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Kit Walker posted:Yo that list was just every boss fight with multiple enemies and my opinion on whether that worked for the fight or held it back, since DS2 apparently had way, way more boss fights like that than any other game in the series. I thought I made it pretty clear in the descriptions that a lot of them didn’t give me any trouble, but a solid half of the total are only challenging because you spend all your time running around waiting for the rare window of opportunity where attacking one of the enemies won’t get you hit by another. It worked for Ornstein and Smough because they’re strong, intimidating, clearly a huge loving deal, and also one of very few fights where you’re forced to run around desperately trying not to die. It’s not nearly as fun when you keep having to do that over and over again. That’s really my biggest criticism of the game. Maybe it works for other people but it dragged it down for me This is a consistent problem with DS2. From the larger number of group fights to the way certain enemies work, DS2 has a lot of fights that force a tedious fighting style to overcome them. My (least) favorite example is the knights at the beginning of the iron keep. They have huge poise, fast attacks, fast movement, attack immediately, are in fairly enclosed areas, and have a long reach. So you can't really run past them, you can't just beat them down. You have to doge or block or parry. Have to. Every single one of the dozen or so knights forces you to respond to them defensively at the start and then counter. Often more than once too if you can't beat them down in one combo. It's so rote and to top it off there are so many of them. Then there's things like the bigger guys who will fall on you meaning you can't just get behind them and go to town. Ogres have that AND a badly telegraphed and hitboxed grab so you gotta be extra careful. And you have effectively infinite health with lifegems IF you stretch out fights long enough for the slow healing to take effect. It's the entry in the series where I spent the most time waiting on openings or health ticks compared to any of the others. I know Hbomberman made a whole video about how Bloodborne took away shields and it blew his mind at the genius of it. But to me the real genius in the series is in Dark Souls 1 where the combat was weighted so you could use a shield OR not use a shield. And the better you were the more able you were to just go on the offensive. Being able to put away the shield was like a reward for getting good and corresponded with when you no longer felt the need to huddle behind a shield because you knew the game enough. I feel like every soulslike after DS1 took away from the playstyle possibilities and that's what drags them down to me. DS2 through bullshit encounter design, and Bloodborne and DS3 through speeding the combat up too much for some styles to work. Man thinking about it DS3 it's just a blur in my mind, every fight feels like it's the same pace to my memory. Just an endless smear of quick reaction dodges and getting in 1, maybe 2 hits before I gotta do it again. DS2 almost got it right but messed it up. Get rid of the differing roll iframes, get rid of lifegems and give more estus, and tighten up the encounter design to be less tedious and I'd rate it above DS1 even, but as is there's just too many enemies where I think about playing DS2 again and then I nope out with the image of that enemy in my mind. Plus the agility tax. Phigs has a new favorite as of 02:57 on Dec 23, 2021 |
# ? Dec 23, 2021 02:52 |
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# ? May 15, 2024 04:31 |
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Phigs posted:My (least) favorite example is the knights at the beginning of the iron keep. They have huge poise, fast attacks, fast movement, attack immediately, are in fairly enclosed areas, and have a long reach. So you can't really run past them, you can't just beat them down. You have to doge or block or parry. Have to. Every single one of the dozen or so knights forces you to respond to them defensively at the start and then counter. Often more than once too if you can't beat them down in one combo. It's so rote and to top it off there are so many of them. Or you hit them with a stick and they loving explode.
