![]() ![]() If the game simply had i-frames associated with its dodge, I honestly think that everything else could remain completely unchanged and it would potentially be a 10/10 experience.Tails of Iron is an action adventure game, enriched with RPG elements and solutions taken from soulslike genre. It's just this one single oversight that makes the whole thing fall apart. And it's really unfortunate, because the game is excellent in so many other areas, including the rest of the combat. Because many arenas are very small, where your opponent's body will already take up a good 20% of that space alone, with their aoe attack taking up nearly 30-40%. Don't get cornered to begin with, since the only way to avoid that attack is to dodge away from the enemy, as opposed to through them. So what options do you have? Basically just one: foresight/prediction. So even if your reaction speed is perfectly on-point, you are simply not given enough time to avoid the attack. The catch? The hitbox of that aoe attack is large enough that you can't get out of the way in time to avoid being hit. They start the wind-up to their "O" (aoe) attack, and your only choice is to dodge through them. To make a long story short, no i-frames = many situations in which the player has no choice but to get hit by an attack that can't be blocked/parried.Įxample: In a corner vs a big body enemy/boss. ![]() I rarely give bad reviews for smaller games like this, but there is a fundamental flaw in the game's combat that frankly destroys the entire experience.
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