This is a timely addition to the recent discussion on this comm

  • Ephera@lemmy.ml
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    14 days ago

    I think, part of it is also that it’s a rather isolated feature which is fun on its own. You don’t need multiple systems working together to make parrying fun. Instead, you just react in the right moment and there’s your endorphins. Pretty much the hardest part about implementing it, is to make enemy attacks readable, which you likely need for dodge rolls, too. And then especially for AAA titles, which can’t afford to experiment much, such an isolated feature is just a no-brainer to include.

    • Redredme@lemmy.world
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      13 days ago

      No no no no. No.

      You ever played DOOM? And i dont mean the recent incarnations, i mean the original one.

      No Parry. Only damage and more damage. And lots of endorfines. BFE.

      I hate parrying.

      • zqps@sh.itjust.works
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        13 days ago

        I’m inclined to agree on the latest release, but Doom 2016 is fucking amazing.

      • mindbleach@sh.itjust.works
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        13 days ago

        Ultimate Doom didn’t even have i-frames. If two rockets arrive at your location, you just die.

        Of course, the game didn’t have jumping, either, and in most games that’s kind of a big deal.

  • Phoenix3875@lemmy.world
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    14 days ago

    When dabbling in fencing and (watching) Historical European Martial Arts, I find parrying pretty satisfying IRL.

    • Klear@sh.itjust.works
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      13 days ago

      Somewhat related, parrying system is almost a requirement in many VR games to prevent melee from devolving into just twisting your wrist fast to dice everything in front of you.

  • RampantParanoia2365@lemmy.world
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    13 days ago

    I like how it’s used in the new Indiana Jones game. You can approach fights like a hack-n-slash and just wail on people, but occasionally they dodge or parry, and you need to react. But fights aren’t about waiting to parry like Jason Bourne, it’s just a useful ability.