I JUST SAW AN ARTICLE 2 MINS AGO DAYING ITS THE BEST THING IN VIDYA GAMES
Breaking: video game journalist who’s bad at video games offers objectively incorrect insight
People (especially fucking game journalists) need to figure out that not liking something doesn’t mean it’s objectively bad
I remember when people thought quick time events were cool.
There’s a lot to be said about the aging of game mechanics and the efficacy of their continued use.
Yeah, and it’s right now. Reread the second line of my comment
parries your article
Lmao get rekt
shield bash author
I dont understand why some people think every video game should be catered to their playstyle preferences. It’s ok to not like every single video game. It’s ok if some people like video games that you dont like. Just play what you like and ignore the rest. It’s so easy.
It gets frustrating when the thing you don’t like is a very common feature though, and it’s valid to complain.
I agree games often come with features that are worthy of complaint. I really don’t think the parry feature that this author speaks on is one of them though. At least not in their given examples. I’ll admit I have not yet played Clair Obscur, but the other example given was of Dishonored, a game the author claims is beloved to them. I’ve played Dishonored 1 and 2 several times over. It is an extremely re-playable series because it offers players a multitude of ways to go about each mission. The parry feature of that game is in no way necessary for many play styles. Forgetting the fact that you can play through the game as a pacifist, parrying isn’t even necessary if you wanted to charge every enemy head on as a blood-thirsty maniac.
The author talks about i-frames and hitboxes as if those concepts can’t enter into a conversation with casual gamers. Its ok, if you want to play a game that doesn’t require a lot of thought when it comes to those two things, but there are tons of games that fit that bill. Even ones that have parry mechanics like Batman and Spiderman games. It’s the equivalent of saying that double jumping is a bad mechanic because its not physically possible in real life, so it doesn’t belong in video games… Oh wait the same author said that too! Under a picture of Elden Ring of all games!
tldr; The author specifically complains about 100% optional mechanics that in no way affect one’s ability to play the game otherwise.
I think with parrying specifically, it’s frustrating to see it become a crutch for games to add combat depth, or pop up as the central mechanic everywhere at the expense of exploring new combat ideas.
Dishonored is obviously not a bad example of parrying, so I’ll give a bad one I just encountered recently: Slitterhead. The game has plenty of cool combat mechanics, but it repeatedly puts you in scenarios where parrying becomes either your only option or your quickest road to victory, which trivializes the rest of its cool combat ideas.
I think games like Ninja Gaiden II or Bayonetta perfectly handled parrying: it’s a tool that unlocks combat depth, but not the only one, and combat is still fun without it. Not to say anything is wrong with a game like Sekiro, but to see games blindly copy this design philosophy is disappointing.
Depends on the game. Parrying in the opening moments of Witcher 2 is a fucking pain, because it consumes 1 bar of stamina, as does rolling dodge, and you only have 2 stamina at that point, which also takes forever to regenerate. If the enemy isn’t dead after 2 parries, you’re fucked for 20 or so seconds because you have no way to actively avoid damage other than running away
On the other hand, the parries in the Batman Arkham games and Shadow of Mordor feel great.
I really prefer dodging to parrying or blocking, so I don’t like it when a game is set up so that parrying is necessary or overly rewarded in a way that makes the fights much longer or more difficult if you choose to not play that way.
Nah gamers are
I haven’t played it in a while (due to performance issues,) but I remember parrying in Deadlock being really satisfying. The timing was so generous, and led to mind games, fakeouts, mixups and all kinds of shenanigans about when you parry, bait parry, hold parry so the enemy doesn’t know if you’ll parry, training the enemy to expect when you’ll parry before changing when you parry. And because melee isn’t the only focus in combat, it made it a nice skill expression without being a win button.
give me parry or give me death. If I can’t run around in my loincloth and boots with a parry tool and a stick and beat the game with timing alone I’d rather die.
Why the two opposite articles?
Stirring up drama and discussion = clicks = money
I like parrying in RPGs. Forcing item use is stupid, since the item use is inevitable. It adds a layer of skill to combat, making it something other than menu with cursor. Paper Mario: The Thousand Year Door and Clair Obscur: Expedition 33 are phenomenal examples. I do not like it in real-time games, unless it’s a core mechanic. The point is it should be a core mechanic, and not something thrown in because other games are doing it.
In my two examples, parrying is no different from blocking/dodging. The difference is simply tighter timing with a higher risk. This is fine, since this is the only thing that’s going on. If it’s real time, however, I now have this list of things to worry about–enemy positions, my own position, my health, the surrounding environment, being literally pelted with attacks. It’s fine in real life, but with a controller? Hell no.
Expedition 33 is great because it’s dead simple–a set of dodges and blocks, with a limited move set which just uses face buttons and the triggers, in contrast to Final Fantasy’s dozens and dozens of spells. The simpler a game is, the better. See Celeste. It has move, jump, climb, dash. VVVVVV is even simpler–move and flip. Tetris is move and rotate. Paper Mario is just timing with button prompts. Undertale is just a standard RPG, but you move a soul to collect friendliness pellets. Even Horizon is relatively straightforward, with basic movement, aiming, shooting, and a variety of weapons which utilise these mechanics in different ways.
Occam’s razor.
Third Strike parry is peak gaming. I also enjoy Street Fighter 6 parry. However, my brain feels real good landing them in Third Strike
2 articles with opposite opinions on the same site, posted at the same time. Ok, interesting
both are from different authors, so, i guess that is something intern
Yeah, might be like an inside joke or rivalry or something
Not uncommon if there are strong differing opinions among the editorial staff.
i’m parrying both sides, so i always come out on top
Skill issue
Playing through a bit of black myth wukong was both humbling and made me more aggressive in elden and sekiro… shit is tough though
Obviously this is hyperbole, because water is the worst thing in video games, but I do agree that parrying really is a pain in the ass.
Claire Obscur had an amazing water level where the entire point is that it wasn’t a water level – you could run around on land freely, everything just looked underwater.
And Maelle encourages me by aggressively shouting “Parry it!” at me.