The satisfaction of parry mechanics
Sekiro, Ghost of Tsushima, Lies of P – why is parrying so satisfying when done right?
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Sekiro's parry system ruined other combat for me – it's too good.
I see it differently but respect it.
Can you expand on that?
God of War (2018) nailed the feel of the Leviathan Axe.
Action combat needs weight – hits should feel impactful.
That's a solid addition.
I prefer turn-based combat because I like to think strategically.
Doom Eternal's combat loop is pure adrenaline.
Dark Souls proved slow and deliberate can be intense.