Thanks! Here's more from SmvR:What makes it most impressive is the lack of lock-on in a game where camera positioning is vital. Similar case here but also with a bunch of house rules on the Sigrun fight -
Thanks! Here's more from SmvR:What makes it most impressive is the lack of lock-on in a game where camera positioning is vital. Similar case here but also with a bunch of house rules on the Sigrun fight -
Thanks! Here's more from SmvR:
Some of the most skilled players I've seen on YouTube still make mistakes. XLHGladiator has plenty bloopers/goofs at the end of DMC5, DMD, No Death and No Damage videos. Even those with the natural talents. I don't see myself going through Returnal though. Not worth the headache as rouge-likes do nothing for me. I do give props too for those that can pull it off exceedingly naturally.Ffs, the game just came out last month. I’m thinking this goes beyond raw learned skill, and that some people just have a more natural ability for this kinda thing. Same with learning moves and combos in fighting games. Some people just have more bedrock of that foundational ability. Like, if we both practiced for 100 hours on this game, I guarantee I’d still suck, but perhaps at least not quite as much. Hats off to people who can pull this stuff off.
Actually sometimes the locking system can totally screw you over. I've run into that a lot in recent games, like Surge, Surge 2, and Fallen Order. The way the game will sometimes prioritize who you lock onto, or how you cycle through targets, in a way that almost feels intentionally designed to kill you. I've had several situations where the chaos was so high, I just unlocked and started swinging freestyle.What makes it most impressive is the lack of lock-on in a game where camera positioning is vital. Similar case here but also with a bunch of house rules on the Sigrun fight -
Actually sometimes the locking system can totally screw you over. I've run into that a lot in recent games, like Surge, Surge 2, and Fallen Order. The way the game will sometimes prioritize who you lock onto, or how you cycle through targets, in a way that almost feels intentionally designed to kill you. I've had several situations where the chaos was so high, I just unlocked and started swinging freestyle.
Well a lot of times, one of the layers of difficulty these games include, is attacks the enemies do, that break your target lock anyway. So it's something you have to be constantly reapplying. It can actually mess you up more, as the lock is lost, and the camera whips back around to it's default position, forcing you to whip it BACK to where you were looking, instead of facing. It might actually make things a bit easier in some respects. Plus you can jack up the camera movement scale pretty high, making that whiparound a quick thing.Yeah it’s definitely game dependent and highly situational. Like in GoW for instance those Valkyrie fights are largely one on one, but from the no lock on videos he’s constantly having to swing the camera wildly due to their fast movements all around the arenas. Seems like it would add more difficultly keeping track of the target on top of actually fighting them, but they’re obviously better at the game than me.
Doing moves is highly blown out of proportion and one of the easier components of being good in fighting games, it's more about getting to a point to land those moves, that's the tricky bit, it takes way longer to learn than just learning how to do an input.Ffs, the game just came out last month. I’m thinking this goes beyond raw learned skill, and that some people just have a more natural ability for this kinda thing. Same with learning moves and combos in fighting games. Some people just have more bedrock of that foundational ability. Like, if we both practiced for 100 hours on this game, I guarantee I’d still suck, but perhaps at least not quite as much. Hats off to people who can pull this stuff off.
WealthyVagrant just started another stream for Vergil Bloody Palace. They're trying to beat it in less than 18 minutes!For BrawlMan -