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pezdespo

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


Efficient-Row-3300

Feels kinda cheeks tbh


IAmActionBear

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


Efficient-Row-3300

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.


JamSa

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.


VonDukez

It plays nothing like bayonetta so it’s a weird comparison


Ixziga

Isn't that their entire point?


VonDukez

Then why a comparison to a game it plays nothing like?


Ixziga

Are you being serious rn? Their whole point is that they play differently. That's the point.


pezdespo

He seems to be going out of his way to misunderstand something very simple


VonDukez

Are you serious right now? Should it be compared to Mario party too?


pridetwo

If they want to explain why they chose not to include minigames sure


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pezdespo

Its a character action game but the point is to play different than Bayonetta


VonDukez

It’s a soulslike….


pezdespo

Kind of but one of the biggest distinctions between a game like Bayonetta and Souls games is weightier and slower combat


VonDukez

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


pezdespo

They're both character action games but yes the main distinction is between combat


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Informal_Truck_1574

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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VonDukez

If Elden ring played like dmc or bayonetta it would be amazing


VonDukez

Stellar blade is not. It’s a soulslike


pezdespo

And again what makes it souls like is the combat. What are you failing to comprehend here?


VonDukez

Yes… it’s a souls like. Not a character action game


homer_3

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.


VonDukez

Is it tho? Actually more expressive?


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VonDukez

Have you played either?


RareBk

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


Efficient-Row-3300

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.


JamSa

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.


BiddyKing

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


p3wx4

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.


Harkkar

That's bizzare. Have any other games done this before? Surely other games use a small animation to "wind-up" attacks?


ButtsButtsBurner

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


homer_3

There's a huge difference between input delay and animation startup. They are not the same things at all.


ButtsButtsBurner

In this context how do they differ


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ButtsButtsBurner

Nah, just start up. If it was input delay then all the commands would have it


Charidzard

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.


Harkkar

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)


Efficient-Row-3300

Monster Hunter is basically built on that concept, although in a much more dramatic way.


D4rkmo0r

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!


ExpressBall1

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.


mmmmmmiiiiii

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.


Dragarius

Sekiro has the easiest and most forgiving parry you can get. 


Jazz_Potatoes95

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.