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Stellar Blade | Review Thread

How many copies do you think Stellar Blade will sell?

  • 1 million copies (tits and ass don't sell)

    Votes: 8 4.6%
  • 2 Million copies

    Votes: 38 21.7%
  • 4 Million copies

    Votes: 47 26.9%
  • 6 Million Copies

    Votes: 32 18.3%
  • 8 million Copies

    Votes: 14 8.0%
  • 10 Million Copies (Stellar Blade is on the level of Resident Evil)

    Votes: 11 6.3%
  • 15 Million Copies (Stellar Blade is on the level of Elden Ring)

    Votes: 1 0.6%
  • 20 million Copies (Stellar Blade is a system seller)

    Votes: 14 8.0%
  • 3 Million Copies

    Votes: 10 5.7%

  • Total voters
    175
  • Poll closed .

Kabelly

Member
I love this guy's channel. All he's doing is laying out his opinion in detail. He's one of the only channels around that actually gets into detailed discussion of game design. It is a lot more "baby" to throw a tantrum if someone doesn't agree with you. I don't agree with all of his reviews but they're always thoughtful and his own take. I don't get upset if I feel differently. That emotion boiling inside you is conformity. There's a lot of that around here.
I just don't see not being able to cancel attacks as a negative. It's no different than Dark Souls or Sekiro. From the few minutes I watched from the video he goes into lots of detail sure but it felt like a lot of hyperbole. He complained you have to unlock moves "that should be expected and break it to tedious skill trees". That's like, every action game I have played. You start out weak and conintue gaining strength and moves in your arsenal. He says quote "and if you get catfished by this games marketing Sony lists this game as similar to Sekiro or Nier automata, but it plays more like Final Fantasy or The Legend of Zelda." That's just plain wrong. The game plays a LOT like Sekiro actually. You can parry virtually everything and you have unblockable moves thatt you have to react to. Plus I'd say Nier Automatas combat is even more shallow than Stellar Blade.

No one is having a tantrum here. I just don't agree with his assessment at all on the combat.
 

Punished Miku

Human Rights Subscription Service
I just don't see not being able to cancel attacks as a negative. It's no different than Dark Souls or Sekiro. From the few minutes I watched from the video he goes into lots of detail sure but it felt like a lot of hyperbole. He complained you have to unlock moves "that should be expected and break it to tedious skill trees". That's like, every action game I have played. You start out weak and conintue gaining strength and moves in your arsenal. He says quote "and if you get catfished by this games marketing Sony lists this game as similar to Sekiro or Nier automata, but it plays more like Final Fantasy or The Legend of Zelda." That's just plain wrong. The game plays a LOT like Sekiro actually. You can parry virtually everything and you have unblockable moves thatt you have to react to. Plus I'd say Nier Automatas combat is even more shallow than Stellar Blade.

No one is having a tantrum here. I just don't agree with his assessment at all on the combat.
Fair enough. Tantrum was an exaggeration. I guess he just is all about cancels. If you watch his Wanted Dead review thats a huge part of what he talks about. He tends to like arcade style game design. There's a long tension between control responsiveness and animation priority.
 
Last edited:

Spukc

always chasing the next thrill
that dude in the video has some vallid points..

The puzzles are stupid as fuck.
Press arrows?
The things that drop on the floor mean nothing?
It adds moves it should have had from the start? This aint no god of war where new unlocks mean shit..
the main hub shops are a waste?
I just had a quest to look for scissors hairdryer and shampoo? so i can change my hair??
Other quest was to find a lost bike for some dumb bitch? UwU.

Srsly this weeb shit is hilarious..
with bayonetta i could stomach it.
At least the battles where bat shit crazy.. fighting on a jetfighter and stuff in 2.

Nothing wowed me after 6 ish hours.
Anyway i reached the mainhub. Shit better get better soon.
 

Kabelly

Member
Fair enough. Tantrum was an exaggeration. I guess he just is all about cancels. If you watch his Wanted Dead review thats a huge part of what he talks about. He tends to like arcade style game design. There's a long tension between control responsiveness and animation priority.
I like fast, fluid combat as well. It just seems like he has set expections on what an action should do rather than learn what the developers want you to do in a game. Not all games are DMC and not all games are Darks Souls/Sekiro.
I said it already but I don't understand why more developers haven't copied dodge offest for their games. I still like Bayo is like top 5 just because you can just keep going and going even while being defensive. This game would benefit a lot from it.
 
Last edited:

Herr Edgy

Member
How the fuck is this game good?
Holy shit the most generic ass traversing
And braindead puzzles..
Shallow as fuck battle mechanics.
It looks pretty tho..

This is janky as fuck
I really hope this game will get better because the first 4 hours are fucking bad…

It’s like an aliexpress bayonetta

?? Am i missing the point here?
How the hell is this rated 8.3 on meta?
Guy has probably not even arrived at Xion and thinks this is jank compared to Bayonetta, one of the spammiest no hit-feedback games among the character action games out there. And I like Bayonetta.

EDIT: Just saw latest post, am disengaging
 
Last edited:
10/10

For it's budget selling over 1 million as their first announcement is a success. It's around the low budget of other AA games like Granblue Relink, Silent Hill 2 Remake, and Like a Dragon etc. And those were okay with a 1 million sales news from MULTIPLE PLATFORMS. And Stellar Blade did it one just one plus it has most likely sold a good amount more by now since the PSN review keeps raking up after the news with a high 96% after the announcement. So yes Stellar Blade is actually doing better than the others mentioned since it's doing similar sales on just one platform. Devs already said game sold very well too and that a PC version and sequel is on the way.

Love the characters and character design which is obviously what drawn me in first but this is easily one of those cases where it's came for the characters but stayed for everything else kind of thing. The setting and lore were pretty interesting and I want to see more about what happened. Also love the gameplay, music and enemy design. Easily a top 4 best this year along with Space Marine 2, Rebirth, and Wukong.
 
