Good post. I'd add that the slide is more of a spin. Anything you hit with it is kicked up into the air (objects and grunts), allowing you to immediately enter blade mode and dice them.
EDIT: I also want to add that this game is begging for a PC port. As much as I love chopping shit to pieces, it's unfortunate so much disappears so quickly. I can appreciate why, but having the RAM and CPU calculation headroom on PC could make for some truly glorious things.
Good post. I'd add that the slide is more of a spin. Anything you hit with it is kicked up into the air (objects and grunts), allowing you to immediately enter blade mode and dice them.
EDIT: I also want to add that this game is begging for a PC port. As much as I love chopping shit to pieces, it's unfortunate so much disappears so quickly. I can appreciate why, but having the RAM and CPU calculation headroom on PC could make for some truly glorious things.
You guys are mean, he's probably really deaf!Same thing happened to me. Dude must have been enjoying the scenery or lost in thought, something. I still managed stealth killed his ass too lmao
okay i just started the demo (tutorial mode), why the heck isn't the camera control responsive when going into blade mode? it won't stay in one play, keep moving even after i adjust the camera.
anyone else having this problem?
Man, you feel like such a boss when you get the parry timing down. So much more satisfying than holding down a block button.
It really is brilliant. And yeah, I suspect higher difficulties will narrow the parry window. Anyone compare Easy and Normal to see if the windows are different? As for dodging, I love the focus on parrying, but there is still that psuedo-attack/sidestep in the form of Square + X. I use that to zone the Gekko in the Bladewolf fight.I like that there's no dodge. I like that the kinda dodge that is there is still a form of attack. I like that the game emphasises parries instead. I like that this isn't a Bayonetta/Devil May Cry/Ninja Gaiden clone, especially coming off Anarchy Reigns, which also made pretty liberal use of dodging (though with its own feel). Everything you do in Rising is focused on the concept of conflict and duals: to avoid getting hit you must engage with the hit. To avoid rockets you can chop the rockets. You deflect bullets, not dodge them.
I'm so happy they've built their own combat system here, with its own nuances, and it's own rhythm, and not lazily settled on a simple heavy/light timing attack system with a dodge button.
That being said, the parry window probably needs to be much smaller. Hopefully hard remedies that.
To be fair, this is like the most lenient parry ever.
That's true -- you have to parry at the moment of impact to actually stagger your foe and turn the tables on 'em. Otherwise, you just absorb the incoming attack without taking damage.The general party is yeah, but the counter attack one feels fairly narrow.
To be fair, most of the time demos end up coming out late on PSN due to that live rule.Great, cannot download the demo because it is exclusive to gold members.
God, I'm reaching the limit, I have to sell off this piece of junk called xbox360, being treated like scum a happy customer does not make.
As it should be, beings it is basically the only way to negate damage where a dodge would usually be.To be fair, this is like the most lenient parry ever.
I like that there's no dodge. I like that the kinda dodge that is there is still a form of attack. I like that the game emphasises parries instead. I like that this isn't a Bayonetta/Devil May Cry/Ninja Gaiden clone, especially coming off Anarchy Reigns, which also made pretty liberal use of dodging (though with its own feel). Everything you do in Rising is focused on the concept of conflict and duals: to avoid getting hit you must engage with the hit. To avoid rockets you can chop the rockets. You deflect bullets, not dodge them.
I'm so happy they've built their own combat system here, with its own nuances, and it's own rhythm, and not lazily settled on a simple heavy/light timing attack system with a dodge button.
That being said, the parry window probably needs to be much smaller. Hopefully hard remedies that.
That being said, the parry window probably needs to be much smaller. Hopefully hard remedies that.
I like that there's no dodge. I like that the kinda dodge that is there is still a form of attack. I like that the game emphasises parries instead. I like that this isn't a Bayonetta/Devil May Cry/Ninja Gaiden clone, especially coming off Anarchy Reigns, which also made pretty liberal use of dodging (though with its own feel). Everything you do in Rising is focused on the concept of conflict and duals: to avoid getting hit you must engage with the hit. To avoid rockets you can chop the rockets. You deflect bullets, not dodge them.
I'm so happy they've built their own combat system here, with its own nuances, and it's own rhythm, and not lazily settled on a simple heavy/light timing attack system with a dodge button.
That being said, the parry window probably needs to be much smaller. Hopefully hard remedies that.
It really is brilliant. And yeah, I suspect higher difficulties will narrow the parry window. Anyone compare Easy and Normal to see if the windows are different? As for dodging, I love the focus on parrying, but there is still that psuedo-attack/sidestep in the form of Square + X. I use that to zone the Gekko in the Bladewolf fight.
The X+A attack where he swipes and backsteps can work as a dodge, has a ton of i-frames.
Combat in this game is so fucking good. You can link all sorts of things together, like:
XXXYXY => >>X => A => (air) XXYY => (air) >Y => (air) XYY => <>X => >>Y
That's three slashes, a foot slash, a leaping spinning slash, and a foot stab (XXXYXY), into a launcher (>>X), canceled into a jump (A), followed by a four-hit aerial slamdown (XXYY) with the recovery of the last hit canceled into an aerial dive kick (>Y), then a shorter aerial slamdown (XYY) with the last hit canceled into a force palm (<>X), ending with a stinger (>>Y).
HNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNGGGH
Platinum, you spoil us.
That's what I meant about the swipe dodge though. It's not like Anarchy Reigns where you can roll and dodge around your opponent in a really tight circle like a UFC fighter, and it's not like Bayonetta's free from flips and cartwheels. It's its own thing and also functions as an attack.
Yeah, kind of disappointed it's not like a grab or roll or something. I mean, we could use circle in PSASBR just fine...Circle doesn't really do anything does it? It could have been the cartwheel.
I remember saying this a while back. Rising isn't a DMC clone nor is it NG clone (although there are Plently of similarities with both) it's trying to do its own thing and requires much more use of the analog stick that most action gamers are used to.
It's going to piss off and alienate a lot of people, but the ones that stick with it will be handsomely rewarded.
Agree with all this. It feels really good IMO, as long as the camera cooperates. I really hope there are some good unlocks and additions to the moveset.
When does the EU PSN Store update?
remember when everyone had a go at ninja theory for not having a jump button in heavenly sword, lack of dodge in revengeance is equivalent to that
i get that PG went for something different, but it doesn't work. they didn't successfully replace what dodge adds to combat
remember when everyone had a go at ninja theory for not having a jump button in heavenly sword, lack of dodge in revengeance is equivalent to that
i get that PG went for something different, but it doesn't work. they didn't successfully replace what dodge adds to combat
remember when everyone had a go at ninja theory for not having a jump button in heavenly sword, lack of dodge in revengeance is equivalent to that
i get that PG went for something different, but it doesn't work. they didn't successfully replace what dodge adds to combat
remember when everyone had a go at ninja theory for not having a jump button in heavenly sword, lack of dodge in revengeance is equivalent to that
i get that PG went for something different, but it doesn't work. they didn't successfully replace what dodge adds to combat
Wat. Not only is there an offensive dodge that's super lenient in terms of your invulnerability window, but the parrying system lets you pretty much attack without stopping if you get the timing down. The key in action games is to maintain offensive momentum while neutralizing or avoiding attacks. In MGR you can do both, and both techniques can be canceled into from nearly any animation.remember when everyone had a go at ninja theory for not having a jump button in heavenly sword, lack of dodge in revengeance is equivalent to that
i get that PG went for something different, but it doesn't work. they didn't successfully replace what dodge adds to combat
Gave the demo a second go and generally did a lot better. I'm finding the dodge move isn't terribly reliable though, often resulting in a sword swing instead of a sideways leap.
I like that there's no dodge. I like that the kinda dodge that is there is still a form of attack. I like that the game emphasises parries instead. I like that this isn't a Bayonetta/Devil May Cry/Ninja Gaiden clone, especially coming off Anarchy Reigns, which also made pretty liberal use of dodging (though with its own feel). Everything you do in Rising is focused on the concept of conflict and duals: to avoid getting hit you must engage with the hit. To avoid rockets you can chop the rockets. You deflect bullets, not dodge them.
I'm so happy they've built their own combat system here, with its own nuances, and it's own rhythm, and not lazily settled on a simple heavy/light timing attack system with a dodge button.
That being said, the parry window probably needs to be much smaller. Hopefully hard remedies that.
I remember saying this a while back. Rising isn't a DMC clone nor is it NG clone (although there are Plently of similarities with both) it's trying to do its own thing and requires much more use of the analog stick that most action gamers are used to.
It's going to piss off and alienate a lot of people, but the ones that stick with it will be handsomely rewarded.
I like that there's no dodge. I like that the kinda dodge that is there is still a form of attack. I like that the game emphasises parries instead. I like that this isn't a Bayonetta/Devil May Cry/Ninja Gaiden clone, especially coming off Anarchy Reigns, which also made pretty liberal use of dodging (though with its own feel). Everything you do in Rising is focused on the concept of conflict and duals: to avoid getting hit you must engage with the hit. To avoid rockets you can chop the rockets. You deflect bullets, not dodge them.
I'm so happy they've built their own combat system here, with its own nuances, and it's own rhythm, and not lazily settled on a simple heavy/light timing attack system with a dodge button.
That being said, the parry window probably needs to be much smaller. Hopefully hard remedies that.
It's supposed to be a combination sword swing and evasion, meant for attacking and getting out of range of whatever is coming at you. Makes for a great dodge for now though.
what is that?
Are you having trouble doing it to the left? I keep getting that strike when I do it to the left. It's based on Raiden's position, too, so you have to adjust your input depending on the direction he's facing. I think the neutral backstep is the only thing that works consistently when I'm fighting.I mean that Raiden will leap forward with a sword strike instead of doing the dodge/attack move that I'm after. The analogue control seems very touchy.
being able to dodge
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i am using parry but that is not dodging, it's lacks mobility
to me this is neither an action game or a stealth game , it's occupying this weird middle ground and it suffers for that. i mean if all the mechanics are designed around being on the offense then why is there an alert system? it doesn't make any logical sense
i tried the x + square, that's dodge alright. a bit rubbish in practice but there you go