Let's talk about character action games. They're all welcome here. If you know an underrated one, don't be afraid to mention it
Tip Your Landlord Shirt $21.68 |
DMT Has Friends For Me Shirt $21.68 |
Tip Your Landlord Shirt $21.68 |
Let's talk about character action games. They're all welcome here. If you know an underrated one, don't be afraid to mention it
Tip Your Landlord Shirt $21.68 |
DMT Has Friends For Me Shirt $21.68 |
Tip Your Landlord Shirt $21.68 |
>If you know an underrated one, don't be afraid to mention it
Aztez
Never heard of this one. It kinda looks like a 2D Madworld
Not enough people know Aztez.
Am I the only person who struggles to overlook bad balance in action games? I feel like people often excuse bad balance choices because they feel like the games should be about creativity and therefore having things be broken can be sidestepped by just not using them. But I really hate it when things are broken.
I feel like the tendency to use your whole arsenal of moves needs to be tied to the fact that there's no real reason to use one over the other in most cases, rather than deliberately doing things suboptimally just because it's less fun if you play correctly.
What do you mean by bad balance? The genre is based around you using your wide moveset to kill enemies in cool ways. Killing each one in the same basic way will get you a shit score at the of end of it
Even that's a shitty excuse because it can often be demonstrated that there's a disconnect between what nets high style points / mission score and what's actually stylish. High APM DMC play often nets As and Ss, where as certain kinds of cheesy play are surefire SSS scores. Plat's catalogue often features similar things.
The system doesn't seem designed to encourage high APM, precision, interesting frame links, etc., and often the scoring system is badly balanced and can be abused. Red Hot Night in DMC5 is a great example but there are plenty of others. It's not like it's just "if you play to survive your score will suck" you can play like corny shit and All-S HAH as long as you understand the scoring system itself.
>High APM DMC play often nets As and Ss
No? Nero is literally "Exceed enough to SSS." There's literally no way you're going to have worse style playing faster unless you're spamming the same move. In fact, it's the complete opposite to how you're portraying it, since style needs constant action to mantain. DMC5 played for score requires you to have higher APM by definition, because it asks you to do as much of your damage as you can on SSS.
>If I'm expected to be playing for style, want my stylishness to have a meaningful impact on my ability to progress.
This is completely contrary to what scoring and style are meant to be.
>This is completely contrary to what scoring and style are meant to be.
And what is that, exactly? Why is the “real game” treated as effectively bonus content for the players? To cater to an imaginary audience of casuals who suck shit at the game and want to see the ending?
If the real challenge is getting S ranks, I want to be game-overing for failing to get S ranks. Why am I pretending to be playing a souped-up version of Ocarina of Time if I’m actually in a score attack. If I come in last place in a racing game, I have to do the race again. I don’t just advance to the next race with a little “F” on my report card for nobody.
>And what is that, exactly?
Because scoring is about doing better than the norm, not scraping to pass by. If your scoring is required to pass the game it ceases to be scoring. It's not longer about giving the player feedback on how well they're doing and it becomes like any other requirement.
Scoring adds another layer to the game. It's not about the fact casuals can beat the game, it's about the people who want to do more than beat the game. Like it usually goes: easy to learn, hard to master.
>High APM DMC play often nets As and Ss
Do you even play DMC?
You would have gotten to SSS much faster and easier with other strats and the high APM stuff wasn’t even affecting your score all that much. If you tried to play like that in M12 you’d finish DMD with an A rank for all the damage dealt below SS. Enemy step cancels don’t refresh the style meter after the first use and if you’re not putting the hitbox out you’re staying in style decay.
DMC5 is definitely better about rewarding style ranks for high APM but you're right about DMC3 and 4's style system not always rewarding it adequately. For decades any time someone posted a cool combo clip you'd get a sperg saying "all that just for an A rank kek" and it's simply because what players have come to be capable of falls outside the scope of what the developers thought was possible. Yet ironically the combat systems that tie together well enough for players to do things outside of what the devs thought possible is the great strength of DMC and it's a constant tightrope act of trying to balance that freedom against a parameter based ranking system.