Last edited:

Danjin44

The nicest person on this forum
I liked gameplay, the combat its pretty solid and fun but as much as this wants to be similar to NieR it’s no where near close to the quality of that game when it comes its story telling.

Most of the characters incredibly flat and the only I like was Raven because she was the only shows some god damn emotion and passion compare to other characters.
 
Last edited:

Madflavor

Member
What's with the sudden burst of "this game isn't good!" posts in the topic. Did they all decide on a day and time to show up?

What’s funny is that Era of all places has been very positive on the game. I’m only counting the people that actually played it, not the people who didn’t and are crying about the cake.
 

peek

Member
What's with the sudden burst of "this game isn't good!" posts in the topic. Did they all decide on a day and time to show up?
The game is hot atm! Sale, (i believe for the first time since release) and the just *chefskiss* photo mode too. So yeah youre gonna get a lot of discourse. Also something I noticed for many games... after a game is out for a while and it gets a lot of love, later on people go back and say maybe it wasnt so good lol.

😉

9QoqdfA.jpeg
 

Madflavor

Member
The game is hot atm! Sale, (i believe for the first time since release) and the just *chefskiss* photo mode too. So yeah youre gonna get a lot of discourse. Also something I noticed for many games... after a game is out for a while and it gets a lot of love, later on people go back and say maybe it wasnt so good lol.

😉

9QoqdfA.jpeg

Pretty good sign if it took this long to go on sale.
 

RedC

Member
what a bunch of bs
I remember this was posted earlier in the year. The guy's been around for years, made 539 videos, and only managed to amass 39k subscribers. You know why? Because he's another one of those dime a dozen "Gaming is Dead" whiners, who holds no opinions that are unique and interesting.

"Here's why this game is actually bad, and you should feel stupid for liking it."

Great. I'm gonna go back to enjoying my game.
bullshit. as as soon as i heard he says it plays like zelda and not a character action game I was out.


This games combat is very fun and you have a lot of cool moves and combos.
I haven't played the game yet but I believe The Electric Underground is one of the best game reviewers, particularly with action games, that actually critiques the meat and bones of a game: GAMEPLAY. He does his due diligence diving deep into gameplay systems and mechanics and how well it's optimized and balanced within the overall game design (level design, enemy encounters, etc...), as well as how maximized it is during player control for gameplay density.

Feel free to disagree with any point he has made. However, you can't claim he doesn't effectively articulate each issue he has with Stellar Blade.

Please point out anything he has stated being inaccurate, incorrect, or "BS".

To help out, I've made a video transcript and had Chatgpt summarize it point by point.

Comprehensive Summary of Stellar Blade Review​

This critique of Stellar Blade highlights its missteps in mechanics, design philosophy, and execution, ultimately deeming it a shallow and restrictive game that fails to deliver on its promise as a deep action experience. Below is a breakdown of the review's arguments:


1. Combat System: Mechanically Shallow and Restrictive

  • Lack of Fluidity and Cancels
    • Attacks lack hit stun, making it difficult to maintain combos or fully commit to attack strings without being interrupted.
    • Basic attacks do minimal damage, functioning more as meter-builders than meaningful offensive tools.
    • Limited cancel options (e.g., guard-cancel after only specific hits in a string) make the combat feel rigid.
  • High Commitment Actions
    • Actions like jumping, dodging, or attacking lock the player into animations with little room to adjust or react dynamically.
    • Movement mechanics, such as running and dashing, are clunky, with inputs often feeling unresponsive.
    • Dodge activation requires neutral inputs, forcing pre-planned responses rather than fluid reactions.
  • Reliance on Meter
    • Charged heavy attacks and other impactful moves cost meter, undermining their utility and discouraging frequent use.
    • This design choice contrasts with the risk-reward freedom seen in games like Devil May Cry and Bayonetta.

2. Enemy Encounters: Passive and Repetitive

  • Lack of Dynamic Enemy Design
    • Enemies function as "walking sandbags," with predictable, scripted responses.
    • The ABC-style formula for enemy attacks reduces combat to a reactive process based on pattern recognition rather than creative engagement.
  • Neglect of Multiple-Enemy Combat
    • The game struggles with encounters involving multiple enemies due to its limited move set and rigid mechanics.
    • Instead of promoting creative multi-target strategies, the best option is often isolating enemies one by one.
  • Encouraged Avoidance
    • Many enemy encounters are entirely avoidable, and the tedium of combat incentivizes players to skip fights altogether.

3. Boss Fights: Static but Initially Engaging

  • First Impressions
    • Boss fights provide the most engaging moments, particularly during the initial process of learning patterns through trial and error.
  • Shallow Design
    • Boss patterns are heavily scripted and lack significant randomization. Once the intended response is memorized, the fights lose their challenge and replayability.
    • The absence of meaningful risk-reward systems diminishes depth, as the safest strategy is usually the intended one.
  • Missed Opportunities for Replay Value
    • The lack of a scoring or ranking system, as seen in games like Bayonetta or Devil May Cry, removes motivation for mastery.
    • New Game Plus and Hard Mode offer no meaningful mechanical changes beyond increased difficulty, making them feel like afterthoughts.

4. Core Mechanics: Stagnant and Restrictive

  • Movement Limitations
    • Mechanics like air parries, jump cancels, or momentum-preserving dashes are absent, limiting the freedom and dynamism of combat.
    • Movement feels clunky and heavily inertia-based, further discouraging improvisation.
  • Prescribed Combat Design
    • Combat relies on telegraphed signals and prescribed responses, resembling the formulaic design of games like Punch-Out!!.
    • The player is not encouraged to analyze or creatively respond to enemy behavior, as the game dictates both the pace and correct strategies.

