What are some things that just get under your skin about games?

For me, it’s games that do not allow controller rebinding. I have neuropathy and my fingers don’t all work. If I can’t rebind buttons so that I have necessary moves (for example: parry) be on buttons I can reliably press the entire game becomes unplayable.

And on console, where I can’t refund a game after I downloaded it (fuck you Sony) then it really screws me over wasting what limited funds I have on games I just can’t play.

  • Widdershins@lemmy.world
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    6 days ago

    I want to GIT GUD but I’m not the kind of person who can dodge and parry while managing a stamina bar. ER and DS games look awesome but I really can’t do much sightseeing in them. I tried Demon’s Souls, Dark Souls 3, and Elden Ring and in all of them I hit a wall against the first miniboss who I should be learning to parry on. I’ve always leaned toward dodging taking priority before parrying and a stamina bar limits that.

    I recently played through Ghost of Tsushima and parried a thousand cuts. The game doesn’t have stamina though. I understand stamina as a game mechanic but find all it adds is tedium. There’s what I believe to be some good games hiding behind a stamina bar. I can enjoy the games until the stamina bar runs out and then I’ll be thinking about enjoying a different game.

    • JackbyDev@programming.dev
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      6 days ago

      The thing I hate about parrying games is that there’s rarely ever any consistency about what you can and cannot parry and also never any way for you to learn if you’re parrying too early or too soon or what.

      • jacksilver@lemmy.world
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        5 days ago

        Lies of P did a great job of color coding things (and generally being more leinent/realistic with timing). It can still be a hard game, but the most approachable parrying based game of that ilk.

        *for me at least

    • Doc_Crankenstein@slrpnk.netOP
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      6 days ago

      Odd take. Resource management is key in a lot of games to the entire design of how they play.

      I play heavy tank builds in those games and block/dodge instead of parrying. It’s just a different mindset I guess to enjoy that level of resource managing to know when to commit and when to back off and get defensive, especially when my attacks take a chunk of stamina and are slow to wind up. It forces the player to be strategic so you don’t leave yourself winded mid string.

      I guess what I call strategic playing you call tedium. To each their own.

    • GrantUsEyes@lemmy.zip
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      6 days ago

      Parrying is not mandatory in any of those games, maybe try approaching them differently? Also, invest in endurance, problem solved!