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These passersby also come into the comments and see drooling apologists trying to make the conversation about difficulty "git gud" when the conversation was only ever about the nature of the game as advertised, not how difficult it is. So they make their own topic asking for confirmation, trying to find the truth amidst the deceptive Steam page and the chorus claiming the opposite.
Yep I am still trying to find where some people on here with super smooth brain takes have said this was billed as a "purely turn based JRPG" and are surprised it has real time mechanics and get salty
So you are just outright wrong in saying that they "lied". They have been as upfront about it as can be.
We'll wait for you to move the goalpost.
It's always people that use buzzwords like "goalpost" that contain very little logic in their conversations. Even on Sandfall's website the lead devs list off some of their favorite games as Souls games. There's also the lack of understanding that you think TB games all have the same battle system and can't have real time mechanics. This is entirely your fault that you didn't read about what this game is lmao
It’s still the case in Elden Ring and it’s even more of a case here where vitality is OP to the extreme. It’s literally broken.
You can multiply your hp by 10x with like 40levels or so. Not double - ten fold. It’s insane how much of a difference it makes when other stats barely move when levelling up.
You can defend by taking hits on your face and heal when needed.
But people are allergic to OP healing spells as well and prefer to buy some useless offensive spells that are weaker than the starting ones.
So they end up making the game ultra hard for no reason. Falling into a silly myth of „the best defence is better offence”. When in truth it’s the other way round in such games.
And if you want to use Steam tags as some sort of point. Then you will see if you open the list of tags the game has, it's also tagged as "Action RPG".
It says "Turn based combat" because the game has turn based combat. This isn't the first game like this. The Mario and Luigi rpgs for example have 'turn based combat' and have always been described as such. They had turn based combat with reactive elements during player and enemy actions.
You seem to just be trying to redefine the term into a hyper specific, tiny catagory to match your argument.
Was watching luality play and she said she loves game then proceded to throw a fit and take breaks because she died from 1-2 mistakes😀
All of these games you mentioned either do not use it on defense or are easy enough to the point they are beatable without using it.
Legend of Dragoon is offense only and you can customize which combo you are using to avoid any particular hard ones that you do not like. You can also equip 2 versions of ACCs that allow you to auto complete combos at reduced effect (and opportunity cost). This also has clear timed flashing indicators about exact timings like this game also has on offense.
Shadow Hearts has visual indicators with the ring system. These are clear visual indicators that you can reliably see and you can time everything just looking at the ring.
Mario is easy to the point you never need to time attack and with enough grinding you can defeat any content including optional content in just a few rounds while never using a command on offense or defense. It is also the only one on this list that is animation only. I would argue the animations are much more consistent and forgiving in Mario then this game. But if Mario had bosses that one shot you and force you to have a 80% dodge rate, I am sure you would see a similar level of complaints on the topic.
You are never forced to dodge in any of these games.
I would also add that there seems to be a lot of input lag in this game. The dodge windows seem very off from the animation. There is also no feedback is you are early or late (like there is in all 3 of the above games).
Yes but, real time mechanics does not automatically mean dodge or die, it also does not mean 1-2 frame windows.
Games like a fighting game are fun even at low parry rates.
Try plaing this game with a dodge rate of less than 20 percent and see how fun the system feels.
Because devs said they took heavy inspiration from final fantasy games. And this is true with the art style and cutscenes.
Its obviously going to attract the fans of those games.
And then when they encounter a monster that one shots them even on even the easiest difficulty, its going to be frustrating for them.
Try playing Dark Souls with less than 20 percent dodge and see how fun the system feels. You don't see how nonsensical this statement is?