this post was submitted on 11 Apr 2026
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am I interpreting it properly

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[–] purpleworm@hexbear.net 3 points 1 month ago (2 children)

You have 'attack commitments' that hold the player and enemies in place during attacks to make the attacks feel more weighty

Imo the point of this isn't how the game feels, feel is just a byproduct. The point is to have what some might describe as more consequential positioning and decision making with attacks, because you can't just swivel mid-animation to hit someone who got around the initial path of your attack.

[–] Le_Wokisme@hexbear.net 3 points 1 month ago (1 children)

you can't do that in a fighting game either but fighting games manage to feel fast. slow in souls combat is slow like if everything was the 35 frame charge unblockables in soul calibur

[–] purpleworm@hexbear.net 3 points 1 month ago

Fighting games aren't that functional a comparison because mobility works completely differently in them.

[–] laziestflagellant@hexbear.net 1 points 1 month ago

Ah yeah you're right, the better explanation is that adding attack commitment allows the Souls-like dodge rolling to function at all. In base game Skyrim enemies will swivel 180 degrees to track you during an attack, and your intended way of dodging them is fully backing away and then rushing back in again while you're playing the game in first person.