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Will you be playing Thymesia? Let us know, and on what format!
Absolutely terrible game.
Watched a review from Nick two years ago about Hell Point and now this one. Great to see well thought and coherent gameplay discussion isn't a lost art. Keep going strong.
Its strange to give it an 8/10 after a review that sounds as more cons than pros, and impressed on calling the God of the Fools a highlight when it feels as the worst bossfight of the game (to be precise, Dragon God 2.0).
I've seen aswell some nasty bad situations that can't tell if they're bugs or features, such as elite/miniboss enemies resetting their health after being dropped to 0, or enemies clipping out of the map after performing an execution on them which can drag Corvus aswell if too close to terrain, or performing claw attacks making it so the enemy's AI ceases to work while their health bar dissapears. There's also that if you die while teleporting to Philosopher's Hill, your memory (the thing you have to collect after death to recover your in-game currency) is lost for no good reason even if you teleport back to the level you died.
Some shortcomings also deter from engaging in the game at worst or from replaying it at best, such as the short playtime, lack of endgame content or NG+ besides getting different endings, and the lack of VO across the game besides the usual grunts and screams. The latter (which results in disregarding dialogue especially during bossfights), plus the lack of item descriptions (since there's no items), enviromental storytelling, the memory-oriented maps and overall enphasis on note-based exposition results in a story not worth paying attention to.
And there's a notorious lack of enemy variety: Near all of them are humans or humanoids, will little variance between. As well as difficulty disparity between them: Either they die in a few hits, or they're damage sponges. Combat gets repetitive quickly while fights take longer than they need to.
Write up from when I played the demo a month or so ago. I really hope they corrected some of these issues:
I like the idea of chipping away at the enemy with light attacks and then slicing off that HP before it regens with the claw, but the amount of HP that the claw takes off is just too small. Especially if parrying, which seems like its gonna be the preferred method of dealing with enemy attacks anyway, is gonna end up chipping away at so much of the enemy's poise meter (or whatever they called it in this game) then you're just sometimes left in these awkward situations where you've parried so much and have exposed like 60% of the health bar that you just have to try and spam claw over and over (or try to throw a feather to keep the damage fresh) to make sure you can get it all before it regens.
Especially if your parry doesn't stagger, then just parrying a single 2-3 attack combo will chip off more HP than you can take away with a claw. If that's the case, then why bother attacking? Why not just parry everything and just claw after the enemy combo is done? Just not really seeing the opportunity cost play out well here.
Also seems like there's little incentive to used the charged claw even though it gives you another attack. The non-charged claw works wells because of the lunge, but it seems too hard to get a charged claw without trading with an enemy due to the range reduction, and you just cant afford to trade (at least with the HP scaling in the demo).
The feather anti-critical strike parry mechanic seems reallllly narrow, and dodging just seems pretty moot at the moment.
As far as general character movement goes, it feels very "slidey," like the character model is on an iced surface. With everything else in the game looking so good and the combat showing so much promise, it just feels kind of cheap and more in line with how PS2/PS3 era characters moved. I don't know how much work it would be to redo how the characters move and actually simulate them taking individual steps, but just having them slide around the X/Y axis on the floor just feels really off. I think the main problem I have is there's just no sense of inertia–if you're sprinting in a particular direction, you can't just do an immediate 180 without either slowing down and re-accelerating or outright falling over. Changing directions requires a lot of force and effort and that should be reflected.
I like pretty much everything else about the game though, hopefully you can tweak things before release, or hopefully most of these are scaling issues that get fixed with the leveling system.
Thank you for talking about the stun locking (unlike most reviews), because that's one of the important aspects that make the SoulsBorne/Souls-like combat so good.
I haven't played this game and don't really plan to (not a big fan of these types of games) but something about Corvus's movement feels off. The transition between walking and running look to be too fast, and there doesn't seem to be much inertia in movement.
This looks painfully unoriginal.
Probably play this on steam/ steam deck. Love smaller AA games
Bloodborne Lite?