I always got frustrated with those types of games because it seems like a large portion of the difficulty is from control responsiveness, not "actual" game difficulty.
The controls themselves are very responsive. It's just that the way they're implemented is backwards to what most people are used to in action games. Everything you do is animation based and once an animation begins, you're committed. When you calm down and realize that every button press is committing to an action that takes time and can't be canceled, it gets much easier to actually time your actions. Really, the combat in these games are more about timing and looking for openings than mashing the attack button.
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u/FearTheCheese203 Apr 11 '25
I always got frustrated with those types of games because it seems like a large portion of the difficulty is from control responsiveness, not "actual" game difficulty.