The Rogue Prince of Persia

The Rogue Prince of Persia

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Problem with enemies opportunities to hit you
So your character is highly mobile, including a special move with the starting weapons that has you zipping across enemies. The problem is, you can't really use mobility to escape damage other than, "get completely out of range of any attacks."

I found out that an enemy will track you during the dagger special attack. If they are winding up and you do the attack to end up on the other side of them, surprise idiot, they just flip around like paper-mario.

I also used the grappling hook to hit an archer before he fired his arrow, but his aiming line stayed there and he somehow shot an arrow mid-yank and hit me after he was dead.

Not to mention the forced movement on kicks, so kicking an enemy into spikes can result in you floating into the same spikes from 3 feet away.
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Showing 1-3 of 3 comments
agreed
Originally posted by Skwerley:
The problem is, you can't really use mobility to escape damage other than, "get completely out of range of any attacks."
Why not, exactly?
When I think of the game in my mind, I visualize literally that - using wall runs, dashes, and attacks to escape damage, and to be somewhat flippant, when I think about using mobility (of which the prince has plenty) to escape damage, the main thing that comes to mind is to use it to "get completely out of range of any attacks". So I find the complaint somewhat intriguing.

Originally posted by Skwerley:
I found out that an enemy will track you during the dagger special attack. If they are winding up and you do the attack to end up on the other side of them, surprise idiot, they just flip around like paper-mario.
Personally, I prefer that enemies in the game have the ability to change direction and attack me (if I don't take enough care to ensure that I use mobility to "get completely out of range of any attacks"), otherwise they would probably be too easy to dispatch.

Originally posted by Skwerley:
I also used the grappling hook to hit an archer before he fired his arrow, but his aiming line stayed there and he somehow shot an arrow mid-yank and hit me after he was dead.
Why didn't you run up the wall or otherwise "use mobility to escape the damage"? Archers are a pain though, and I have re-prioritized them as top targets after getting hit with one too many stupid arrows from across the screen (that, to be fair, I should have avoided by using mobility to...well, you know...)
Originally posted by Skwerley:
Not to mention the forced movement on kicks, so kicking an enemy into spikes can result in you floating into the same spikes from 3 feet away.
Also, the kick is such a powerful tool (and probably the biggest means of avoiding damage and maximizing offense), that I don't mind having to be careful not to execute a kick too near to spikes. When I do launch myself into (or on top of spikes) with a kick, it distinctly feels like my fault.

I'd prefer that the mechanics and environment interactions be complex enough that an ill-executed kick carries risk, as while it may seem counter-intuitive, higher stakes and overall risk of jeopardy make for a better game experience, not worse.

What would you prefer, that the kick not move you forward, or that a nerf mat would pop up in front of a wall of spikes when you're careless enough to throw a kick too close?
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