To follow up, DMC5 actually went too far in the opposite direction with its end of mission style rankings. Now knowing that players will come up with stuff far outside what they thought possible, the devs made the parameters for end of mission ranking as broad as possible in order to make all playstyles feel reward. But as a result of that broadness it became extremely easy to get an S rank on (almost) all missions and even made score cheesing even easier.
5’s style system using a weighted average mechanic rather than a raw total mechanic was asinine and counterintuitive and it’s one of the worst things about the game, in spite of its overall quality.
The averaging isn't a problem in itself. The real problem is that the encounters weren't designed with the scoring in consideration and there's actualy de-ranking in some of the missions (likely to compensate for Quad S doing massive damage at SSS). You're actually fighting an uphill battle in mission 10, and encountering a single Fury (despite the fact they give you double points as they take double damage) is guaranteed to bring your score down.
No the problem with averaging is it rewards skipping encounters whenever possible.
Should the next game take the bayonetta route of showing the score of each “verse” and then rewarding you to do all of them?
No, that's a misunderstanding. It all depends on how well your average is in each encounter. If you kill a single Empusa without ever getting to S it's obviously going to be pretty bad, but if you do an optional encounter with a big group of enemies it's going to do you good.
>All enemies are checked and count towards the score in 5 though.
Yes, but there are specific points where the game checks your average which is what's then counted for the final mission score.
Think about it this way: If you do 4000 points and then 2000, averaging to 3000, and then you get a check, you'll stay at 3000. But if the 4000 is checked, and then the next average (3000) is also checked, you'd get 3500 points.
If the game had checked every red door encounter as its own, it would have had a much more accurate scoring system; it wouldn't even mess with optional encounters, because getting 0 points will not affect your averages. You can even easily confirm this on some mission with massive skips, where you'll be given a D in the check, but that won't affect you. You can skip the entirety of Mission 01, fight only the boss, get a D in the check, and absolutely kill it because you are only getting points for the boss which are very high.
You're wrong about how the scoring system works. Every single instance of you doing DAMAGE is checked.
Also, there's the issue that the checks are not really well established, which means you can do well in one encounter, do bad in the next, then do better in the one after, but if the check was in the second one you're keeping the score from that one.
All enemies are checked and count towards the score in 5 though. Even the Qliphoth tentacles, though they have special values that keep them from detracting from the average
That’s not how it works. In 5 it takes a weighted average of damage, so that your score is a function of the PERCENT of damage dealt at no rank, D, C, B, A, etc.
If you deal 1 damage at SSS rank you have max (S) score. Deal 1 damage after that at no rank, and you have C score. How much or little damage you deal doesn’t matter, your score is nothing but a percent of total damage weighted by rank. Deal 5 damage or 5,000,000 damage, all that matters is what % of that total is dealt at each rank
Read my other posts, Anon. I'm talking about the in-mission checks, not how you get score.
The in-mission checks are just hints/tooltips though, they report your current mission score at the moment of the check, they don’t report the fight score or have any significant bearing on the calculation of the total.
Why do scores matter at all in character action? I style on enemies BECAUSE it looks cool. I couldn't give two shits about how high my score gets on my single player game.
Because ultimately the purpose of a video game is to be a contrived challenge for the player to overcome for the purposes of entertainment. If I’m over here making up my own challenges because the ones the devs designed the game around aren’t very interesting, that’s a shortcoming of the game.
Anyone play Soulstice? Its pretty solid but has some shit design choices.
The inspirations from the arcade days is why score exists in these games. Aim for a better score and you become a better player.
soulstice is trash
>hey lets make the same core mistake that did DmC devil may cry,what could possibly go wrong?
What was that? Emphasis on light and heavy attack modes?
Genuinely curious?
