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There is a few scenes in 2 that are the same. One I was kicking his butt, BUT you still get the cut scene win or loose. Since you dont know which is which, I recommend just trying hard for them all.
Nah it's there to establish that Henry is a peasant and not a warrior. It's an rpg, you wanting to metagame has nothing to do with the role you are playing.
" I get that you're *supposed* to lose,", " I get Henry is supposed to be someone with no sword skills; so obviously he's going to lose the fight,"
" I just don't get why we have any say in it," "Henry might be a man with no sword skills, but me, the player....(can) perfect and beat it," "The player might be Henry, but Henry is not the player," = "I don't understand than why it isn't simply a cutscene,"
"It's an rpg, you wanting to metagame has nothing to do with the role you are playing,"
Sure. But it's a video game with save states, ones that you can purposely do before difficult encounters. Actually, metagaming is completely fine in 90% of the game as long as you have snapps. Ultimately it's not an unfair decision by the devs to give fake control to player because it fits the situation; it just doesn't feel good, that's the point I was making. Especially when there are legitimately way's to hold your own in the fight UNTIL the game decides "That's far enough" and causes the dude to become invulnerable and rush you.
So, why as a player, am I able to actually fight him effectively at all, if Henry is completely outmatched, and supposed to lose in the first two swings? I can keep up against the guy for a minute or two, and get more than a dozen hits on the guy, which obviously does not happen in the cutscene. My point is that the game doesn't go all the way in railroading your actions, and because of that I don't truly feel connected to the character I'm playing. If no matter what I did, every single time, regardless of spacing and counter attacks, you ALWAYS went down within ten seconds, then that totally makes sense- that's is exactly what would happen.
...so why am I then able to actually hold my ground in a manner that Henry wouldn't be able too, only to then have it awkwardly taken away through the enemies sudden invulnerability? That doesn't make me feel connected to the "role that I am playing", because the actions the game allows me contradict such a thing.
Just make a cutscene and that problem wouldn't exist. Or tighten the mechanics of the fight so the player literally can't effectively fight back. I'm not against losing an impossible fight, I just think the way they did it was unnecessarily open, and as such, very immersion breaking and somewhat frustrating.