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Taylor Willis's avatar

>That could be lame as hell. But also it could be cool as hell. If the boss is throwing out long attack strings and multi-hitting moves and the player, through practice, can deflect all of them: good for them. “What if the player gets good at the video game?” That seems ok.

The first time I played Sekiro I had trouble letting go of old habits from Dark Souls/Elden Ring, struggled to get to the final boss, and then got my ass handed to me enough that I gave up. A couple years later I tried it again and, probably because I'd retained some muscle memory from my first try, got really good at it. When I made it to the final boss I beat him in two tries and felt like an absolute god, probably one of my favorite gaming experiences ever.

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Fukitol's avatar

I wonder though whether "press button at the right time to block all damage" is a big enough mechanic to be central to a JRPG in the first place. I haven't played it so can't comment from experience, but it does not seem like something that would hook me.

Love me some perfect blocks and evades in Monster Hunter, but those are a small piece of a much bigger picture that makes the action, which is the central feature of the game, endlessly engaging. Combat in JRPGs is generally more of an unwanted chore, which maybe is something that needs fixing, but plucking a few mechanics from action games has never solved it for me.

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