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7/5/2025, 5:01:27 PM
>>714551609
the game is fundamentally ruined due to being the successor of and reactionary to eternal
response to the pushback against eternal's explicit "press this button/use this weapon against this enemy because its the only thing we really designed to interact with that mechanic" designs was making it so there's no pressure to use any of your tools against anything
people bitched about having no ammo so now ammo drops from enemies in droves and you have to actively try to run out for all but the most exclusive weapons so weapon selection becomes a matter of mood and taste rather than utility
in order to retain the veneer of having a similarly flavored but different complexity the game was designed around the shield and the parry
in principle this isn't an issue but the problem is that the parry is both too easy to use when the game tells you you can use it and its mandatory when the game wants you to be using it
even when the game is put on max sliders the margin of error for spacing and timing a parry is enormous and the slowdown you couldn't turn off until they patched it in later robs the moment of any tension
the green glowing PARRY THIS indicators aren't engaging and makes the mechanic incredibly inorganic but because you need to be able to parry a bunch of times in a row during boss segments and the like the meter for how much you can parry has to be generous so you end up just sprinting at every green orb you see during normal gameplay for the free damage and stagger
if you could imagine that you could parry practically any projectile or attack but it had the tight timing and spacing requirements of an real video game and a shield meter that meant you had to watch what you were doing instead of parrying every green thing in reach you could see where there was a interesting video game in there at some point
this isn't even mentioning the awful fucking dragon and mech segments that have absolutely no weight and are completely brainless
the game is fundamentally ruined due to being the successor of and reactionary to eternal
response to the pushback against eternal's explicit "press this button/use this weapon against this enemy because its the only thing we really designed to interact with that mechanic" designs was making it so there's no pressure to use any of your tools against anything
people bitched about having no ammo so now ammo drops from enemies in droves and you have to actively try to run out for all but the most exclusive weapons so weapon selection becomes a matter of mood and taste rather than utility
in order to retain the veneer of having a similarly flavored but different complexity the game was designed around the shield and the parry
in principle this isn't an issue but the problem is that the parry is both too easy to use when the game tells you you can use it and its mandatory when the game wants you to be using it
even when the game is put on max sliders the margin of error for spacing and timing a parry is enormous and the slowdown you couldn't turn off until they patched it in later robs the moment of any tension
the green glowing PARRY THIS indicators aren't engaging and makes the mechanic incredibly inorganic but because you need to be able to parry a bunch of times in a row during boss segments and the like the meter for how much you can parry has to be generous so you end up just sprinting at every green orb you see during normal gameplay for the free damage and stagger
if you could imagine that you could parry practically any projectile or attack but it had the tight timing and spacing requirements of an real video game and a shield meter that meant you had to watch what you were doing instead of parrying every green thing in reach you could see where there was a interesting video game in there at some point
this isn't even mentioning the awful fucking dragon and mech segments that have absolutely no weight and are completely brainless
7/3/2025, 4:22:16 PM
>>714380014
an embarrassing entry
an embarrassing entry
6/26/2025, 5:14:03 PM
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