“F**k me, I just can’t get…”: 1 Part of Flintlock: The Siege of Dawn is Being Torn Apart for Being Worlds Away from Lies of P, Sekiro and Even Wu Long, But Is It Fair?

Flintlock: The Siege of Dawn’s parry system leaves much to be desired!

flintlock: the siege of dawn, sekiro

SUMMARY

  • Flintlock: The Siege of Dawn has been facing mounting criticism from players.
  • The latest is about the parry system and how players are unable to get the timing right.
  • Other issues have also been brought up, such as A44 Games’ decision to lock certain achievements behind difficulty options.
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Flintlock: The Siege of Dawn has been out for 10 days now, and the game seems to be filled with issues that players have been pointing out since day one. From performance drops to system issues, the game is riddled with bugs that A44 Games must resolve.

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Having been inspired by Sekiro, Bloodborne, and Lies of P, the game features some fast-paced Soulslike combat. Sadly, it drops the ball when it comes to one aspect that has become synonymous with that genre, leading to fans expressing their frustration.

Flintlock: The Siege of Dawn Can’t Deflect These Criticisms from Fans

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Parrying was first introduced to gaming much before the release of Soulsborne titles, but the games from FromSoftware help flesh out the skill into a system that has been replicated across genres.

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The mechanic is now an integral part of the Soulslike experience and also a true test of skill for the player. So, it’s sad to see that Flintlock: The Siege of Dawn players are not happy with the mechanics implemented in the game.

Parrying Is Pissing Me Off
byu/PrettyMuchAMess inflintlock

Redditor PrettyMuchAMess has taken to the game’s subreddit to express their annoyance with the ineffective parry system. They state that they are unable to get used to the timing required for parry windows on normal difficulty. The janky camera adds to the frustration of being unable to see on-screen actions.

Flintlock: The Siege of Dawn has already been critiqued for not featuring boss battles that interest the player.

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The fact that the game is unable to nail the parry mechanic to make it uniform for every player is another point against the title. One reply to the post stated that the system does not feel as crisp or satisfying as it does in titles such as Lies of P or Sekiro.

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byu/PrettyMuchAMess from discussion
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The reply states they take a slow and steady approach when fighting enemies. This might seem contrary to the fighting styles in Sekiro and Bloodborne, which required the player to be more aggressive and initiate the fight to get in as many hits as possible.

They also suggest using the ranged Poised Shot parry skill to avoid getting punished for failed attempts.

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Fans Are Not Happy with Flintlock’s Decisions

A44 Games has a lot to fix in Flintlock.
A44 Games has a lot to fix in Flintlock. | Credits: A44 Games

The Soulslike genre is one of the fastest growing in the gaming sphere, and there are inevitably going to be some slip-ups. But it seems Flintlock is making some intentionally unpopular decisions for reasons that are understandable only to the team.

One such decision is to lock certain achievements behind higher-difficulty modes.

Now, this could be seen as the team encouraging players to either push themselves or attempt repeat playthroughs to 100% the title. However, aside from unlocking the achievement for completing the story on a higher difficulty, it’s a strange choice to lock in-game achievements behind a specific difficulty option.

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While the game achieved some degree of early success, the sentiment has soured since its release on Xbox Game Pass due to several technical issues. Random crashes, jankiness, and audio issues are ruining the experience for many players, and A44 Games needs to fix these quickly.

What are your thoughts on Flintlock? Let us know in the comments below!

Sagar Nerala

Written by Sagar Nerala

Articles Published: 397

Gaming was one of my earliest passions then along came writing, and here we are. I've been in the content creation space for several years now and as gamer for even longer. From understanding the complexities of a multilayer narrative to the simply joy of "big gun go boom", my goal is to capture all the emotions in between and put them down in an engaging manner.