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Looks like I'm late to the party since you're 7 parts in, but thanks for this. Aria's my favorite vania, personally. One of the cool things I like is how the jump cancelling bug from SotN was reintroduced here as a game mechanic. In SotN, you could cancel your aerial attack animations by landing during an attack. In Aria, you can do the same thing, but only with certain weapons (usually the lighter ones), which is cool as hell. It means they can balance the heavier weapons by giving them more attack power but taking away their ability to jump cancel. it's a pretty minor thing but it shows that they paid a lot of attention to the ups and downs of SotN's combat system and played upon them perfectly when designing Aria's. arcsig fucked around with this message at 04:26 on Jun 5, 2015 |
# ¿ Jun 4, 2015 21:04 |
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# ¿ May 14, 2024 10:47 |
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Simply Simon posted:So I started playing PoR and so far I really like it! The level design is refreshingly there after OoE's vast stretches of nothing happening, the bosses err on the side of piss-easy which I'm more than okay after OoE's insane slugfests and the combat system is unique and not overcomplex. I just hope you're not a completionist like me or you're going to find yourself grinding all your subweapons to Master level in order to make your menus look clean and pretty.
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# ¿ Jun 7, 2015 02:24 |
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Valgaav posted:You sort of pointed it out yourself during the playthrough: The soul grinding has given you quite a few levels, eradicating the difficulty curve of the game. The only payoff we potentially have for it is a chance to see ALL THE SOULS. It feels like it would do better with a normal playthrough at the soul level the game 'expects' you to be at, and then have supplementary videos of you using all the souls or a high-level high-soul run.
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# ¿ Jun 15, 2015 04:43 |