5. Presentation vs. Gameplay Substance

  • Reliance on Aesthetic Appeal
    • The protagonist, Eve, is highly sexualized, which becomes the primary draw of the game.
    • Long stretches of gameplay focus on Eve’s visuals rather than integrating her appeal into meaningful gameplay mechanics.
  • Cutscenes and Pacing Issues
    • Frequent, unskippable cutscenes disrupt pacing and drag out the experience unnecessarily.
    • The story is weak and uninspired, failing to justify its prominence in the overall design.

6. Comparison to Other Titles

  • Unfavorable Comparisons to Action Games
    • Unlike Bayonetta, Devil May Cry, or Ninja Gaiden, Stellar Blade lacks fluid combat, juggling mechanics, or meaningful player-driven depth.
    • The reliance on pre-planned actions and static encounters aligns more with turn-based RPGs than real-time action games.
  • Comparison to Lightning Returns
    • The combat systems of both games share similarities, particularly in their reliance on meter-based actions and pacing.
    • However, Lightning Returns is more transparent about its RPG identity, whereas Stellar Blade is marketed as a deep action game, leading to misaligned expectations.

7. Design Philosophy: Prioritizing Style Over Substance

  • Shallow "Western" Design Mentality
    • The game adopts a Western-style focus on accessibility and spectacle, sacrificing mechanical depth for scripted engagement.
    • Combat feels more like a passive reaction to prescribed sequences than an active, skill-based process.
  • Static, Trial-and-Error Gameplay
    • Success is achieved by memorizing sequences rather than developing skills or strategies, which undermines replayability and player agency.

8. Conclusion: Missed Potential

  • Stellar Blade is ultimately a shallow experience dressed in the trappings of a deep action game.
  • Its core appeal lies in its aesthetic presentation, particularly the design of Eve, but this is not enough to sustain long-term engagement.
  • The game struggles to balance its identity as an action RPG, falling short on both fronts.
  • Its greatest strength—visual appeal—cannot compensate for its lack of meaningful depth, dynamic gameplay, or replay value.

Final Recommendation:​

Wait for a steep discount before considering Stellar Blade, and only if you are primarily drawn to its aesthetic rather than its gameplay. Its failure to deliver on its marketing promises and reliance on superficial design make it a disappointment in the action genre.
 
Last edited:

peek

Member
Pretty good sign if it took this long to go on sale.
My thoughts too. I believe it sold okay, but not the best? Forgot the numbers. Its also a new IP and the devs first big mainstream console game.

(although to be fair, I think sony kinda stingy with their console exclusives going on sale too quick.)
 

Aenima

Member
My thoughts too. I believe it sold okay, but not the best? Forgot the numbers. Its also a new IP and the devs first big mainstream console game.

(although to be fair, I think sony kinda stingy with their console exclusives going on sale too quick.)
Rise of the Ronin, also published by Sony, went on sale 1 or 2 months after release and has been discounted since then. I think Shift Up was just happy with the sales the game had. They mentioned near launch that the game surpassed they expectations.
 

GHG

Member
I haven't played the game yet but I believe The Electric Underground is one of the best game reviewers, particularly with action games, that actually critiques the meat and bones of a game: GAMEPLAY. He does his due diligence diving deep into gameplay systems and mechanics and how well it's optimized and balanced within the overall game design (level design, enemy encounters, etc...), as well as how maximized it is during player control for gameplay density.

Feel free to disagree with any point he has made. However, you can't claim he doesn't effectively articulate each issue he has with Stellar Blade.

Please point out anything he has stated being inaccurate, incorrect, or "BS".

To help out, I've made a video transcript and had Chatgpt summarize it point by point.

Comprehensive Summary of Stellar Blade Review​

This critique of Stellar Blade highlights its missteps in mechanics, design philosophy, and execution, ultimately deeming it a shallow and restrictive game that fails to deliver on its promise as a deep action experience. Below is a breakdown of the review's arguments:


1. Combat System: Mechanically Shallow and Restrictive

  • Lack of Fluidity and Cancels
    • Attacks lack hit stun, making it difficult to maintain combos or fully commit to attack strings without being interrupted.
    • Basic attacks do minimal damage, functioning more as meter-builders than meaningful offensive tools.
    • Limited cancel options (e.g., guard-cancel after only specific hits in a string) make the combat feel rigid.
  • High Commitment Actions
    • Actions like jumping, dodging, or attacking lock the player into animations with little room to adjust or react dynamically.
    • Movement mechanics, such as running and dashing, are clunky, with inputs often feeling unresponsive.
    • Dodge activation requires neutral inputs, forcing pre-planned responses rather than fluid reactions.
  • Reliance on Meter
    • Charged heavy attacks and other impactful moves cost meter, undermining their utility and discouraging frequent use.
    • This design choice contrasts with the risk-reward freedom seen in games like Devil May Cry and Bayonetta.

2. Enemy Encounters: Passive and Repetitive

  • Lack of Dynamic Enemy Design
    • Enemies function as "walking sandbags," with predictable, scripted responses.
    • The ABC-style formula for enemy attacks reduces combat to a reactive process based on pattern recognition rather than creative engagement.
  • Neglect of Multiple-Enemy Combat
    • The game struggles with encounters involving multiple enemies due to its limited move set and rigid mechanics.
    • Instead of promoting creative multi-target strategies, the best option is often isolating enemies one by one.
  • Encouraged Avoidance
    • Many enemy encounters are entirely avoidable, and the tedium of combat incentivizes players to skip fights altogether.

