Honestly, while that might help, I think having to manually operate the camera while fighting a huge enemy in a game where you can die in 2 or 3 hits isn't the best solution.in Souls games your attack and block buttons are on the shoukder buttons, meaning your right thumb can easily turn the camera while you are attacking.
so not really an issue imo
Game has it's flaws, but the combat and exploration are top of the crop for me. Did you reach Gran Soren? The game opens up from there.a lot of people love DD, but i stopped playing it out ofboredom when i got it..there are some ideas in that game, but none looks particularly well executed or explored in depth
at least for the main game, didn't touch the expansion
name rings a bell but has been a lot of time since i played that game, so don't remember when i stopped..i remember finding most of the options in combat being either unexciting (like climbing on enemies like spiderman on walls, it was rather slow and clunky) or kinda useless (most of the special actions either are not necessary at all or are way too similiar in effect to other actions)Honestly, while that might help, I think having to manually operate the camera while fighting a huge enemy in a game where you can die in 2 or 3 hits isn't the best solution.
Just make the camera zoom level more dynamic, or let the player climb on enemies so we can hit them anywere else than at their feet.
Some Bloodborne bosses had location based damage, like the Cleric Beast's hesd or Vicar Amelia's arm. Imagine that in Elden Ring plus the addition of climbing, would be awesome.
Game has it's flaws, but the combat and exploration are top of the crop for me. Did you reach Gran Soren? The game opens up from there.
Yeah the Fire giant was annoying.I beat it first try, but the camera angle was awful when he started rolling about like a babyOnly problem I have with Elden Ring's and souls combat in general is how the camera works when fighting huge ass enemies. From should implement some kind of dynamic zooming in and out for those fights.
Take the Fire Giant boss fight for example, very cool design yet I spent most of the fight just looking at his feet and praying, since I couldn't see his attacks winding up nor anything else, but feet.
Feedback when hitting an enemy could be a bit better too. It feels more satisfying in games like BOTW or Dragon's Dogma.
God do I wish Dragon's Dogma was the standard.
It does so many things so well that it makes me wonder why it hasn't been copied to death like the souls games.
Yeah I get your point. Climbing can feel clunky until you get the hang of it, as once you realize you can do a jump while grabbing, just to grab it again mid-jump you can climb on enemies much faster.name rings a bell but has been a lot of time since i played that game, so don't remember when i stopped..i remember finding most of the options in combat being either unexciting (like climbing on enemies like spiderman on walls, it was rather slow and clunky) or kinda useless (most of the special actions either are not necessary at all or are way too similiar in effect to other actions)
again can't go into details because i played the game in the year it came out, and it has been a while...lot of time I though about trying it again, tackling the expansion that people say it's way better, but i never did.
of course not an issue. Many people and pros do not lock on.in Souls games your attack and block buttons are on the shoukder buttons, meaning your right thumb can easily turn the camera while you are attacking.
so not really an issue imo
Just stick to more sophisticated games. I enjoy some of the From titles for what they are, but when you boil things down the combat in them is extremely simple. Games like Ghost of Tsushima, Horizon*, and Spider-Man (as just several examples) offer more layered, nuanced, and engaging combat (and gameplay in general) that makes full use of an arsenal of offensive and defensive mechanisms and strategies. From games basically follow a very simple formula of lock-on, dodge, block, and parry - and occasionally spells if one wants. Investing enough hours into a From game - leveling up your character in a very specific way, and finding very specific items and weapons - will add a bit more sophistication to gameplay but they're still dead-simple in comparison to virtually all other third person action RPG's. The only such game I can think of that even comes close to the simplicity of From games is GTA 5.
So in short the resolution to your dilemma is simple: stop playing From games and those that try to ape them! Anyone doing so would have a better time gaming anyway IMO.
Play Monster Hunter, it’s always been superior to Souls games in regards to combat. Circle strafing lock on combat became stale after the 3rd entry in the series, hype hasn’t been the same since dark souls 2 imo.
Once you fought the monster enough times you can tell what they about to do, in MH the monsters telegraphs their moves very clearly, more than any other games.It's hard tho because lots of it is knowing the monsters move patterns. Hard to predict when to load up a hammer to hit the monster in the head because it'll be at some precise point in a about 1.2 seconds
Just stick to more sophisticated games. I enjoy some of the From titles for what they are, but when you boil things down the combat in them is extremely simple. Games like Ghost of Tsushima, Horizon*, and Spider-Man (as just several examples) offer more layered, nuanced, and engaging combat (and gameplay in general)
Once you fought the monster enough times you can tell what they about to do, in MH the monsters telegraphs their moves very clearly, more than any other games.
If you have gaming PC you can play Rise there.With that said I adored the way Rise looks and with the grapple and QOL stuff. But 30fps really turned me off. Maybe when it's on sale.
If you have gaming PC you can play Rise there.
I don't think Horizon's problems with melee combat are just because the lack of camera lock-on.You want a game without look-on go play HFW and see how that goes. Lock on is there for a good reason. Trash take OP.
It comes with time and practiceIt's hard tho because lots of it is knowing the monsters move patterns. Hard to predict when to load up a hammer to hit the monster in the head because it'll be at some precise point in a about 1.2 seconds
HFW is more of a third person shooter thoughYou want a game without look-on go play HFW and see how that goes. Lock on is there for a good reason. Trash take OP.
That's why Dragon's Dogma and Monster Hunter handle rpg combat so great and are way ahead of Souls on the combat front. They handle crowd combat. projectile and one on one with grace in an action rpg setting.Locking is just a way of fixing the perspective so other parts of the controls are more intuitive
Games without it generally feel messy, automated or only work for crowd combat
I find them clunkyThat's why Dragon's Dogma and Monster Hunter handle rpg combat so great and are way ahead of Souls on the combat front. They handle crowd combat. projectile and one on one with grace in an action rpg setting.
I agree, but for different reasons.Honestly, while that might help, I think having to manually operate the camera while fighting a huge enemy in a game where you can die in 2 or 3 hits isn't the best solution.
It feels like developers at large have forgotten that Shadow of the Colossus set the gold standard for giant boss cameras (and open-world cameras, for that matter) way back in the PS2 era.Honestly, while that might help, I think having to manually operate the camera while fighting a huge enemy in a game where you can die in 2 or 3 hits isn't the best solution.
Just make the camera zoom level more dynamic, or let the player climb on enemies so we can hit them anywere else than at their feet.