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What Videogames Are You Playing Right Now?

author=Red_Nova
You're correct in that I haven't played Kingdom Hearts, so forgive me if what I'm about to say isn't true: The way you described it would mean that dodge and guard could be mapped to the same button, yes, but it sounds like guarding would require the player to be at a standstill and that backstepping would no longer be possible. Would advancing guard and backstepping still be doable with this new control scheme?
Advancing guards would require you to first stand still, guard and then move, so while still possible, it would be more awkward. Backstepping is already possible without standstill in this game. AFAIK, there is no backstep the same way as in Dark Souls, there is just dodging backwards. Try pressing backwards and then quickly pressing dodge, you will make the same move as if you're standing still and dodging.

That said, I realized that in Kingdom Hearts, guarding is more like parrying in Code Vein than actually guarding. So, mapping parry and dodge to the same button probably makes more sense than guard and dodge. It's also more intuitive since you're always moving in a direction while dodging and not moving while parrying. It works great in KH, I've never seen people complaining about accidentally using the wrong move.

Anyway, just got Mio and tried her out. I don't think she's good for my character though since she's also a bayonet user. The temple of a crapton of stairs is not a fun one. Other areas have been fun though, bland design aside.

What Videogames Are You Playing Right Now?

author=unity
Also, I really want Code Vein. I enjoy Bloodborne/Dark Souls games (tho I'm not great at them XDXD) and the anime aesthetics plus the detailed character creator really have me tempted.
The character creator is not as detailed as one may think. The big extra compared to Dark Souls, is the ability to customize clothes. However, you get seven base clothes per gender and most of the detailed clothing customization options are to remove superfluous belts or other accessories. Still, if you enjoy the soulsborne games and anime aesthetic, I'd reccomned Code Vein.

Anyway...
author=Red_Nova
I would agree with everything you said if it weren't for the fact that partners are optional. Because they are, all design decisions had to account for players going through the game both with and without partners. Gonna brush up against danger here and make some assumptions about designer intent: Assuming there were no technical/time constraints preventing the work needed to flesh out partner gameplay, I would say the reason those changes weren't in place was to appeal to both Souls vets and newcomers put off by the Souls' trademark difficulty. A newcomer to Soulslikes won't have the practice from prior games to really concern themselves with precise actions like parrying, while a Souls purist may choose to forgo partners entirely to replicate a Soulslike game. As long as those two extremes were accounted for, wierdo centrists like me who played every Souls game but still take partners along can adapt their playstyle accordingly.
Not sure I buy that. Souls purists will probably complain about the bland level design anyway. The game is also very much balanced for having a partner, including details like how many blows it takes to stun an enemy. Finally, I don't think you can write of soulsborne players who choose to use a partner as weirdos, those seem to be very many, maybe even more than those who choose not to take a partner.

author=Red_Nova
If dodge and guard were mapped to the same button, how would you account for situations were you wanted to use one over the other?
I'm assuming you haven't played Kingdom Hearts. You guard if the left joystick is in neutral position and dodge if it is tilted in any direction.

What Videogames Are You Playing Right Now?

I've been playing some more Code Vein.

I really like that the main way of replenishing your magic/ranged attack source is to go up close to enemies and either drain or hit them. This in theory means that you can use ranged attacks to thin out multiple enemies or strategically get rid of the worst, but ultimately you d have to get up close to monsters. This is how I think the Soulsborne games should have tried to handle ranged combat. In practice, I do know that there are too many ways to break this game for this to hold true. Still, the ranger type build works just great for this playstyle.

While I appreciate that they did their own thing with the partner system, a lot of things are hardly adapted to having said partner. I had a good success rate using parries and drain attacks during the mandatory alone section in the first dungeon. Once I got a partner again, I found those moves hard to pull of. The partner will repeatedly disrupt my timing by staggering, killing or just aggroing an enemy I had plans for. On the other hand, backstabbing is often easier than it should be since you can easily backstab an enemy who's aggroed to your partner, as long as said partner doesn't kill it too quickly that is. My opinion is that once they made the decision to give the player a partner, the game developers needed to make more changes to adapt the soulslike formula thereafter.

There is no reason to have roll, guar and parry on three separate buttons. Dark Souls had to do it that way because the existence of parry and guard is bound to your equipment. However, this is not the case in Code Vein, there's no reason not to do it like Kingdom Hearts and bind both roll and guard to the same button.

What Videogames Are You Playing Right Now?