3. Boss Fights: Static but Initially Engaging

  • First Impressions
    • Boss fights provide the most engaging moments, particularly during the initial process of learning patterns through trial and error.
  • Shallow Design
    • Boss patterns are heavily scripted and lack significant randomization. Once the intended response is memorized, the fights lose their challenge and replayability.
    • The absence of meaningful risk-reward systems diminishes depth, as the safest strategy is usually the intended one.
  • Missed Opportunities for Replay Value
    • The lack of a scoring or ranking system, as seen in games like Bayonetta or Devil May Cry, removes motivation for mastery.
    • New Game Plus and Hard Mode offer no meaningful mechanical changes beyond increased difficulty, making them feel like afterthoughts.

4. Core Mechanics: Stagnant and Restrictive

  • Movement Limitations
    • Mechanics like air parries, jump cancels, or momentum-preserving dashes are absent, limiting the freedom and dynamism of combat.
    • Movement feels clunky and heavily inertia-based, further discouraging improvisation.
  • Prescribed Combat Design
    • Combat relies on telegraphed signals and prescribed responses, resembling the formulaic design of games like Punch-Out!!.
    • The player is not encouraged to analyze or creatively respond to enemy behavior, as the game dictates both the pace and correct strategies.

5. Presentation vs. Gameplay Substance

  • Reliance on Aesthetic Appeal
    • The protagonist, Eve, is highly sexualized, which becomes the primary draw of the game.
    • Long stretches of gameplay focus on Eve’s visuals rather than integrating her appeal into meaningful gameplay mechanics.
  • Cutscenes and Pacing Issues
    • Frequent, unskippable cutscenes disrupt pacing and drag out the experience unnecessarily.
    • The story is weak and uninspired, failing to justify its prominence in the overall design.

6. Comparison to Other Titles

  • Unfavorable Comparisons to Action Games
    • Unlike Bayonetta, Devil May Cry, or Ninja Gaiden, Stellar Blade lacks fluid combat, juggling mechanics, or meaningful player-driven depth.
    • The reliance on pre-planned actions and static encounters aligns more with turn-based RPGs than real-time action games.
  • Comparison to Lightning Returns
    • The combat systems of both games share similarities, particularly in their reliance on meter-based actions and pacing.
    • However, Lightning Returns is more transparent about its RPG identity, whereas Stellar Blade is marketed as a deep action game, leading to misaligned expectations.

7. Design Philosophy: Prioritizing Style Over Substance

  • Shallow "Western" Design Mentality
    • The game adopts a Western-style focus on accessibility and spectacle, sacrificing mechanical depth for scripted engagement.
    • Combat feels more like a passive reaction to prescribed sequences than an active, skill-based process.
  • Static, Trial-and-Error Gameplay
    • Success is achieved by memorizing sequences rather than developing skills or strategies, which undermines replayability and player agency.

8. Conclusion: Missed Potential

  • Stellar Blade is ultimately a shallow experience dressed in the trappings of a deep action game.
  • Its core appeal lies in its aesthetic presentation, particularly the design of Eve, but this is not enough to sustain long-term engagement.
  • The game struggles to balance its identity as an action RPG, falling short on both fronts.
  • Its greatest strength—visual appeal—cannot compensate for its lack of meaningful depth, dynamic gameplay, or replay value.

Final Recommendation:​

Wait for a steep discount before considering Stellar Blade, and only if you are primarily drawn to its aesthetic rather than its gameplay. Its failure to deliver on its marketing promises and reliance on superficial design make it a disappointment in the action genre.

Before regurgitating all that nonsense, you should be able to spot the bullshit here, but you can't because you've clearly never played it.

There's a lot wrong there, and it's not even subjective.





 
Last edited:

RedC

Member
Before regurgitating all that nonsense, you should be able to spot the bullshit here, but you can't because you've clearly never played it.

There's a lot wrong there, and it's not even subjective.




All I did was list the points the reviewer made.

You claim there's a lot wrong and it isn't subjective and proceed to post videos.

Since I presume you have played the game and I haven't, is it too much to ask of you to effectively articulate which points he states are objectively wrong?

It's ok to disagree with his overall assessment and the basis he uses on what makes a deep action game that's good to great.

However, it's another to make claims that his points are "wrong" or "bs" without highlighting specifically which points and why.
 

GHG

Member
All I did was list the points the reviewer made.

You claim there's a lot wrong and it isn't subjective and proceed to post videos.

Since I presume you have played the game and I haven't, is it too much to ask of you to effectively articulate which points he states are objectively wrong?

It's ok to disagree with his overall assessment and the basis he uses on what makes a deep action game that's good to great.

However, it's another to make claims that his points are "wrong" or "bs" without highlighting specifically which points and why.

The videos speak for themselves if you're familiar with how character action games function, particularly the one which is quite literally a tutorial on aim cancelling ( you can also attack cancel pretty easily as well if you combo with the blaster, so two birds with one stone here, both on the points regarding the cancelling and the combos).

It's a bunch of bullshit from the very first point you listed and I don't know why you would regurgitate it when you've had zero opportunity to figure out whether or not there's even any truth to it.
 
Last edited:

RedC

Member
The videos speak for themselves if you're familiar with how character action games function, particularly the one which is quite literally a tutorial on aim cancelling ( you can also attack cancel pretty easy as well if you combo with the blaster).

It's a bunch of bullshit from the very first point you listed and I don't know why you would regurgitate it when you've had zero opportunity to figure out whether or not there's even any truth to it.
The first point lists: Limited cancel options (e.g., guard-cancel after only specific hits in a string) make the combat feel rigid

Bear in mind, a margin of error using ChatGpt to summarize from a long transcript of conversational dialogue.

