So many action games, of all shapes and sizes, implement a parry system — a particularly complex mechanic in titles like Elden Ring. However, the upcoming game *Mina the Hollower* from Yacht Club Games, known for *Shovel Knight*, won’t be following that trend. The developers feel that the parry mechanic has simply been overdone.
As reported by GamesRadar, Yacht Club’s Sean Velasco discussed the game’s combat system with Knowledge and explained why they decided to drop the parry mechanic. Velasco said, “Making combat was definitely important. We try to take something old and rejig it, do something interesting with it.”
What’s not interesting, in Yacht Club’s opinion? Parrying. “Every game has a parry now,” he went on, “even Doom [The Dark Ages] has Dark Souls stuff in it.” Instead, the goal was to create a combat system that evokes the spirit of classic Castlevania games, where keeping foes at a whip’s length and striking when opportunities arise is the key strategy.
“Games that don’t have a block,” according to Velasco, were the inspiration for *Mina the Hollower*’s combat. The team was also keen to avoid another common genre convention: the dodge roll. As a result, Mina’s combat toolkit revolves around carefully using her limited moveset against enemies.
Of course, whip attacks will feel satisfyingly nostalgic for players familiar with the iconic games that *Mina the Hollower* pays homage to. But movement-wise, the game brings something fresh and unique.
### Burrowing Over Parrying
What sets Mina apart is her ability to burrow, which serves as both an evasive and traversal maneuver. While the jump mechanic is as conventional as ever, combining it with burrowing grants a boost in height. This adds an inventive layer to how players approach movement and combat in the game.
Much like the *Shovel Knight* series before it, *Mina the Hollower* is a blend of familiar ideas with all-new concepts. After spending more time with it, I’m sure I’ll get into the groove with Mina’s relatively sluggish movement speed and the timing required for the burrowing animation.
### Mixed Feelings on the Absence of Parrying
The absence of parrying gives me mixed feelings. On one hand, in some games, the reward for parrying feels minimal compared to the risk of attempting it. When you can block effectively and follow up with a powerful counterattack, blocking might be the better option.
On the other hand, there’s something incredibly satisfying about perfectly timing a parry against a boss or opponent and completely shifting the momentum of a battle. For example, in Ubisoft’s *For Honor*, I struggled against swift, agile attackers like Orochi, but when I successfully parried one of their light attacks, it opened a window to retaliate with a huge hit.
Similarly, landing a parry with a gunshot in *Bloodborne* and staggering a boss to perform a Visceral Attack still feels hugely rewarding, even after a decade of playing.
In summary, while *Mina the Hollower* steps away from the parry mechanic, it aims to offer a fresh yet nostalgic combat experience through unique movement and deliberate combat design. It will be interesting to see how players adapt to and embrace these changes when the game launches.
https://www.dualshockers.com/mina-the-hollower-no-parry-mechanic/