<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Parry - vo.rs</title><link>https://vo.rs/tags/parry/</link><description>Latest from the Parry desk at vo.rs.</description><generator>Hugo -- gohugo.io</generator><language>en</language><copyright>This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.</copyright><lastBuildDate>Tue, 08 Oct 2024 09:00:00 +0000</lastBuildDate><atom:link href="https://vo.rs/tags/parry/" rel="self" type="application/rss+xml"/><item><title>Nine Sols: The Sekiro Parry in a Taopunk Frame</title><link>https://vo.rs/respawn/nine-sols-the-sekiro-parry-in-a-taopunk-frame/</link><description>&lt;![CDATA[<p>Red Candle Games spent six years being known for two horror games and one
international incident. Detention (2017) put White Terror-era Taiwan into a 2D
side-scroller and got a Netflix series out of it. Devotion (2019) put a Taipei
flat into first person, shipped with a piece of art mocking a head of state
buried in a prop, and was pulled from Steam inside a week; the studio eventually
re-released it through its own storefront in 2022. That is the reputation Nine
Sols arrives against — a small Taipei team known for atmosphere, dread, and
being difficult to buy.</p><p>Nine Sols, which came to PC on 29 May 2024 after a Kickstarter, is a 2D action
game about deflecting. It is the least likely third act imaginable, and it is
the best thing they have made.</p><h2 id="the-deflect-is-an-investment-not-attrition">The deflect is an investment, not attrition</h2><p>Everyone will tell you Nine Sols is Sekiro in 2D, and everyone is right enough
to be unhelpful. The comparison is worth making precisely, because the place
where the two designs diverge is where Nine Sols becomes its own thing.</p><p>FromSoftware&rsquo;s deflect in<a href="/respawn/sekiro-the-rhythm-game-with-a-sword/">Sekiro</a>
is attrition. Every parry you land pushes an enemy&rsquo;s posture bar up and holds it
there; the fight is a slow crowbar applied to a gauge, and the reward for perfect
play is that the gauge stops draining. Deflecting is how you<em>survive</em>. Damage is
the by-product of surviving well enough for long enough.</p><p>Nine Sols hands you a different contract. Your protagonist Yi carries the Foo
Talisman: land a deflect, and you stick a charge to the enemy. The charge sits
there. It does nothing on its own. You detonate it with a separate input, and
that is where the damage lives. The parry is a deposit. The detonation is the
withdrawal.</p><p>That single split changes the emotional texture of every encounter. In Sekiro
you are pressing forward through defence. In Nine Sols you are<em>accruing</em> — and
the moment you notice you have three charges banked on a boss who is about to
wind up something you cannot afford to interrupt, you have the specific,
delicious anxiety of a man holding a full hand of chips at a table that might
close. Greed becomes a mechanic. Do you cash out for a guaranteed chunk, or hold
for one more deflect and risk eating the hit that wipes the ledger?</p><p>Then there is the Unbounded Counter, the charged answer to attacks marked in red
that a normal deflect will not touch. It costs charge, it demands you hold the
input through a window where you are committed, and it converts an unblockable
into an opening. The red attacks are, in effect, the game asking whether you
have been paying attention to the rhythm or merely surviving it.</p><p>Every one of those systems is a way of asking the same question: are you willing
to stand<em>closer</em> than is comfortable? Nine Sols has no dodge worth the name in
the FromSoftware sense; retreat is a losing strategy, and the game teaches this
by making the rewards for proximity structural rather than cosmetic. It is
generous with the lesson and merciless if you refuse it.</p><h2 id="why-2d-is-the-right-plane-for-this">Why 2D is the right plane for this</h2><p>There is a genuine engineering argument buried in Nine Sols, and it is the
reason the Sekiro comparison flatters it.</p><p>Sekiro&rsquo;s hardest problem is the camera. A deflect window measured in a handful
of frames is a contract between the game and your eyes, and a 3D camera can
break that contract without either party being at fault — a pillar intervenes, a
boss steps behind you, the lock-on swings and you have lost the tell you needed.
