Clair Obscur: Expedition 33

Clair Obscur: Expedition 33

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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 1-4 of 4 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.
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
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Showing 1-4 of 4 comments
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