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.
@@YeOldeMachina 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.
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.
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 :)
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!
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
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
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.
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.
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.
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)
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
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.
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
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. ua-cam.com/video/YhliRaFr7co/v-deo.html
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.
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.
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...
Man you are a beast as always. but I think that small parry window is a pain in this game, especially when most of enemeis in this game hold their swing like Margit in Elden ring. you know what I mean, parry window as hard as Souls( or might be harder) against enemies holding their attacks and game wants you to do it continuously like in Sekiro. I dont think I like this combination of combat systems.
Yeah, same thoughts here. The parry frames I think are the same amount as in the Souls games (quite small), but the window starts right when you press the button (like in Sekiro). But yeah it's quite hard to time it and really punishing if you miss the perfect parry.
@@blakodesu3769 Sekiro's timings are also generous enough that even if you miss one attack in a combo you'll probably be fine. Here it's hard to "correct" timing once you've gotten it wrong in a given combo, which for me often ended in eating a ton of hits if my first timing was bad.
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.
"sits at the start of the game grinds to level cap ergo then goes and actually enjoys the content without being frustrated" Can't wait to play it this way haha
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
Thank you for being a normal person and reading the in-game tips. I haven’t played the game yet but I’ve watched a lot of people play it and the majority of them are saying it’s bad just because they’re bad and don’t pay attention to anything lol. Every complaint I’ve seen is just a clear lack of understanding of core game mechanics; mechanics that the game explains just fine and most of which we’ve already experienced before in Miyazaki’s games so there really is no excuse. It feels like Elden Ring brought in a big wave of low capability whiners. Keep up the good work man, show em how it’s done.
Wait. Are you saying the weapons from enemies can break, too? I noticed in my playthrough that i can destroy the weapons of this officers in the last area. I thought that was special only for this type of enemies
Its unfortunate the parry is not frame-perfect like Sekiro. That multi-frame delay between pressing it and when it actually engages adds such an artificial difficulty to it. That and the fact you have to hold the parry instead of tapping...it just feels off and unintuitive
Sadly people focus so hard on very strict comparison to BB or DS that they fail to recognize and learn how different souls-likes work, or to accept that difference approaches can be also good
It's a good game, my only concern is with the enemies unpredictable movements (ofc they are puppets), it's really hard to tell what they're gonna do next, especially these elite enemies. Otherwise I enjoyed my time with the demo, looking forward to Ongbal absolutely obliterating the bosses in the game.
its gonna get a lot of "git gud" responses but the setting is an active detriment to the perfect guard mechanic. deflecting in sekiro felt amazing, but it feels like a chore in this. theres nothing wrong with enemy movements that throw you for a loop or aren't obviously telegraphed, but they need to decide if they want to prioritize the perfect guarding system or not. it's not in sekiro as an afterthought or a side mechanic, its the entire game.
@@youseenednedisdead Totally mate, this game has the dark souls parry and the sekiro dodge, is unbalanced and feels unfair. The deflection time in Sekiro is way longer.
The parry timing in this game really needs to be perfect, i wish it was a little more generous so the rest of us can enjoy the game xD dodging just feels like it gives you more frames
My man Ongbal is at it again. No one can stop him.
Only No hesitation, awesome!!
Oooh the sounds of metal clashing, I love it.
Just makes the blood boil 😤
Face me, Pinocchio.
@@broccolin XD
@@broccolin LMAO.
Pinocchio, it was not... to be...
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
second this
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.
@@YeOldeMachina 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.
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
upgrading dodge huh.... sounds like the main reason most people hated Dark Souls 2 combat.
@@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.
@@js1zzle it refers to adding an additional dodge. Not 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.
The sound team went nuts with this game its so chunky and visceral
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 if I remember correctly the bar restores after resting at a stargazer
@@fnerd8282 yeah I know that for sure lol. I just meant in general combat and navigating the world
@@NYC_Goodyit recharges and there’s also a consumable that partially recharges them instantly.
@@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)
this game has great potential!
Maen aj lo pake mod taekkk, gak pake mod useless konten lo taekkkk ... haha
It feels like this is gonna be something to really let you flex your skills once it fully releases! Awesome work as always and thanks for sharing!
P stands for perfect guard I assume.
It stands for Pinocchio, and that’s no joke
This demo has a lot more content than i was expecting and overall a really good experience. Im looking forward to the full game
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 :)
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!
@@Garihoonter i always feel like i dodge and parry just a feel frames too late and get hit xD maybe i just need to get used to the timings
@@allandm You don't need to be perfect, since you can hit the enemy to get your health back.
@@aminulhussain2277 you can only get your health back if you blocked, and usually not all of it
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
Damn here I was thinking they were useless once I got the hook. I only thought to use them for aggroing guys.
for real? i thought they were just equivalent of pebble in ds
Nice finding, I think I broke their weapon with the hook too, but I'm not sure.