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# ? Dec 23, 2021 02:55 |
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your first mistake was trying to use a slow heavy weapon to stagger the armored knights instead of simply spamming r1 with a rapier/shortsword and the Stone Ring that poo poo was busted as hell against high-poise enemies for some reason
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# ? Dec 23, 2021 03:37 |
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Count me as one of the players who believe that Mafia 3 had an excellent story and presentation, it was just let down by a repetitive game-loop (Dismantle the two rackets in a district, confront the racket bosses, then engage the head Mafioso in a scripted mission.) The DLC is more original than the base game and ironically has nothing to do with the Mafia. By comparison I only played Assassins' Creed Valhalla for 15 hours but I uninstalled it because I'm 30 years old and I don't have the time to deal with so much bullshit. The story is boring and having beaten the 11 previous AC games I know the gameplay-loop WILL outstay it's welcome. * The game is broken up into 21 regions, 2 of which are optional. After leaving the Norway map you have to do a quest-line for all 16 regions of England, basically undergoing the same arc 16 times. https://assassinscreed.fandom.com/wiki/Template:ACVMemories Just look at how long the main quest takes. The critical path is easily over 130 missions long. No main quest should ever be that arduous. * The gear-system is dull to non-existent. It's good in principle that every piece you find is hand-placed and can be freely upgraded. Except upgrading gear is costly, the weapon perks are boring, and transmog costs money. Compare this to Fenyx, which was made by the Odyssey team. Where all gear shares the same stats, the perks are useful, and transmog is free. * You have a sphere grid to level up.There are 400 nodes to choose from, mostly stats-boosts but also passive-abilities. Ain't nobody got the time to look at that poo poo. A simple skill-tree would have sufficed. * The Cult of Kosmos was incredibly important in Odyssey, as they were responsible for scattering your family and corrupting your sibling. It was a joy to play a stabby detective who hunts them down by untangling their web of members. The Order of the Ancients is a rehash whom you have no motive to go after except that your Assassin buddy Hytham asked you nicely. These last AC games have cribbed heavily from the Witcher 3, only with weaker writing and more bloat. I wish they'd take notes from Horizon Zero Dawn instead. That game knew how to be a sanbox that's lengthly but doesnt overstays its welcome.
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# ? Dec 23, 2021 03:55 |
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Honestly I don't even care if they're bloated, just give me a chaos machine as entertaining as Kassandra and I'm on board with any future games.
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# ? Dec 23, 2021 03:58 |
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Odyssey was better in pretty much every aspect.
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# ? Dec 23, 2021 03:59 |
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The last few AC games I've stopped doing side missions unless they seemed fun and it's made a big difference. Someone really needs to show them that less=more sometimes
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# ? Dec 23, 2021 04:36 |
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returnal has a dodge that gives you a lot of invincibility time and it's very important to use it to dodge through attacks. the tutorial mentions that it makes you immune to "most sources of damage" or somesuch. well what doesn't it make you immune to? you get to find out the fun way!
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# ? Dec 23, 2021 09:44 |
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RPATDO_LAMD posted:your first mistake was trying to use a slow heavy weapon to stagger the armored knights instead of simply spamming r1 with a rapier/shortsword and the Stone Ring I went through NG+ powerstancing Caestus swapping in a Bone Fist when I felt like it. With the Stone ring, it owned so hard. Trivializes 90% of the game. Even most invasions are over in a matter of seconds because you can just get in their face and Dempsey Roll them to death. You have virtually no crowd control, but so long as you can keep fights limited to one or two opponents you can usually manage a win
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# ? Dec 23, 2021 11:35 |
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Inspector Gesicht posted:Odyssey was better in pretty much every aspect. The game world was about 400% bigger than it needed to be.
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# ? Dec 23, 2021 16:00 |
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JackSplater posted:The game world was about 400% bigger than it needed to be.
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# ? Dec 23, 2021 16:29 |
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JackSplater posted:The game world was about 400% bigger than it needed to be. I got a platinum and didn't even touch 70% of the icons on the map.
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# ? Dec 23, 2021 18:28 |
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RBA Starblade posted:This guy owns (owned) because he actually is trying to summon players as well. You could put your sign down or use an orb in that hallway and he'd call you in. I always liked being summoned for this boss, then not doing anything . Really threw lots of people off. Makes a pretty easy boss even more trivial. My favorite covenant was the mound makers in DS3. They were the only covenant that could help you or fight you. It was great fun being summoned and just helping people out.
