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
If it's a soulslike it's merely a decent one. The bosses have cool designs and impressive animations, but the fundamental combat mechanics are sloppy and it lacks souls trademark sense of exploration, scale and atmosphere.
So for context, i've completed the game on NG+2, level 210+, platinum it (on ps5, so no way to cheat). Also, I'm a speedrunner on sekiro (global top 50 on glitchless), completed GoW x2 on hard mode, killed sigrun berserker king and gna on no damage.
If i describe a boss this way:
"You'll damage 5% of the boss' health per attack, at best, and the boss will jump around the whole battle field, bad camera angle when you lock onto the boss, and each attack from the boss takes half your health bar."
That's a classic souls game description, but this description applies to a few bosses on chapter 6. You can obviously cheese the boss by using all the magic spells and wait for it to reload.
And far as boss design go, you always include a charging up animation so tell the players what he's going to attack. This charging up animation appears in every game, except for this game, where many instances of the boss attacks (again, in chapter 6) didn't have charging animation, and it just hit you.
This is a very crucial element of the game because I've played plenty of no damage attack (including Sigrun, Gna and Isshin Ashina) and in this game, not only some bosses do not have charging animation, they would counter your attack or dodge your attack. The enemy AI is designed such that the 1.5s charging time for smash stance heavy attack is ineffective against them (this is more prominent in NG++, because bosses will dodge your attack more frequently).
Then the next problem of hurtbox. Big bosses generally have the issue of hurtbox where you can't hit it even though you are hitting it.
Timing for the boss isn't consistent, I was watching Asmongold and he said "the timing for the Yaksha boss is weird" and I agree. Basically it's difficult to visualize when you're supposed to dodge because sometimes you have to dodge before the boss attacks (due to little frames for attack) and sometimes after. I've noticed the same timing problem for other bosses including Erlang (Note that I have defeated him 3x up to NG++). You need to master his timing but that doesn't make an excuse for weird timing.
These are just some mechanics the game designer used to make the game "more difficult" but the design direction just isn't consistent. If you're playing sekiro, isshin hard but it's not unfair. You know you screwed up when you're dead. Not for this game, the bosses can dispel your immobilization, dodge your heavy attack, discover your heavy attack even when in cloud step, kill all your subordinates in a pluck of many, or launch counter attack depending on the spell you've unleashed (if you use the fan on great sage at the end, there is a chance for him to use the pillar stance or a pluck of money from the sky attack which will render your wind attack useless against him).
Don't get me wrong, the game is great, and considering that the developers came from mobile developer and made it to AAA game, that's an incredible feat. I can see some influences of mobile game design elements to get people addicted in this game. But that doesn't excuse some poor game design mechanics.
Edit, I've also finished dark souls 2 and bloodborne.
agree, that's why why i feel that this game tries to be the middle ground, punishing you for making mistakes but also not punishing you enough as a souls game. but in trying to do so it created an inconsistent gaming design
I'd suggest you stick to simpler stuff for your own good but if you wanna keep funding the games I like I won't complain. At least you "tried".
What you sad makes absolutely no sense. Sounds like you just want cheap ass games where a single minor mistake ends up in instant death. There's terribly designed games like that. Go play Nioh or something.
Nioh is the better game to be honest