Clair Obscur: Expedition 33

Clair Obscur: Expedition 33

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Toast Apr 26 @ 12:18pm
Audio cue was a pretty bad gameplay choice
I thought the parry/dodge timings felt way off, until I looked around, and there's an audio cue that's barely audible for every attack if you turn the music down to the point you cant even hear it - which is a real problem for a game where the music was used as part of the marketing material. I would like to hear the music, because it is very good, but I'm at the stage of the game where it looks like every enemy has a gimmick one shot move (gradient attack) and I kind of need to know the exact timings so I don't get one shot? The attacks you need to jump over are telegraphed with an onscreen icon ala sekiro, and I have no issues with those because I'm not trying to listen for a "whoosh" sound or whatever.
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Showing 1-12 of 12 comments
Ratsplat Apr 26 @ 12:21pm 
There's more than just audio. I've found that some have obvious visual tells, audio tells, and even slow downs. Not every attack is the same.
FromChaosTheory Apr 26 @ 12:48pm 
2
It's literally audio and visual. If you don't understand those cues, then do what every one else does, die until you understand it. You know like every other video game ever made.
Toast Apr 26 @ 2:54pm 
Originally posted by FromChaosTheory:
It's literally audio and visual. If you don't understand those cues, then do what every one else does, die until you understand it. You know like every other video game ever made.
The "visuals" are inconsistent and enemies have delayed animations during the latter half of the game. The audio cue every attack has is the only reliable way of fighting any enemy or boss for the first time, and the only way of dodging/parrying in this game for people who have trouble with delayed animations.
This is not a post about dodging or parrying being bad. I am not *misunderstanding* anything. It is a BAD IMPLEMENTATION OF THE AUDIO CUE to have people choose whether or not they want to HEAR IT or HEAR THE MUSIC.
You're just bad dude
Originally posted by Toast:
Originally posted by FromChaosTheory:
It's literally audio and visual. If you don't understand those cues, then do what every one else does, die until you understand it. You know like every other video game ever made.
The "visuals" are inconsistent and enemies have delayed animations during the latter half of the game. The audio cue every attack has is the only reliable way of fighting any enemy or boss for the first time, and the only way of dodging/parrying in this game for people who have trouble with delayed animations.
This is not a post about dodging or parrying being bad. I am not *misunderstanding* anything. It is a BAD IMPLEMENTATION OF THE AUDIO CUE to have people choose whether or not they want to HEAR IT or HEAR THE MUSIC.
If it is in inconsistent then why is it able to be done over and over. I do not take damage unless I'm fighting something new. Because every enemy has its own pattern that needs to be learned. There is no penalty for dying. So why is it an issue that you have to learn them.
Originally posted by FromChaosTheory:
If it is in inconsistent then why is it able to be done over and over. I do not take damage unless I'm fighting something new. Because every enemy has its own pattern that needs to be learned. There is no penalty for dying. So why is it an issue that you have to learn them.

...Do you not realize that the fact that you have to "learn" the fight is because it's inconsistent?
alt May 4 @ 12:49pm 
how ironic that usually gradient attacks are the easiest to parry
Ratsplat May 4 @ 12:53pm 
Originally posted by alt:
how ironic that usually gradient attacks are the easiest to parry
Jump attacks can easily have 100% success rate on the first time you see them if you aren't impatient.
Sh1nRa358 May 16 @ 4:08pm 
we need a mod to turn the cues up in volume
I'm actually surprise they didn't change Story Mode into Traditional RPG Mode for all the players that don't enjoy the soul-like dodge/parry/jump. Basically make it so that luck affects dodge and def affects parry, whereas agi would affect dodge to a lesser degree and hp would affect parry to a lesser degree.

As for the jump parry, that should be a QTE in the game that must be done by the players. I mean it is the most easiest one to react to since they literally tell you when to press the jump and parry button. Most of all, all the jump parry attacks never resulted in instant death from my experience so far. So the traditionalist can just use heal to bring their team health back up.

Personally I am enjoying the current combat system, but I understand many JRPG turn-based fans aren't fond of it.
so the system is bad because you disable one of the features? tf is this thought process? like if i said "the parry system sucks because i cant see the visual queues because i dont play with my monitor on".... you literally are saying the same thing, but for audio. tf?
Originally posted by Toast:
Originally posted by FromChaosTheory:
It's literally audio and visual. If you don't understand those cues, then do what every one else does, die until you understand it. You know like every other video game ever made.
The "visuals" are inconsistent and enemies have delayed animations during the latter half of the game. The audio cue every attack has is the only reliable way of fighting any enemy or boss for the first time, and the only way of dodging/parrying in this game for people who have trouble with delayed animations.
This is not a post about dodging or parrying being bad. I am not *misunderstanding* anything. It is a BAD IMPLEMENTATION OF THE AUDIO CUE to have people choose whether or not they want to HEAR IT or HEAR THE MUSIC.
Delayed attacks are normal thing. It's no issue.
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