• mohab@piefed.social
    link
    fedilink
    English
    arrow-up
    2
    arrow-down
    1
    ·
    edit-2
    5 days ago

    I think with parrying specifically, it’s frustrating to see it become a crutch for games to add combat depth, or pop up as the central mechanic everywhere at the expense of exploring new combat ideas.

    Dishonored is obviously not a bad example of parrying, so I’ll give a bad one I just encountered recently: Slitterhead. The game has plenty of cool combat mechanics, but it repeatedly puts you in scenarios where parrying becomes either your only option or your quickest road to victory, which trivializes the rest of its cool combat ideas.

    I think games like Ninja Gaiden II or Bayonetta perfectly handled parrying: it’s a tool that unlocks combat depth, but not the only one, and combat is still fun without it. Not to say anything is wrong with a game like Sekiro, but to see games blindly copy this design philosophy is disappointing.