For people complaining about dodging after you save gephetto you can go to his room and use quartz to upgrade your dodge and many other things it's a whole skill tree
@@js1zzle It depends if its just upping i-frames than that's a dogshit system. But maybe it could change the way you dodge or maybe let you do a double dodge or smth which would be pretty cool.
@@js1zzlepeople hated it because rolling in the early game is just bad. There are very few invincibility frames and, to a new player, its not obvious that you have to level a stat just to give yourself more I frames.
Is the game full game already out. I'm playing the demo did I overlook a tutorial cause apparently I can perfect block/ parry. Just learned this in the comments.
I think the dodging system is just fine, it's just like bloodborne. Side stepping has decent s. But the key is to perfect-guard. It's a great combination between bloodborne and Sekiro, it's perfect.
YES finally someone says this. A lot of people are complaining about the dodging but the perfect gaurd is such a small window that i dodged most of the time and it was great. I think the people complaining about the dodge dont know how to 😅 like u said its a great balance. Love this game
I think the i-frames are more than generous, but the length of the dodge should be extended a bit. Bloodborne and even Sekiro cover more distance with their versions
I'm more of a "dodging" guy when it comes to games like these, Sekiro was an exception because aside from it being heavily focus on parrying and deflecting it also felt good and right at home with the samurai setting. This on the other hand feels more like bloodborne so dodging should've been the main focus and for the most part it's fine but it would be better in my opinion if they've added the rolling animation when you're in combat instead of when you're outside of it.
@@SomeUnkindledAsh well, there is this p-organ abilty that allows you to extend your dodge with a second input. Kind of like how dodging in GOW worked. It definitely makes the dodges feel better and more balanced. So no worries.
After trying the demo this game really has potential, it seems to take the good things that FROM did right (sekiro parry, prosthetic use without needing a consumable resource, ER poise stance breaks...etc), and what I particularly enjoy is that you're still rewarded for being defensive with the deflects by building up the stance breaks as well as being able to outright break enemies weapons
Do the prosthetics not require consumables to refill? When using the arm, the bar goes down. Genuinely asking because I never used the arm during my demo playthrough
@@NYC_Goody its a bar that will go down on use and resets on every rest like a non refilling mana bar per rest, unlike Sekiro where the tools use emblems which are consumed like ammo and replenished through your stock EDIT: there are extra consumables that refill the arm bar but they are absolutely not necessary as you dont need them in your storage to refill the bar on rest, unlike emblems (or Bloodborne's silver bullets ammo)
I'm really enjoying the demo, I think the first boss was quite instructive in teaching me that I have to use my guard more and try to make the perfect parry :)
Did you guys know that you can break the weapon of those guards with big swords by throwing the cogs at them when they are blocking? It instantly breaks their weapon but if you perfect parry it takes 2 or 3
Bro I died to that one watchman in the Petrification Quarantine zone like 15 times and he made that dude seem like nothing lol. The game is really good, I’ve just got to get used to the timing for the perfect parries. You REALLY have to be perfect in order for it to count
You really do! I honestly wish they were a little more generous with the parry timing, right now it feels waaay too risky as it needs to be perfect. So might as well dodge since it has a lot more s it feels
@@allandm I think it’s fine because if you guard too early, you still get the damage reduction and the rally mechanic for the damage you took. So it’s a high reward system but not really high risk. It’s cool how they put so many ways to play in the game, dodging of you want, perfect guard if you’re feeling fancy and just blocking if you don’t wanna bother with timing. A great demo!
if there is one complain I have with the combat system shown in the demo, it's that guarding heavier attacks doesn't "stagger" you like in Sekiro, which leads to fights like the Mad Donkey showcased here where you can just guard a heavy hit and *immediately* start circling and attacking
That’s because in Sekiro, Wolf only has 1 arm so he doesn’t have the strength to fully guard against heavy attacks. When you have both arms it’s easier to guard a heavy attack.
@@sinkintothedarknessofthema2695 Ah yes, applying hyper realism to super specific scenarios and neglecting realism every other chance they get. classic game design
The feature you mentioned is in the game. You just don't see it from this video because of all the perfect block. Normal block drains much more stamina per hit, and losing all stamina staggers you.
