• Sterile_Technique@lemmy.world
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    4 months ago

    I understand the reasoning behind it all, but those design decisions add up to it being clunky. Being intentional and with purpose doesn’t change that.

    • conciselyverbose@sh.itjust.works
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      4 months 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.

      • Sterile_Technique@lemmy.world
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        4 months ago

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

        What is it?

        It’s cool if you don’t mind the clunk; apparently it’s a selling point… but that doesn’t mean it’s not there.

        • homicidalrobot@lemm.ee
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          4 months 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.

          • Sterile_Technique@lemmy.world
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            4 months ago

            It’s standard practice.

            In many cases, yes.

            In fighting games, monster hunter, and a bunch of other games, really similar rules apply

            …which makes those games clunky. I disliked monster hunter for the exact same reason.

            Your take is uninformed and you obviously don’t play much of the genre

            I don’t play much of the genre… because it’s clunky. I’m sorry that description offends you.

            • homicidalrobot@lemm.ee
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              4 months 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
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                4 months 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.

              • Sterile_Technique@lemmy.world
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                4 months ago

                When did I say I was furious? Or that I couldn’t come to grips with the mechanics? Or that I couldn’t treat the game as it is? I adapted to ER just fine, and made it to the Malenia fight waiting for the game to rise up to bar the community holds it at. I ‘got gud’, but the game never actually got fun, cuz it never stopped being clunky.

                If you find satisfaction in managing the clunk, more power to ya - clunk away. But it’s not my cup of tea.

                Idk why folks get so defensive for that game… just in this thread, we’ve post after post getting all heated about how it’s not clunky because [describes how or why it’s clunky]. It’d be like the Minecraft community getting up in flames if I said I didn’t like it because it’s pixelated, and jumping to the defense of their infallible title against such heresy, explaining how it’s not pixelated, the aesthetic was chosen on purpose and carefully made that way!! …vs just advising against playing games that look like Minescraft… because it’s pixelated.

                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

                Yeah none of those are really on my radar. Fable maybe, for nostalgia sake - played the hell out of the first one when I was in highschool, but haven’t touched the franchise since. I don’t recall getting the impression that it was clunky in the way ER is, but definitely so in other ways… though I wouldn’t hold a game from 2004 up to today’s standards; the entire industry was janky as fuck then.

                The rules will not change just because you refuse to learn them.

                Bruh that’s what mods are for, hence my first post here. Don’t like something about a game? Change it. Idk if there’s one that can mod the clunk out of ER, but if I get the itch to revisit that world via a more fluid combat experience, then that’ll be high on the to-do list.

                • homicidalrobot@lemm.ee
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                  4 months 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

                  • Sterile_Technique@lemmy.world
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                    4 months ago

                    Never said that either. Y’all are great at refuting the words you put into my mouth… maybe try a little less strawman?

        • aStonedSanta@lemm.ee
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          4 months ago

          It’s good game design.

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

        • conciselyverbose@sh.itjust.works
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          4 months 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.