What were you doing wrong, for the record?The directions on the Parry were also misleading, but it got a LOT more fun to use when I realized what I was doing wrong
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What were you doing wrong, for the record?The directions on the Parry were also misleading, but it got a LOT more fun to use when I realized what I was doing wrong
This might be the most articulated explanation of the game's design I've read, or at least the one that captures what I've been thinking about it since playing it. When you learn the game and are comfortable with the movements you can move at a pretty good clip, but deliberate movements is probably the best phrase I could think of to describe the flow of the game.I played through the first two stages last night, and one thing that surprises me about the game, at least in the early stages, is how much it seems designed to stop your flow.
I see what Mightyblue said about about slowing you down, and I think that's right but my interpretation of it is a little different. I came to this expecting it to be a game where you hold right, and with a little bit of reflex and some familiarity cut through everything with an unbroken run. It's not that.
It might be closer to that in the later game, but what I discovered was a game that is designed to trip you up. Take as an example the "moth bombs" in level two - you slash them, and then all of a sudden you have to deal with two tiny projectiles flying in an unpredictable pattern at you. I kept getting hit by them, sometimes being knocked into an instant-death hazard, because I expected them to fly in a way that I could easily dispatch them by pushing forward.
That made me realize that this game wants you to be DELIBERATE in your movements. It wants you to make decisions, not plow ahead like a glass cannon that can kill everything quickly but be killed quickly.
To me, the game harkens back to a time when games were difficult because game "design" didn't exist, and the programmers would just put enemies in a level layout and be done with it - except it clearly is designed. It seems to me to be an intelligent designer who identified the joy of accident in those early games, and then worked hard to distill a more nuanced, more deliberate version of it.
You have to be moving first (and on the ground). Tap RB when moving and you'll start sprinting.I think parry should be a button and dash forward forward. I find in heat of moment I'm doing the one i dont want to do and falling to my doom. Also how does RB sprint work? I tap and shit all happens.