Clair Obscur: Expedition 33

Clair Obscur: Expedition 33

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elbentzo 4月25日 10時27分
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To everyone saying this is a ``skill issue".
It's not. I mean, it could be, but it's deeper than that. It's a *marketing* issue. There's a reason why Sekiro or Elden Ring don't have reviews and discussions threads saying they should get rid of dodge mechanics. It's because everyone who plays these games knew what they were getting into. With E33, the devs made it clear there are realtime mechanics in the game, but they didn't make it clear that they are more or less the focus of the entire game. They didn't make it clear that there are instances where failing to dodge/parry results is a game over, and that there is no way to turn off these QTE's or make them easier (only the offensive QTE's). They didn't make it clear that the gameplay loop of the game is to meet an enemy (or a boss), fight it, die 5 or 10 or 15 or 50 times (depending on how good you are, what difficulty, etc.) until you learn its animations, then beat it. This gameplay loop is reminiscent of soulslike games and that's why people are calling it soulslike (even though it's not really soulslike). It is COMPLETELY different from the gameplay loop of TBRPG's and JRPG's (which is what the game is described as in formal publicity material).

If this were marketed as a turn-based soulslike, people who hate (or who are bad at) quick hand eye coordination and learning timing on enemy animations would not buy it, and would not complain. The problem here is the devs left a very big open window for classic TBRPG lovers who thought they could play it like FF8 where you can time your attack to get a crit, not realizing they were going to have to do frame perfect parries or get 1-shot.
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Nobody watches your TTV の投稿を引用:
HotSipOfColdTea の投稿を引用:

The streamer sponsored ad? Cohh Carnage in his initial 4 hour thoughts video of this game said to not worry about real time elements as they can be disabled. Devs have appeared on his stream. Why would I not trust this source through the devs? Also this is not just this but on some of the early parry/dodge threads here there was multiple people saying the same thing in the stream forums....."just disable the QTEs in the options, stop complaining about dodge/parries". Of course we know these posts are misinformed.

The one shot on story difficulty? There are many people pointing out all the optional bosses one shot on story difficulty with many mechanics.

I have no idea if the boss I fought was optional or not....but regardless it was such a frustrating experience that if that was an optional boss there is no way it should be that early encounterable. I was 3.5 hours in to the game and that was 1 hour spent sparing trying to learn dodges and failing in the prologue.
prove it, link and timestamp

"just disable the QTEs in the options, stop complaining about dodge/parries" - is not wrong.
You can reduce difficulties to make dodge/parry window larger.
top difficulty I played through has 0.15s, sekiro has 0.2s(12frames out of 60fps). You can lower difficulty and make parry 0.25s, a 60%+ increase.
Obviously the difference is sekiro still has a blocking duration after the parry, where as in this game you just get hit.

That and there is mod to make it even easier:
https://www.nexusmods.com/clairobscurexpedition33/mods/28?tab=description

So really the only thing limiting the players is their brain, not the game's problem.

You are welcome to google it.

I have the game on console, even though I normally buy quite a bit physical or through steam. I even had a physical edition preoredered that I canceled.

The mod you suggest will not work for me on console.

I simply point out that the game was marketed to turn based RPG fans, and the game is more souls-like in mechanical playing then it is RPG.

For me this is like if we realeased a new street fighter where you could level up a fighters damage/hp bars overtime....and then wanted to call it a JRPG game while having the gameplay of a fighting game.
HotSipOfColdTea の投稿を引用:
Nobody watches your TTV の投稿を引用:
prove it, link and timestamp

"just disable the QTEs in the options, stop complaining about dodge/parries" - is not wrong.
You can reduce difficulties to make dodge/parry window larger.
top difficulty I played through has 0.15s, sekiro has 0.2s(12frames out of 60fps). You can lower difficulty and make parry 0.25s, a 60%+ increase.
Obviously the difference is sekiro still has a blocking duration after the parry, where as in this game you just get hit.

That and there is mod to make it even easier:
https://www.nexusmods.com/clairobscurexpedition33/mods/28?tab=description

So really the only thing limiting the players is their brain, not the game's problem.

You are welcome to google it.

I have the game on console, even though I normally buy quite a bit physical or through steam. I even had a physical edition preoredered that I canceled.

The mod you suggest will not work for me on console.

I simply point out that the game was marketed to turn based RPG fans, and the game is more souls-like in mechanical playing then it is RPG.

For me this is like if we realeased a new street fighter where you could level up a fighters damage/hp bars overtime....and then wanted to call it a JRPG game while having the gameplay of a fighting game.

When will this asinine comparison to souls stop. From Soft didn't invent the parry mechanic. It's not even used the same way in this game as it is in souls games.
最近の変更はPeelsepuuppiが行いました; 5月5日 9時32分
It IS a skill issue. Just accept you can't time button presses well and that your gamer ego/cred will remain intact
Just build maelle for 30M damage one shot if this bothers you.
PSA- some of the dodge/parry cues are audible with very little in the way visual cues. If you're hard of hearing, even Easy is going to be nigh-unplayable.

This is just starting to come to light- the people who were struggling with this game were seemingly random, across to the demographic. Problem is, the people are struggling with this don't even realize the mechanic is there, because they're not registering it in the first place.

If you can't seem to dodge or parry anything, turn off the music. If you still can't pick out the cues, don't let anyone give you grief for just getting the mod that increases the window.
SpeedingOffence の投稿を引用:
PSA- some of the dodge/parry cues are audible with very little in the way visual cues. If you're hard of hearing, even Easy is going to be nigh-unplayable.