Here's a more longer summary of the first point, (using ChatGPT):
The combat system of Stellar Blade, while appearing complex, is ultimately restrictive and lacks depth due to the intentional isolation of its mechanics, which fail to flow or interact smoothly. Here is a detailed breakdown:
  1. Basic Attacks Lack Utility:
    • Basic attacks produce minimal hit stun, insufficient to lock or combo most enemies effectively.
    • Completing full attack strings is often counterproductive due to significant recovery lag, allowing enemies to interrupt before the player finishes.
  2. Rigid Animation Commitment:
    • Attacks cannot be canceled into other actions like jumping, guarding, or dodging, forcing players to fully commit to each move.
    • Even the recovery (end lag) of many attacks cannot be canceled, reducing flexibility and responsiveness.
  3. Limited Guard Canceling:
    • Guard canceling is only possible in specific scenarios: after the first three light attack swings or the first two heavy swings.
    • This makes the final attacks in both strings particularly risky, with minimal payoff.
  4. Ineffective String Design:
    • Attack strings appear modeled after Devil May Cry but lack key functionality, such as the fourth strike providing a knockdown effect.
    • Without such utility, finishing attack strings is not only unrewarding but actively disadvantageous, as it’s safer and more effective to guard cancel earlier.
  5. Meter Reliance:
    • Hit stun, a basic combat mechanic, can only be consistently achieved by charging heavy attacks, which consume meter.
    • This design undermines the purpose of heavy attacks, which are traditionally powerful yet free to use.
    • The reliance on meter extends across the combat system, relegating normal strikes to weak "meter-building tools" rather than effective attacks.
  6. Western Design Mentality:
    • The game adopts a Western RPG-like approach of gating meaningful combat options behind resource use, in contrast to the free-flowing, skill-driven mechanics of Bayonetta, Devil May Cry, or Ninja Gaiden.
    • This decision limits the player's ability to experiment with and rely on fundamental attacks.

Summary:​

The combat in Stellar Blade struggles with foundational mechanics. It lacks smooth interconnectivity, overemphasizes meter dependence, and fails to reward risk or string completion. Its design prioritizes surface-level complexity over meaningful depth, leading to a restrictive and unsatisfying player experience.

You still claimed A LOT that he stated was wrong.

I'm merely stating his points in the face of people dismissing his entire critique as bullshit because I respect his track record, gaming pedigree, particularly with action games, and his ability to break down overall game design as it relates to deep and meaningful gameplay and I'm open to reading counterarguments.

I still plan on buying and playing the game (when it goes on a deep discount) and coming to my own conclusions.
 

GHG

Member
The first point lists: Limited cancel options (e.g., guard-cancel after only specific hits in a string) make the combat feel rigid

Bear in mind, a margin of error using ChatGpt to summarize from a long transcript of conversational dialogue.

Here's a more longer summary of the first point, (using ChatGPT):
The combat system of Stellar Blade, while appearing complex, is ultimately restrictive and lacks depth due to the intentional isolation of its mechanics, which fail to flow or interact smoothly. Here is a detailed breakdown:
  1. Basic Attacks Lack Utility:
    • Basic attacks produce minimal hit stun, insufficient to lock or combo most enemies effectively.
    • Completing full attack strings is often counterproductive due to significant recovery lag, allowing enemies to interrupt before the player finishes.
  2. Rigid Animation Commitment:
    • Attacks cannot be canceled into other actions like jumping, guarding, or dodging, forcing players to fully commit to each move.
    • Even the recovery (end lag) of many attacks cannot be canceled, reducing flexibility and responsiveness.
  3. Limited Guard Canceling:
    • Guard canceling is only possible in specific scenarios: after the first three light attack swings or the first two heavy swings.
    • This makes the final attacks in both strings particularly risky, with minimal payoff.
  4. Ineffective String Design:
    • Attack strings appear modeled after Devil May Cry but lack key functionality, such as the fourth strike providing a knockdown effect.
    • Without such utility, finishing attack strings is not only unrewarding but actively disadvantageous, as it’s safer and more effective to guard cancel earlier.
  5. Meter Reliance:
    • Hit stun, a basic combat mechanic, can only be consistently achieved by charging heavy attacks, which consume meter.
    • This design undermines the purpose of heavy attacks, which are traditionally powerful yet free to use.
    • The reliance on meter extends across the combat system, relegating normal strikes to weak "meter-building tools" rather than effective attacks.
  6. Western Design Mentality:
    • The game adopts a Western RPG-like approach of gating meaningful combat options behind resource use, in contrast to the free-flowing, skill-driven mechanics of Bayonetta, Devil May Cry, or Ninja Gaiden.
    • This decision limits the player's ability to experiment with and rely on fundamental attacks.

Summary:​

The combat in Stellar Blade struggles with foundational mechanics. It lacks smooth interconnectivity, overemphasizes meter dependence, and fails to reward risk or string completion. Its design prioritizes surface-level complexity over meaningful depth, leading to a restrictive and unsatisfying player experience.

You still claimed A LOT that he stated was wrong.

I'm merely stating his points in the face of people dismissing his entire critique as bullshit because I respect his track record, gaming pedigree, particularly with action games, and his ability to break down overall game design as it relates to deep and meaningful gameplay and I'm open to reading counterarguments.

I still plan on buying and playing the game (when it goes on a deep discount) and coming to my own conclusions.

Using chatgpt isn't going to help you in this instance, this is the very definition of garbage in, garbage out. Sorry to say it, his claims are bullshit, it only takes a few hours of playing the game and messing around with the various mechanics to realise that.

Fundamentally I don't know what you're even attempting to argue here (and more importantly, why). If you're going to waste time repeating nonsense from someone who clearly doesn't know how to play the game and couldn't figure out some of the most basic mechanics then you can take the time to read the following:

 
Last edited:

RedC

Member
Dude, I don't know what you're even attempting to argue here. If you're going to waste time repeating nonsense from someone who clearly doesn't know how to play the game and couldn't figure out some of the most basic mechanics then you can take the time to read the following:



Using chatgpt isn't going to help you here, this is the very definition of garbage in, garbage out.

I honestly appreciate this informative reply to the argument he was making and can be helpful for others who've watched his review.
 