Colour enemies, you have to switch constantly between blue and red to do damage to distinct enemies, its boring, plus the weapons have less depth that DMC1 weapons
There are two enemy types that get red and blue variants, the first of which will make any weapons that aren't of the same color bounce off (note, this include neutral weapons like guns), the second will make them intangible to anything but the same color. There's another enemy type that can put blue shields on others but that one's far less annoying.
>the weapons have less depth that DMC1 weapons
That's not true, their moves are just spread way thinner accross the controller.
DmC had specific weapons locked to the colour coding right? I know DmC DE removed it somewhat so you could use every weapon against everything. Soulstice lets you use every weapon but some are better than others in regards to enemy type, barriers etc. Even the colour coding isn't too bad most of the time as blues are ethereal but red is when it gets rough. Those frickers will get involved and block hits.
>Anyone play Soulstice? Its pretty solid but has some shit design choices.
I finished it a few days ago and I both love and hate it. Does playing on a higher difficulty give more rewards? Buying moves and skill from the upgrade tree felt impossible at times.
>Why do scores matter at all in character action
More currency at the end of the mission
More currency = buying moves earlier
By this logic why should any game have objectives?
>I don’t care about 100 coin stars in Mario 64, I collect coins BECAUSE it’s fun. Why do I care about how many stars I have in a single player game?
>get high score
>get more coins
>buy more abilities sooner
>get to do more crazy combos earlier than shitters
logic
I completely agree but right now people just aren't making games in this genre for people like us. Score is seen as king and game overs are almost considered secondary failure states in comparison. I'd like to see a game that requires me to use all the tools in my arsenal just to stay alive rather than style on my opponents, but to be fair that would also clash with the tone of pretty much every character action game on the market right now. A new kind of game needs to be made.
Closest thing to this is Kingdom Hearts. 2 and 3 (with ReMind at least) are great action games without a scoring system, the game only asks you to beat the bosses and nothing else. Which can be a pretty tough challenge against the super bosses, even with all your tools.
ninja gaiden and shinobi
Yeah Ninja Gaiden is a great example of more of what I'd like but that series is pretty dead. Shinobi I haven't got around to playing but it does look interesting.
I don't even mind "score is king" but I feel like if score is the point, score should BE the point. This is why I thought Must Style Mode was DmC's greatest contribution to the franchise and it didn't even make the cut in DMC5. If playing stylishly is the point, I should be losing and retrying when I don't. It's weird to treat it as this secondary system taped to a straightforward adventure game.
DMC5 kinda-sorta winked at it with Quad S but it was still fairly ancillary, where it was like a bonus for playing well rather than a mandatory condition of success. If I'm expected to be playing for style, want my stylishness to have a meaningful impact on my ability to progress.
Must Style should be a standard mode in any new DMC game and it's a shame that it isn't.
>Am I the only person who struggles to overlook bad balance in action games?
no, it's why they are dying out from piss poor attention to detail and polish
Yeah, I also prefer when my options are balanced. Some people seem to get infuriated when devs nerf anything in a PvE game, but I like it.
For me it depends. If the enemies are tough and the point is for me to actually be fighting for my life, give me a balanced moveset so that I can't just cheese through the fights with exploits. If the enemies are not as tough and the point is for me to be as creative as possible, give me whatever overpowered shit you want as long as it looks cool when I use it. In this last case, the balance will come from the points spamming the broken moves give out, which is generally less than using a combination of your less powerful but more diverse normal moves.
Can you give an example of what you’re talking about?
>german damage balance
what did he mean by this
DMC5 is a weird example because you can just use Faust to 1 shot boss and it's absolutely designed to do so. Or SDT. Or Royal release
Though excluding those I think air back melee on Cavaliere do more than balrog jabs there. Even RI has some moves comparable in damage like Cerberus's back+swordmaster
>RI
?
Go pay competitive fighting games if you want balance, this genre has broken mechanics on purpose to reward players tht know what they are doing to have fun
A very odd post considering "competitive" fighting games are a joke and that's not even getting into the garbage they consider balance, let alone community problems.
multiplayer games are still better because you can have a fight unlike trash like dmc where your enemies are just punching bags.
