SUBSCRIBE
Tech Journal Now
  • Home
  • News
  • AI
  • Reviews
  • Guides
  • Best Buy
  • Software
  • Games
  • More Articles
Reading: I’m sorry, but I’m here to say that I really do not enjoy parrying stuff in videogames
Share
Tech Journal NowTech Journal Now
Font ResizerAa
  • News
  • Reviews
  • Guides
  • AI
  • Best Buy
  • Games
  • Software
Search
  • Home
  • News
  • AI
  • Reviews
  • Guides
  • Best Buy
  • Software
  • Games
  • More Articles
Have an existing account? Sign In
Follow US
© Foxiz News Network. Ruby Design Company. All Rights Reserved.
Tech Journal Now > Games > I’m sorry, but I’m here to say that I really do not enjoy parrying stuff in videogames
Games

I’m sorry, but I’m here to say that I really do not enjoy parrying stuff in videogames

News Room
Last updated: May 29, 2026 1:34 pm
News Room
Share
7 Min Read
SHARE

Nightmare scenario: Your friend tells you about the cool new game everyone is playing. It’s turn-based combat. Oh hell yeah, you love turn-based combat! You rush to buy the game on said friend’s recommendation. You engage in combat for the very first time. You press a button to parry an att- wait. What the hell? Why is there a PARRY BUTTON in my TURN-BASED VIDEOGAME? Was my friend ever really my friend? Why else would they commit such an abhorrent act of betrayal?

Much like how every videogame once shoved at least one pointless QTE segment into itself, or contorted itself into being open-world even when it made no sense, or how I once insisted on dragging half my hair across one eye in an attempt to go full MySpace—trends (for better or worse) seep their way into our lives.

(Image credit: Kepler Interactive)

Parrying is something I don’t recall having much presence in the games I grew up with. Granted I was mostly squirreled away in my Mum’s conservatory playing some hundred-hour JRPG, but still. Games that required you to parry attacks stayed firmly in their own little corner, and I in mine.

Latest Videos From

You may like

That’s definitely changed in the last decade or so. Thanks to games like Dark Souls and Sekiro, one thing is clear: the people love to parry. Except, erm. I’m not people. I hate to say it, but I am deeply anti-parrying. It’s by far one of my least favourite mechanics to make its way into videogames, and its increasing saturation and infiltration of the genres I love is making me feel like I’m going insane.

Parried away

Listen, I get why people do like parrying! It requires a level of thoughtfulness and skill to execute. You can’t just go barrelling in willy-nilly, slashing away at an enemy before they even get a chance to retaliate. A well-implemented parry mechanic can transform battles from a relentless onslaught into a beautifully choreographed piece, player and computer dancing around each other as they nimbly deflect and dodge around attacks before responding in kind.

But something about my brain simply will not let me enjoy the fundamentals of parrying. Call it a skill issue—it probably is—but something about having to be overtly aware of attack patterns or miniscule timing windows makes me absolutely seize up. Sometimes I just wanna switch my brain off and let loose on a glorified striking dummy, y’know? But the second I see those goddamn wind-up attack animations—seriously, who is wiggling around a sword mid-air for that long?!—I can’t help but roll my eyes a little as any capabilities I had evaporate before my very eyes.

And even when I am the sickest, best-skilled parrying monster around… I dunno. I feel nothing. No satisfaction, no sense of accomplishment. Simply a bit bothered that I even have to do it in the first place. It’s one of those trends that brings me next to no joy, which is very annoying when it’s a mechanic that is present in just about everything these days.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

I’ve always been the type of gamer who mostly prefers the thrill of proactive strategy rather than reactivity. Like carefully setting up a chess board and then watching all of my hard work play out in a rehearsed manner, each piece slowly devouring my foe’s own before I emerge victorious. That’s not to say I detest reactive gameplay in its entirety.

Artorias

(Image credit: From Software)

I’m a fighting game player for one, which is like, half being able to read your opponent and half being able to react to their bullshit (and also was one of the original genres to implement parries, a la Evo Moment 37.) I literally spend most of my free time spending far too much money to play rhythm games at arcades, where I take some sort of sick pleasure in sightreading difficult charts and seeing how well I can score on them in my first try. But planning has always been my forte.

That’s why I can’t help but feel a tiny bit peeved at the fact that parrying has begun to seep its way into just about everything I play. Sometimes it feels like its presence is only there to instill some artificial sense of challenge that the game couldn’t well conjure up otherwise. There are more creative ways to keep players on their toes, y’all! Sometimes I just want to play a turn-based game and simply have the joys of what that genre has to offer shine through.

Sometimes I think it’s okay to have a videogame where you’re forced to take a hit or disengage entirely. Take a moment to breathe, recuperate, and dive straight back into the action. Sometimes I don’t want to see some bozo looking like he’s trying to stifle a sneeze as a warning sign for an incoming parry opportunity. Parrying has been the flavour-of-the-month mechanic to squeeze into videogames for a hot sec, but I’ll admit I’m looking forward to when developers finally decide to give it a rest for a bit.

Read the full article here

You Might Also Like

Another live service game is dead just a few months after launch

Palworld studio says delete your old mods before the 1.0 release: ‘Disabling them is not enough’

Crimson Desert takes around 250 hours to complete, and if that’s not meaty enough for you, good news: DLC is coming

New Vegas director Josh Sawyer says games can and should pull on artistic inspirations from ‘anywhere and everywhere’: ‘Greek plays, they knocked it out of the park thousands of years ago—why not look at them?’

Destiny 2 hasn’t been the game I’d loved in years, but it still sucks to know it’s ending

Share This Article
Facebook Twitter Email Print
Leave a comment Leave a comment

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

- Advertisement -
Ad image

Trending Stories

Games

Two utterly unique and long lost ’90s PC horror classics have been exhumed, and they’re coming to Steam soon

July 16, 2026
Games

Another Spiderweb RPG that looks like it was made in 1993 drops on Kickstarter and immediately crushes its goal

July 16, 2026
AI

Did AI decide who lost their jobs? Meta is heading to court over that question

July 16, 2026
Games

RPG players are conditioned to think they’re ‘built different’, says Josh Sawyer, so some of them hate it when games like Pillars of Eternity tell them they can’t do something

July 16, 2026
Games

Was Assassin’s Creed Origins’ Egypt the best open world in the series?

July 16, 2026
Games

The Washington Post selects Doom as one of the 25 ‘most influential works of American culture’

July 15, 2026

Always Stay Up to Date

Subscribe to our newsletter to get our newest articles instantly!

Follow US on Social Media

Facebook Youtube Steam Twitch Unity

2024 © Prices.com LLC. All Rights Reserved.

Tech Journal Now

Quick Links

  • Privacy Policy
  • Terms of use
  • For Advertisers
  • Contact
Welcome Back!

Sign in to your account

Username or Email Address
Password

Lost your password?