
Rodolphe Wyatt
3.7K posts

Rodolphe Wyatt
@RodolpheWyatt
Bonjour, je suis un dessinateur amateur. J'aime bien les mangas, les jeux vidéos et les films. J'aime bien dessiner et je joue beaucoup aux jeux vidéos.
Katılım Temmuz 2020
134 Takip Edilen18 Takipçiler
Sabitlenmiş Tweet

Bonjour, aujourd'hui je fais la promotion du livre de @dragovann je vous mets la vidéo que j'ai fait et je mets le lien pour acheter le livre en commentaire : vm.tiktok.com/ZMNa4HUx6/?k=1
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Rodolphe Wyatt retweetledi


@spardaNDC @Frederic_Molas Non, il le confirme au début de la vidéo et en avait parlé dans son dernier point de 2025.
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@Flashburn117 Yes, and I explained that we don't care if it clips or not.
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This is fascinating because I didn’t jump, but I totally get it. This is part of why “defense” in E33 doesn’t land for me. I just parried, but logically, you shouldn’t be able to side step an AOE ground slam, jumping it makes sense. Guard really should have been an option.
Think Before You Sleep@TBYSTweet
The fact that 100% of us thought that jumping was the correct thing to do against this boss really says something about game design.
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@Flashburn117 Yes, I did, and I answered by explaining that it's not a real argument for those kind of game.
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@RodolpheWyatt Ye I get that
I dont really think its a big issue
At the end of the day its just a small thing
Half a second thought
I just think its ridiculous when people argue so aggressively that it wouldn't make one sense or the other.
Obviously its just whatever button youre meant to push
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Both things can be true bro
It makes sense to jump
But it also makes sense to block
It makes sensd people would assume jump
Cause every game ever makes it jump in these scenarios
If anything im 89% sure the devs did this on purpose lol
Think Before You Sleep@TBYSTweet
The fact that 100% of us thought that jumping was the correct thing to do against this boss really says something about game design.
English

@Gmaniacalt And some attacks are supposed to hit even tho the dodge was done correctly. It's not realistic physics that is supposed to be used.
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@Metemsycosis @Majin0o @TBYSTweet I also played RPG like this where either the attack connect even if you block or dodge but still still counted.
And in this game, this enemy jump forward and then go back to his position afterward.
We don't care about réalisme or collision and in this case his move is readable.
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@RodolpheWyatt @Majin0o @TBYSTweet If you've played a hundred games, you have seen dozens of animations for enemy attacks that look exactly like this where the attack isn't the enemy landing on you but rather slamming the ground in front of you, creating a shock wave you have to jump over.
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@Flashburn117 Exactly, even when you dodge it it clips through the characters, so it's not a good argument.
In this type of rpg game it's a not a "Does it reach ?" Logic but more of a "How is he attacking ?" One.
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@RodolpheWyatt There are a lot of attacks in this game that clip straight through the characters even when they dodge, but this ain’t one of em.
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@KF90003 My favorite is Chuck using a rock on his tong, it came from nowhere and caught me offguard at first.🤣
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This one of those scenes where its painfully unfunny but it drags out just enough to actually become funny
Like Bomb gagging and eventually fucking crying is way funnier than it should be
Official Chicken Little Movie Account@RANDOMC_L_EVENT
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@YTPOPIZ Ok, je me suis rendu compte de l'ironie après avoir posté, my bad.
Français

@YTPOPIZ "Faut arrêter de faire semblant avec la VF" en mettant en avant une VF.
VOSTFR=/=VO
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@se7ENhaeNdeR @vrakhiri I understand but I think it's not a good indications for RPG like this, it's more like a "How does he move ?" More than a "Does it land ?" Logic we should use.
But yeah, it understand it feels weird not seeing it connect.
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@RodolpheWyatt @vrakhiri I see. Thanks for clarifying. Guess we disagree then on what the attack actually is because I don't think (or it doesn't look like to me that) Goblu makes direct physical contact and thus I believe it is reasonable to assume it's and indirect attack via the ground shaking.
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“100% of us” speak for yourself. there’s literally a jump indicator when you’re supposed to jump to avoid an attack. which the game explains to you way before this boss 😭
Think Before You Sleep@TBYSTweet
The fact that 100% of us thought that jumping was the correct thing to do against this boss really says something about game design.
English

@ComicGirlAshley I would say Detroit become human, it have some world bulding issue, but it's a really cool choice game and it does matter a lot.
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@Schnig_Cheese_1 @jwbartle @vrakhiri We see him gets bigger because of perspective even with this camera move, it's not even a camera issue. There's clearly a big difference in size between the jump and his default position.
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@RodolpheWyatt @jwbartle @vrakhiri See, this would be way more obvious if the camera didn't move to that weird position
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@se7ENhaeNdeR @vrakhiri Yes, I know the issue, but I disagree with your last sentence, it's not a shocwave or anything, the mob jumps forward and makes a backflip when over, so it seems legit that jump won't help and I don't understand how it seems like an option. (I mean that a reflexe on that isn't n
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@se7ENhaeNdeR @vrakhiri A monster jumping on you and reflex is to jump...
Sorry but even without Yellow piant it seems obvious.
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@vrakhiri True, but I also saw someone comparing this jump indicator to yellow paint yesterday and they do have a point there, when a slam attack could also just be the tell.
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@vrakhiri You can love a game while admitting it has badly designed aspects.
Everyone I know jumped here. It feels like a jump moment.
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@vrakhiri "Way before"? It's literally "learn about the mechanic", then go and do this boss. And you'd think to JUMP over a shockwave, not parry it. The fact so many players had this issue should be a message that just because YOU didn't face it, doesn't mean there wasn't an issue.
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