Still in scrub honeymoon I see. Don't worry, it'll wear off sooner or later and you'll see the massive issues that shovelware genre has.
>competitive fighting games if you want balance
Even fighting games aren't balanced.
There's always a handful of top tiers and extremely low tiers. It doesn't matter what title you think of. Third Strike? Super Turbo? MVC2? Tekken? vampire Savior? Melty Blood AACC? If you consider Smash a fighting game, it's the same issue there too, with Melee being equally as unbalanced.
>who struggles to overlook bad balance in action games
This weird obsession and ideal of balance where every option/weapon a player has must be designed to be as statistically as equally as powerful as one another is utterly impossible, not to mention it just isn't fun to have a game be so insanely overtuned in that way.
As long as the options players are provided have potential to be fun no matter how weak they overall are when compared to the top tiers of weapons/options/magic/etc. that players have access to, and as long as the game isn't forcing you to use these, then it's all good.
>it's another ''X tool is better than Y so why should use Y game is unbalanced please help me I don't want to use my brain'' post
Every time in action game threads, you are the reason souls games exists. And MGR is such a dogshit example because in that game there isn't even a way to optimally or suboptimally do things and most of your moves with the HF blade all serve the same purpose.
I use the tools that I have fun with and try to do the best I can with them. Succeeding easily with something I don't enjoy is not the way I like to play in any genre, I figure out what I want to do and then make it work.
I see stuff like the NSIC Pure Plat Verses in Bayo 3 where you just do a handful of Slave attacks and a couple Weaves with either Color My World or Scarborough Fair (if the Kraken glitch isn't used) and I just shrug and go back to using the microphone & door alongside the Umbran Armor and Phantom because I like them. I've loaded Nero's Breaker inventory up with Mega Busters, I've done Missions as Dante with only the two Cavalieres for my Devil Arms, I use Trish more in 4SE than the other characters combined, I actually use L'Etranger in Revengeance, etc. I have my fun, and if it's suboptimal then that just adds some challenge that makes it even more fun to overcome.
Absolutely based. Everybody should go play Aztez.
Depends on how you define balance. MGR is an interesting example. In regard to secondary weapons, because the sai and scissors can trivialize certain encounters, but because each secondary weapon has it's own niche, they're "balanced" against one another. Mechanics such as timeslow and ripper mode are balanced by requiring energy, but if you have the right cheat wig then you get infinite energy. Are these mechanics no longer balanced, or is it the player's choice to abandon balance by equipping a cheat item? What defines a cheat item? MGR doesn't penalize you for using the wig. There is no reason to not wear the wig other than wanting to make the game harder by giving up that massive advantage. You can beat the highest difficulty and get all S-ranks and accolades with the wig, and only you can decide whether you find that to be a satisfying victory or not. Even you create rules around which loadouts/items are allowed to truly "beat" the game, there are abusable tactics like Bayonetta's durga glitch that keep things complicated. Look at difficulty levels. When you start a game, which difficulty setting is 'balanced'? Maybe a game will tell you normal is the intended experience, but you find it way more satisfying on hard. So "balance" is more of a subjective experience, it isn't something that can be decided by a developer saying "this is what balance looks like" because that often leads to games that are either too easy or too frustrating. Ultimately it needs to be a self-imposed challenge.
I've been getting this with NGS lately.
The doppelganger is a really neat and dynamic fight, you have a lot of options and he's extremely fast and responsive so you think there's gonna be a lot of dynamism.
But most of your attacks are useless because he has frame perfect blocking and punishes. Meanwhile square -> triangle or triple square -> shuriken cancel loop is pretty much guaranteed zero damage win.
Similar deal with the red fiends. They're kinda annoying to fight due to the tail swing, grab, and double swipe having huge hitboxes, a million active frames, and heaps of hyper armor. But if you just spam one of the above, again they'll die without being able to do anything.
