- Joined
- Dec 8, 2019
A hybrid between Sekiro's posture/parry system, Furi, and DMC's grading criteria. Mostly inspired by this dude's twitter:
Rather than having a layout to explore or filled with intermittent battles, the game will instead be all boss fights. Furthermore, bosses are given timers instead of a standard health bar - if the timer runs out and you have not defeated the enemy, you lose. The goal of the game is to be as creative as possible in your fight, racking up as many "style points" within the time frame before cashing it in via killing blow. Like in Sekiro, bosses require multiple killing blows before they are defeated for good. Each killing blow will therefore set up a new timer in which you adapt to the boss' new attack patterns. Like in DMC, a letter grade that updates in real-time will note how stylish you are, and is just as capable of shrinking if you aren't constantly on the move. Getting hit will similarly deduct from your score in addition to taking damage.
In order to initiate a killing blow in the first place, you must max out the boss' posture meter first. Parrying will steadily increase posture, while letting it idle will cause it to decrease. Attacks only increase posture by a fraction of parrying, but can be used to interrupt the opponent's recovery rate. Only when it is maxed out can you initiate a button input that triggers the killing blow, and the next boss phase if applicable. Theoretically, this means you can end boss battles very quickly, but the game will give you a shit grade for being such a poor sport. Instead, you are encouraged to maintain the enemy's posture meter at a high level so you can initiate the killing blow at will, but not do so until you have amassed as much points as possible within the given time frame.
To improve your grade for each boss stage, you are encouraged to engage them in creative ways. Varying up your moves will give bonus points, while constantly using what works will slow your point accumulation to a crawl. In other words, play with your food with as many utensils as you bring to the table. Something to note is that parrying is considered a good source of style points, isn't subject to diminishing returns, and is less likely to have your ass knocked to the ground. Attacking on the other hand is potentially more profitable, if risky. So in other words, parry often if you want a good score, shake things up if you want a fantastic score.
In an ideal scenario, within each time frame you style on your opponent with a variety of attacks with parrying in-between, eventually maxing out your opponent's posture meter. From there, you use the time remaining to raise as much of your style score as possible, as what you've been doing should be enough to prevent the boss' posture from recovering, only initiating the killing blow at the very last second to cash your points in.

Rather than having a layout to explore or filled with intermittent battles, the game will instead be all boss fights. Furthermore, bosses are given timers instead of a standard health bar - if the timer runs out and you have not defeated the enemy, you lose. The goal of the game is to be as creative as possible in your fight, racking up as many "style points" within the time frame before cashing it in via killing blow. Like in Sekiro, bosses require multiple killing blows before they are defeated for good. Each killing blow will therefore set up a new timer in which you adapt to the boss' new attack patterns. Like in DMC, a letter grade that updates in real-time will note how stylish you are, and is just as capable of shrinking if you aren't constantly on the move. Getting hit will similarly deduct from your score in addition to taking damage.
In order to initiate a killing blow in the first place, you must max out the boss' posture meter first. Parrying will steadily increase posture, while letting it idle will cause it to decrease. Attacks only increase posture by a fraction of parrying, but can be used to interrupt the opponent's recovery rate. Only when it is maxed out can you initiate a button input that triggers the killing blow, and the next boss phase if applicable. Theoretically, this means you can end boss battles very quickly, but the game will give you a shit grade for being such a poor sport. Instead, you are encouraged to maintain the enemy's posture meter at a high level so you can initiate the killing blow at will, but not do so until you have amassed as much points as possible within the given time frame.
To improve your grade for each boss stage, you are encouraged to engage them in creative ways. Varying up your moves will give bonus points, while constantly using what works will slow your point accumulation to a crawl. In other words, play with your food with as many utensils as you bring to the table. Something to note is that parrying is considered a good source of style points, isn't subject to diminishing returns, and is less likely to have your ass knocked to the ground. Attacking on the other hand is potentially more profitable, if risky. So in other words, parry often if you want a good score, shake things up if you want a fantastic score.
In an ideal scenario, within each time frame you style on your opponent with a variety of attacks with parrying in-between, eventually maxing out your opponent's posture meter. From there, you use the time remaining to raise as much of your style score as possible, as what you've been doing should be enough to prevent the boss' posture from recovering, only initiating the killing blow at the very last second to cash your points in.