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Clair obscur.
It looks so good, and the music is great, and story is apparently fantastic, but I just can not get the hang of the counter/block mechanic in combats, and without it the battles are pretty much impossible.
I came to depend less on the visual cues which are often deceptive and more on the audio ones or counting in my head for dodges/parries. Also invest heavily (basically all your points) into defense/vitality which makes Dodge/Parry misses much more forgiving.
Eventually, even if you only do a smattering of side quests/areas, you'll get powerful enough to basically ignore the timing mechanics altogether.
Also set it on story mode + auto QTEs. I did that on my first playthrough and had absolutely no regrets. The mechanics of the game are definitely secondary to the experience of the story.
I haven't played since I beat it. But I did look into this after I did...
In general, every time the screen zooms in, you need to act. What type is something you learn, but that cuts down on the timing aspect There are also audio queues, like a sort of woosh effect. I don't play a lot of fast response games like this, so I never noticed until it was pointed out.
I found it rough near the start, but it gets a lot easier as you go on, once you get more of a feel for when attacks are coming. Eventually you'll be dodging things you've never seen before just on instinct.
Dodges are a lot easier than parries, even if you don't get the extra AP from it. Fights last a bit longer, but you can definitely plough through most of it even with bad timing. Explore thoroughly in act 1, otherwise you'll probably be underlevelled for the last boss there. Not really any need to grind mindlessly, but you can if you really need the extra levels.
Clair Obscur for me too, but because of the AI art controversy. I can't stand AI, even if temporary, even if just store banners, I just can't trust the company from then on not to sneak it into other areas.
They didn't sneak anything and they never will. Looked into it deeply. They used AI assets as placeholders during development. But everything in the shipped game is human-made. No further use of generative AI is expected, since the game awards controversy the company's management published a statement of banning AI use entirely in their company.
The whole controversy around indie game awards was also blown beyond proportions. A company used a new technology at a time when the tech was new and the debate around it's use was still inmature. Then dismissed it for it was not good enough. They failed at quality assurance and a couple of textures weren't deleted. They replaced them as soon at they found out. By all intents and purposes, this controversy does not qualify sandfall as an AI using company, and to affirm so is ignorant of the context of all that went down in reality.
You said a whole lot of words, but the fact remains that they did use AI during development, released a game with AI textures, and told the award organization they never used AI at all.
They, and you, can make excuses all you want, but for some of us they simply have lost some of their good reputation. We will see what they do next though, and I'm hopeful.
I understand their reasoning, but still, it soured me on the game. GenAI models being built from non-consensually mass-scraped art was known from the very start, and yet the devs thought it was ok to put it into their game... They could have just used stock textures as placeholders like developers have been doing for decades.
But anyway, we are free to just not agree and draw the line in different places on what we consider ethical conduct 🤷
That's the point. They didn't thought it was OK and didn't.
That is exactly what they did, any texture left in the first version of the game was a mistake that was promptly fixed as soon as they noticed it. We have the advantage of judging four years later with new info something they did back then and have since corrected. Ethical considerations must include intent and context, and here there was definitely no intent to harm.
I ended up using the auto-parry/block mod, but it means you're practically invulnerable, you only need to do the jump and radiant attack counters
https://www.nexusmods.com/clairobscurexpedition33/mods/478
There's also a mod to increase the block/parry "period"
https://www.nexusmods.com/clairobscurexpedition33/mods/28
I still hope there will be a mod to have the dodge/parry based on your stats (agility/luck), to feel like it's a RPG and not a souls-like game
I'll have to look at the mod to increase the block/parry period, to see if that is my issue.
cheers!
The one that upped it by 30% worked for me on a Steam Deck. I can't parry everything, but i can at least hit the parry now.
I did the same thing. The 30% increase felt about right to make parry difficult without being frustratingly hard.
I respect that parry is supposed to be hard but the timings felt absolute bullshit to be honest.