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# ? Dec 24, 2021 04:27 |
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Your Gay Uncle posted:I always liked being summoned for this boss, then not doing anything . Really threw lots of people off. Makes a pretty easy boss even more trivial. Half the fun of being a mound maker was fighting a host until an invader showed up, then immediately turning around and loving him up with the host and sunbro
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# ? Dec 24, 2021 05:03 |
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I would say the biggest problem with the Assassins Creed series as a whole is that it does not respect your time at all. Especially the games where your primary transportation is via boat.
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# ? Dec 24, 2021 16:05 |
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It's okay my time isn't worth that much.
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# ? Dec 24, 2021 17:22 |
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muscles like this! posted:I would say the biggest problem with the Assassins Creed series as a whole is that it does not respect your time at all. Especially the games where your primary transportation is via boat. Wrong. Black Flag was like 90% boat and it was good piratey fun
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# ? Dec 24, 2021 18:55 |
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christmas boots posted:Wrong. Black Flag was like 90% boat and it was good piratey fun Sure, but everything non-boat sucked and was slow and boring and annoying and gently caress that, let me get back to the boat. Or have you forgotten the Ubisoft Employee Simulator parts?
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# ? Dec 25, 2021 01:12 |
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The general removal of lethal parries from AC was what i hate. I know there was an argument that parries trivialized combat but it felt very on brand for an assassin. Dont get me started on when they introduced enemies you just couldnt loving fight without specific weapons / level. loving AC3
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# ? Dec 25, 2021 01:50 |
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Assassins Creed has never really figured out what they want to do with combat. I both love and hated in Brotherhood where they introduced chain kills. Made you feel pretty cool but it simplified the already simple combat a bunch.
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# ? Dec 25, 2021 02:33 |
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It worked better when enemies could run. Just standing around fatally countering until the last few guys throw their weapons down and run was the best
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# ? Dec 25, 2021 02:48 |
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I can get level scaling in an open world so players can go anywhere from the start. But the way this means some enemies are just arbitrarily-designated slabs of beef, often mixed in with other identical looking enemies you can kill with no problems, may be one of my least favorite things in modern gaming. At least keep those nightmarishly hard enemies in their own lane, or give them models and designs befitting of a real shitwrecker! Bandit C inexplicably hitting ten times as hard as Bandits A, B, and D is just demoralizing!
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# ? Dec 25, 2021 04:53 |
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I say gently caress level scaling. If you've got the plains of nightmare beasts next to the rainbow hills, then the player should know better not to walk over to the place where the sky is red and the land filled with pustules of lava. This is one reason I loved the Gothic series (well, the first 2, and to a lesser extent other eurojanky RPGs). You feel like an baby until the point where you suddenly realize that you can take down your first dark wolf or whatever, then suddenly feel like a badass (until like you come across something a little tougher and get your head caved in for your hubris).
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# ? Dec 25, 2021 05:47 |
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The Bee posted:I can get level scaling in an open world so players can go anywhere from the start. But the way this means some enemies are just arbitrarily-designated slabs of beef, often mixed in with other identical looking enemies you can kill with no problems, may be one of my least favorite things in modern gaming. At least keep those nightmarishly hard enemies in their own lane, or give them models and designs befitting of a real shitwrecker! Bandit C inexplicably hitting ten times as hard as Bandits A, B, and D is just demoralizing! I'm gonna assume this is about Dragon's Dogma, because they pull this poo poo pretty early on (and if you don't power through or run by you end up missing some notable content.)
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# ? Dec 25, 2021 06:01 |
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I feel like at some point in development Dragon's Dogma was supposed to have much more of a new game plus focus like Dead Rising, but the final product does not really work in terms of replayability.