This is just starting to come to light- the people who were struggling with this game were seemingly random, across to the demographic. Problem is, the people are struggling with this don't even realize the mechanic is there, because they're not registering it in the first place.

If you can't seem to dodge or parry anything, turn off the music. If you still can't pick out the cues, don't let anyone give you grief for just getting the mod that increases the window.

I have never heard an audio cue in this game at all.
HotSipOfColdTea の投稿を引用:
Lambi の投稿を引用:
They didn't. They mention multiple times, in the description about the real-time mechanics. Showcasing gifs of it. Showcasing it in action in gameplay videos. Having dedicated sections to it. There's absolutely nothing being hidden. People just can't seem to read.

Gameplay videos do not show how difficult the windows are, nor do most show what happens when the setting to "disable real time mechanics" is on as reported by sponsored streamers and articles.

There is a reason why many people feel misled.
You really enjoy harping on that point lol. Well regardless, then people are idiots. Don't know what else to say.
It is ABSOLUTELY a skill issue, and the game can be beat without dodging/parrying once. As such this entire topic point is mute...
https://www.pcgamer.com/games/rpg/clair-obscur-player-tanks-their-way-through-the-entire-game-without-dodging-or-parrying-to-prove-a-point-you-can-finish-it-without-gamer-reflexes/

It really comes down to Ego...
People can't stand having to play "story" mode to progress, even though that mode is BUILT for people who cannot parry/dodge well.

However because peoples' ego can't stand the fact that they might need to play on the "easiest difficulty," we get stupid topics like this that don't even have a point to begin with.
最近の変更はdustin1280が行いました; 5月13日 7時50分
Adam__86 (禁止済) 5月13日 7時57分 
Its not a skill issue its a common sense issue if people didn't know what the combat was before buying
Adam__86 (禁止済) 5月13日 8時00分 
HotSipOfColdTea の投稿を引用:
Nobody watches your TTV の投稿を引用:
prove it, link and timestamp

"just disable the QTEs in the options, stop complaining about dodge/parries" - is not wrong.
You can reduce difficulties to make dodge/parry window larger.
top difficulty I played through has 0.15s, sekiro has 0.2s(12frames out of 60fps). You can lower difficulty and make parry 0.25s, a 60%+ increase.
Obviously the difference is sekiro still has a blocking duration after the parry, where as in this game you just get hit.

That and there is mod to make it even easier:
https://www.nexusmods.com/clairobscurexpedition33/mods/28?tab=description

So really the only thing limiting the players is their brain, not the game's problem.

You are welcome to google it.

I have the game on console, even though I normally buy quite a bit physical or through steam. I even had a physical edition preoredered that I canceled.

The mod you suggest will not work for me on console.

I simply point out that the game was marketed to turn based RPG fans, and the game is more souls-like in mechanical playing then it is RPG.

For me this is like if we realeased a new street fighter where you could level up a fighters damage/hp bars overtime....and then wanted to call it a JRPG game while having the gameplay of a fighting game.
Either you bought a game without researching gameplay or you are lying so which is it
Not reading the whole thread, but, in case it hasn't been posted...

Lead the members of Expedition 33 on their quest to destroy the Paintress so that she can never paint death again. Explore a world of wonders inspired by Belle Époque France and battle unique enemies in this turn-based RPG with real-time mechanics.


In this evolution of JRPGs, real-time actions enhance the heart of turn-based combat. Craft unique builds for your Expeditioners that fit your playstyle via gear, stats, skills, and character synergies. Open an active dimension in combat - dodge, parry, and counter in real time, chain combos by mastering attack rhythms, and target enemy weak points using a free aim system.

Right on the store page.

I knew about the QTE stuff months ago from initial looking into it beyond seeing a picture of the game and distinct thinking, "wow! Cool! What is that game?!"
Im confused, the dodge and parry are for people who want an active turned based game and can set the difficulty higher to NEED to use it, or lower for people who just want to zone out and enjoy the story and not deal with hitting Q/E at the right time.

I like the option, i dont have much time playing but ive played a bit with it, and was able to counter most attacks, and then wanted to zone out so i lowered it and chilled playing.

Ill probably do it on lowest difficulty for the story and then maybe a high difficulty play though to see how far i can go.

I dont understand the controversy here tbh, pick the mode you want and just enjoy the game?
CyberDown の投稿を引用:
Im confused, the dodge and parry are for people who want an active turned based game and can set the difficulty higher to NEED to use it, or lower for people who just want to zone out and enjoy the story and not deal with hitting Q/E at the right time.

I like the option, i dont have much time playing but ive played a bit with it, and was able to counter most attacks, and then wanted to zone out so i lowered it and chilled playing.

Ill probably do it on lowest difficulty for the story and then maybe a high difficulty play though to see how far i can go.

I dont understand the controversy here tbh, pick the mode you want and just enjoy the game?
It's an ego thing, people can't stand that fact that they do not have the right skills to use the parry/dodge system and it pisses them off that they have to set it to story mode to progress (even though that mode was LITERALLY built for them)
The store page, gameplay trailers and some of those with early access showcased what combat would be like.

If it's still too much, you can lower the difficulty. I did that with two optional bosses in act 3 (Game Pass) and told my wife she can take that option before getting it on PS. She's ok with going about it like that. I saw the damage numbers on her playthrough - they were easy to manageable.
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