Niccolo-daddy
Well-Known Member
- Dec 16, 2004
- 198,352
Good for youHow is the gameplay not fun tho
I legit don't see that complaint

Good for youHow is the gameplay not fun tho
I legit don't see that complaint
You had me at titty physics.The combat in wolong is in incredibly satisfying once it clicks. You get these rhythmic back and forth like sekiro but less reactionary and more aggressive.
Lock on system and camera are absolute shit. The camera y and x axis feel weird and there's an acceleration I don't like. I'll get used to it.
Armor is amazing. Fun designs. Titty physics. Sliders to the right.
You can do a weapon swap deflect and combine a high deflect weapon with a polearm or hammer.
Level design is ass compared to anything from software does.
I'll probably sink 300 hours in lol
The combat in wolong is in incredibly satisfying once it clicks. You get this rhythmic back and forth like sekiro but less reactionary and more aggressive.
Lock on system and camera are absolute shit. The camera y and x axis feel weird and there's an acceleration I don't like. I'll get used to it.
Armor is amazing. Fun designs. Titty physics. Sliders to the right.
You can do a weapon swap deflect and combine a high deflect weapon with a polearm or hammer.
Level design is ass compared to anything from software does.
I'll probably sink in 300 hours.
Sekiro's combat was brilliant because even if you only did moderate damage against an enemy, it would have impacts on how quickly the posture damage would increase. Some boss fights, like Genichiro, you could rip right through the posture in no time once you had the deflect timing down, but others like Owl you definitely were going to have to chip away at his health in conjunction with that.I'm noticing that the parry timing is a bit different than what I'm used to in FromSoft games. Like you need to hit the button just a split second sooner than when you might think you need to. It's actually probably a bit easier, because one of my biggest problems with getting the parry timing right in these games is hitting the button a little too soon. Combat system is definitely interesting. I think I almost like it better than Sekiro, since you don't technically HAVE to break an enemies' posture and do a deathblow in order to kill them (although you're definitely going to want to do this game's equivalent of that against bosses). What I mean is that the enemies just have a health bar, not a health bar PLUS the...whatever those red dots above the health bad were called. I mean I know regular enemies in Sekrio could be killed by simply depleting their health, but for bosses doing health damage almost became secondary to damaging their posture, since you literally can't kill them without doing the death blows. In Wo Long everything you're doing against the boss is still ultimately focused on just getting their health down, even if the game's equivalent of a posture break is by far the fastest way to do that. Also there aren't 3 different types of unblockable attacks of which you have to decipher its type in about a half second.
But yeah, the level design isn't even in the same ballpark as Sekiro.Just a bunch of separate individual stages like Nioh, from the looks of things.
Lol ya cuz it's so silly that it ain't acceptable
Sekiro is the only FromSoft game that is too True Gamer for me. Last time I played that game was the closest I've come to spiking a controller, hah.
I mean if we're going by that logic, then so is not liking BotWa game that has a higher Metacritic score than Elden Ring
speaking of which, here's my wish.com @preston version of a vid upload for Sekiro. Isshin "hitless" (technically the lightning reversal causes damage). No buffs/debuffs. Unlisted video because I ain't about that life, and washed out ass-looking quality because I recorded in HDR and don't know what the fuck I'm doing. Probably my fave boss fight ever.Yeah it went a little too far for my tastes as well. I mean Elden Ring has some bosses that are real bastards, but you do at least USUALLY have the option of using a summons to make the fight easier, or trying a completely different tactic. For Sekiro it was pretty much...parry or nothing.![]()
Sekiro's combat was brilliant because even if you only did moderate damage against an enemy, it would have impacts on how quickly the posture damage would increase. Some boss fights, like Genichiro, you could rip right through the posture in no time once you had the deflect timing down, but others like Owl you definitely were going to have to chip away at his health in conjunction with that.
sekiro was so much easier than the souls games to me. i button mashed like a motherfucker. the deflect timing meant that you could spam deflect and you'd still deflect at least 80% of attacks without even trying to time it.
i think i did half the game on NG+ but it didn't have the replay value of the souls games for me because there's no build variety.Agreed. It gets much less forgiving when you get to NG+ though.
I hear ya. I'll always tend to throw one out too early. When in reality a 9 starter frame parry vs a 6 frame startup for I frames when you roll after a whiff aren't far off.Yeah, I know how it works. But timing parries is my achilles' heel in these games.![]()
Margit? U kidding? That's like the beginning of the gameIf anyone can tell me a point at which Elden Ring undeniably becomes amazing, then I might be open to getting there
Everything up to and including Margit is nothing special other than it being an open world souls game and the big glowing tree looking cool. Bloodborne, right out the gate, was much more stylistic and had more intense combat imo
Margit? U kidding? That's like the beginning of the game