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Old 31-12-19, 16:48   #41
Linoshi Croft
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As someone who actively avoids games like Dark Souls, Bloodborne etc. I'm quite surprised people seem to be struggling with the combat in this game. I would of never picked up this game if it wasn't a Star Wars game, but I was pleasantly surprised by how much fairer the combat in this game seemed in comparison to the games it's clearly trying to mimic.
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Old 31-12-19, 17:13   #42
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To me its not the difficulty or so but the style.
For star wars and when playing a jedi i expect a better flowing combat, something smooth and fast where you easily could go against 5+ enemies.

Here its very slow, you often need to single out one enemy at the time and you need to wait for them.
I get that the defensive style of the jedi sword fighting could be this, but still...to me the flow and all just doesnt fit as it should in a star wars game.

The difficulty is fine, you have a lot more room than with other souls games...that is fine.
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Old 21-01-20, 18:57   #43
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Dennis got this for me for Christmas. I didn't expect to like it as much as I have, but I wish the character were as responsive as Dante. I also feel like the platforming challenges are too loosey goosey. I've never enjoyed rope swinging, but this game has some of the worst. Also not a fan of the regenerating enemies.

I love the exploration aspects though, and the design is great (although the human characters fall a little into the uncanny valley territory for me.) The story is engaging and it really captures the Star Wars feel.
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Old 22-01-20, 22:57   #44
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^ They do only regenerate if you meditate or leave the planet! If you can put off saving as much as possible, you don't have to run back through enemies every time!

Of course, comes with a lot of risk though!
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Old 23-01-20, 13:32   #45
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I thought they only regenerated if you "rested" while meditating.

OMG, rope swinging is so much better after you get the pull force.
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Old 23-01-20, 21:50   #46
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Oh, you're right! My mistake.
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Old 25-01-20, 07:48   #47
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I came to appreciate the game for its un-perfected traversal mechanics. I realized, that most modern games, including Uncharted and TR these days hardly ever give you the opportunity to miss a jump (unless the game bugs out). The character would magnetically go where it's supposed to. This game however doesn't even try to correct your trajectory - if you aim badly, you fall. It took some time to get used to it (and I got mad several times for beeing stupid), but I like it. If I die during traversal in this game it's my own fault most of the time - not the games'. I like that.

-- Edit --
Just leaving that here for future reference

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Old 25-01-20, 12:53   #48
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Quote:
Originally Posted by ANoDE View Post
I came to appreciate the game for its un-perfected traversal mechanics. I realized, that most modern games, including Uncharted and TR these days hardly ever give you the opportunity to miss a jump (unless the game bugs out). The character would magnetically go where it's supposed to. This game however doesn't even try to correct your trajectory - if you aim badly, you fall. It took some time to get used to it (and I got mad several times for beeing stupid), but I like it. If I die during traversal in this game it's my own fault most of the time - not the games'. I like that.
My problem is that I don't feel it IS my fault when he fails. Especially on things like rope swinging or that horrid sliding. I cannot tell you the number of times I slid off that ice slide on Zeffo. There's zero control. I can't slow down, I can't really steer, and then the game punishes me for my inability to control what's going on. Sheesh, I've got a light saber and I can't slow down on ice? (I also feel like hiding the double jump ability is cheap. If I'd seen it on the skill tree, I would have stopped trying some things because I knew it was a second trip thing.)

Back in the old Core days, I knew the problem was between the controller and the chair. I'm more than willing to admit when I suck, and often do. But I feel like this game is both overprogrammed and underprogrammed. I feel like the difficulty is often artificial.

I'm still having fun, but I could be having a lot more fun if the character and world were programmed as tightly as DMC.
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Old 25-01-20, 13:07   #49
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Actually, I have to agree - those sliding sections are atrocious! I guess I've already repressed the memories to those
But now that you mention it - that one slide on Zeffo where you had to stop the ventilator mid-way cost me 10 tries or so. For some reason I didn't freak out though - I found it funny how clumsy Cal and I were together.

Rope swinging took some time to get the hang of, but at some point I just understood the way how it was programmed and I began making less mistakes.

Edit - agreed - DMC has great control over the character. Maybe the developers could take a look at it for the sequel
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Old 25-01-20, 13:43   #50
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Sliding sections were abysmal! Highly recommend repeatedly jumping while sliding to slow down and course correct!
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