Haven't played Onimusha, but it plays kind of like a DMC/NG/DS hybrid. Faster than DS, less mashy than DMC, but focused on less enemies (typically) than NG.So what does this game play closely to? Onimusha?
Haven't played Onimusha, but it plays kind of like a DMC/NG/DS hybrid. Faster than DS, less mashy than DMC, but focused on less enemies (typically) than NG.So what does this game play closely to? Onimusha?
l0l KT and their secret unannounced editions.PSN has the Complete Edition for £25.49(with plus)... NGL I'm incredibly tempted
Yep, the game simply wasn't built for double bosses as it isn't really built even for fighting more than one enemy at a time.
I highly doubt that... purely because it uses a lock on system. For 1v1 its fine but throw one other enemy into the mix and the challenge of micromanaging both the camera and lock on system completely eclipses whatever challenge fighting two enemies is suppose to feel like. Couple that with No Code to prevent off screen enemies from attacking and you have the Full Dark Souls experience.
you have a lot of crowd control options that have really significant AOE to deal with the multiple enemies problem
and also great part of your moveset is based around dealing with multiple enemies.
Also, off screen enemies shouldn't be passive, you should be aware of them.
micromanaging both the camera and lock on system
(the only case i remember this happening is on devil may cry games)
This kind of system only gives exploitable manners to deal with enemies while also stopping the player from learning and adapting
If you ruin your own enjoyment of the game by deliberately making the camera Face a wall so you can take on one enemy at a time then thats your own fault.... what your describing is a case that only affecs a small minute number of players who think having an in game map is Hand Holding.... screw'em... they wouldn't know good game design if it cornered them in a dark corridor and and attacked them from both sides.... like Dark Souls.
I mean seriously... "Be aware of offscreen enemies" ? If you're going to blame players off dying because they took an arrow in the back while they were locked on to some other enemy then you might aswel blame them for getting killed because of the Network Lag or frame rate drops... oh wait... they already do that.
As does every action game. It sounds like you just feel that action games in general don't work. Pretty much every adventure game ever limits your visual awareness of the environment to whatever angle is shown on screen (and spoiler: shit off-screen still happens), and leaves it up to the player to manage where that screen faces. This is not a "Dark Souls" thing. You're very confused.throw one other enemy into the mix and the challenge of micromanaging both the camera and lock on system completely eclipses whatever challenge fighting two enemies is suppose to feel like. Couple that with No Code to prevent off screen enemies from attacking and you have the Full Dark Souls experience.
That is not the case in NiOH, most resources, even bombs and all that stuff can be acquired through skillpaths from naturally leveling up. Also, even if it was something you had to grind or get it somehow, it is still part of the game mechanically. Keep in mind this is a NiOH thread, and most of my points were directly towards NiOH.No you don't.... yes they exist.... and they work... somewhat... but you don't just have them... you have to grind for them....
And that is why you have attacks with the hitbox circling around William.Yeah... if they politely stand still hand huddle up together then yes your tiny Katana can graze past most of them.
That is not the case in NiOH, most resources, even bombs and all that stuff can be acquired through skillpaths from naturally leveling up. Also, even if it was something you had to grind or get it somehow, it is still part of the game mechanically. Keep in mind this is a NiOH thread, and most of my points were directly towards NiOH.
And that is why you have attacks with the hitbox circling around William.
That is why you have attacks that move william in certain directions.
That is why you have attacks that are completely invincible.
That is why you have living weapon that will give you massive AOE boost while also keeping Ryu undamaged for a certain period of time.
God of War also has fixed camera angles as far as i remember, and it is also a game focused on doing Quick time events more than the actual combat.
In Bayonetta, enemies will attack offscreen,
there is actually an enemy that you really can't keep on screen all the time, since it is too big and it is a platform you walk on,
In Ninja Gaiden 2, the game has some problematic projectile shooters, more so the Master Ninja Arrow shooters, that react to your vulnerable momments and have projectiles so fast that feel boderline hitscan, and believe me, i hate that a lot, but the game really does gives you a lot of mechanics to work around those enemies, and most of them are related to using the enviroment, ninpos, using the enemies in the way, you always find creative ways to deal with the situation, even if it is a clear problem for someone like me. (also the game has the history of being not balanced and playtesting was rushed, so the story could be another)
In Wonderful 101, enemies will attack offscreen as well, and they have proper sound cues as well, and the game mechanics support reaction for that in many ways as well.
in Ninja Gaiden 3 razor's edge, the only ninja gaiden game where Ranged enemies will appear on areas you can't reach, and also spawn in the middle of the fight, still gives you plenty of ways to deal with them without ever being a problem. First, your bow lock on will target ranged enemies first if they are on sight, second, every projectile that those enemies have is blockable, third, those enemies have unique lines of dialog when they spawn, and the attacks are properly cued as well. And the other enemies that you can fight normally but also have ranged attacks, have windups to their ranged moves, or sound cues, or any sign that makes possible for you to avoid the attack.
Now, going back to NiOH, NiOH is an action-rpg developed by team ninja, and a lot of what i talked here applies to NiOH, ranged enemies are always placed on areas that you get to know they are there, ranged attacks are most of them blockable, keeping enemies on screen is actually easy with camera controls, and enemies have properly cued moves both in animation and in sound. So, with your moveset, and your free control of the camera, there should be no reason at all to get caught by offscreen attacks, with very little exceptions where you trap yourself in a bad position or something like that.
