Game designer analyzes the rise of parrying mechanics in modern titles

Japanese game designer Nununu explores why parrying has become a staple in recent action games, citing Clair Obscur: Expedition 33, DOOM: The Dark Ages, and Nine Sols as prominent examples. The article distinguishes parrying from related mechanics like deflection, counters, and interruptions, noting that many developers lump these distinct systems under a single label.
Nununu traces the modern wave of parry-focused design to FromSoftware’s Sekiro: Shadows Die Twice, which inspired developers of Clair Obscur, Nine Sols, Sifu, and DOOM: The Dark Ages. This trend builds upon Hidetaka Miyazaki’s long-standing emphasis on player proficiency and overcoming adversity, evolving from the defensive parries in Demon’s Souls to Sekiro’s posture-breaking system. The piece also examines earlier influences, such as Metal Gear Rising: Revengeance, highlighting how imitation and selective adaptation drive combat innovation.
Summary written with AI assistance by the Hentaidude News Desk from the original report by Game Designer Nununu at AUTOMATON WEST and checked by our automated quality rules. Details may change; see the source for the full story. How we write summaries
Original headline at AUTOMATON WEST: “Why are more games adopting parrying? A game designer explores the mechanic’s appeal and historical origins”
Key facts
- Notable Titles
- Clair Obscur: Expedition 33, DOOM: The Dark Ages, Nine Sols, Sifu, Lies of P
- Influential Predecessor
- Sekiro: Shadows Die Twice
Tags
- #Action Game
- #Clair Obscur
- #Combat Mechanics
- #Game Design
- #Parrying
- #Sekiro
Background
Earlier stories from our archive that give context to this one.



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