Every player who has bounced off a From game has a story that is really a camera
story.</p><p>A 2D plane makes the contract enforceable. The tell is always legible. When Nine
Sols kills you — and it will, repeatedly, and the second half is a step up that
some players will find unreasonable — you know exactly which frame you got
wrong. That legibility is worth more than any amount of tuning. It is the same
reason<a href="/respawn/prince-of-persia-the-lost-crown-the-metroidvania-ubisoft-nearly-buried/">Prince of Persia: The Lost Crown</a>
felt so clean in the same year: constraining the axis is a feature.</p><p>The older ancestor here is not any Soulslike at all. It is the 8-bit fighting
game. I spent a genuinely stupid portion of 1987 on International Karate + on a
C64, and the thing IK+ understood — the thing Barbarian and its stablemates
understood — is that a fight staged on a flat plane at a fixed distance is a
conversation about<em>spacing and timing</em>, with no third dimension to hide the
information in. Nine Sols is that conversation with thirty-seven years of
animation budget attached. Yi&rsquo;s sword has weight because you can always see the
gap.</p><h2 id="the-frame-and-the-word-taopunk">The frame, and the word &ldquo;taopunk&rdquo;</h2><p>Red Candle coined &ldquo;taopunk&rdquo; for this, and the marketing instinct is a bit
groan-worthy until you actually look at the place. New Kunlun is a Solarian
colony rendered in hand-drawn art that puts Taoist cosmology on top of decayed
industrial infrastructure, and the<em>combination</em> is doing work rather than
decorating. Cyberpunk&rsquo;s usual grammar is Western corporate rot with a neon
overlay. Nine Sols swaps the underlying philosophy out and the aesthetic
reorganises itself around a different idea of what decline means.</p><p>Yi is one of the Nine Sols, awake after a long absence, hunting the other eight.
The humans of New Kunlun are called Apemen and are treated roughly as you would
expect a species to be treated when the people running the place regard them as
raw material. The story is delivered in the Red Candle manner: patient, mostly
environmental, unhurried about handing you the shape of it.</p><p>The build layer is jades — equippable modifiers you slot to shape Yi around your
own bad habits. It is a light system by the standards of the genre, and I mean
that as praise. The jades tune; they do not rescue. You cannot build your way out
of failing to deflect, which is the correct decision for a game whose entire
argument is that you should learn to deflect.</p><h2 id="where-it-fights-itself">Where it fights itself</h2><p>Two things.</p><p>The first is the difficulty step in the back half. Nine Sols is a game with a
teaching curve of real elegance for its first stretch and a spike in its last
that reads as the developers designing for the players who survived the first
stretch. That is a defensible choice and a real cost, and anyone telling you the
game is &ldquo;fair throughout&rdquo; is grading on the curve of having finished it.</p><p>The second is length. This is a fifteen-to-twenty-five-hour game with a
platforming layer that is competent rather than inspired, and there are stretches
of traversal between the combat set-pieces that exist because metroidvanias have
traversal. The fights are where the design is thinking. The corridors between
them are where it is filling.</p><p>Neither is fatal. Both are the kind of thing worth knowing before you commit
twenty hours of your life, which is the only reason I raise them.</p><h2 id="the-verdict">The verdict</h2><p>Nine Sols is the rare homage that has an argument with its source. It took
Sekiro&rsquo;s central verb, worked out that the verb could be a currency rather than a
gauge, and built a whole economy of greed on top of it — then staged that economy
on a plane where you can actually see what you are doing. The result is a combat
system that does something Sekiro does not: it makes you complicit in your own
deaths. You did not fail to react. You held for one more charge.</p><p>That Red Candle got here from two horror games, via a delisting that would have
ended a lesser studio, is the sort of career arc you do not get to see very
often. Play it on PC. Give the first three hours the patience they ask for; the
game is teaching you a verb, and it will not start speaking properly until you
have it.</p><p>If you want the other end of the same year&rsquo;s indie spectrum, the fifty-game
argument of UFO 50 is worth your time next, and<a href="/respawn/signalis-the-survival-horror-that-reads-like-a-poem/">Signalis</a> is the
piece to read if what draws you here is Red Candle&rsquo;s other register.</p><h2 id="spoilers-below">Spoilers below</h2><p>Yi&rsquo;s hunt has a shape you can see coming from a distance, and Nine Sols is
comfortable with that. The revenge frame is a delivery mechanism for a question
about what New Kunlun was<em>for</em>, and the answer — that the colony&rsquo;s survival was
engineered on top of the Apemen as a resource, with the Sols as the architects
and Yi among them — recasts every fight you have had up to that point. You have
been killing your colleagues over a decision you helped make.</p><p>The design consequence is the interesting part. The late bosses are the ones with
the most personal claim on Yi, and the combat system&rsquo;s greed loop lands hardest
there, because the game has spent twenty hours training you to hold charges for
one more deflect and the last fights are the ones where you most want it over
quickly. The mechanic and the fiction end up asking the same thing: can you stand
close to this a moment longer than is comfortable?</p><p>The Shuanshuan material — the small human boy Yi ends up responsible for — is the
counterweight, and it is the reason the ending has any weight at all. Red Candle
have always been better at the domestic scale than the cosmic one. Detention was
a school. Devotion was a flat. Nine Sols is a colony, and the bit that works is
still a kid asking for a story.</p>
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