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Let's All Freak Out In The [Ghost of Tsushima] Thread

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Posts

  • ChanceChance Registered User regular
    Hahnsoo1 wrote: »
    The R2 button does WAY too much heavy lifting in this game. I’m not sure what would be better, but it’s fairly amusing that R2 does pretty much everything from conversations to horse riding to switching weapons.

    Yep.
    Qanamil wrote: »
    I would find myself trying to switch stances and jump instead fairly often.

    Yep. What happens in those cases, I believe, is that R2 prioritized something else nearby. Like you need to switch to stone stance so R2, X, but you were standing next to a defeated mongol with supplies so you picked up those supplies, R2, and jumped.

    Having R2 do everything makes it a very, very comfortable game to play. I get zero hand fatigue and doing everything is very intuitive and comfortable. Having R2 do everything when combined with the... emergent gameplay of an open-world title means there is absolutely no way Sucker Punch could ever ensure that R2 errors of intention don't occur.

    You'd have to completely remove it from interactions with enemy drops. Which would be fine, but then you'd also have to remove it from doors and ledges to ensure you don't like go through a crawl-hole when you meant to switch stances or swap to a smoke bomb instead of your kunai.

    'Chance, you are the best kind of whore.' -Henroid
    Qanamil
  • GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    Qanamil wrote: »
    I would find myself trying to switch stances and jump instead fairly often.

    The button choices are counterintuitive, but my perspective is also heavily skewed because I was playing a lot of Nioh 2 prior to Ghost.

    I think the combat is fine. Not great, but serviceable. It takes a good 3-4 hours to get to a point where you have some abilities to vary things up a bit. And as you unlock more tools and are able to mix things up it becomes much more fun.

    But I couldn’t imagine limiting yourself to just swords, and maybe assassinations. That sounds incredibly boring. There isn’t enough mechanical depth for that to keep me interested. What’s exciting about the game is launching yourself from a horse, impaling the first guy, dropping a smoke bomb to assassinate 2-3 more, and finish up with a few duels and straight up executions because everyone is too terrified to fight you.

    Battletag: Threeve#1501
    PSN: Threeve703
    metaghost
  • DevoutlyApatheticDevoutlyApathetic Registered User regular
    Even if R2 wasn't both pick up things and instantly dive into a small cubby hole would be a big improvement. I feel like weird movement choices could have been easily bound to R3. They aren't very frequent.

    Nod. Get treat. PSN: Quippish
    vagrant_windsChancetimhodge
  • ChanceChance Registered User regular
    Technique points spent so far in hard mode,
    1. Parries
    2. Water: Flowing Strikes
    3. Roll When You Land For 0 Damage

    I seriously found myself missing the roll so much more than I thought I would.

    'Chance, you are the best kind of whore.' -Henroid
  • GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    The roll is really important

    Battletag: Threeve#1501
    PSN: Threeve703
    Chancevagrant_windsKana
  • Big ClassyBig Classy Registered User regular
    Damn this game is pretty.
    Ed4Lo2TX0AEZqWk?format=jpg&name=large

    GoodKingJayIIImilk ducksChancejammu
  • timhodgetimhodge AustraliaRegistered User regular
    Even if R2 wasn't both pick up things and instantly dive into a small cubby hole would be a big improvement. I feel like weird movement choices could have been easily bound to R3. They aren't very frequent.

    I'm pretty happy with "R2 is god button, do everything" - it hasn't really given me any problems and it does just make everything very straightforward and comfortable. But I agree that the possible exception is "squeeze through crack/crawl under van/wiggle through bottom of fence". I have once or twice burrowed through a yurt wall and into a Mongol face when I was trying to pluck a daisy.

    0877-0596-8498 | Swirlix, Dedenne, Floette
  • milk ducksmilk ducks High Mucky Muck Big Tits TownRegistered User regular
    edited July 2020
    Honestly, the combat is too poorly tuned for Hard mode. Not in the sense of how much damage enemies can take, but the basic combat system itself is too rickety and uncertain to make it reasonable without a lot of fighting to overcome the shortcomings of the design.

