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Technical play skill + setting/situation + narrative + player dissatisfaction
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<blockquote data-quote="innerdude" data-source="post: 9204113" data-attributes="member: 85870"><p>I mean, it's not "cheating," per se. It's fairly clear throughout the game that most of the "boss" level foes are mostly immune to "Jedi mind tricks," and the "standard" force pull/push/lift/slam cadence.</p><p></p><p>But the end boss just takes it to a different level. Like, sure, take away my hard earned force powers. But don't take away my fundamental ability to logically deduce / follow the enemy's movements, get inside their OODA loop, etc. The way the final boss is set up, and the way it breaks the fundamental gameplay animation / action / block / attack loop was infuriating.</p><p></p><p>There was no way to orient myself against each attack pattern -- and there were at least a dozen of them -- without studiously going through painful repetition after painful repetition. Which is, of course, the "Dark Souls" way. Like, it's supposed to be part of the appeal of those games, or at least so I've been told. And even then, things that should have "broken" the attack loop pattern simply didn't. Things that should have interrupted attacks were ignored. So you get in a quick strike ahead of a "red power move", and it didn't matter, nope, you did a miniscule amount of depletion on the enemy's block meter, and get your ass kicked in return.</p><p></p><p>So you have zero Force-related control mechanisms. You have no real way of predicting what's an allowable / valid tactic moment to moment. It's pretty much, "Okay, flurry flurry flurry attack, back off, wait for return attack, dodge or block. Repeat." Like, just utterly tedious. Soul-suckingly lame.</p><p></p><p>And so again, you're really denied the satisfaction of even knowing you played the game well. Because it's just attrition. "Welp, glad I've got all 12 stim cannisters up my sleeve, because it's not like I can fight back in a skilled way. Just have to absorb whatever comes and just hope I've got enough left in the tank."</p><p></p><p>Again, soul-suckingly lame.</p></blockquote><p></p>
[QUOTE="innerdude, post: 9204113, member: 85870"] I mean, it's not "cheating," per se. It's fairly clear throughout the game that most of the "boss" level foes are mostly immune to "Jedi mind tricks," and the "standard" force pull/push/lift/slam cadence. But the end boss just takes it to a different level. Like, sure, take away my hard earned force powers. But don't take away my fundamental ability to logically deduce / follow the enemy's movements, get inside their OODA loop, etc. The way the final boss is set up, and the way it breaks the fundamental gameplay animation / action / block / attack loop was infuriating. There was no way to orient myself against each attack pattern -- and there were at least a dozen of them -- without studiously going through painful repetition after painful repetition. Which is, of course, the "Dark Souls" way. Like, it's supposed to be part of the appeal of those games, or at least so I've been told. And even then, things that should have "broken" the attack loop pattern simply didn't. Things that should have interrupted attacks were ignored. So you get in a quick strike ahead of a "red power move", and it didn't matter, nope, you did a miniscule amount of depletion on the enemy's block meter, and get your ass kicked in return. So you have zero Force-related control mechanisms. You have no real way of predicting what's an allowable / valid tactic moment to moment. It's pretty much, "Okay, flurry flurry flurry attack, back off, wait for return attack, dodge or block. Repeat." Like, just utterly tedious. Soul-suckingly lame. And so again, you're really denied the satisfaction of even knowing you played the game well. Because it's just attrition. "Welp, glad I've got all 12 stim cannisters up my sleeve, because it's not like I can fight back in a skilled way. Just have to absorb whatever comes and just hope I've got enough left in the tank." Again, soul-suckingly lame. [/QUOTE]
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