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# ? Dec 25, 2021 06:06 |
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ZeusCannon posted:The general removal of lethal parries from AC was what i hate. I know there was an argument that parries trivialized combat but it felt very on brand for an assassin. The core problem of the parry-kill was that it was not balanced with the offensive options so the optimal or near-optimal lazy strategy was to just sit there and wait to counter. Which really made combat boring and it needed to go. The other option to fix it was to give you equally powerful offensive options. Like give you an offensive "parry" where you time it on when the enemy blocks you and you get to kill them. Just anything that made it possible to quickly kill someone proactively. But of course taking away the powerful thing was the easiest way to fix it so they did that instead.
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# ? Dec 25, 2021 06:17 |
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It was one of like 2 buttons in ac2 which is fine the combat being fairly 1-dimenasional makes sense when it's mostly just a brief side thing for when you fail the main gameplay of climbing around the outside of a cathedral to stab some sap in the neck as they made the combat in the AC series more of a real game they also made the actual assassin part of it less and less emphasized until there were whole-rear end "assassin" games about driving a boat or beheading englishmen with a viking axe or some poo poo
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# ? Dec 25, 2021 06:27 |
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Retro Futurist posted:It worked better when enemies could run. Just standing around fatally countering until the last few guys throw their weapons down and run was the best This is why the "lazy" way was awesome. Aggressive offensive parries would be good too instead of whatever the gently caress nonsense they ended up with. 4 was the last good AC
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# ? Dec 25, 2021 14:36 |
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It would have been nice for Ghost of Tsushima to checkpoint me before this fight with a lady that pushes me poo poo in. You know so that if I get frustrated I could just not trigger the fight and also when I still had resolve Edit: and it would be nice to just die, instead you have to wait for the person to walk over and stab you. Ever death. It's real fun and not at all a waste of my time Len has a new favorite as of 14:44 on Dec 25, 2021 |
# ? Dec 25, 2021 14:40 |
muscles like this! posted:I would say the biggest problem with the Assassins Creed series as a whole is that it does not respect your time at all. Especially the games where your primary transportation is via boat. Sailing your ship in AssCreed: Black Flag was fun because there was always stuff to do. You could hunt, attack other ship or fortresses , dive for treasures or just chill out. In AssCreed: Odyssey it was so boring that I would just set course for where I had to go and go to the bathroom or something. Phigs posted:The core problem of the parry-kill was that it was not balanced with the offensive options so the optimal or near-optimal lazy strategy was to just sit there and wait to counter. Which really made combat boring and it needed to go. The other option to fix it was to give you equally powerful offensive options. Like give you an offensive "parry" where you time it on when the enemy blocks you and you get to kill them. Just anything that made it possible to quickly kill someone proactively. But of course taking away the powerful thing was the easiest way to fix it so they did that instead. I generally think that a melee heavy game needs some sort of counter move. The Arkham games for example have it without making combat boring or too easy.
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# ? Dec 25, 2021 15:12 |
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Alhazred posted:I generally think that a melee heavy game needs some sort of counter move. The Arkham games for example have it without making combat boring or too easy. Trying to put my finger on why exactly one felt fine while the other felt like rear end. My memory is telling me that AC felt like you basically had to use a 'finisher' attack to kill enemies. Without it they just tanked a whole bunch of normal hits. One way to get a finisher was at the end of a combo, but in a large fight you'd always be interrupted before you could finish it. Without getting through the combo you would just be hitting the enemy once or twice and feeling like you were getting nowhere. Not to mention higher level enemies would block the first attack or 2 anyway, so when you got interrupted you'd have literally accomplished nothing by attacking. So the only reliable way to get a finisher was with a counter, and you might as well just sit there waiting for it because chipping away in between counters felt fairly pointless.
