Whether you appreciate it or not, parries have permeated the gaming landscape. What was initially a fundamental element in action titles such as Devil May Cry, Ninja Gaiden, and Metal Gear Rising: Revengeance has evolved into a widespread feature, with even FPS games like Doom: The Dark Ages, horror games like Resident Evil 4’s remake, and turn-based RPGs such as Clair Obscur: Expedition 33 incorporating parrying as a vital component of their gameplay.
In a conversation with Knowledge, Sean Velasco, co-founder of Yacht Club Games, elaborates on the combat system in the studio’s forthcoming Zelda-inspired adventure game, Mina the Hollower.
“While there are restrictions, these constraints are what make it enjoyable,” he remarks. Mina revolves around three actions: jumping, digging, and executing a whip strike. Velasco notes that the combat is “centered on finding that neutral zone and engaging like in Castlevania or Bloodborne – titles that lack a block.”
“There’s an engaging dialogue surrounding combat at present. All the gameplay elements [are merging],” Velasco states, adding, “Every title now includes a parry. I tried that new Doom, and even it incorporates Dark Souls elements.” He further articulates that “developing combat was undoubtedly [significant]; I believe we had plenty to express about it. We aimed to avoid a straightforward dodge-roll mechanic. We strive to reimagine something traditional and create an intriguing twist with it.”
For Mina, Yacht Club “expanded the scope” as it lacked “sufficient adventure,” yet it appears that mechanically, the game is centered on what succeeds. One aspect that contributed to Shovel Knight’s lasting appeal and accessibility was its simplicity, reminiscent of the NES classics it drew inspiration from. Thus, maintaining fidelity to their eagerly awaited sequel seems promising.