interesting story. nice gameplay. boss to boss battle, didnt meet any smaller enemies like in dark souls that could give us massive pains like the unforgiving bosses https://youtu.be/Yn_RtyHTH_E
Looks really great... but since it's a boss-rush game, I instantly lost all interest. The only boss-rush titles I play are "Monster Hunter" and it's army of clones. These games are giving you alot of incentives to beat a boss multiple times while having content for ages. There is a reason why people complained about the original idea of "Cuphead" and why levels were added.
I'm torn. The game is beautiful, the controls are ok, and the battles are somewhat fair. The bad thing is that the dodge takes a good while to reload, enemies have a ton of health and hit like a truck. This design makes it mandatory to learn boss patterns by heart, and this makes it necessary do die a lot of times, increasing game time in a tedious way... Upgrades make little difference, and you can't grind. I want to say the game is nice, but dying over and over trying to perfect a boss pattern just to die again to a new pattern is not that fun. "Git gud", i now, but gitting gud this way is not entertaining. Edit: For those complaining about the dodge, it's not broken, it's an interesting but cruel design. It rewards perfect dodges, making them almost free to use, but punishes indiscriminate roling. Edit 2: Finished it. The dificulty comes from having to deal with a lot of thing at the same time, with lots of bullets, huge aoe attacks, ground efects, and so on. In retrospect some bosses looked cheap. It feels like a missed oportunity to make a great RPG.
I just finished the game and it being the first "souls-like" game I've ever played I can say it's challenging but fair. The bosses hitting hard and the dodge mechanic being vital is part of the reason the devs labeled it as "souls-like". It supposed to be difficult and part of the challenge is learning the bosses attack pattern and adapting on how to approach it. While I can understand the off-putting nature of having to memorize the boss pattern perfectly I also found a great sense of achievement once I was able to learn it's pattern and ultimately beat it after dying countless number of times but maybe you had a different experience of it which I can understand. The "git gud" phrase is meant for triggering purposes, really. Another way to put it is keep at it, learn, and overcome (improvise, adapt, overcome if you're familiar with the meme) that's how you become good at something. But as you said you didn't find the gameplay loop entertaining so there's not much else to it other than the game isn't for you which is fine.
Played till the second boss and uninstalled, terrible dodge system to make the game appears harder than it really is, pathetic game and not worth my time anymore
Oh... I can see why you don't like the dodge. Each control input for dashing knocks a pip off, regardless of the distance covered. The player can cancel out of the dash, but does not regain any of the stamina spent if the full distance of the dash is not covered.
I dont think it sucks, you have 3 stamina bars, each dash consume one bar, normally the time it takes to the stamina recharges its long, but if you dash+block an attack at the same time, you revover stamina alot faster
I know a dude who screamed and almost passed out when he heard the release date. If you are a soulsborne fan, it's one of the games that will fill the void in your gut until Elden Rings comes alone.
https://youtu.be/Yn_RtyHTH_E
Pathetic, my goldfish beat this game with a waterproof controller in an hour xD
its not a damn joke is hard as fuck
The only boss-rush titles I play are "Monster Hunter" and it's army of clones.
These games are giving you alot of incentives to beat a boss multiple times while having content for ages.
There is a reason why people complained about the original idea of "Cuphead" and why levels were added.
I want to say the game is nice, but dying over and over trying to perfect a boss pattern just to die again to a new pattern is not that fun.
"Git gud", i now, but gitting gud this way is not entertaining.
Edit: For those complaining about the dodge, it's not broken, it's an interesting but cruel design. It rewards perfect dodges, making them almost free to use, but punishes indiscriminate roling.
Edit 2: Finished it. The dificulty comes from having to deal with a lot of thing at the same time, with lots of bullets, huge aoe attacks, ground efects, and so on. In retrospect some bosses looked cheap.
It feels like a missed oportunity to make a great RPG.
While I can understand the off-putting nature of having to memorize the boss pattern perfectly I also found a great sense of achievement once I was able to learn it's pattern and ultimately beat it after dying countless number of times but maybe you had a different experience of it which I can understand.
The "git gud" phrase is meant for triggering purposes, really. Another way to put it is keep at it, learn, and overcome (improvise, adapt, overcome if you're familiar with the meme) that's how you become good at something. But as you said you didn't find the gameplay loop entertaining so there's not much else to it other than the game isn't for you which is fine.
https://youtu.be/c8aMOcOL2GQ
https://youtu.be/vyC7jGe3Bi4
Each control input for dashing knocks a pip off, regardless of the distance covered. The player can cancel out of the dash, but does not regain any of the stamina spent if the full distance of the dash is not covered.
its hard as fuck
"Herosama How Is The Water" ...
translation is dead ...
If you are a soulsborne fan, it's one of the games that will fill the void in your gut until Elden Rings comes alone.
But I'm actually waiting for this one (a few years now):
it looks very paint
:(
almost thinking The Eldest Scroll ... bleh ...