    For one thing, you're always fighting the fucking camera. It's always too fucking close even against a single enemy, is really stupid about clipping through objects in tight confines, and is handily your biggest enemy when facing down multiple opponents as they will always try to surround you and you will NOT be able to see half the damn attacks coming at you. The counter system is far too uncertain for how easy it is for you to die, there are far too many unblockable attacks; enemies also have a whole fucking pile of unstoppable attacks whereas you get interrupted by everything. This is incredibly aggravating as an enemy can, and will, often fuck up the execution of a big attack you're doing, but your attacks can't do a damn thing to stop some asshole just flailing away with swords. This is further aggravated by the fact that the game only tells you an attack is unblockable after the attack has started, every armed enemy has an unblockable attack of some kind, and some unblockable attacks can be countered and others can't.

    I've come to really appreciate the camera, actually. Throughout the first night or two, I did find it to be a little irritating; I constantly felt like I wanted it to be pulled a few feet back, to give me a bit more perspective on the battlefield, and I really missed having that lock-on that most other games feature. I will say, though, that I actually kind of enjoy it all now. No way of knowing if it was intentional or not, but the tight shots and the manual camera controls really make combat feel a lot more chaotic -- it makes you feel like you're losing track of people, that you're being surrounded, that an attack could come at any moment and you might not be prepared for it. And, I guess I kind of feel like that's how real combat would feel. You know? Maybe I'm just making excuses for it, and giving artistic credit where none is actually due, but I personally do think it plays into the larger thematic feeling of the presentation the more I play around with it.

    There comes a point where a lot of the issues you're experiencing are resolved, as well. Like the camera's awkward to control, sure, but you get used to it after a while. You'll eventually be able to keep track of everything you need to keep track of without skipping a beat in combat. You also gain abilities that allow you to outright Parry some of those unblockable attacks, as well as some unblockable techniques of your own that can come out lightning fast and interrupt your opponents.

    milk ducks on
    Chance
  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    edited July 2020
    Part of the issue with the lack of a lock-on isn't just a fog-of-war type thing, it's that it makes it really really frustrating to attack the target you want over the target the camera has picked for you. If I've got two guys coming at me and one has a shield and the other a spear, I can mash the stick towards the shield guy... and the game decides I want to attack the spear guy because that's who is queued up to attack me, even when the spear guy is further away. Which is now a huge fucking problem because the spear guy will get a cheating counter attack that preempts my quick attack because I'm stanced up to counter shields and not spears, the attack interrupts me, now shield guy is chopping at my face during the stagger, and now spear guy gets a second attack.

    So the game is not only short-changing the player with shitty combat camera angles, it also auto-targets way too aggressively but not reliably. I never had these issues with the Batman games despite Ghost clearly trying to mimic that setup, and those fights got a lot bigger than almost anything you face in ghosts.

    I'm enjoying the game, I'm just pretty disappointed with the unreliable shoddiness of the combat system. It absolutely needed a fair bit more polish.

    Ninja Snarl P on
    GoodKingJayIII
  • Hahnsoo1Hahnsoo1 Make Ready. We Hunt.Registered User regular
    I mean R2 is a pretty heavy slow-mo thing when it's held down, so I've not run into issues switching to other items or stances. Usually, I hold down R2 as I kill a dude, and switch to the appropriate stance of the nearest enemy to me. Also, you get some interesting attacks if you jump and light/heavy swing, and apparently this allows you to also evade a lot of attacks (even unblockable ones), regardless of stance.

    CSPOhhO.png
    Chance
  • ChanceChance Registered User regular
    Part of the issue with the lack of a lock-on isn't just a fog-of-war type thing, it's that it makes it really really frustrating to attack the target you want over the target the camera has picked for you. If I've got two guys coming at me and one has a shield and the other a spear, I can mash the stick towards the shield guy... and the game decides I want to attack the spear guy because that's who is queued up to attack me, even when the spear guy is further away. Which is now a huge fucking problem because the spear guy will get a cheating counter attack that preempts my quick attack because I'm stanced up to counter shields and not spears, the attack interrupts me, now shield guy is chopping at my face during the stagger, and now spear guy gets a second attack.

    So the game is not only short-changing the player with shitty combat camera angles, it also auto-targets way too aggressively but not reliably. I never had these issues with the Batman games despite Ghost clearly trying to mimic that setup, and those fights got a lot bigger than almost anything you face in ghosts.

    I'm enjoying the game, I'm just pretty disappointed with the unreliable shoddiness of the combat system. It absolutely needed a fair bit more polish.