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# ? Dec 25, 2021 16:13 |
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In the original Assassin's Creed counter kills were good and balanced because the weapons were actually different. The Sword and Knife weren't actually one-hit-kills, countering with them just removed Hp from the enemy until it was low enough to do an execution move. The Hidden Blade however always killed on counters, but it couldn't block or do normal attacks so it was more risky. None of them were of course the real champion of killing people, that was the throw. Either you throw someone into a platform or off a roof to kill them, or you just threw them to the ground and did a normal non-combat assassination on them, which was a more active way of killing enemies. IIRC all of these things(and a few more interesting things) were removed in AC2 and never really came back in the later games.Alhazred posted:Sailing your ship in AssCreed: Black Flag was fun because there was always stuff to do. You could hunt, attack other ship or fortresses , dive for treasures or just chill out. In AssCreed: Odyssey it was so boring that I would just set course for where I had to go and go to the bathroom or something. Yeah I did that in AC 4 as well, there wasn't really any difference, except that Odyssey had better fast travel points so you didn't have to waste as much time.
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# ? Dec 25, 2021 16:32 |
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AC1’s stealth blade counter was awesome. You could end the climactic final battle in the game in five seconds because of it.
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# ? Dec 25, 2021 17:30 |
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Playing through the Castlevania Chronicles version of SotN and what the gently caress, they got rid of all the cheesy voice acting. They even changed the dialogue in the “miserable pile of secrets” speech. Boo. Even the corny “I am the wind” song from the credits is gone.
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# ? Dec 25, 2021 21:11 |
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Frank Frank posted:Playing through the Castlevania Chronicles version of SotN and what the gently caress, they got rid of all the cheesy voice acting. They even changed the dialogue in the “miserable pile of secrets” speech. Boo. IIRC that was a change from a previous version.
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# ? Dec 25, 2021 22:38 |
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muscles like this! posted:IIRC that was a change from a previous version. Well it’s a terrible change I’m digging the TG16 version of Rondo though. I’ve been looking for a way to play it without spending a fortune for years. Edit: sorry, Castlevania Requiem, not Chronicles Double edit: Having the opening video in German with English subtitles (because presumably, Richter is German) is a weird choice. Triple edit: holy poo poo this game is hard as balls. Richter is so drat slow it’s hard to avoid incoming attacks and hit back vs the bosses. The alternate boss of level 1 is handing me my rear end. They took away all of Richter’s snazzy movement tech fighting game input commands. Really missing that blade slash move right about now. Frank Frank has a new favorite as of 23:30 on Dec 25, 2021 |
# ? Dec 25, 2021 22:46 |
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Dewgy posted:AC1’s stealth blade counter was awesome. You could end the climactic final battle in the game in five seconds because of it. I watched a friend do the final fight and he accidentally ended it in 10 seconds. Incredibly anticlimactic. We did laugh our asses off though.
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# ? Dec 26, 2021 01:46 |
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Frank Frank posted:Well it’s a terrible change If it helps you get another PC if you didn’t already know, they take hits worse (although idk if it’s even by a significant amount) but feels smoother iirc. You can’t reenact the opening of SOTN though.
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# ? Dec 26, 2021 06:19 |
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Last Celebration posted:If it helps you get another PC if you didn’t already know, they take hits worse (although idk if it’s even by a significant amount) but feels smoother iirc. You can’t reenact the opening of SOTN though. I rescued her yesterday but haven’t used her. I’ll probably do another play through with magical anime girl after I finish with Richter. The way this game is set up is just great too. There are only 7-8 stages but each one has a completely alternate route you can take with a different boss to fight. Some areas can only be reached by using certain characters. That’s pretty neat for a 90s-era game.
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# ? Dec 26, 2021 07:40 |
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# ? May 15, 2024 04:31 |
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Guardians Of The Galaxy leans heavily on the movies aesthetics but chooses the blandest, most overly played classic rock and pop hits of the 80's. Gunn didn't go for the deepest cuts but I'll be damned if Square Enix didn't just copy and paste some radio station's regular rotation. Also some dialogue comes in on the PS4 controller speaker which always annoys me. And the controller dialogue doesn't even have subtitles
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# ? Dec 26, 2021 07:48 |