Last edited:

Herr Edgy

Member
The first point lists: Limited cancel options (e.g., guard-cancel after only specific hits in a string) make the combat feel rigid

Bear in mind, a margin of error using ChatGpt to summarize from a long transcript of conversational dialogue.

Here's a more longer summary of the first point, (using ChatGPT):
The combat system of Stellar Blade, while appearing complex, is ultimately restrictive and lacks depth due to the intentional isolation of its mechanics, which fail to flow or interact smoothly. Here is a detailed breakdown:
  1. Basic Attacks Lack Utility:
    • Basic attacks produce minimal hit stun, insufficient to lock or combo most enemies effectively.
    • Completing full attack strings is often counterproductive due to significant recovery lag, allowing enemies to interrupt before the player finishes.
  2. Rigid Animation Commitment:
    • Attacks cannot be canceled into other actions like jumping, guarding, or dodging, forcing players to fully commit to each move.
    • Even the recovery (end lag) of many attacks cannot be canceled, reducing flexibility and responsiveness.
  3. Limited Guard Canceling:
    • Guard canceling is only possible in specific scenarios: after the first three light attack swings or the first two heavy swings.
    • This makes the final attacks in both strings particularly risky, with minimal payoff.
  4. Ineffective String Design:
    • Attack strings appear modeled after Devil May Cry but lack key functionality, such as the fourth strike providing a knockdown effect.
    • Without such utility, finishing attack strings is not only unrewarding but actively disadvantageous, as it’s safer and more effective to guard cancel earlier.
  5. Meter Reliance:
    • Hit stun, a basic combat mechanic, can only be consistently achieved by charging heavy attacks, which consume meter.
    • This design undermines the purpose of heavy attacks, which are traditionally powerful yet free to use.
    • The reliance on meter extends across the combat system, relegating normal strikes to weak "meter-building tools" rather than effective attacks.
  6. Western Design Mentality:
    • The game adopts a Western RPG-like approach of gating meaningful combat options behind resource use, in contrast to the free-flowing, skill-driven mechanics of Bayonetta, Devil May Cry, or Ninja Gaiden.
    • This decision limits the player's ability to experiment with and rely on fundamental attacks.

Summary:​

The combat in Stellar Blade struggles with foundational mechanics. It lacks smooth interconnectivity, overemphasizes meter dependence, and fails to reward risk or string completion. Its design prioritizes surface-level complexity over meaningful depth, leading to a restrictive and unsatisfying player experience.

You still claimed A LOT that he stated was wrong.

I'm merely stating his points in the face of people dismissing his entire critique as bullshit because I respect his track record, gaming pedigree, particularly with action games, and his ability to break down overall game design as it relates to deep and meaningful gameplay and I'm open to reading counterarguments.

I still plan on buying and playing the game (when it goes on a deep discount) and coming to my own conclusions.
I also think most of these are either wrong, or overly negative subjective interpretations of intentional and well executed design decisions.
  • Basic attacks produce minimal hit stun, insufficient to lock or combo most enemies effectively.
Just wrong, most enemies can be stun locked *until* they use an attack that you can't interrupt. If the ask is to just perma stun enemies and make them sandbags, then yes, valid.
  • Charged heavy attacks and other impactful moves cost meter, undermining their utility and discouraging frequent use.
How is using your resource undermining its utility or 'discouraging frequent use'? This isn't even a "I'm hoarding my consumables" situation. The meter comes and goes, and deaths keep your charges intact, making it very forgiving and allowing you to 'grind' to enter harder fights with maximum gauges. Why would anyone not use their charges when they are easily refilled is nonsensical.

  • Boss patterns are heavily scripted and lack significant randomization. Once the intended response is memorized, the fights lose their challenge and replayability.
Hard disagree. Whether there is enough 'randomization'/lack of predictability can be argued but I never found that just because I generally know a bosses' abilities that means I can perfectly execute my responses whatsoever, especially not the later bosses.

  • The lack of a scoring or ranking system, as seen in games like Bayonetta or Devil May Cry, removes motivation for mastery.
Hard bias at work, as if a scoring or ranking system are the only things that can add motivation to improve at the game. For me it's the fact that I really enjoyed all of its aspects that I'm finding I want to play hard mode in NG+. Finding well made outfits in an interesting world with interesting lore (admittedly shallow story though) with fantastic music are enough to keep me motivated to keep playing on harder difficulties.


  • Mechanics like air parries, jump cancels, or momentum-preserving dashes are absent, limiting the freedom and dynamism of combat.
Hard bias at work, again. 'I expect other mechanics from other games to exist and since they don't I judge negatively'. This is not a matter of preference, this is a matter of projecting preference onto a game that never intended to adhere to that preference. I don't eat pizza and complain how it's not sweet. Generally feeling like there is an aspect of the game that wasn't well executed is one thing, and fine, but talking about lack of specific and expected mechanics is just not a good look.

  • Reliance on Aesthetic Appeal
    The protagonist, Eve, is highly sexualized, which becomes the primary draw of the game.
Honestly, just wrong. Don't get me wrong, Eve is sexy, and has sexy outfits, but there are not many scenes in which her being sexy is the main focus. For the most part, Eve is just an attractive character doing normal game things. There are two small cut scenes that come to mind in which the camera lingers on her.. assets. Just two. Calling the sexualization of Eve the primary draw of the game sounds to me like someone couldn't help themselves from gooning while playing.

  • Frequent, unskippable cutscenes disrupt pacing and drag out the experience unnecessarily.
No surprise that someone who seems to find Eve's sexiness the primary draw of the game and who wants to skip cut scenes fails to engage with the game.

  • The story is weak and uninspired, failing to justify its prominence in the overall design.
I think the story is good (or rather, I can see where it wanted to go, and enjoy that), but not well executed for 2/3rds of the game. The story only becomes interesting towards the end. I'd go as far as saying that the finale was extremely well done. It's just a shame that it took so long.

