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Firstly, let's talk about Lore, honestly the original iteration from the first version of the demo was far worse. His hit box would linger for too long at the end of his attacks and they would catch you outside the normal window that didn't make any lick of sense whatsoever. People vocalized the issues to the devs, and they corrected it seemingly. I remember, because I went back and fought Lore again and the lingering hit box was seemingly gone, (btw this was mostly phase 1 issues with his weapon) so then the fight felt more fair and reasonable after.
Lot of people tried to gatekeep in the forums with toxic, "git gud" replies, but it fell on deaf ears from the devs, which imo was good. People are just toxic.
One thing I'll say on Lore is, if you just play to the right of him most of the time his attacks are relatively easy to dodge consistently and some just outright whiff based on your positioning. After several runs you can basically no hit phase 1 or limit your hits to like one or two at worst. Phase 2, yeah it's kind of a hot mess, the hit box is janky, he moves in the same manner as Oceiros from DS3 with the super fast charge that has little to no telegraph, etc. You can be outside the range of it however, so once you kinda get used to it, it's workable.
While parry is heavily encouraged on this game, it certainly provides a means to do other standard methods like dodging only, etc.
Consumables are fairly common in several souls-like games, it's not really anything new honestly. Your standard healing item, estus flask refreshes which is the typical norm, nothing else does.
Yeah I mean again, with the dodge, some games do full on dodge rolls, some do a side-step type deal. NioH also had like a very fast sidestep which was reaction based due to the fast combat in that game. Bloodborne also has a sidestep, and this game borrows a bit from Bloodborne.
As far as responsiveness and issues, could be performance related, bad optimization of the demo, and/or it just doesn't cater to your pc specs that well. Maybe the full release will do it better, not much I can say here really. Maybe just check your ms connection with your controller to make sure there isn't an issue on your end possibly. But I'm not really defending if the game runs poorly or bad, just throwing some options out there.
Personally I liked Code Vein and we haven't really had an anime souls-like follow up so this looks fun, just from a thematic point of view.
Every souls-like is different, so you need to adapt to delays e t.c. And you can't just run and mash boss to death, like in DMC. You need to respect boss's attacks and decide, when you can strike. Where is your turn.
Also CV has a companion, so it makes game more easy by default.
https://streamable.com/e6qpgi
if you think this is hard, it's time to play dynasty warriors, i just hope the dev don't listen to babies and nerf the enemies AGAIN
pls relax, there's nothing wrong with the game being enjoyable the first time around, and perhaps a bit more challenging on the ng+ once you've had time to get used to the mechanics. some of the npcs feel dumb, then others go hard and i feel like that only helps the survival horror aesthetic. i don't know which ones are gonna bite. it's exciting.
no weigh the devs didn't save skins or playable characters or something for the end so we have mega replay ability.
Dynasty warriors goes hard man don't mock dynasty warriors they might make a souls-like and show yall how its done.
Code vein start may have been more forgiving because you had the co-op partner doing a lot of heavy-lifting.
If you have played a souls games before, they have a lot of "Big Hallway Blocking Enemies" so that giant robot I knew was gonna be apart of the environment and not some fight