You can quickly tell if a game has good or bad combat mechanichs, but it can be hard to tell exactly what wrong. Well, I have recently come to the conclusion that one of the differences between games with good combat and games with bad combat is the ability to at any time during combat, be able to block or dodge. Sure I understand that it doesn't always makes sense to be able to block or dodge, but when I can't block because the character is busy doing his/hers end-of-sword-swing-pose I end up being frustrated with the game.
+1 blog point
P.S. another annoyance: Unbreakable combos.
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You can quickly tell if a game has good or bad combat mechanichs, but it can be hard to tell exactly what wrong. Well, I have recently come to the conclusion that one of the differences between games with good combat and games with bad combat is the ability to at any time during combat, be able to block or dodge. Sure I understand that it doesn't always makes sense to be able to block or dodge, but when I can't block because the character is busy doing his/hers end-of-sword-swing-pose I end up being frustrated with the game.
I've noticed, though, that some games REQUIRE blocking as a part of killing an enemy. Sometimes this feels a bit lazy to me when it's not a puzzle-style combat game like Flashback.
Blocking is nice, though, or parrying, or something to allow you a chance to avoid damage rather than just running away.
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