  • 6. Comparison to Other Titles
    Unfavorable Comparisons to Action Games
    Unlike Bayonetta, Devil May Cry, or Ninja Gaiden, Stellar Blade lacks fluid combat, juggling mechanics, or meaningful player-driven depth.
And again the bias reveals itself. It's fine to have preferences but it's obvious that Stellar Blade is being held against genres it isn't trying to mimic.
 
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YOU PC BRO?!

Gold Member
This thread has turned wild. It was inevitable but to witness someone that hasn't even played the game using ChatGPT to come up with arguments as to why it is bad has me dumbfounded. That is truly some next level clown world shit.

Stellar Blade is a fantastic game. Not sure why the hate all of a sudden. Hell, even a few games 'journalists' that once slated the game are now running damage control pretending they loved it the entire time... if you recall, Bayonetta was treated similarly.

I've commented on my impressions of the game previously but it was such a sleeper hit for me. It doesn't come together fully and hit its highs until the final 25% but it is so worth it. Not only is this a new IP but it is the developer Shift Ups first AAA. Unlike most western devs Shift Up seem to be a very productive studio. Already releasing a small dlc and constant content updates since launch. Impressive for a single player offering. Hell, they also have one of the best PS5 Pro patches and one of the best photo modes seen to date.

Games like Wukong, Astro Bot, Stellar Blade, Metaphor: ReFantazio and Space Marine 2 have made the gaming landscape interesting again. The industry really needed a game like Stellar Blade in some ways more than the others. Game after game full of these insufferable, mannish looking female lead characters. I was so glad to see a game feature a character that resembled an actual woman. A character that is strong with feminine character traits. Ironic as Eve is an artificial being and not actually human. Baby steps but we will get back to how things were eventually.
 
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Stu_Hart

Banned
Fair to call that your opinion but not okay to make that a definitive statement.

You're okay to have your own (negative) opinion, but know that you are in the very small (~5%) minority.

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You think I care about being part of a group. I only post what I see in front of me, and that's a mid at best game. Most of the posts I see are people trying to push and win a culture war than discussing the game itself. Be honest...that's their main concern, and probably yours too.
This game fails at getting me interested in its story and lore because the writing and dialogue are horrible, and the cutscenes did nothing. I want to know the characters better. I want them to resonate with me. The game failed in making me care. I am not into reading stuff about the lore and the written stuff is so bland unlike say...the souls games where I can get lost reading the lore. This is why this game will never be a S-tier game to me. I never said the game is horrible, just a 6/10 game, 6.5 if I am being generous.
 
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Heisenberg007

Gold Journalism
You think I care about being part of a group. I only post what I see in front of me, and that's a mid at best game. Most of the posts I see are people trying to push and win a culture war than discussing the game itself. Be honest...that's their main concern, and probably yours too.
Yeah, "you think it's a bad game," which is totally fine, but that doesn't make it a bad game.

You're passing your opinions as definitive statements - which is simply not the case, as proven by thousands of overwhelmingly positive reviews.
 
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Stu_Hart

Banned
Yeah, "you think it's a bad game," which is totally fine, but that doesn't make it a bad game.

You're passing your opinions as definitive statements - which is simply not the case, as proven by thousands of overwhelmingly positive reviews.
Can you read? It's not hard. Mid at best as a whole, but horrible dialogue. I only give my opinions on why I feel it's not a s-tier game. If that is considered definitive to you, then the problem is with you.
Edit: I see now...your past post history tells me all I need to know about you. I was already 95% convinced, now I am 100% certain. You are not interested in discussing videogames. This is not even about stellar blade as a videogame to you. Pulling metacritic is not going to change anything.
 
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Danjin44

The nicest person on this forum
Can you read? It's not hard. Mid at best as a whole, but horrible dialogue.
I dont i agree with the game being "mid" I honestly thought it was pretty damn fun but I agree on story and characters not being all that great.

Before this game was coming out people told me Shift UP makes good stories based their pervious work and this game didn't convinced me at all.
 
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Stu_Hart

Banned
I dont i agree with the game being "mid" I honestly thought it was pretty damn fun but I agree on story and characters not being all that great.

Before this game was coming out people told me Shift UP makes good stories based their pervious work and this game didn't convinced me at all.
Story, environments, voice acting, dialogue between characters, voice acting, atmosphere are part of the whole experience for single player games. I need to care outside of hacking and slashing. A game can have fun combat, good graphics and music, but if everything else is mid to bad, the game is not that great as a whole.
 

ToneyJ

Member
This thread has turned wild. It was inevitable but to witness someone that hasn't even played the game using ChatGPT to come up with arguments as to why it is bad has me dumbfounded. That is truly some next level clown world shit.

Stellar Blade is a fantastic game. Not sure why the hate all of a sudden. Hell, even a few games 'journalists' that once slated the game are now running damage control pretending they loved it the entire time... if you recall, Bayonetta was treated similarly.

I've commented on my impressions of the game previously but it was such a sleeper hit for me. It doesn't come together fully and hit its highs until the final 25% but it is so worth it. Not only is this a new IP but it is the developer Shift Ups first AAA. Unlike most western devs Shift Up seem to be a very productive studio. Already releasing a small dlc and constant content updates since launch. Impressive for a single player offering. Hell, they also have one of the best PS5 Pro patches and one of the best photo modes seen to date.

Games like Wukong, Astro Bot, Stellar Blade, Metaphor: ReFantazio and Space Marine 2 have made the gaming landscape interesting again. The industry really needed a game like Stellar Blade in some ways more than the others. Game after game full of these insufferable, mannish looking female lead characters. I was so glad to see a game feature a character that resembled an actual woman. A character that is strong with feminine character traits. Ironic as Eve is an artificial being and not actually human. Baby steps but we will get back to how things were eventually.
Couldn’t agree more. SB made me feel some hope for gaming again. It’s a better action game than any Japanese action game this gen. And a better new IP than most as well.
 