@Ghostray325 I think he's referring to the attacks that can't normally be dodged/blocked but ONLY perfect guarded/parried. In sekiro with those kinds of attacks, both characters stagger for a bit, with the enemy's meter building much more. In P tho, attack an enemies unblockable attack, P can pretty much attack away
Amazing gameplay that actually looks good. I watched some others and they just try and keep dodging and getting hit. I hope the full release emphasizes that you should do perfect blocks most of the time
@@ni9274 agreed, you would die alot in your first few in counters with alot of enemies and bosses, not so with dodging. they need to add a few perfect block frames to actually make it viable otherwise not many are going to use it their first time through the game.
@@ni9274 yeah the deflect window is so small and you can’t cancel an attack into a block like Sekiro. On top of that most enemies in this game have at least 2 delayed attacks. Bosses have more.
A lot of people complaining about the short length of the dodge are not seeing the game for what it is. It plays more like Sekiro than DS (or even Bloodborne). You stay in direct range of the enemy much more (like Sekiro) and parry more to reach posture breakpoints (like Sekiro). Dodging works perfectly fine even with a shorter range. But trying to dodge out of range to pure safety like DS is doomed to feel frustrating and isn't how the game plays best. Actively parrying and dodging attacks while staying close and in melee range is how the game is meant to be played primarily. And it does it very well, imo. One of the better Soulslikes yet.
I only wish there were parry reaction animations like in Sekiro or Thymesia instead of the character just staying in pose when blocking. It added so much to the combat visuals.
Cant wait for this to come out. This game and Remnant 2 are my most anticipated of this hear and ill be getting my hands on both two months in a row. 2023 isnt so bad after all...
I love the Sekiro and Wu Long influence to this game! I’ve always liked blade parrying over shield parrying. It just looks cooler even though ideally it’s not better lol
So many people are complaining that the perfect guard window is way too tight, but thats not an issue at all, if you miss time a perfect guard, simply don't let go of the button, keep your guard raised and just block the attack and then use the rally system to regain your health, missing a perfect guard isn't a major punishment in this game (well unless it's a fury attack, but most fury attacks are very telegraphed)
Now, for those of you who says 'Dodge is AWFUL in this game' here is dodge-only boss fight video. Dialogue is in Korean but you should be able to get plenty of info from the video. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-YhliRaFr7co.html
Kinda reminds me of Grime, 2.5d metrovania with souls-like element. That game too values parrying than dodging, enemies have weird wind up animations so you could press block at a wrong time, but once you figure out all enemy animations and moves, you feel like a god
Very interesting. When you blocked i notice it was blocking all the time. Was there a time where you let go of block and press block again to get the perfect guard?
Lol. Third enemy using hollow infantries' sounds from Dark Souls II. Yeah, that's for sure free library's sounds, but still, the fact i recognized them immediately... Gorgeous.
Just finished the demo today. From someone coming from playing Ashen and Elden Ring and not Sekiro, never knew that perfect parry can be so satisfying.
My only gripe so far is the unnatural feel of the dodge, like it has no weight to it. Other than that I think this game really emphasizes on mastery, since the perfect guards are not just hard to connect, but really punishing when you don't. Really looking forward to what unique weapon arts can come from the weapon and handle merging.
How do you parry consecutives attacks? Some people says that to parry perfectly I have to hold a bit the block button for a second, but I find it hard when the enemy attacks repeatedly, hold or tap the button?
i was saying to myself how am I not getting the perfect guard off, but i went to practice in the garden and realised the timing is very very tight compared to most games im used to.
i dont get one thing, do you riposte them like in elden ring with perfect parry like you need 2 to do a critical or how they fall on their knes or get disoriented after a parry or is it damage? ,didnt get that thing
what is with games that take place in classical european/"punk" settings where you press rb for light attacks, rt for heavy attacks, have movement unimpeded by the animation system, have little boxes in the lower left corner of the screen where you select active equipment and consume your limited healing item that you have to walk to drink, have checkpoints in the form of lights you have to sit down to use, use exclusively royalty free animations, and suck? it must be some wicked coincidence