The Kusari-gama has the best range in the game. Even in mid stance, it's quite easy to hit mutliple targets with the square button, so long as you are moderately competent at positioning yourself.That stuff is Weapon Specific and what good is a hitbox surrounding me if it has no range (talking about the Chain and Sickle weapon), I don't think I've yet to actually hit two enemies with a single attack in the Mid Stance (thats the one with the most range for that specfic weapon not counting the High Stance heavy attack) just because the enemies won't sit still long enough for that to actually happen... its easy to talk about it in theory but it never actually happens... atleast not to me.
They're usually tied to skills. Parries are always invincible when they connect. Blade-spin for the kusari-gama has some i-frames, etc. Grapples (backstabs and heavy moves agaisnt enemies with zero ki) also have i-frames.Also I have encountered no such invincible attacks so far.
It's weird, but more useful than Devil-Trigger (unless you're counting the broken damage bursts on activation). It coats your weapon with the respective elemental type, meaning that if you normally use a water weapon but are facing a water-resistant enemy, you can activate a flame living weapon to counter it. You also get access to a special spirit ability based on the spirirt you have equipped, though it depletes the gauge faster. Taking damage also depletes the active gauge in relation to the spirit's stats, so taking note of those is helpful if you plan to use a living weapon build.This mechanic is weird, why on earth is it completely invincible for so long ? I killed my First Revenant with this thing.... either way its definitely not something I would rely on purely because you might not have it when you need and you have it when you don't. For now I'l jus ight off as a rebranded version of the Devil Trigger.... unless I encounter a situation where its necessary to use it... then that would be problem due to its availability (or lak there of)
Yeah, but in God of War it's clear that more focus went into the flashy finishing moves than refining the core combat mechanics. Judging based on pure gameplay, the God of War games are pretty damn boring. Their appeal is in their sense of scale and adventure.They are Quick Time Finishing Moves... the QTEs don't take the place of combat, they merely add them in after most of the combat has taken place..... that being said... I still don't like QTEs.
What? First of all, God of War II and III's gameplay auto-pilots in a way that makes it largely irrelevant whether enemies are on-screen or not. God of War I is a bit different. Most of the difficulty comes from environment traps (which are partially camera issues) and then a few projectile enemies and the cerberus dogs (the latter mainly because you have to dedicate a year-and-half to whittle down their absurdly large health pools).The ranged attacks being blockable is of absolutely no use if you can't see them.
But thats okay if you can hear them right ? Yeah so far... where I am.... if there is an audio cue for the ranged enemies then I sure as hell aint gonna hear it if its being drowned out by something else.... like whatever sounds are generated from me engaging in battle with another enemy.
You're right... the camera controls are great for keeping both enemies in focus, and the williams controls are quick and responsive (mostly)... but if you're locked on the camera will move in unpredictable ways based on how the enemy moves relative to how you move aswell making it unreliable.
Now I could unlock the camera and try to manage it myself, but unless I have three thumbs this is stupid because I can't constantly adjust the camera and fight the enemies at the same time since I can't manipulate the right stick and the face buttons simultaneously.... I'd have to alternate constantly between the two.... this is the Micromanaging I was talking about earlier.
Also really its unviable to try to fight without Locking on... your attacks just flatout miss at point blank range... I could sometimes do this in Dark Souls if the enemies were large enough but so far in NioH I've been fighting a bunch of humans and William will miss wildly if I don't use the lock on feature.
Really it shouldn't be the player's job to keep all the enemies on onscreen just because it never occurred to anyone to use a different camera... something God Of War and DMC figured out long before Demon Souls came out... which makes me think they were just being deliberately cheap in true Souls fashion.
TN didn't "copy" Dark Souls anymore than Crash Bandicoot "copied" Super Mario Bros. Some of the structural elements were taken from Dark Souls that I didn't feel needed to be (xp grave/stains upon death, checkpoint respawns, etc.), but the complaints we're addressing here are not related to those. The combat in Nioh is mechanically much different and it feels much different. If you're unable to get past having a target-lock then fine, that's your prerogative, but it's not like the Souls games invented or even pioneered target-locking in action games (target-locking is a thing in DMC, for example, as well as countless other action games).I don't know why so many developers are trying to copy Dark Souls... at first I just assumed they were just lazy and are passing off Rubbish Design as a Form of a challenge.... but I don't know.....
-Responsive and fluid controls across a wonderful variety of weapons, skills and attack types, allowing for highly customizable gameplay approaches and strategies.I just want someone to give an Honest explanation of why they think its gameplay is good.... the operative word being "Honest".... I'm immediately going to call bulshit if I hear the words "Fair" or "Chalenging"... clearly those words have a competely different meaning in the Souls Nomenclature so an explanation would be helpful.
Which enemy ? Flying Ships ? No thats not right... they weren't big..... I'm sorry you'l have to refresh my memory, which enemy was it ?
But thats okay if you can hear them right ? Yeah so far... where I am.... if there is an audio cue for the ranged enemies then I sure as hell aint gonna hear it if its being drowned out by something else.... like whatever sounds are generated from me engaging in battle with another enemy.