I agree with most casual reviews that it's a bit unpolished, somewhat buggy, and needs work in some areas, but on the whole is a decent foundation for a game and most importantly is FUN.
@lemm.ee
Timing. She was shrugging due to the outcome of the initial contact in which they both fell, not getting stepped on. She gave the proper "hey, ref, are you seeing this shit?" response after this.
Preface: I have played through DS1 multiple times, DS 3 multiple times, Elden Ring multiple times, and Sekiro twice. I love all these games to bits. I tried DeS, and while I found it fascinating, I came upon it too late and did not feel like proceeding as I have been spoiled by later titles.
Sekiro is beloved due to its very tight design. It asks the player to excel at a handful of specific skills rather than presenting a wide array of options and going "well some of this ought to work for you if combined correctly". Is either approach better than the other? Subjective. But it's easy to see why one or the other could appeal more or less to individuals.
That being said, with a narrower band of skills to sharpen comes more constrained encounters. Sekiro is (chiefly) a game about one-on-one combat where nearly every attack can be deflected. "Parry" really is the wrong word for the primary defensive option in Sekiro. Even attacks that are telegraphed with the big red "watch out!" warning actually CAN be deflected (though perhaps you'd be a fool to try). The game is clearly trying to get the player into the groove of trading strikes. You attack until sparks fly, the enemy disengages, or winds up an attack unhindered by your strikes. Then you are met with the defensive challenge: here is one or more attacks with different timings and potential responses. It is now up to the player to answer with whatever they feel is most effective. This may be deflect, block, dodge, jump, mikiri counter, consumable item, or shinobi prosthetic tool. You may find more than one answer fits and therein lies the player's ability to be creative.
I would argue being creative within a more limited set of constraints does not necessarily diminish the quality of satisfaction one could experience. Being able to master - or at minimum become proficient with - a difficult set of skills despite constraints could even be argued to be far more satisfying as there is less opportunity to find some cheese in the massive toolbox that you would otherwise have access to. And it's not like the toolbox you have in Sekiro is as small as some detractors seem to think. However, it is much smaller and focused than other titles... especially Elden Ring.
And this is me only talking about the combat. All the other aspects of the game are very well designed too, but I've said enough. Also, critics tend to focus on the combat anyway.
None of the options you've suggested are bad. And you can always respec for 100 space bucks anyway.
In my very subjective opinion, I stay away from Magic Initiate and Eldritch Blast in general unless I'm planning on taking the Agonizing Blast from the Warlock class itself.
Previously, you couldn't remove some abomination your friend made as a joke when they joined your game. You also can't rename characters. This helps with those things at least.
Not everyone wants to play through the game multiple times as it could take 80+ hours.
According to a couple news stories I've seen pop up from time to time, we have child labor in the US too. It's not legal and the children are usually the children of illegal immigrants. Maybe it's sort of the same deal over there i.e. desperate people doing desperate things despite the norm.
I was the former. It went really well until college when I actually needed to study. I struggle to learn by reading and am terrible at being internally motivated so... College could have gone better.
I tried NMS because so many people said it was good. It's not for me unfortunately. Sure they've fixed a lot of bugs and added a bunch of features, but none of those changes made it any more fun for me. :|
Now that you mention it, I was a soccer ref when I was 15. You're right, it probably varies by state. I guess "child labor" is a pretty broad term that could include delivering newspapers and processing chicken on a factory floor.
It's incredibly good. I know the phrase "better than it has any right to be" is over-used, but in this case I believe it applies. It's a survival crafting game made by Obsidian Entertainment. Yes, it's the same team that made Fallout: New Vegas. Though not perfect, it excels in ambience and design. You really feel like you're in a sequel to "Honey I Shrunk the Kids". It has decent progression, a pretty damn good story, and combat mechanics that hit that "tough but fair" vibe juuuuust right. Unfortunately, the characters can be a little annoying and it's only up to four players. These are my only main gripes as it checks all the right boxes for a survival crafting game in my book:
I legitimately enjoyed my time in Grounded more than Valheim. I also tried a similar game called Smalland and couldn't get over the janky combat. If you like survival crafting games, don't miss this one. Oh and there's a slider that turns down the fidelity on spiders so you can play it even if you have arachnophobia. You might still have nightmares of wolf spiders though.
thanks for using Leebra!
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