Listen, I'll be the first to admit that I'm a little biased towards parry-based action games. Sekiro will forever be my favourite FromSoftware game because of just how excellently it captured the back-and-forth feeling of swordplay, not only with its timed deflection mechanic, but its mandate to have you keep the pressure on.
But I appreciate that, for some, parry fatigue might be setting in. My fellow writer Mollie Taylor's sick of it, for instance—and I do understand. I think there are some games which use it as a bit of a crutch, and even the ones that don't can wear out their welcome.
Take Clair Obscur: Expedition 33, for instance. I liked it, but I wouldn't want every turn-based RPG I play to have a timed block in it. Still, it's fun to have the occasional one where stats can be overcome with deft enough bumper hands.
But to paint every parry-based system with the same brush seems short-...


English (US)