• Sterile_Technique@lemmy.world
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    2 hours ago

    ‘clunky’ is the end product, but the biggest contributing factor is the absolute committal nature of initiating an animation. Need to take half a step to the left to dodge an arrow? Fuck you, I’m only one second in to a 2.5 second sword twirling animation! …and actually you double clicked at the start of the animation, so I’m gonna do it again for another 2.5 seconds! …so you die, respawn, redo that fight but this time you know when the arrows are coming so you don’t use the long animations. Clear the fight, wooooo you got gud… but trying to dodge arrows and not being able to cuz your character is busy doing a dance routine is some of the least fluid combat I’ve experienced in a videogame. Any keystroke that comes with an animation is always in competition with other keystrokes that have animations.

    Combat boils down to memorizing attack patterns and playing a mental macro on repeat until the enemy is dead. There’s no responsiveness from the player, you just die until you know why you’re dying, and tweak the sequence until it works. Eventually the final boss is dead.

    I’ve been told that for whatever reason it feels way less clunky on a controller - I’ve only ever played it on a mouse and keyboard.

    idk.

    Like I said, to each their own. I’m a little jealous of whatever it is the fanbase is feeling when they play those games, but it’s a miss for me.