Clair Obscur: Expedition 33

Clair Obscur: Expedition 33

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Pomni 4月25日 18時11分
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Is it just me or is the Parry/QTE system actually broken?
I genuinely don’t get how anyone is defending the parry and attack QTEs in this game. It’s some of the worst combat design I’ve ever seen. Half the enemies have these weird delayed swings that feel completely unnatural—you can’t even tell when you’re supposed to parry. It’s like you’re expected to memorize every encounter instead of reacting based on instinct. That’s not skill-based, it’s bad design.

The QTEs are somehow even worse. Tiny, brutal timing windows that barely make sense, even on normal difficulty. I’ve played a lot of action games, but this feels straight-up unfinished. Having to parry multiple times just to counter once, then getting randomly punished because the enemy changes its pattern mid-fight? Come on.

And this is only the beginning. Imagine how bad it’s going to be later when you’re fighting multiple different enemy types at once. It’s already a mess with one!

I honestly don’t know how anyone can call this “fun.” If this is supposed to be challenging, it’s missing the mark badly.
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Sogreth (禁止済) 5月8日 6時42分 
Butcher の投稿を引用:
Bayaz First of the Magi の投稿を引用:
I'm normally not a big fan of such turn based games, but this one is absolutely fantastic. The build variety is great and the combat is great exactly because of the QTE system.
Just like people write in negative reviews, it is a turn based game for people who hate turn based games.
You mean the one person that said that? And the other negative reviews are people with crashing games and the rest are people with sub-2 hours playtime that say the game is too hard?
Sogreth の投稿を引用:
Butcher の投稿を引用:
Just like people write in negative reviews, it is a turn based game for people who hate turn based games.
You mean the one person that said that? And the other negative reviews are people with crashing games and the rest are people with sub-2 hours playtime that say the game is too hard?
No, I saw it in at least 3 negative reviews.
Sogreth (禁止済) 5月8日 6時44分 
Butcher の投稿を引用:
The fact that I compare the objective set of RPG features independant from the observer and saying that E33 is merely a film with QTE filler lacking any sort of player agency not deserving to be called RPG.
You’re the type of guy that perpetuates the console/PC “war”. You’re literally being triggered because Ex.33 is an RPG.

Grow up. And maybe touch grass.
Sogreth の投稿を引用:
Butcher の投稿を引用:
The fact that I compare the objective set of RPG features independant from the observer and saying that E33 is merely a film with QTE filler lacking any sort of player agency not deserving to be called RPG.
You’re the type of guy that perpetuates the console/PC “war”. You’re literally being triggered because Ex.33 is an RPG.

Grow up. And maybe touch grass.
It is not an RPG in any shape or form. It is a film with QTE and devs should have made a film.
Sogreth (禁止済) 5月8日 6時50分 
Butcher の投稿を引用:
It is not an RPG in any shape or form. It is a film with QTE and devs should have made a film.
Thanks for proving my point 😘
Sogreth の投稿を引用:
Butcher の投稿を引用:
It is not an RPG in any shape or form. It is a film with QTE and devs should have made a film.
Thanks for proving my point 😘
Get new material.
Butcher の投稿を引用:
Sogreth の投稿を引用:

It’s never been viewed that way.

This is just advanced Timed Hits, like Mario RPG and Legend of Dragoon. Two great games. One even got a remake.
You just proved my point with listing console games. And you can find lots of posts describing hate for QTE if you just search for "QTE bad" in any search engine.
Bayaz First of the Magi の投稿を引用:
The parry window is also kinda indicated by the attack sounds. But yes, you kinda do need to learn the attack patterns of enemies and yes the game does try to trick you with delayed attacks etc. But I don't get what the big deal is? It's relatively easy to learn. At first parry seems hard, but it becomes pretty easy pretty fast. So easy that honestly dodging is worthless, the timing for dodges is slightly broader but you don't get as much AP for dodging nor can you counter them with a dodge. The parry system honestly is great.

