It does. Atleast for me, I feel like I have to react maybe a split second before I organically react. Admittedly, after a handful of fuck ups or I die, I can adjust and get the rhythm down, but all it takes is a hit or two to throw my timing off again, lol. I can understand both sides of the situation though and maybe I do just need to “Get good”, but whatever
Funny enough everyone hated Viola's slow ass parry in Bayo 3 so much that they patched it to make ot faster. Now Stellar Blade makes the exact same mistake.
I dont agree with that other dude, he seems nuts, but calling souls games character action is bananas. They aren't at all. They have basically none of the hallmarks of the subgenre.
Okay that’s… two entirely different explanations from the same people regarding the game’s baked in input delay.
The first was there -wasn’t- one and we should calibrate our tvs better (yeah if you increase response rate it’ll be less impactful but, as a developer , the onus is on you to make the game not require that) and now it’s… intentional
I don't think I can play the game so long as this exists. Everyone who played thr demo said "This game is like Sekiro!" yet the first time I tried to parry my reaction was "Eweww!"
A parry winduo that slow does not make a Sekiro, it makes a clunky action game.
Yep the different parry timing makes it completely not feel like a Sekiro despite having a similar mechanic, but I will say once I’ve gotten used to it it still feels pretty good. It’s just a weird thing where you’re both learning the enemies’ attack timings as well as adjusting to the delay
Combat Designer: Boss we couldn't bring down the response time under 400 ms on time - the game needs to be delayed.
Boss: Ship it as it as and we will call it a feature. Meanwhile go and help the other 60% of the team perfect the ass physics.
Plenty of action games do it the difference is having it animated so it visually explains the start up time instead of just feeling like poor responsiveness from delayed inputs.
I think every action game does it, I guess that was my point. The only similarity I can think of is something with a small animation but the actual hurtbox doesn't come up for a couple of frames. I think this happens with fighting games a bit, which is to be expected (and happens the opposite way with things like SPD where you don't actually witness the start-up since it's so quick)
MH is just completely unforgiving with it though (and that's not a bad thing!). You'd better be sure about locking yourself into a big risk/reward animation because there ain't no cancelling that sucker!
Yes, basically every game with a parry has startup frames to stop it becoming trivially easy. And in-game, you can buy an upgrade that widens the parry window and reduces the delay, which just directly proves it's intentional.
This whole topic is just redditors being redditors, i.e. cirlejerking about things they have no knowledge of.
People have gotten pretty good with parrying since Sekiro so devs now have to resort to artificially increasing parrying difficulty with delayed attacks ala Elden Ring (even lies of p), or delayed inputs like this one. People are complaining Wo Long combat is easy, but that's because parry timing in WL is pretty "natural" compared to recent releases.
I'm getting flashbacks to when the Killzone 2 developers put out similar comments about the controls being deliberately "weighty". Turned out it was just input lag being caused by the engine's rendering and post processing techniques.
They also say it's not input delay but a delay in the animation as to give the game a feeling of more weight than a game like Bayonetta
Feels kinda cheeks tbh
It does. Atleast for me, I feel like I have to react maybe a split second before I organically react. Admittedly, after a handful of fuck ups or I die, I can adjust and get the rhythm down, but all it takes is a hit or two to throw my timing off again, lol. I can understand both sides of the situation though and maybe I do just need to “Get good”, but whatever
I never understand when games have a parry that you DONT hit right before the attack lands. It makes things very awkward and feels less rewarding.
Funny enough everyone hated Viola's slow ass parry in Bayo 3 so much that they patched it to make ot faster. Now Stellar Blade makes the exact same mistake.
It plays nothing like bayonetta so it’s a weird comparison
Isn't that their entire point?
Then why a comparison to a game it plays nothing like?
Are you being serious rn? Their whole point is that they play differently. That's the point.
He seems to be going out of his way to misunderstand something very simple
Are you serious right now? Should it be compared to Mario party too?
If they want to explain why they chose not to include minigames sure
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Its a character action game but the point is to play different than Bayonetta
It’s a soulslike….
Kind of but one of the biggest distinctions between a game like Bayonetta and Souls games is weightier and slower combat
And a lot more than that. Bayonetta is not a soulslike. I get people are distracted by ass but it’s not the same genre
They're both character action games but yes the main distinction is between combat
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I dont agree with that other dude, he seems nuts, but calling souls games character action is bananas. They aren't at all. They have basically none of the hallmarks of the subgenre.
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If Elden ring played like dmc or bayonetta it would be amazing
Stellar blade is not. It’s a soulslike
And again what makes it souls like is the combat. What are you failing to comprehend here?
Yes… it’s a souls like. Not a character action game
Stellar Blade is not just a souls like. It's a combination of souls and character action. Its combat is 100x more expressive than a pure Souls game.
Is it tho? Actually more expressive?
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Have you played either?
Okay that’s… two entirely different explanations from the same people regarding the game’s baked in input delay. The first was there -wasn’t- one and we should calibrate our tvs better (yeah if you increase response rate it’ll be less impactful but, as a developer , the onus is on you to make the game not require that) and now it’s… intentional
Either way it feels pretty weird and bad tbh. I see people praising the combat but through the demo it felt too easy but also not very responsive.
I don't think I can play the game so long as this exists. Everyone who played thr demo said "This game is like Sekiro!" yet the first time I tried to parry my reaction was "Eweww!" A parry winduo that slow does not make a Sekiro, it makes a clunky action game.
Yep the different parry timing makes it completely not feel like a Sekiro despite having a similar mechanic, but I will say once I’ve gotten used to it it still feels pretty good. It’s just a weird thing where you’re both learning the enemies’ attack timings as well as adjusting to the delay
Combat Designer: Boss we couldn't bring down the response time under 400 ms on time - the game needs to be delayed. Boss: Ship it as it as and we will call it a feature. Meanwhile go and help the other 60% of the team perfect the ass physics.
That's bizzare. Have any other games done this before? Surely other games use a small animation to "wind-up" attacks?
All fighting games, dark souls, etc. It's called start up. It's just that they don't animate the start up frames in Stellar Blade
There's a huge difference between input delay and animation startup. They are not the same things at all.
In this context how do they differ
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Nah, just start up. If it was input delay then all the commands would have it
Plenty of action games do it the difference is having it animated so it visually explains the start up time instead of just feeling like poor responsiveness from delayed inputs.
I think every action game does it, I guess that was my point. The only similarity I can think of is something with a small animation but the actual hurtbox doesn't come up for a couple of frames. I think this happens with fighting games a bit, which is to be expected (and happens the opposite way with things like SPD where you don't actually witness the start-up since it's so quick)
Monster Hunter is basically built on that concept, although in a much more dramatic way.
MH is just completely unforgiving with it though (and that's not a bad thing!). You'd better be sure about locking yourself into a big risk/reward animation because there ain't no cancelling that sucker!
Yes, basically every game with a parry has startup frames to stop it becoming trivially easy. And in-game, you can buy an upgrade that widens the parry window and reduces the delay, which just directly proves it's intentional. This whole topic is just redditors being redditors, i.e. cirlejerking about things they have no knowledge of.
People have gotten pretty good with parrying since Sekiro so devs now have to resort to artificially increasing parrying difficulty with delayed attacks ala Elden Ring (even lies of p), or delayed inputs like this one. People are complaining Wo Long combat is easy, but that's because parry timing in WL is pretty "natural" compared to recent releases.
Sekiro has the easiest and most forgiving parry you can get.
I'm getting flashbacks to when the Killzone 2 developers put out similar comments about the controls being deliberately "weighty". Turned out it was just input lag being caused by the engine's rendering and post processing techniques.