But the cog is a real game changer
This game has been very impressive so far. Can't wait for the full game and see the insane runs & combat prowess!
Boring game very cluncky and slow, guard block hole the time is boring lmao
Bought this after your no hit. Been playing the demo so this is very welcome so I can get ready for full game.
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
@@OMGlvl86turtlepilot You’re not wrong lmao Idk why they miss opportunities like that.
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
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.
This ^ , the game is played close and personal constantly applying pressure with the attacks and parries and the occasionals dodges .
Agreed man. This is a very good game imo.
I came to that conclusion quite quickly and it's true this game wants you to block and not just dodge
Me who wants to hulk smash all the time 😢
I look forward to dodge only runs (Bloodborne style) or Parry only runs.
i love parry system. very hard to master but very rewarding
I had no idea this game existed till I saw Ongbal playing it. Downloaded the demo and it's really impressive.
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
Ongbal is a master of souls games. Poor bosses are just mobs for him to style on
the timing of prefect blocks is too tight, it's better to dodge attack
@@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.
I wish I could ONLY dodge. Parry window is hard with how these enemies attack. My 1st souls game so im struggling hard😢
@@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.
The sound fx in this game is incredible
This game has insane potential
When the demo came out you were the first one I thought of!
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.
These are puppets not humans so their movement is inherently clunky
@@nijigaharaTVStill it would look cool if they had more reactions, not like how humans react out of fear, but just the metal reflecting really
There's a skill for that
@@JorgeRodriguez-xz5ecreally? maybe I'll check it out. How does it look?
I like how the Donkey fight is just classic Souls backstab fishing.
This game really makes you feel like Pinocchio
The exaggerated swagger of a wooden puppet.
Love how you also show it with evere, weapon, just the GOAT doing his stuff
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)
yup this same method applied to sekiro too, hold don’t tap
Sekiro really revolutionized the sword combat of gaming since it’s release!
That orange parry effect looks good
1:34 this shoulder atack reminds me of gundyr(dark souls 3)
That sound at 0:43 when the enemy was staggered is just like in all fromsoft games.
Another master class in video game combat. Excellent! Game looks dope.
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
Mate Wu Long is shit bassicly
Emphasis on deflects and P having a metal arm that can fit different tools is so Sekiro like.
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.
there is many stolen fromsoft assets on the UE marketplace, maybe it's that
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
With this and Armored Core coming out, I know what I’ll be playing on my work days off.
That “ting, ting, ting,” is the music to my ears😂
You can really see how the long stagger times made to accommodate a large number of weapons makes it feel so much different to Sekiro.
Malenia: phew he's busy for a while
Isshin in pain: he'll be back
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.
ua-cam.com/video/YhliRaFr7co/v-deo.html
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.
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.
Try sekiro then, you will like it
Oh boy, I can't wait to play this rhythm game, I should actually go download the demo now that I think about it
the cop with the baton has an insane amount of health
This Guy after majoring in Sekiro for years he just parry the shit out of any game enemies
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...
After learning the perfect guard technique, my first thought went to 'OMG! ONGBAL will destroy another videogame'.
고난이도에 리턴값 큰 플레이=옹발 선생님 싱글벙글
인형학살자 on
I mean, I knew I was bad at parrying, I just didn't think I was this bad, until I saw this video. Damn.
Man you are a beast as always. but I think that small parry window is a pain in this game, especially when most of enemeis in this game hold their swing like Margit in Elden ring. you know what I mean, parry window as hard as Souls( or might be harder) against enemies holding their attacks and game wants you to do it continuously like in Sekiro. I dont think I like this combination of combat systems.
Yeah, same thoughts here. The parry frames I think are the same amount as in the Souls games (quite small), but the window starts right when you press the button (like in Sekiro). But yeah it's quite hard to time it and really punishing if you miss the perfect parry.
@@blakodesu3769 Sekiro's timings are also generous enough that even if you miss one attack in a combo you'll probably be fine. Here it's hard to "correct" timing once you've gotten it wrong in a given combo, which for me often ended in eating a ton of hits if my first timing was bad.
Lies of P looks super badass!
Ongbal is going to have a field day with this!
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.
These Devs should contact you for your feedback.
어떻게 게임을 이렇게 잘하는지...대단합니다
Damn... Those enemy hits sound heavyyyy
I beat the demo and just realized that perfect parrying makes enemies more groggy
Like the posture system in sekiro
Exactly 😉
The devs really went "Let's make Sekiro but with Pinnochio"
"sits at the start of the game grinds to level cap ergo then goes and actually enjoys the content without being frustrated"
Can't wait to play it this way haha
Remember guys,the dev himself invite our Lord to test their game. So it's up to Ongbal to decide how hard this game lol
I never in my life, thought I would be looking forward to a Pinocchio game
Why would it matter that the story is about Pinocchio ? The only relevant thing is the gameplay .
