I agree, the countering system is... counter intuitive. While I can do it fairly well, the visuals do not seem to line up with when I seem to be expected to hit the button for a perfect counter. I get the impression this is intentional so as to make perfects rare, but it's a dumb way of doing that (forcing a handicap on the player is always bad game design).
However there are still things about it I like, and I like that they made it feel more realistic. Like others have pointed out it doesn't interrupt one attack in order to counter which is more realistic. Unfortunately, the combat itself doesn't flow in a way that makes any logical sense anyway so I don't see why that matters. Half the time when you counter you grab the opponents leg, but he doesn't do anything with that move as as soon as you attack he transitions into punching as if he never grabbed the leg- he does nothing with the leg he grabbed he just transitions out of ever having held it. There's a lot of choppy animation like this in the combat that completely negates any authenticity to the combat they may have been going for. It feels about as half done as the rest of the game.
Edit: Oh and ya, sometimes he just doesn't respond to counter commands at all unless you're mashing the button. I don't know, though, that may be my controller. I don't know why it does that sometimes, but not always. I've had that problem a few times though- he just stands there and does nothing when you hit counter but he still would attack. It's weird.
Keep in mind, I say this as someone who enjoys playing this game, but I still see all the wasted potential and problems and I'm a bit disappointed in Avalanche because I believe they did it on purpose.
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