    I think you're asking a cat to bark a little, here. Yes it's intentionally hard not to target the spear guy rushing you, 'cause this game puts a very heavy emphasis on defense over going Ham. But look at it this way, if you had executed your attack on Shield Guy, Spear Guy's red cross attack would've nailed you. The game gives us ample time to respond to stuff like this, via (the one, the beginning and the end, alpha and omega of buttons) R2. I am constantly holding down R2 as someone lunges at me - you get a major time dilation effect, giving you ample time to make your choice - switching stance to whatever it is they've got and following up accordingly to whatever they're throwing out.

    It wants you to go for spear guy to the degree that it can't understand you don't want to - he's the one attacking you - until you disable him with a kunai or smoke bomb. Then it doesn't care until the next attack lines up.

    For my part, I notice it most when I want to just bail on the guy(s) I'm fighting and run to the other end of camp/the other side of the road to quickly dispatch an archer. Jin will often turn around as new enemies lock attacks in on him, turning to face them, and you have to re-jam the analog stick towards the archer and hit L3.

    I tend to fight with a lot of letting-them-come-to-me, though. I'll run up to a guy whose guard looks down, kill him, switch to Water to beat up a shield guy, dodge an arrow, run across camp to kill the archer, wait for whoever shows up and try to parry what they throw out.

    S'fun. It's a lot of fun on hard mode. It's a whole new game ^.^

    'Chance, you are the best kind of whore.' -Henroid
  • vagrant_windsvagrant_winds Overworked Mysterious Eldritch Horror Hunter XX Registered User regular
    I tend to just Kunai fools in the face when surrounded.

    // Steam: VWinds // PSN: vagrant_winds //
    // Switch: SW-5306-0651-6424 //
    ChanceitalianranmaGoodKingJayIII
  • ChanceChance Registered User regular
    Opens your options right up.

    'Chance, you are the best kind of whore.' -Henroid
    Andy JoeitalianranmaGoodKingJayIII
  • italianranmaitalianranma Registered User regular
    “Everyone has a plan until they get a kunai to the mouth” - Miike Taison, probably.

    飛べねぇ豚はただの豚だ。
    GoodKingJayIIIDodgeBlanmilk ducksChanceDemonStaceyHahnsoo1Andy Joe
  • AegeriAegeri Tiny wee bacteriums Plateau of LengRegistered User regular
    edited July 2020
    So this game has done a thing that has genuinely pissed me off. I went into a duel at full health and resolve but died. That’s fine, I underestimated the enemy by a mile. But on respawning I am at zero resolve instead of max.

    Poor form game.

    Edit; This has really pissed me off. Because this asshole spams unblockable attacks and is very fast. Thanks, I didn’t want to use special arts or healing for this fight game!

    Edit2: After dying around 10 times finally got him with the grand amount of 0 starting resolve. I sincerely hope the game doesn’t fuck me again like this. What a shitty design decision. Whatever I came in with, should be what I have on a fucking reload.

    Aegeri on
    The Roleplayer's Guild: My blog for roleplaying games, advice and adventuring.
    Basil
  • -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    That sounds like a bug with that checkpoint.

    vagrant_windsDemonStacey
  • GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    I don’t have too many problems with the camera, but however the game decides facing is so silly that there are many times when I have been fighting one guy, I will hold triangle to charge an attack and suddenly Jin is facing in the opposite direction.

    Battletag: Threeve#1501
    PSN: Threeve703
    Kana
  • AegeriAegeri Tiny wee bacteriums Plateau of LengRegistered User regular
    I am just going to spam heavenly strike through all duels now.

    The Roleplayer's Guild: My blog for roleplaying games, advice and adventuring.
  • GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    I don’t know how well that’s going to go. Heavenly strike doesn’t do very much when your opponent is guarding.

    Battletag: Threeve#1501
    PSN: Threeve703
    Hahnsoo1
  • -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    Aegeri wrote: »
    I am just going to spam heavenly strike through all duels now.

    If they’re staggered it murders them, if they’re not it’s really weak.

    It’s a precision hit for when you stagger someone, not an attack to spam.

  • AegeriAegeri Tiny wee bacteriums Plateau of LengRegistered User regular
    I thought it was unblockable?

    The Roleplayer's Guild: My blog for roleplaying games, advice and adventuring.
  • GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    edited July 2020
    It doesn’t get blocked it just does very little stagger damage, and will do no health damage if an opponent’s guard is not broken.

