I hate parrying so much. I can never get the hang of it in any game. I can play twitch shooters at a decent level, I can play the most challenging platformers without any issue, my reaction time is OK for someone of my age, but give me a parry mechanic and it all falls apart. For some reason, my brain cannot handle video game parrying.
I ended up downloading a mod that extends the parry window by 500% in Claire obscure. I still fucking fail at it at times. It completely ruins the game for me :(
this made me realize I don’t give a fuck about video games anymore
Depression happens. I hope you get better!
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.
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.
They lost me during the bit about “Do you want to have to not just learn about but care about ticky-tacky coder stuff when you are just a person trying to play a video game?”
In fighting games for example, frame data is essential for learning the game. It’s like knowing what the pieces do in chess. They just want to move the horsey around and not worry about all these pesky mechanics. Not all games need to be like that, but it’s absolutely appropriate in certain genres.
Parries we’re awesome in Sekiro because the entire game was built around them. The parry window was wide and the whole game was built to be a sort of rhythm combat game. It’s important to note that the parry wasn’t the only tool you were supposed to use. You had to react with Mikiri counters and jumps as well. The whole game came together to make the incredible duels that feel like a dance.
If they wanted to say that developers saw Sekiro’s popularity and started shoving parries in where they don’t belong then I could see that argument. There’s some nuance there that this blanket statement of parries bad misses though.
I call bullshit on fighting games and frame data.
I remember ages ago when SF4 happened I was friends with a pretty solid tournament competitor and talking about this he mentioned that frame counting is for nerds because the only thing you need to know is if you can push a button or not and that happens from intuition, which is true. At least it’s true in a good game that has good animation. I’ve always had a kick of beating sweaties with their “this is minus three” obsession by having solid fundamentals. Some of them got pretty annoyed.
And to this day I will claim that Dragon Ball FighterZ is the best fighting game of the last decade specifically because a) every basic combo route is built out of repeatable, simplistic, easy to remember chunks, and b) you can mash the CRAP out of 90% of that game’s links and they work perfectly fine unless you’re trying to do a rejump or time an assist extension.
I will die on this hill, except I won’t because I’m right. I will survive on this hill. Make a little cottage on it and play fighting games inside it.
“Parry” in monster hunter wilds: too slow to be a reactive option, user must be psychic or memorize monster movements in order to anticipate next potential movement… I hate it.
I do love parrying as a general concept though.
memorize monster movements in order to anticipate next potential movement… I hate it.
this is literally the cornerstone of monster hunter combat
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.