@@andrei-cezarbleaje5519 I think you Missed looking forward to Part ?
didnt realize you could charge up the left trigger attack
Wonder if the Pleasure Island will be adapted somehow inside the game. It has potential to be terrifying.
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
Still practicing perfect guard because it was so satisfying
Thank you for being a normal person and reading the in-game tips. I haven’t played the game yet but I’ve watched a lot of people play it and the majority of them are saying it’s bad just because they’re bad and don’t pay attention to anything lol. Every complaint I’ve seen is just a clear lack of understanding of core game mechanics; mechanics that the game explains just fine and most of which we’ve already experienced before in Miyazaki’s games so there really is no excuse. It feels like Elden Ring brought in a big wave of low capability whiners. Keep up the good work man, show em how it’s done.
1:02 Who do these gurgles remind me of? I could swear i've heard FromSoft's hollows in DS3 make the exact same sounds.
I think they're the same sounds the Chained Ogres make in Sekiro? That's how it sounds to me and it was also bugging me haha.
I keep telling people to not play it like Bloodborne and play it like Sekiro… it’s rewarding and it breaks there weapon. Great game and great video.
Wait. Are you saying the weapons from enemies can break, too? I noticed in my playthrough that i can destroy the weapons of this officers in the last area. I thought that was special only for this type of enemies
@@Brachynogre yeah, parries can break enemies weapon lol
@@Brachynogre yes if u perfect parry it breaks there weapon and it’s kind of funny that’s why I glows red
then theres people like me who play it like dark souls. (dodge roll)
Mans out here breaking the game before the game is even out
People kept saying it is a "Bloodborne clone" but it is actually more like Sekiro (with some Bloodborne elements).
Hesitation is defeat
I find the premise of the game very interesting because it's essentially the fable of Pinocchio but with dark souls and steam punk elements to it.
I tried this game but the perfect parry window is like 0.2 seconds lol. Too hard
Its unfortunate the parry is not frame-perfect like Sekiro. That multi-frame delay between pressing it and when it actually engages adds such an artificial difficulty to it. That and the fact you have to hold the parry instead of tapping...it just feels off and unintuitive
Recently got done with the demo, man it's hard to get parries down. But I'm still hella excited for this game!
It went from "oh my god its Sekiro" to "OH MY GOD IT'S DARK SOULS 1"
sensei did it again
It has a Bloodborne aestatics, Sekiro combat and a good dose of Bioshock. Nice
So this game has a nice mix of both Bloodborne and Sekiro combat and movement options it seems
Glad to see someone posting content of this game. I feel it's super 💤 on
Hope we can get that oversized cop puppet outfit at some point.
Something about the dodging felt off. Like I kept getting stuck on something.
I think i'm ready for the soulsborne journey now. Not the soulslike but the real fromsoftware challenge.
Sadly people focus so hard on very strict comparison to BB or DS that they fail to recognize and learn how different souls-likes work, or to accept that difference approaches can be also good
Combat - Sekrio
Atmosphere - Bloodborne
Hell yeah
Yes another souls like.
Fucking love them
It's a good game, my only concern is with the enemies unpredictable movements (ofc they are puppets), it's really hard to tell what they're gonna do next, especially these elite enemies. Otherwise I enjoyed my time with the demo, looking forward to Ongbal absolutely obliterating the bosses in the game.
its gonna get a lot of "git gud" responses but the setting is an active detriment to the perfect guard mechanic. deflecting in sekiro felt amazing, but it feels like a chore in this. theres nothing wrong with enemy movements that throw you for a loop or aren't obviously telegraphed, but they need to decide if they want to prioritize the perfect guarding system or not. it's not in sekiro as an afterthought or a side mechanic, its the entire game.
@@youseenednedisdead Totally mate, this game has the dark souls parry and the sekiro dodge, is unbalanced and feels unfair. The deflection time in Sekiro is way longer.
@@youseenednedisdeadi think if every single enemy telegraph was exactly intuitive it wouldnt be very interesting to play
The parry timing in this game really needs to be perfect, i wish it was a little more generous so the rest of us can enjoy the game xD dodging just feels like it gives you more frames
Bro is goated at every game
Yea, noticed pretty quickly that you have to play it like Sekiro.
자잘한 공격은 회피로 어떻게든 하고 붉은 공격만 퍼펙트 가드로 막는 식으로 했는데...이걸 보니 퍼펙트 가드를 한참 연습해야겠다는 생각이 듭니다 젠장 ㅋㅋㅋㅋ
The combat isn’t terribly fluid, but it doesn’t look bad
Also coming to gamepass day one if you wanna try it out before you buy it remember that
I think I'm good at these games then I see this
Thanks for giving us the best tips in the world ongbal ❤
the enemy weapon break after you perry it consecutively
and with weapon sharpening mechanic on place i think it will deal less damage to you
i have not played demo still i am so hyped for thiss
dodge isnt the problem imo, but the parry frame should be increase by a few
It'd be nice to see some dodge gameplay