Hi, I'm a game dev interested in all sorts of action games but primarily shmups and beat 'em ups right now.

Working on Armed Decobot, beat 'em up/shmup hybrid atm. Was the game designer on Gunvein & Mechanical Star Astra (on hold).

This is my blog, a low-stakes space where I can sort out messy thoughts without worrying too much about verifying anything. You shouldn't trust me about statistical claims or even specific examples, in fact don't trust me about anything, take it in and think for yourself ๐Ÿ˜Ž

Most posts are general but if I'm posting about something, it probably relates to my own gamedev in one way or another.


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Parries are trash.

If a game is going with reactive parry-based combat, then they should always look at God Hand for inspiration because its counter-hit (CH) system is so vastly better than what any Sekiro esque game does or can do. It's not even close. It's something games should learn from.

God Hand's CH rules are simple - if you hit an enemy while they're mid-attack state, you'll get a CH. You'll interrupt their attack, and instantly max out your move's properties. Moves have different properties - some launch enemies forward, some launch them into the air for juggles, some knock them down, some simply hit them really hard. On Lvl Die/Hard Mode, CH's are the only way to consistently get access to your moveset's special properties.

The reason why this mechanic is so good is because it, unlike parries, integrates every aspect of God Hand's combat into the CH. Parries are fairly one-sided - you have to figure out at which point in the enemy's attack animation you'll get hit, and respond accordingly (tho some games have parry startup animations). God Hand's CH's are highly variable - the viability of a counter-hit will depend on which attack the enemy's doing, which attack you're doing, when both of you started said attack, and even your proximity to each other on startup. Additionally, the attacks interact with the high/low properties attacks have in the game - you can use attacks that dodge high to essentially increase your counter-hit window because you won't be in danger of getting hit yourself.

That already elevates it above the average parry, but that alone wouldn't be enough. The follow up is where the real magic happens. Because a successful CH maxes out your move properties, you're heavily incentivized to change which attacks you use to score CH's based on situation. Do you simply interrupt an enemy with a single punch to build dizzy? Do you CH them with a kick to instantly launch them and stagger nearby enemies, potentially even locking them in a wall kick loop? Do you CH them using a move that launches enemies upwards so you can do crowd control? Everything is situational, and there's a lot of variety in here. The game doesn't become simplistic once you learn parry timings, it opens up and becomes more interesting.

This is why despite hating parries and the boring, one note, reactive gameplay they funnel players towards, I have a bit of a soft spot for God Hand's CH system. They may look and even feel similar at times, but they are fundamentally very different. It's a shame that parry games won't learn from GH's implementation, because the simplicity is the point. If it wasn't, we'd be living in a world where video game parries work more like actual parries, and as a consequence, closer to God Hand's CH system.

Cuz parries are trash.

Bonus Round

Not entirely related to the main point, but I think another interesting aspect of God Hand's gameplay is that it very heavily emphasizes move frame data. Counter-hits are an obvious way it does this, but even outside of that, enemy attacks and reactions to your attacks are really tightly tuned to where you have to be careful about what you follow up with and when (Demon block reversal thing, for example). It goes beyond the usual "don't use a slow attack against enemies with fast attacks" and comes down to actual frames, something you'll only get in high level optimization/comboing in most other CAG/bmup style games. It's so frame-data heavy that I'd argue it's a problem that it doesn't have built-in frame data information. Having that freely available would not only help the learning process, but also alleviate one of its big problems - the customizable moveset being filled with redundant crap.


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in reply to @boghog's post:

I played the demo for Lies of P and got excited thinking that they were gonna do some interesting stuff with area control later in the game (Scrapped Watchman has attacks that spread lightning on the ground). So at the very least you had a reason to move instead of parrying... and then they just proceeded to not do that for the rest of the game. And that's on top of the durability mechanic not actually mattering that much (there's even an upgrade where perfect parries restore durability lol).

I feel like a lot of 3D action games have work to do when it comes to actually making closing the distance to an enemy interesting. In soulslikes people say that you have to manage stamina, but I've honestly felt like it hasn't ever been refined enough to matter. You can basically always dodge/block to get close -> get 1 hit in -> either dodge away and not get pressured, or the enemy was in enough stun to let you be safe again. That's usually the case even without stacking a ton of stuff to restore stamina. There's rarely a long enough moment where you're at a range that the enemy can hit (and they're already doing so, making you spend stamina) but you can't, since enemies tend to not have actually threatening long range setups/attacks. I brought that up because I certainly wouldn't mind parries as much if they required a specific situation that you actually had to struggle to maintain, even if they kinda act as a silver bullet once you're in that good position.

As soon as you see a strong parry in a game you should always annihilate any expectations you had cause it's almost always shit. Ys 7 onwards taught me this back in the day and it's been true ever since.

And yeah stamina management is basically nothing in PvE, it's just to prevent you from roll spamming or running too much, it's not an actually engaging part of the gameplay at all, not even slightly. Nioh does a better job with stamina management since it's a lot more active and you do need it for stronger offense

It's a step in the right direction yea, I like what Dark Souls 2 did with its parry too, and Nioh 2's red attack parries. It's really hard to compete with God Hand's implementation though cause not only do you have startup, you have variable startup that's meaningful both cuz of the high/low system + varied attack ranges encouraging using different moves for CH's & cuz of the vastly different CH properties you get from "parries". Even if you can consistently parry the same attack with the same move, it might not be the CH property you want in that particular moment