    GoodKingJayIII on
    Battletag: Threeve#1501
    PSN: Threeve703
    Hahnsoo1
  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    Chance wrote: »
    Part of the issue with the lack of a lock-on isn't just a fog-of-war type thing, it's that it makes it really really frustrating to attack the target you want over the target the camera has picked for you. If I've got two guys coming at me and one has a shield and the other a spear, I can mash the stick towards the shield guy... and the game decides I want to attack the spear guy because that's who is queued up to attack me, even when the spear guy is further away. Which is now a huge fucking problem because the spear guy will get a cheating counter attack that preempts my quick attack because I'm stanced up to counter shields and not spears, the attack interrupts me, now shield guy is chopping at my face during the stagger, and now spear guy gets a second attack.

    So the game is not only short-changing the player with shitty combat camera angles, it also auto-targets way too aggressively but not reliably. I never had these issues with the Batman games despite Ghost clearly trying to mimic that setup, and those fights got a lot bigger than almost anything you face in ghosts.

    I'm enjoying the game, I'm just pretty disappointed with the unreliable shoddiness of the combat system. It absolutely needed a fair bit more polish.

    I think you're asking a cat to bark a little, here. Yes it's intentionally hard not to target the spear guy rushing you, 'cause this game puts a very heavy emphasis on defense over going Ham. But look at it this way, if you had executed your attack on Shield Guy, Spear Guy's red cross attack would've nailed you.

    But that's the problem, Spear Guy isn't attacking until the game forces me to attack him with the wrong stance equipped. Then Spear Guy immediately launches their attack as soon as you press the button for your "wrong" attack, letting Spear Guy fire off an attack that is either faster than what you were doing or it's an unstoppable attack; now you're eating damage from a sequence of attacks that wouldn't have happened if the game just gave me the control it should give, because I want the shield guy down first (because shield guys have a stupid-quick unblockable attack) before switching over to the spear guy (who is easily parried at any point except if they're getting their free counterattack against a bad stance).

    It's not gamebreaking stuff, it's just stuff that aggravates me consistently because the combat system is so busy trying to help me that it's just getting in my way, just like when it slams combat to a halt to throw up an unskippable "hint" that forces me to change stances after already forcing me to attack the wrong enemy with the wrong stance one single time. I don't want to fucking attack that enemy! Get the hint, game!

    All of which would be completely fixed by just having a damn lock-on indicator.

  • Zoku GojiraZoku Gojira Monster IslandRegistered User regular
    edited July 2020
    I’m still in the early game, though I’ve already unlocked the “parry unblockable attacks” techniques. Agreed on the points about the combat system admonishing you for not using the right stances. It doesn’t make it more difficult, but it makes it less free-form. There are other tactical options, which usually involve throwing something in the enemy’s face. But they’re clearly not popular with some players who prefer to re-enact the cinematic sword fights that inspired the game in the first place.

    That said, I’m having a blast with the game. And the only time I’ve gotten a little pissed at it is the first time the adorable smiling fox immediately bounced instead of sticking around to be petted after completing an Inari Shrine. Jin was just standing there like, “what, what’d I do?” I think he took it personally.

    Zoku Gojira on
    "Because things are the way they are, things will not stay the way they are." - Bertolt Brecht
  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    Hey, at least you weren't shooting deer and wondering why they weren't giving hides because the "deer are revered and not hunted" tip hadn't popped up for you yet.

    Good thing I get all my arrows from looting Mongols, so there's no way to trace it back to me.

    italianranmatimhodgeVisskarGoodKingJayIIIHahnsoo1KanaAndy Joe
  • milk ducksmilk ducks High Mucky Muck Big Tits TownRegistered User regular
    edited July 2020
    Aegeri wrote: »
    I am just going to spam heavenly strike through all duels now.

    Heavenly Strike's great in duels when you can't quite figure out an attack pattern, or you just keep getting hit by a particular Unblockable for some reason, and you need an alternative interrupt. It doesn't deal much damage, but it comes out lightning fast and guarantees some progress on the target's health. Sometimes, that's the most efficient use of your resources. Obviously, in an ideal world, you just counter and punish all of your opponent's moves, but sometimes your options, realistically, end up being "Spend a Resource to Heavenly Strike as an interrupt to this attack that keeps getting me, or spend a Resource to heal after I get hit". And in those cases, it's kind of a no-brainer.

    milk ducks on
    vagrant_winds
  • vagrant_windsvagrant_winds Overworked Mysterious Eldritch Horror Hunter XX Registered User regular
    edited July 2020
    Heavenly Strike as an interrupt also gets you momentum. You're now the one on offense afterwards.

    vagrant_winds on
    // Steam: VWinds // PSN: vagrant_winds //
    // Switch: SW-5306-0651-6424 //
    milk ducks
  • AegeriAegeri Tiny wee bacteriums Plateau of LengRegistered User regular
    I have won every duel spamming heavenly strike. It either interrupts their attacks meaning I can wail on them, or it finishes breaking their stance so I can wail on them and it does damage.

