Clair Obscur: Expedition 33

Clair Obscur: Expedition 33

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QTE Dodge mechanics need a visual indicator similar to the offense ones with button indicators
Dodge and Parrying feels like a beta test because sometimes the actual parry window is before the weapon touches the character model and sometimes it needs to hit the center of the model. Other battles feel like the camera changes the perspective per character so that the animation plays out slightly differently per character. This makes the parrying beyond frustrating other than to guess if the windows are before or after visual indication.

Please add a button with a delay similar to how attacks are mostly done to make the window very clear.

Love the visuals, but the game is unplayable for me. I even reduced the difficulty down to story difficulty to fight a monster that still one shots party members, which makes dodging and parrying mandatory.

Extremely frustrating experience.
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Showing 1-4 of 4 comments
Bran Apr 24 @ 8:52pm 
skill issue

i play on expert, only problem i have is lag input, when sometimes character just dont react at all, no animation. and still game is ez
dodging and parry is core mechanic, and it is nice without indicators, game tell you to focus on fight and animations, that let shines to that beutifull visuals effects, and not to focus on markers and indicators
skidpro Apr 24 @ 8:54pm 
yes, this is a problem for me too, i wish there was some kind of signal to indicate when to dodge or parry as i cant see the enemy attacks that well, its getting frustrating, especially those enemy lightening strikes, the bolt disappears of screen. also i find i am jerking my body doing this causing discomfort. its too difficult to see when to hit the dodge or parry as I cant see when the enemy strikes as the camera angle changes too, especially the lightening bolt attacks, they disappear off screen, so it becomes trial error.
Yeah it's a pain in the ass to parry or dodge.
Originally posted by Bran:
skill issue

i play on expert, only problem i have is lag input, when sometimes character just dont react at all, no animation. and still game is ez
dodging and parry is core mechanic, and it is nice without indicators, game tell you to focus on fight and animations, that let shines to that beutifull visuals effects, and not to focus on markers and indicators

It very well might be, but there are monsters that one shot even on story difficulty.

The issue is that I find it frustrating and I just put the game down until there is some change to the visual indication of parry windows.

The game was reviewed as being able to turn QTEs off....well turns out that is only for attacks and the dodges are required to beat some monsters even on the lowest difficulty.

To me, this is bad game design.

I have played Shadow Hearts, Legend of Dragoon and Mario RPG all of which have turn based with action based mechanics that boost performance.....but all of these besides Mario have a direct visual indicator. And if we are going to compare the forgiveness and the animation indicators for Mario, not only is that one far better in terms of syncing up clarity of attacks....you can still beat the game while missing every indicator.

Now, I can't win fights here even if I reduce the game to the lowest difficulty.
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Showing 1-4 of 4 comments
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Date Posted: Apr 24 @ 8:26pm
Posts: 4