steam page description does say it is "Sekiro-inspired deflection focused combat" but I'm more interested if it tries to be more unique in that aspect.

The exploration, map design and traversal is more or less like Hollow Knight, the whole map is a bunch of interconnected areas that you will discover as you progress, new traversal modes unlock as you proceed with the story and that enables more exploration.

The basic melee combat is a 2D adaptation of Sekiro's deflection system, imperfect parries causes (temporary) chip damage and perfect parried block all damage and restores some of the chip damage. There are a few other combat mechanics/techniques that will allow you to deal with enemies.

Is this the most unique combat system out there? Probably not, but it is extremely satisfying to play once you master it. This game is one of the better example of the "easy to learn but hard to master combat" system and from my side, this game is an easy recommend to anyone looking for a game with an interesting story and amazing combat system.
Rotom Jul 10, 2024 @ 7:33am 
I'd personally say it's rather unique from sekiro! The flow of combat in both games is very different. Sekiro is all about keeping in the parry dance and never leaving. If you back out then you're losing progress and health attacks don't really do much in most fights.

In sols Parrying grants you charges which you then use to do big damage boom attacks. Instead of being in a constant defensive dance most bosses are more like taking turns. You do their dance to get a few charges then use the charges to break through and beat on them. If you need to back off to observe/heal then do it, you don't lose progress. The game is also a lot more open in build variety. Thanks to the different jades and the fact that everything is done on a healthbar so all attacks are progress you have a lot more options. You can run a build that's way less focused on deflection and building up a bunch of charges, instead opting for one that's more focused on just doing normal attacks and dodging. You'll still have to parry, just not nearly as much. Or you can go all out on a build where you pretty much never do your normal attack and make your counters super devastating.

I think a good simple way of putting it would be if you took sekiro's parry dance and put it in a game like dark souls where there's more build and mechanic variety. Instead of it being the sole focus and identity, it's just one mechanic that's part of a much bigger whole. There's 2-3 bosses that will really try to railroad you into a parry focused playstyle, but even those still feel better than sekiro imo since instead of working on a bar for 5 minutes to get that nice feeling of busting the bar you're getting that big bust constantly and always making progress.
Angelicious Jul 10, 2024 @ 8:35am 
Appreciate the quik replies, seems like it fits right up my alley
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Date Posted: Jul 10, 2024 @ 6:22am
Posts: 3