Danjin44

The nicest person on this forum
Story, environments, voice acting, dialogue between characters, voice acting, atmosphere are part of the whole experience for single player games. I need to care outside of hacking and slashing. A game can have fun combat, good graphics and music, but if everything else is mid to bad, the game is not that great as a whole.
I thought environments and atmosphere was pretty damn good too.....My only issue with this game was the story and somewhat dull characters.
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show-me-your-favourite-stellar-blade-art-wallpapers-or-v0-cqpzyzyg1mzc1.jpeg
 

Danjin44

The nicest person on this forum
Voice acting is great too if you can play it in Japanese. Korean might be good too.
I did two playthroughs one in English and another one in Korean and both felt like voice actors were bored and have no emotion behind it, especially Adam.
 
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ToneyJ

Member
I did two playthroughs one in English and another one in Korean and both felt like voice actors were bored and have no emotion behind it, especially Adam.
I believe you. That’s why I went out of my way to get the Japanese version lol.
 

Heisenberg007

Gold Journalism
Can you read? It's not hard. Mid at best as a whole, but horrible dialogue. I only give my opinions on why I feel it's not a s-tier game. If that is considered definitive to you, then the problem is with you.
Edit: I see now...your past post history tells me all I need to know about you. I was already 95% convinced, now I am 100% certain. You are not interested in discussing videogames. This is not even about stellar blade as a videogame to you. Pulling metacritic is not going to change anything.
It seems your reading comprehension skills are really bad, so I'll stop conversing with you here.

For reference, here is what I was saying:
  • According to the majority of gamers, the game is good. (as evident by critics' and user reviews)
  • You don't like the game. It is totally fine, and you don't have to like it. But you not liking it does not make the game bad (like you've been saying, e.g., it is a mid game). It is not a mid game. It is just that you find it a mid game. Like I find Elden Ring and Persona as very mid games. Because that's just my preference. But that doesn't make them mid games or bad games, because the opinion of the majority will/should trounce my opinion.
 

Calico345

Gold Member
Can anyone offer a link to a detailed and simply guide to all costumes? (Yes, I'm horny. Get over it! XD) I hear that they're obtained across Base Game and then NG+, but I don't want to miss anything when I start my first playthrough very soon. I do like to collect gear and costumes for characters if that is the collectible on offer. I enjoyed gear hunting based on lore in Skyrim. I collected all the lore appropriate gear for my Nord, etc.
 

Spukc

always chasing the next thrill
S
It seems your reading comprehension skills are really bad, so I'll stop conversing with you here.

For reference, here is what I was saying:
  • According to the majority of gamers, the game is good. (as evident by critics' and user reviews)
  • You don't like the game. It is totally fine, and you don't have to like it. But you not liking it does not make the game bad (like you've been saying, e.g., it is a mid game). It is not a mid game. It is just that you find it a mid game. Like I find Elden Ring and Persona as very mid games. Because that's just my preference. But that doesn't make them mid games or bad games, because the opinion of the majority will/should trounce my opinion.
Ngl but every thing in this game has been done better in other games..

This is the definition of a mid game.
Like ubisoft.. not bad just mid as fuck
 

YOU PC BRO?!

Gold Member
S

Ngl but every thing in this game has been done better in other games..

This is the definition of a mid game.
Like ubisoft.. not bad just mid as fuck

What a load of nonsense.

Every game in existence features elements that have been done better in other games… including games some would consider the best ever.

What matters is the experience as a whole. Stellar Blade sets a high consistent quality level. Particularly so from a technical perspective. Graphics and sound design are up there with the best. The only thing ‘mid’ regarding the game is the story. Everything else is top notch. If you can’t tell what the game excels at then that’s a you problem.
 

Senua

Member
It seems your reading comprehension skills are really bad, so I'll stop conversing with you here.

For reference, here is what I was saying:
  • According to the majority of gamers, the game is good. (as evident by critics' and user reviews)
  • You don't like the game. It is totally fine, and you don't have to like it. But you not liking it does not make the game bad (like you've been saying, e.g., it is a mid game). It is not a mid game. It is just that you find it a mid game. Like I find Elden Ring and Persona as very mid games. Because that's just my preference. But that doesn't make them mid games or bad games, because the opinion of the majority will/should trounce my opinion.
It's a mid game in his opinion, that's subjective. You care too much about others opinions on the game
 

Madflavor

Member
I thought environments and atmosphere was pretty damn good too.....My only issue with this game was the story and somewhat dull characters.
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show-me-your-favourite-stellar-blade-art-wallpapers-or-v0-cqpzyzyg1mzc1.jpeg

From what I can tell based on the credits, the game didn’t have a writer. I would hope for the sequel they’ll actually hire someone to pen out the story and dialogue.
 

peek

Member
Rise of the Ronin, also published by Sony, went on sale 1 or 2 months after release and has been discounted since then. I think Shift Up was just happy with the sales the game had. They mentioned near launch that the game surpassed they expectations.

! Is that? Damn, i really liked ronin too. Guess it didnt do so hot? I remember reading something like that :(
 

peek

Member
I believe you. That’s why I went out of my way to get the Japanese version lol.
Question: if I buy the Japanese version does it have english text option? Not only for subtitles for like for menus, hud, etc?

I didnt realize only Japan gets the japanese voice over :(
 

ToneyJ

Member
Question: if I buy the Japanese version does it have english text option? Not only for subtitles for like for menus, hud, etc?

I didnt realize only Japan gets the japanese voice over :(
Yup it has everything in all the languages. And agree it’s too bad the English version doesn’t have JP, I guess Japan voice acting is harder or more expensive to negotiate for non-JP markets.
 
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