The Adventures of Elliot – All Bosses (No Damage) + True Ending https://t.co/mJsBf3Gbia via @YouTube
I think the True Ending route and great soundtrack do some heavy lifting for this game. I'm sure playing on Very Hard extended my playtime and exacerbated the main issues I have, but even so, I think the number of reused areas and enemies is just inappropriate for a game of this relatively small size.
I can appreciate the studio trying out a new venture into 2D-HD real-time combat and wanting to keep production time and cost down by reusing the same areas, but I'd honestly rather it be priced fairly and get half the playtime so I could enjoy a story that actually moves along without them adding all the tedious revisiting to stretch it as far as they can.
As far as combat it was enjoyable once I unlocked the 2-star shield that allows you to parry, it was a bit too simple before that. Bosses had some interesting mechanics, but again the amount of reskins and reuses were annoying. You can craft some crazy OP builds even on Very Hard, but I mostly just played it straight up with sword, parry, and boomerang. I'm a simple man.
Overall, I think there is an experience here that's worth having. I'd recommend waiting for a sale, playing on Normal (or Hard at most), and sticking mostly to the questlines to limit the number of times you have to fight through the same areas.
@tyminski_marek@lotfgame I’m sure ya’ll are covered at this point, but if you need additional high-skilled testers to put the tougher enemies through their paces I’d love to provide feedback.
The new deflection system looks right up my Sekiro/Nine Sols alley 👌
@HD2DGames Please look into this Steam issue. Lots of reports that appear to revolve around Intel CPU’s.
When Faie is hidden there are no issues, but as soon as she is brought out the game gets locked to ~40fps. You put her away and instantly back to 120fps.
Very frustrating.
Echoes of Aincrad – Demo Bosses (No Damage) https://t.co/FCXuLDiLqp via @YouTube
I've only ever watched the anime, but it has always been such a good setting for a game that could evolve steadily over time with the additional floors. So the fact that they only announced 2 floors at release didn't really bother me, because what matters most is the quality of content not the quantity. More content could always be delivered over time but is the actual content itself innately enjoyable to play and replay?
I'm glad they put a demo out because I think many people realized that it needs a lot of work in that regard. Some people seem to think that the meta dialogue in game about it being a beta is reason to believe it's not going to play very similarly to what we just experienced. While that would be an extremely cool twist, I just don't see it changing the type of fundamental problems I have with it.
Sure, the actual game could tweak damage and health values to make it more punishing, but is the full game going to suddenly have much more polished enemy animations, hitboxes, and ai behavior? Are you going to actually have to explore to find hidden chests and they will have unique drops instead of just consumables and the same weapon drops you've been getting? I don't think so. You may be able to freely explore after reaching a certain story point on each floor, which would be nice, but the fundamental exploration and combat are just not satisfactory in the big 2026.
If I have nothing else going on around that time I might still play it, but it would honestly be mostly for the story at this point. Like most people who enjoy the series I want to see the stories of people actually stuck in this world and learn more about the lore/etc.
As a last point, I think some devs believe you can't make a game challenging like Elden Ring and it also appeal to more casual players, but that's just not true. You've already decided you are going to have difficulty settings, so the only other piece you need is quality animations/hitboxes, because THAT is what determines whether combat is FAIR and challenging, aka 'good difficulty'.
Then all you need to do for the casual hack-n-slash crowd is adjust their poise so their attacks are not frequently interrupted, stamina so they can move more freely, and obviously damage/health values to be less punishing. Now you have a game that supports both audiences properly where neither side gets shafted to cater to the other side.
This all unfortunately relies on fair, quality animations/hitboxes, and enemy ai, which are not things that can be flipped like a switch easily such as stat values. That's why one is way more important to focus on and get right foundationally, because it can't be fixed easily with a difficulty setting.
Ok, rant over. I'm gonna try to just enjoy it for the story and hope it can get improved in the future. #SAOEoA
Mortal Shell 2 – Demo Bosses (No Damage) https://t.co/Suu8bXIdoR via @YouTube
Overall, a massive improvement from the first game and I'll definitely be playing it on release. That said, 5 out of 8 demo bosses either had adds spawning, some gimmick, beehives falling on you from trees or a combination. Not my personal preference.
With them leaning into the precise deflect/parry gameplay more in this game I was hoping the complexity would come from good, varied move-sets instead of what I view as more artificial difficulty/rng.
There were some bugs, but the only one that was really affecting my experience was not being able to block if you are moving at walking speed. You could block standing still or if you were moving at full speed, but not when moving slightly, which caused a lot of issues trying to parry combos and adjust my position. Switching to the dedicated parry seal seemed to work fine, so I ended up going with that.
Again, great improvement overall, excited to experience the full game! 👏 @MortalShellGame
Taking damage for parrying was one of the worst design choices I've ever seen and was the only thing that really put me off of LotF 2023. In almost every case you would get more dmg/stagger while being much safer by just dodging and attacking.
It was like they were afraid it would be too strong, so they instead made it worse than the default safer alternative.
With LotF 2 looking to be designed much more intentionally around that Sekiro-style deflect, I am praying that's an indicator that they've trashed that chip-damage design choice and actually made it the high-risk/high-reward playstyle it should have been originally.
That said, this is definitely my most anticipated game this year. Animations and world design look absolutely incredible. Massive upgrade all-around from the team 👏
It's official: Katanas arrive as a brand-new weapon class in Lords of the Fallen II.
A perfect blend of speed, reach, and fluidity, carve a trail of severed limbs through Thorngar as you chain sweeping slashes into devastating finishers.
@lotfgame How is the parry/deflect system different from the previous installment? It felt like more risk for negative reward and was the 1 main turnoff for me with the combat.
The degree of free information is the problem.
I think something like once you pop ult:
• if anyone is within a certain radius you only get a hud notification
• any targets you damage are tracked for 3 seconds
• performing a finisher tracks for 10 seconds
Still good to prevent you getting ratted when entering a new area/building.
Very strong tracking, but it’s not given freely.
Would maybe need to rework her passive and gold cores.