The main reason it's great is because it constantly keeps you engaged and paying attention. It kinda feels like you're playing a turn based souls game .. only it's not at all punishing when you die, you just spawn a few meter from the enemy and retry the battle. Maybe change some pictos, weapon etc

e.g. I had to fight some boss that literally would never allow you to attack and only worked on parrying. And at first I was confused. Died the first time. Second time I absolutely crushed him because I learned his moves. Broke him and then I could attack if I remember correctly. Then just now I fought some boss that just kept bouncing on me over and over and over again and only gave me an attack every 3 or 4 of his turns. I barely did damage on my turns and figured I had to break him with counters like the other boss. But no, after like a 100 counters homie just self destructed lol. Looked it up apparently if you're higher level you can also fight him normally but if you're lower level then you can beat him by endlessly countering him. And because the only attack he did was jumping up and then bouncing on you over and over it was pretty easy to counter.

I'm normally not a big fan of such turn based games, but this one is absolutely fantastic. The build variety is great and the combat is great exactly because of the QTE system. I don't see the big deal in dying once or twice to a boss before you recognize all their combos. And with regular enemies it's even easier.


Did you ever play Dark souls ? In dark souls you don't have to guess the timing cause the animation is clean , don't compare this cluncky gameplay with the king of the "soulslike"
最近の変更はMorzhinが行いました; 5月8日 6時58分
It’s been months and Parry/QTE system is still broken
Pomni の投稿を引用:
It’s been months and Parry/QTE system is still broken
Get the mod. Problem solved. Have been enjoying the game ever since.
totally agree, I hate the dodge parry thing, there are no clear indications when should you be doing any of those, the animations of the emeies are inconsistent and most of the time even if you press dodge, the characters just stand there and take the hit anyway
PCMRNerevar の投稿を引用:
totally agree, I hate the dodge parry thing, there are no clear indications when should you be doing any of those, the animations of the emeies are inconsistent and most of the time even if you press dodge, the characters just stand there and take the hit anyway
I do wish the had indicators. Legend of Dragoon, for example, have active combos and counters. They gave you clear indicators on the screen for both.
Yeah it's totally broken if you're good at it. You can fight things you have absolutely no business fighting if you get the timings down.

For real though, a huge amount of the butthurt over this mechanic is mitigated by dodging when you're not ready to parry yet.

The rest of it is getting over the fact that, yes, it's got pretty demanding timings if you want to play this hybridized RPG on Expert. If you're not willing to put in the time to get good at the game's fundamental mechanic, there are a lot of other great games out there. This is a JRPG with a reflex skill -- it's for people who want to put in the time.
D. Flame の投稿を引用:
PCMRNerevar の投稿を引用:
totally agree, I hate the dodge parry thing, there are no clear indications when should you be doing any of those, the animations of the emeies are inconsistent and most of the time even if you press dodge, the characters just stand there and take the hit anyway
I do wish the had indicators. Legend of Dragoon, for example, have active combos and counters. They gave you clear indicators on the screen for both.
Yea, monsters are all so weird and different from one another that there is no consistency, no way to tell what are they doing. Sometimes they wind up and bait your dodge with a delayed attack, sometimes there is no wind up, you just die
Pomni の投稿を引用:
I genuinely don’t get how anyone is defending the parry and attack QTEs in this game. It’s some of the worst combat design I’ve ever seen. Half the enemies have these weird delayed swings that feel completely unnatural—you can’t even tell when you’re supposed to parry. It’s like you’re expected to memorize every encounter instead of reacting based on instinct. That’s not skill-based, it’s bad design.

The QTEs are somehow even worse. Tiny, brutal timing windows that barely make sense, even on normal difficulty. I’ve played a lot of action games, but this feels straight-up unfinished. Having to parry multiple times just to counter once, then getting randomly punished because the enemy changes its pattern mid-fight? Come on.

And this is only the beginning. Imagine how bad it’s going to be later when you’re fighting multiple different enemy types at once. It’s already a mess with one!

I honestly don’t know how anyone can call this “fun.” If this is supposed to be challenging, it’s missing the mark badly.
It is just you.
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