"we heard you, no more invisible walls"
. The way he uses the boss's body weight against him. Unlike most games where parrying makes the player an immovable rock, here it actually has impact.
Absolute Counterflow. Almost identical UI to Wu Kong. You can block and deflect now. Perfect Dodge is still there. Summon human ally to fight alongside you as well as merge with him to use his attacks yourself. Focus points built up with light attacks to use heavy attack is also the same. Not sure if there are stances with different heavy attacks like Wu Kong. Still need to see if we get to play as Zhong Kui himself eventually or if we are forced to play as a human using talismans contain a bunch of different spells to fight demons and ghosts. He might possibly be Zhong Kui's student.
THAT PARRY ANIMATION 😮😮😮
I love this small detail—how he holds the scabbard as hes about to sheathe the sword
- Damn, the animation for sheathing the sword is so detail... 😬
bro learned that dodge from Lord Isshin 🙏🙏
the way he dodges the enemy's attack is a pure cinema
are so fucking cleaaaaaaaaaan
Holy shit 🔥
That's fire...
Smokey would automatically dislike this video. 😂
is that the camera man
- man... WE ARE SO BACK!!! that perfect dodge looks clean as hell!
A u R a /ˈɔːrə/ transition
you guys should change the sound. Don’t keep it the same as wukong
oh? they need some sort of yellow paint for that, trust!
This boss scream and moveset, reminded me of Orphan of Kos
Welcome back Orphan of Kos
my ptsd from Orphan of Kos fight acting up.
When he entered the body of water i literally exclaimed out loud "Wow!". It looks so damn good!
what is this 🫨🫨
you could honest screen shot this and it looks like real life. The graphics and rain is so insanely done.
clothes aren’t wet, unplayable.
I got some Bloodborne Orphan of Kos vietnam flashbacks T.T
- Look at how he pulls the scabbard down slightly to sheathe his sword. Little details like that let you know the developers really care about the game!
The biggest mystery in gaming has finally been solved🤗
that's such a good parry animation
I thought this was phantom blade for a second
nice move
see through is still there 🥹❤️
That is see-through .
) 3. Hard parry/deflection (
My prediction, this releases in 2028 on PS6
这个拔剑后整理剑鞘的动画太丝滑了
, he fixed his scabbard and it's definitely one of the hardest flex I've seen in a videogame that showcases details. Also the way it transitioned from cutscene to actual gameplay was so buttery smooth too!
hey bro sniff my finger "fkn disintegrates"
ok so its 4 am And i took 5 really huge bong hits what was that
that was so Sekiro
Running animation looks amazing!!
That's why china is always a copy cat. Another copy from sekiro.
Black Mutt iykyk
nice, it would look cooler if we could both evade the arrow AND maintain our speed while doing it
starts aura farming 🔥
. It does look great.
. Not sure how the environmental interactions will work or if they're just generic. 6. Zhong Kui also doesn't seem to be a silent protagonist this time based off the cutscenes we're shown later. This pretty exciting for me.
the rock looks like a face on the left
Big open area? BOSS FIGHT time lol
The fall must be polished, something is off.
looks like its shot irl
看看那一脸嫌弃的表情,太赞了
Juzou the drunkard reference? Also this is peak
) 4. An AoE flame spell that can be reabsorbed into the sword & be unleashed in form of flame-enhanced sword slash (
We got Parries now !!
enemy sword went right through him 😮
- shadow cast from fire on sword!!! Wow!
i add a little bit body reaction when hero pull out sword from this body).. 🤌
Running Animation is so bad
Black Myth: Onimusha
Non-Arms
same enemy type
HE ACTUALLY SHEATHED THE SWORD!!!! As far as I know, this is the first time ever in video games where the sheathing animation is accurate and not just clipped through scabbard.
photorealistic and
Subnautica?
looks like a Moist MoistCr1TiKaL video thumbnail
i saw Charlie T_T
Gameplay looks absolutely amazing but he does look alot like moistcritikal right here lmao not that that's a bad thing though
I think Resolute counterflows are back!
) 6. Lightning enhancement (
. 3. Two stages of summons. The summon is first an NPC, but then can be embodied for full control. These changes seem to make summons a lot better in general. Later in the trailer, we also see coordinated animations animations with the same summon against another boss. It might indicate that we get a single summoned companion throughout the game. 4. Elemental imbuement. Spells (items?) that add elemental damage to your weapon, perhaps indicating a rock paper scissors system of countering certain enemies with certain elements. If you transform into your summon, you also get to keep that elemental imbuement. We also saw the ability to absorb elements from the environment into your weapon. Not sure how this works in game yet. 5. Spells are also back.
) 7. Take control of the summoned "spirit" (
- whaaaaat?! What's going on here? :)
peak cinema!
. A sort of hybrid between Rock Solid and Dark Souls. Maybe a perfect parry will trigger the animation and give room for counterattack whereas a regular parry negates damage. 2. Summons that can block attacks. I saw the summon actively block an attack from the boss at
HE PLAYS IN A DEAD GUY BAND!? Why didn't the Destined One have any downtime activities like this in Wukong? Also wasn't Zhong Kui supposed to be like 14 ft tall, have a monstrous face, and wielding a sword that required 3 lackeys to carry?