    This does mean I don’t know if dying during a duel removes all your resolve intentionally or not.

    The Roleplayer's Guild: My blog for roleplaying games, advice and adventuring.
  • vagrant_windsvagrant_winds Overworked Mysterious Eldritch Horror Hunter XX Registered User regular
    edited July 2020
    Guess it's finally time to start the questline to scale this Ch1 castle... I guess. Ran out of other things to do so far.

    Entire of this intro portion of the map explored.
    Legend: The Avenging Guardian
    Upgrades:
    lvl5 Katana. Maxed Tanto.
    Maxed Halfbow. Lvl4 Longbow.
    Traveler and Ronin armor maxed.
    Maxed Deflection and Evasion trees.
    All 4 stances (but only the first skill into each so far).
    Maxed Kunais, Assassination, and Standoff.
    All the Ghost Weapons.
    Started Bow Concentration.

    vagrant_winds on
    // Steam: VWinds // PSN: vagrant_winds //
    // Switch: SW-5306-0651-6424 //
    Chance
  • vagrant_windsvagrant_winds Overworked Mysterious Eldritch Horror Hunter XX Registered User regular
    Act 2 Comment + Question.
    Ryuzo you asshole.

    So uh... what happens if you don't do all his Act 1 sidequests?

    // Steam: VWinds // PSN: vagrant_winds //
    // Switch: SW-5306-0651-6424 //
  • AegeriAegeri Tiny wee bacteriums Plateau of LengRegistered User regular
    Act 2 Comment + Question.
    Ryuzo you asshole.

    So uh... what happens if you don't do all his Act 1 sidequests?

    I am curious about this as well.

    The Roleplayer's Guild: My blog for roleplaying games, advice and adventuring.
  • metaghostmetaghost An intriguing odor A delicate touchRegistered User regular
    edited July 2020
    Aegeri wrote: »
    Act 2 Comment + Question.
    Ryuzo you asshole.

    So uh... what happens if you don't do all his Act 1 sidequests?

    I am curious about this as well.

    What makes y'all think anything would change? You would just have less context.

    metaghost on
    GoodKingJayIIImilk ducks
  • AegeriAegeri Tiny wee bacteriums Plateau of LengRegistered User regular
    edited July 2020
    metaghost wrote: »
    Aegeri wrote: »
    Act 2 Comment + Question.
    Ryuzo you asshole.

    So uh... what happens if you don't do all his Act 1 sidequests?

    I am curious about this as well.

    What makes y'all think anything would change? You would just have less context.

    I am more curious if it actually locks you out of those missions or not. I assume it does?

    Edit: Also I really like how pretty ACT II is. They have really increased the environmental variety and sword fights in rice fields are iconic.

    Being able to find duels is fun as well. Especially now I just slam on the resolve requiring abilities right away. No mercy.

    Aegeri on
    The Roleplayer's Guild: My blog for roleplaying games, advice and adventuring.
    Kana
  • Houk the NamebringerHouk the Namebringer Nipples The EchidnaRegistered User regular
    metaghost wrote: »
    Aegeri wrote: »
    Act 2 Comment + Question.
    Ryuzo you asshole.

    So uh... what happens if you don't do all his Act 1 sidequests?

    I am curious about this as well.

    What makes y'all think anything would change? You would just have less context.

    (not really any spoilers but just in case)
    I think it's more a question of, can you still do those act 1 sidequests? My understanding was that you can't get locked out of any quests permanently, but considering what happens, going back to do those ones would be...weird, to say the least.

    GoodKingJayIII
  • H0b0manH0b0man Registered User regular
    He doesn't have side quests. All of his quests were main story quests.

    FFXIV: Agran Trask
  • metaghostmetaghost An intriguing odor A delicate touchRegistered User regular
    H0b0man wrote: »
    He doesn't have side quests. All of his quests were main story quests.

    I think he has one follow-up side quest, but I can't really remember what that would have been.

