When you combine the parry system with the erratic camera and the random target lock loss, it's just a horrible mechanic. The parry system in Survivor might have been an acceptable change if it weren't so poorly implemented. why do you keep disengaging lock after the cutscene? To give the opponent a few extra hits while the player waits for the abysmally slow response to input? 3. They were locked on when the player went into it. If you do decide to interrupt combat with cutscenes, at least have the courtesy to keep the enemy target locked at the end of the cutscene. All it does is drag the player out of immersion and interrupt their gameplay. Don't interrupt the rhythm and flow of combat with cutscenes. Respawn broke practically every cardinal rule for engaging combat in this design and the end result is a grueling, repetitious grind with little reward. Unfortunately, the poorly implemented combat system ruins the immersion that STORY mode would otherwise give the player. If I was rating this game based on characters, story and settings alone, it would probably get at least an eight. ![]() ![]() ![]() This review contains spoilers, click expand to view.
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