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Duskbloods Combat Will Make You Come... To The Switch 2

FrostyComes

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Duskbloods Combat Will Make You Come... To The Switch 2

6 674 просмотра · 8 дней назад
FrostyComes
1,08 тыс. подписчиков
6 674 просмотра · 8 дней назад
Duskbloods is the most fun i've had playing a video game in my life, and in this video I rant about some of the things that make me the most excited for the full release later this year (Particularly the combat!) So, kick back and enjoy my raw unfiltered passion for this game and Fromsoftware! C: Timestamps: 00:00 - Shout-Casted B-Roll Footage intro 00:44 - Hi, How Are You's 01:26 - Some of the Most Competent & Intelligent Game Design Implementation I've seen 02:00 - Game Feel & Depth of Combat 03:32 - Explaining An Example the Combat-Combo Depth 04:37 - Reenforcing the depth of combat 05:11 - Returning to Explaination of example 06:04 - List of all actions taken during combo example, & the potential of it 07:02 - Making a point about Bloodsworn functionality difference with ranged weapons 10:08 - Duskbloods Combat has fighting game level depth 10:15 - Preservation of the 3-D spacing element from previous titles 10:26 - Spacing & Whiff-punishing is HUGE in this game 11:35 - 2-Hit Combo System is back, and more impactful than ever 12:46 - Mix-ups & Prio retention relating to the 2-hit combo system 14:32 - Astronomical Mix-up options 15:26 - Wish I could show you, Because the B-roll footage doesn't even come close to conveying this side of the game to the viewer 15:48 - Mentioning the 3 input intensive-skill based mechanics that stand out from everything else 16:05 - Explaining how "Perfect" Blocking Functions 16:16 - Explaining Generally how Shield Functions 16:33 - Explaining the Stagger Meter Mechanic 16:54 - Explaining the Shield Cracking Mechanic 18:22 - One of the (potential) additional benefits to "Perfect" Blocking 18:42 - White Flash Effect that signifies when you successfuly perform these 3 mechanics 19:16 - Explaining "Perfect" Dodging 20:00 - Explaining How the Stamina System works 20:11 - List of actions that cost Stamina 20:24 - Attacking does not cost Stamina 20:33 - Duskbloods has Finally made Stamina Management Meaningful Again 20:55 - You can only dodge 3 times consecutively, before Stam-starved 21:36 - Comparing Duskbloods to previous games is Futile 21:48 - What i love so much about these systems 22:44 - "Brief Rundown" of the 3rd & final Skill-centric mechanic 23:14 - The Offensive Recovery Cancel 23:20 - Explaination of the ORC's Functionality 23:53 - What the ORC means for mix ups & Combat at large 25:07 - "Don't wanna go into to much detail" xd dude lmao 25:18 - IMO the ORC Mechanic has more potential than "Perfect" Blocking & Dodging Combined 25:27 - Additional Benefit of the ORC 25:37 - The Combat is already Spectacular, but when you utilize ORC'ing it goes to the next level (Which is crazy to say) 26:10 - Mentioning 3 additional benefits to performing an ORC 26:21 - 1st, tough timing & Immense variance in timing between different attacks (Even within the same character) 27:19 - 2nd, the ORC mechanic gives fromsoftware an additional granular tuning method aside from what we've seen in the past 28:27 - 3rd, Successfully "Perfect" Dodging & ORC'ing Speeds up the dodging animation OR Speeds up certain Cancel windows afterward 29:23 - Final Thoughts on these 3 Skill Intensive Mechanic additions 30:11 - This is the next ERA of Fromsoftware's Combat Design 30:48 - In Closing & The Future 31:29 - My Thanks & Outro! 31:56 - Spread This ;) Thank you guys so much for watching, it truly does mean the world. Glad to be Back! Thumbnail by FrostyComes & BigSegzi