    Regardless, if some things do get locked, I believe you can complete any Platinum requirements in the epilogue/post-game.

  • H0b0manH0b0man Registered User regular
    edited July 2020
    He has 3 quests.
    The one where you meet him and get the Ronin armor, the one where you and him sneak out onto some boats to find food, and the one where you get the grapple hook and have to rescue his men. All of them are main story quests you have to do.

    It was what tipped me off that he was going to betray you at the final act 1 mission. He didn't show up to the assault and was the only person you recruited that didn't have a side quest chain.

    -edit: forgot about one of the quests that also involved him

    H0b0man on
    FFXIV: Agran Trask
    milk ducksJaven
  • DemonStaceyDemonStacey TTODewback's Daughter In love with the TaySwayRegistered User regular
    edited July 2020
    Honestly, the combat is too poorly tuned for Hard mode. Not in the sense of how much damage enemies can take, but the basic combat system itself is too rickety and uncertain to make it reasonable without a lot of fighting to overcome the shortcomings of the design.

    For one thing, you're always fighting the fucking camera. It's always too fucking close even against a single enemy, is really stupid about clipping through objects in tight confines, and is handily your biggest enemy when facing down multiple opponents as they will always try to surround you and you will NOT be able to see half the damn attacks coming at you. The counter system is far too uncertain for how easy it is for you to die, there are far too many unblockable attacks; enemies also have a whole fucking pile of unstoppable attacks whereas you get interrupted by everything. This is incredibly aggravating as an enemy can, and will, often fuck up the execution of a big attack you're doing, but your attacks can't do a damn thing to stop some asshole just flailing away with swords. This is further aggravated by the fact that the game only tells you an attack is unblockable after the attack has started, every armed enemy has an unblockable attack of some kind, and some unblockable attacks can be countered and others can't. Further, I'm all but certain the game engine will punish your "wrong" attacks before they even land; take a swing at a spear soldier in the wrong stance and he will almost always start an attack after yours but will somehow hit you first. So even if he looks wide open, he will attack as soon as you mash that attack button and somehow get to land his hit first.

    And then there's the constant struggle of getting the damn combat system to target the person you want to attack instead of the nearest opponent. I've lost count of how many times I'm mashing attack while pointing at the opponent I want to attack, yet the game just has me keep backing away from a different opponent and then flail pointlessly at air because it won't change the damn attack target. For as often as you fight multiple enemies, it is a woefully inadequate system; why they didn't give us a lock-on is utterly beyond me, because handling multiple enemies here is not the graceful display of brutal, controlled carnage like the Batman Arkham games.

    It's a real pretty game, but that combat system badly needed polishing before release. I'm getting tired of stirring up every enemy in a camp at once expressly so I can then roll away to an area that actually works for fighting, just so I don't get five spears in the back every time I take a swing from enemies I can barely see.

    I don't think I could disagree with this more.

    I think hard mode feels way better because the game is really damn easy.

    Hard mode basically makes it feel like there's at least some semblance of challenge. It doesn't make it particularly difficult at all. It just makes it so if you totally flub up or slack you may actually die.

    Like hard is the difference between the game actually feeling too easy to the point of detriment to feeling like I expect a game on normal should feel honestly.

    Also I'll note that you don't need to parry ever, just like most games with parry.

    I'm playing hard and have not parried a single time outside of the tutorial. And the game still does not feel particularly difficult. Sekiro this isn't(that's not a bad thing I don't want all games that hard). I also purposefully use the wrong stance for RP reasons. I'm having Jin evolve through the different stances and sticking to one at a time as I upgrade them. Very rarely swapping at all.

    DemonStacey on
    milk ducksChance
  • Houk the NamebringerHouk the Namebringer Nipples The EchidnaRegistered User regular
    man I guess you could go through the game without parrying, but parrying feels so good!

    Chancevagrant_windsitalianranmaH0b0manGoodKingJayIIImilk ducksAlexandier
  • vagrant_windsvagrant_winds Overworked Mysterious Eldritch Horror Hunter XX Registered User regular
    I had an encounter last night where I did three perfect parry one-hit kills right after each other in quick succession when surrounded by three guys.

    It looked and felt so badass.

    // Steam: VWinds // PSN: vagrant_winds //
    // Switch: SW-5306-0651-6424 //
    milk ducksChanceHahnsoo1italianranmaAlexandier
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