Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
little practice is required but you can beat it.
This could have been fun if they had actually developed it out a small bit. If you think about it, all this is is a worse version of parrying, dodging, and jumping. Each of those are similar rhythm mini-games but use mechanics that aren't clunky and work with precision. What if they had just made it such that gestrals had to be parried, dodged, and jumped depending on their design. It could be a gauntlet of the active parts of combat with fewer stakes and something that also reinforces your ability to play the game in other scenarios.