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
Maces are incredible for both health and posture damage and could easily carry you through the game.
Performance is okayish from my experience, it didn't cause any issues for reacting to parries. But having prefixed keybinds to the most unintuitive buttons definitely did.
I don't think this game could be forgotten faster than LoTF because it does much more in regards to interesting additions, inspirations and incentives.
If they polish the performance and rework the approach to colossal swords, the game will be more than fine.
Keyboard bindings are absolute trash, it's like they just randomly added them and hoped it works, but controller bindings are well done, hope they fix it tho.
I feel like its certain that they're targeting a specific type of player with the game, otherwise they would've had a more nuanced approach like Another Crabs Treasure for example.
Nothing you said in your comment is explicitly wrong, in-fact I'd agree that the clunk is real.
Though I don't quite know if the clunk is a result of a failed approach to portray "weight" or a "sense of commitment with your attacks" kind of like In DS1 where you know you'll be locked into something once you initiate it, so you have to commit that the action you're doing is the correct one based on timing, spacing, etc.
Or if the clunk is moreso just a result of poor execution on the technical side.
Either way, there is much more the devs can do and I hope the feedback they receive from the demo is addressed as far as they can without sacrificing their vision for the game along the way. Whether the game is supposed to target newer audiences or die-hard souls nerds remains to be seen.
I appreciate the civil reply, its a rare sight in Steam forums. And thank you for checking out the channel
I'm personally not very interested.
You guys are tripping if you think this is going to be anywhere near as good as LoTF.
>LoTF
Pick one.
One of which being that every weapon is limited to its category specific moveset. An axe for example is identical to every other axe in the game in every possible metric. The only difference you do find is that one axe deals physical + ♥♥♥ damage, while others deal physical + fire.
There's no variation whatsoever within categories, which is something that wasn't didn't exist in something as old as DS1. This also applies to every weapon category, making the "150+ weapons to try out!" schtick they ran with in marketing an absolute lie when the reality is thats its less than 10 variants with dozens of skins.
Then you also get withered health for successfully parrying attacks... Why exactly am I getting punished for putting myself in danger and pulling something off that is based on timing?
Bosses are (or were) also a major point for contention. I haven't played ever since I finished my video on it in November so idk if they added additional movesets and the likes. But at the time it was 1 decent albeit easy boss followed by 5 "bosses" that become regular enemies, with the occasional terrible boss sprinkled in (crow might be top 3 worst bosses of all soulslikes)
Its not a terrible game by any means, but when it prices itself in the same bracket as Lies of P, Elden Ring and Sekiro, I expect some aspect of it to justify the price, and ultimately it doesn't.
I have to disagree here, parrying then charging up the heavy swing on the Stage Ultra Greatsword let me breeze through the first two bosses without much issue - the stagger it does sometimes lets you get in a second charged swing too. But even with it upgraded to +3 it felt like it wasn't doing much damage anyways which feels like a balancing issue. I don't want it to destroy bosses but I shudder to think of how much damage the lesser weapons do if this was with a superheavy.
I reckon regular swords and the likes will excel in building up mask lines and thus being viable for ability spamming builds, as opposed to heavier weapons which play more into posture abusing. We'll know once the game is out what the devs envision :)
Haven't tried maces yet, I suppose I'll give them a try once I return to the game - at first I was kinda put off by the first maces low damage and overly-long finisher animation.
I'll need to test it somre more but weapon balance seems to be not just about damage but stagger too - since it feels a lot more important here. Smacking the boss for five minutes only to do like 10% of their HP only to suddenly burst and remove 30% in one riposte makes me feel like that's the intended way to fight them (or at least the most effective one) but time will tell.