The first point lists: Limited cancel options (e.g., guard-cancel after only specific hits in a string) make the combat feel rigid
Bear in mind, a margin of error using ChatGpt to summarize from a long transcript of conversational dialogue.
Here's a more longer summary of the first point, (using ChatGPT):
The combat system of
Stellar Blade, while appearing complex, is ultimately restrictive and lacks depth due to the intentional isolation of its mechanics, which fail to flow or interact smoothly. Here is a detailed breakdown:
- Basic Attacks Lack Utility:
- Basic attacks produce minimal hit stun, insufficient to lock or combo most enemies effectively.
- Completing full attack strings is often counterproductive due to significant recovery lag, allowing enemies to interrupt before the player finishes.
- Rigid Animation Commitment:
- Attacks cannot be canceled into other actions like jumping, guarding, or dodging, forcing players to fully commit to each move.
- Even the recovery (end lag) of many attacks cannot be canceled, reducing flexibility and responsiveness.
- Limited Guard Canceling:
- Guard canceling is only possible in specific scenarios: after the first three light attack swings or the first two heavy swings.
- This makes the final attacks in both strings particularly risky, with minimal payoff.
- Ineffective String Design:
- Attack strings appear modeled after Devil May Cry but lack key functionality, such as the fourth strike providing a knockdown effect.
- Without such utility, finishing attack strings is not only unrewarding but actively disadvantageous, as it’s safer and more effective to guard cancel earlier.
- Meter Reliance:
- Hit stun, a basic combat mechanic, can only be consistently achieved by charging heavy attacks, which consume meter.
- This design undermines the purpose of heavy attacks, which are traditionally powerful yet free to use.
- The reliance on meter extends across the combat system, relegating normal strikes to weak "meter-building tools" rather than effective attacks.
- Western Design Mentality:
- The game adopts a Western RPG-like approach of gating meaningful combat options behind resource use, in contrast to the free-flowing, skill-driven mechanics of Bayonetta, Devil May Cry, or Ninja Gaiden.
- This decision limits the player's ability to experiment with and rely on fundamental attacks.
Summary:
The combat in
Stellar Blade struggles with foundational mechanics. It lacks smooth interconnectivity, overemphasizes meter dependence, and fails to reward risk or string completion. Its design prioritizes surface-level complexity over meaningful depth, leading to a restrictive and unsatisfying player experience.
You still claimed A LOT that he stated was wrong.
I'm merely stating his points in the face of people dismissing his entire critique as bullshit because I respect his track record, gaming pedigree, particularly with action games, and his ability to break down overall game design as it relates to deep and meaningful gameplay and I'm open to reading counterarguments.
I still plan on buying and playing the game (when it goes on a deep discount) and coming to my own conclusions.