I've been playing some Code Vein, basically an "anime Dark Souls". The first obstacle is the character creation, or rather that was what I thought. However, the character creation is not as awesome as advertised. Apart from the standard Soulsborne fair, you get clothing option. The options are nice to have, but not that robust. Basically, you choose between a few outfits and then get to edit them somewhat, namely remove extra belts or other accessories and recolor the clothes. A lot of the outfits are over-designed even if you remove all removable accessories and most of them come of as rather outlandish. With the format of having preselected outfits and allowing the player to add or remove accessories and sometimes even significant pieces of clothing, it would make more sense to me to have fairly standard looking bases and then by adding or removing pieces, allow the player to make them more over-designed and or outlandish if they like to. Apparently the developers thought otherwise. I did still find options I like.

The story also takes a heavy anime turn. There's this mysterious girl with a weird outfit even with Code Vein standard and she has obscure save the world knowledge, but seem helpless to defend herself. The game is also very cutscene heavy compared to Souldborne games.

Gameplay is great. Combat feels a bit between Bloodborne and Dark Souls in terms of speed and fluidity. Soulsborne players should feel at home once they get used to the changed control scheme. One thing I do like is that the quicksilver bullet equivalent can so far only be replenished by going up close to the enemies. This means you can use ranged attacks tactically to take out key targets or thinning out large groups, but ultimately, you will have to get up close to enemies. Chance is there will be options that allows you to cheese enemies with overpowered spells later on though. So far though, I'm having fun using a bayonet.

What Videogames Are You Playing Right Now?

I'm about to tackle the Bloodborne DLC in new game+. I must say, new game+ is far easier in Bloodborne than in Dark Souls. Enemies don't get nearly as much extra attack power in Bloodborne as in DS and Bloodborne also gives out far higher updated exp equivalent. In DS, enemies and bosses would give 2x or 3x the souls, making earlier enemies and bosses give practically nothing whereas in Bloodborne, even the first boss will in new game+ give more blood echos than most late game bosses in new game.

What Videogames Are You Playing Right Now?

I finished the DLC in Bloodborne, or so I thought. Five minutes after starting new game+, I realized I forgot about Laurence. Well, he has to go down on NG+ then and I'm thinking about starting an arcane build as well.

Realigning the Sights

I'm not surprised seeing armor go. In my experience, it offered more opportunities to break the game than to customize the characters in a non broken way. Well, long gone are the days of equipping every character with three Guerilla Vests.

Does Amalie follow her own rules or did I misread the system? All of her stats except for SP seem off.

Anyway, cutting things down will definitely make things easier, but I wonder if the stat change from Strength/Technique to Power/Skill will. Either way, good luck!

What Defines Grinding

The best definition of grinding I've seen is an activity you are forced to overdose on in order to get to the activity you want.

Anyway, one reason for JRPGs receiving a different treatment from action oriented games is probably because battles in JRPGs often just aren't fun. If people complain regardless of wether you use touch encounters or random encounters, maybe the problem is the battles themselves? Do not assume that the actual problem is whatever people are complaining about, most players do not analyze their issues very carefully.

As for touch encounters, you usually find out soon enough what the developers intends as long as they stay consistent. If you fight all of them and a boss becomes too easy, chance is you're not supposed to fight all of them. If you skip a lot and the boss seems too hard, you probably skipped too many. This may very with player skill, but even so, you should find out what works soon enough.

Finally, when it comes to balancing, pick who you want to appeal too. There is no magic solution that fits all. You mentioned player who don't enjoy the game often picking a golden path approach. Well, it seems rather pointless to try to appeal to players who don't enjoy your game. What you may want to ask yourself is how you communicate your intention to the player so that the players you are trying to appeal to are the ones who also try your game.

What Videogames Are You Playing Right Now?

I've dabbled a bit with chapter 4 in Octopath Traveler. Tressa can finally be benched. I'm making slower progress now though since I'm no longer sick. Holiday it up soon though.

Anyway, the game has an extreme story/gameplay disparity. You fight randoms and bosses with a party of four. However, the character stories strongly implies that the characters faces their foes alone. It's not just that other characters have no dialog and don't even show up in cut-scenes, but a lot of them flat out doesn't make any sense unless the character is alone.

The gameplay demonstrates the main problem with JRPGs. There are a lot of strategies in OT. However, they are near universal. The only difference is what attacks you use to break an enemy and even there I eventually developed a strategy powerful enough to wipe out most random encounters in two turn without breaking them. Further, if I have a problem with a boss, I come back with a more powerful strategy. However, this more powerful strategy would have worked on all previous bosses as well. There is next to no adapting for specific situations.

What Videogames Are You Playing Right Now?

All chapter 3 adventures cleared in Octopath Traveler. I'll try to go for Tressa's chapter 4 now so that I can bench her. She is over-leveled compared to the rest and sits with a lot of JP (to be used later though). I also used her and had another character sub merchant for two BP donors, but this is not needed for random encounters and energizing pomegranates should replace the need of a second character throwing Donate BP. It's time I optimize how I set up my classes and sub classes.