• conciselyverbose@sh.itjust.works
      link
      fedilink
      English
      arrow-up
      5
      arrow-down
      1
      ·
      2 years ago

      It’s one of the most fluid, responsive games I’ve ever played.

      Making you commit to moves when you make them isn’t clunky.

        • homicidalrobot@lemm.ee
          link
          fedilink
          English
          arrow-up
          3
          ·
          2 years ago

          It’s standard practice. In fighting games, monster hunter, and a bunch of other games, really similar rules apply; you hit the button, an animation you know the duration and length of plays. This game has animation canceling, meaning you actually don’t have to wait for the return to idle animation to end before you can queue another attack or straight up cancel the animation with another (like a roll or parry). It’s literally made less clunky by letting you skip out of these committal attacks.

          Your take is uninformed and you obviously don’t play much of the genre, ER is extremely generous outside of specific bosses in letting you just hit the roll button repeatedly after every action.

            • homicidalrobot@lemm.ee
              link
              fedilink
              English
              arrow-up
              2
              arrow-down
              1
              ·
              2 years ago

              Lmao, enjoy missing out on the nier titles, the devil may cry series, every fable game, kingdom hearts, the whole god of war franchise, asura’s wrath, and the new final fantasies. Hell, even skyrim has more committal animations. You’re talking about a lenient and forgiving version of animation mechanics that are present in basically every action RPG.

              In the fighting game community at large, we have terms for people who blame the mechanics when they can’t come to grips with them, Scrub being the main one (as new players wildly hitting buttons at random on an arcade cabinet looks akin to “scrubbing them clean”). This is you. Your refusal to treat the game as it is, and expectation that it behave a way it doesn’t, is confounding to anyone who has put any effort into the title. The rules will not change just because you refuse to learn them. Stay furious though, I guess.

              • conciselyverbose@sh.itjust.works
                link
                fedilink
                English
                arrow-up
                1
                ·
                2 years ago

                I’ll give him that dead spots can be clunky.

                But if and only if they’re not thoughtful and predictable. When people can count frames and tell you exactly how long a move commits you for every time (with specific gear), that’s just well designed.

                • homicidalrobot@lemm.ee
                  link
                  fedilink
                  English
                  arrow-up
                  1
                  arrow-down
                  1
                  ·
                  2 years ago

                  So literally no game avoids you labeling it clunky in or out of its’ time bubble. Got it. You are literally the definitive unsatisifiable customer and you’re loud about it lmao

        • aStonedSanta@lemm.ee
          link
          fedilink
          English
          arrow-up
          3
          arrow-down
          1
          ·
          2 years ago

          It’s good game design.

          If you wanna button mash to victory go play assassins creed lol

        • conciselyverbose@sh.itjust.works
          link
          fedilink
          English
          arrow-up
          3
          arrow-down
          1
          ·
          2 years ago

          Correct design.

          Clunkiness is when precise execution doesn’t matter. Elden Ring is the polar opposite. The skill ceiling is extremely high as a direct result of how smooth and responsive the mechanics are. It just requires strategy instead of stupidity.