In our minds, it seems that rolls are invincible, right? After all, in most mainstream action games, rolling means dodging , with that fraction of a second of invincibility.
A lot of games amplify the effect of tumbling, so fast that it can replace normal walking, like the familiar Horizon West series, the NPCs are stupid, rely on the fool to save the world?
Rolling is actually a protection mechanism, this design is probably the earliest back to the 80’s shooter! Back then, there were a lot of first-person shooters like Warriors. Players need to shoot while facing the rain of bullets, in this environment want to survive, it must be good use of rolling.
And this successful design has been carried forward in various games over the years. The vertical shooting game Assault Marines also uses the operation of rolling, but the rolling distance is too short to let a lot of players repeatedly frustrated.
In any game that incorporates rolls, the character has the ability to maneuver around bosses. We look at the Contra series to know, early Contra did not have the operation of rolling and dodging, the face of the rain of bullets can only dodge and walk.
Of course, the jump looks like a roll.
In the MD period, the sliding shovel function began to appear, although it can’t be 100% invincible, but it finally provides the conditions for dodging. The same period of time, Alloy Heads 5 also added a similar setting, but was seen by players as a chicken ribs, can not be used at all.
It wasn’t until the later console versions that dodging finally became available. Soulcalibur Garouga’s dodging is a skill, and whether or not it’s invincible is entirely up to the player’s choice. I still rely on invincible dodges and H-bombs.
The games that really maximize the dodge feature are the fighting games! The familiar KOF series has had dodging since the first generation, and KOF 96’s rolls set the stage for what was to come. All the way up to KOF 15, you’ll be able to roll to avoid suspicion or get out of the way for a short period of time.
It’s interesting to note that all characters will roll on the ground with their dignity down in order to win. KOF 99’s dodging was a bit odd, but everything else was normal. Legend of the Hungry Wolf’s dodges are up and down, which doesn’t make it very easy to get the hang of.
What’s funny is that in True Souls, Earthquake’s forward dash is a roll, so it’s no surprise that he can attack throughout the roll. And he’s big, so he’s easy to hit. That’s exactly why players tend not to roll indiscriminately in real combat.
Street Fighter series initially did not have this feature, but in order to allow players to have more room for maneuver, in the later version of the design of a more innovative dodge system.
I guess you are more curious about why invincible rolls are not designed in the clear version of the passing game.
Because once the design of this operation, the game has basically lost its significance, the AI of the boss is not very high, you also roll over and over so that people can not hit. Therefore, even if there is a roll design, but definitely not invincible.
Instead, it’s the stragglers that are more annoying, and they can also make a quick stab by rolling in front of us, leaving people defenseless. Those monkeys in the clean version of the overworld game seem to be able to do this kind of maneuver.
Every time I use dodge in the game, it feels like this effect
It looks awesome and ends up being a sieve.
Rolling as an evasive maneuver became the norm in the later big games. From Tomb Raider, Resident Evil 3, Dark Souls, Zombie Siege, Monster Hunter, Demon’s Souls, to today’s Final Fantasy 7 Remake, and even a shooter game such as Total Annihilation, all use roll to avoid danger, and is viewed by many players as a life-saving skill. Even tumbling was played out of the flower, players are most enjoyable Starfighter Interstellar hamster bullet jump plus tumbling.
Elden ring dodge invincibility frame in the first half of the action, and some BOSS on the roll direction and timing have high requirements, such as the furnace knight’s tread floor backward roll must eat damage, forward will not. Therefore, many people are skeptical about whether there are invincibility frames for rolls or not.
Assassin’s Creed Odyssey’s dodge is very difficult, the opponent attack range, and the player dodge distance is short, but also feel sucked in the same, like forcing players to block.
Only Wolf Ditching the roll and dodging invincibility is a big improvement. However, it brings about one other sick setting, which is that no matter how big the giant monster attacks, it can block Brawn setting.
What’s funny is that Diablo 3 added the roll feature to the console version of the game, which I guess a lot of people didn’t know about! The experience of playing the game on a joystick is different from playing on a computer, so perhaps the addition of scrolling is more favorable to the joystick!
The most recent game that got me started is Dead Cells, which pays homage to Castlevania, but I don’t associate it with Castlevania at all when I play it. That’s because Dead Cells has one of the most iconic designs of all time, the invincible roll. The entire roll is invincible and extremely fast. It’s a great way to make a game that looks like it has crap graphics into an NS masterpiece. It’s a great way to get through the game in a limited amount of time, and to get through the game with no damage.
I’ve always struggled with the fact that, as the winner of the year, Breath of the Wilderness doesn’t have a roll feature. Holding the shield and jumping back doesn’t count.
Every time you hit the centaur guardian robot like a grandson, can not skillfully use the shield to return to that can only avoid, the results found that there is no way to avoid, can only be hard on.
I want to practice shield return, the result of encountering centaurs once, all the weapons are broken, all the shields are ruined, all the goblin resurrection on the body is used up. After looking at the centaur’s blood level, one third of it hadn’t even been consumed yet. If you don’t roll, at least the durability of your shield will be enough!
Now play to play a new game, always feel is to walk a process, not willing to go back to study the details, after the pass tasteless.
Sometimes play those games with high ratings, but also feel average, do not know how to rate the high score.
Perhaps the game mentality has changed!
In my spare time, I still like to look back at those old games.
It always brings back memories of those carefree youthful years.
Note Some of the pictures in the article come from the Internet, such as infringement of deletion.
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