Action Games / Spirit X Strike - /v/ (#713496787) [Archived: 834 hours ago]

Anonymous
6/24/2025, 6:23:10 AM No.713496787
spirit-x-strike-button-1728652750106
spirit-x-strike-button-1728652750106
md5: c12a825bf0cf89f72f11edd1e1415df0🔍
Anyone else play this demo or get the early access (no DRM, easily pirated)?

I love DMC and Bayonetta and MGR and God Hand and all those sorts of games so I was really hoping this would be good but holy shit is it not. The demo is super fun in a janky way but past the prologue this is straight up kusoge. Getting stuck in the floor, mechanics failing to work, AI that will stunlock you, super-fast attacks you're meant to parry with no tell, a whole bunch of absolutely useless moves (two whole utterly useless styles!), it's just terrible. I'm so disappointed.

I really hope the dev for this game goes back to the drawing board and applies what is clearly a good sense for weight and impact to a more well-thought-out combat system and more developed AI pattern. If they learn how to give bosses proper tells and work out just a few things to think about in combat besides perfect dodge or perfect parry everything they could make something really fun.
Replies: >>713497003
Anonymous
6/24/2025, 6:27:24 AM No.713497003
>>713496787 (OP)
I didn't like the demo. instead of chaining combos and a constant stream of attacking, dodging, and counter attacking; it was just wait for enemy to do something so you can do the appropriate action.
Replies: >>713497178
Anonymous
6/24/2025, 6:30:53 AM No.713497178
>>713497003
Yeah, even on the lowest difficulty the enemy AI is hyper-aggressive and gives absolutely no fucks about what the rest of the AI are doing. Between that and everything having absolutely absurd range and tracking there's not a whole lot you can do besides mash and perfect dodge/parry. It makes for a fun and flashy spectacle at first but the novelty wears off very quickly and none of the attempts to add more layers work.

It would be different if you had some kind of strong crowd control option or a way to isolate enemies (that's generally why juggles/air combos exist in these games), but you really don't. You don't even get something like combo offset to differentiate deliberate play from spam.
Replies: >>713497907
Anonymous
6/24/2025, 6:45:08 AM No.713497907
>>713497178
yeah it really needs play testing, I get it's a one man project thing but it feels really off. like all the pieces were made independently without any consideration for the other components.
Replies: >>713498206
Anonymous
6/24/2025, 6:51:12 AM No.713498206
thisisnotfantastic
thisisnotfantastic
md5: e12a6f4eda26f3524e2ffcb5016e6b96🔍
>>713497907
>like all the pieces were made independently without any consideration for the other components
Absolutely, there are some decent ideas that were added in the early access (knock back projectiles with a spin kick in style 2, grab enemies in style 3) but they don't work in the heat of the moment because they simply take too long to use.
I also really don't understand the dev's thinking when it comes to the block/dodge meter and style mechanics. You get three styles but only one can actually block so the other two are pointless fluff and wasted time building animations no one will ever see. Then you've got bosses that are parry-fests but if you fuck up even a little bit you get guard broken and then only perfect parries will work until the meter refills - but you can't stay away from the boss to let it refill because dodging around spends the same meter.
Anonymous
6/24/2025, 7:52:57 AM No.713501154
i wish someone would port Trish's DMC4SE moveset to DMC5SE.
Replies: >>713504397
Anonymous
6/24/2025, 9:02:22 AM No.713504397
>>713501154
Doesn't Nero have all her moves now anyways
Replies: >>713506000
Anonymous
6/24/2025, 9:39:55 AM No.713506000
>>713504397
i don't think so. most of her moves are Dante and Beowulf derived from what i remember. she even has some Pandora moves.