Tell me how to extract depth from Vanquish. I love so much about it, it's cool aesthetic, fun gameplay, /m/ shit everywhere, even its soundtrack is pretty good. But there just doesn't seem to be much if any depth there.
>play it on god hard no cover :^)
I know it's not a cover shooter but god hard seems not even playtested, you die instantly and your suit has no power to slowmo
amigos por favor...
chúpeme el culo grandísimo puto homosexual
vanquish is a piece of trash of a game,especially on god hard where the principal flaws of the game appear
how so?
You are forced to spam roll against everything if you wanna play without hugging the wall like a pussy, to get at max 3 sec of slowmo to deal damage, if you don't spam roll on god hard you die in 1-2 hits, also your weapons do no dmg, you have to unload entire magazines of ammo on a single enemy to kill it, it is really a shitty difficulty that is not rewarding at all to master.
If you guys want to go hard on score autism you should get into shmups
ENTER
Besides Bayonetta and DMC what even is there?
Currently enjoying Bayo 3.
I really liked sakuna: of rice and ruin's combat, the player mobility and focus on moving enemies around and knocking them into each other was great.
Sakuna's a fun time. I need to play it more though. I played it for a couple hours and put it back on my shelf
Ghost Rider
Damn, ninja gayden 1 on MN is top notch.
>ngs runs fine on switch
>ngs2 and re3 run like shit
Wtf
Do you prefer multiple characters in these types of games or just a single one?
Depends on the series
Ng and bayo single
Dmc and mgr multiple
You didn't like the other characters in Bayo 2? They were really fun
>You didn't like the other characters in Bayo 2
Aren't they just Bayo reskins with some different stats? Like Jeanne wt on bat within and stronger ww or bayo mom which is bayo1 with shotguns but takes increased damage
Only Rosa is a Bayo reskin. Jeanne has a lot of weird quirks about her that makes play different. Rodin and Balder play completely differently
I'm going through the PS2 Castlevania games. Lament of Innocence is kinda like a slightly unpolished GoW although not as cuhrayzee but the combat actually has a good amount of depth, Curse of Darkness is awesome. Starts off a bit slow but once it gets going the combat is really satisfying with a nice amount of challenge, great variety of weapons, several have unique combos.
Sadly both games suffer from poor level design. Better in Curse but still far from what it could've been. If you can get past that the games are genuinely fun with 10/10 atmosphere.
Also Curse might have my all time favorite save animation in gaming. It's gorgeous.
why is Devil May Cry a cuhrayzee game but God of War isn't?
And yes, I mean God of War 2016
You can jump in dmc
GOW2018's combat has less mechanical depth than DMC1. You can do some cool LOOKING stuff sometimes but it's all from canned cooldown abilities and press x to awesome moves.
Combat is very rigid and not free form enough.
Demon and angel weapons that correspond to the enemy types respectively. I think in the original release demon weapons did shit to angels and vice versa. Definitive release tweaked it so every weapon damages everything but still putting a bonus on demon weapons against demon.
because 2018 is not at all as fast paced as GOW3 or any other character action game. the point of them is to have high speed combat that test your reflexes and also gives you a chance to show off. 2018 is not nearly flashy or combo heavy enough to be even considered close to a CA game. the closest ARPG to CA games is nioh.
>Color coded enemies in reboot
They should've made so that only enemies' shield/barrier is color coded. Destroy the shield with corresponding weapon - hit enemy with any weapon you want. Kinda like they already with Witch enemy who has/can cast blue on enemies. Why the frick NT didn't do the same thing for knights and rats is beyond me
>get SSS against Vergil in DMCV on first try
>get hit at the very end and lose it
>alt+F4
Currently playing this for the first time on Hard. Just got the ability to breathe underwater.
I can't believe this shit got glowing reviews. It has so many mechanical problems that make playing it incredibly frustrating.
>your walk speed is so slow that you have to resort to dodge cancelling by flicking your analog stick and pressing square repeatedly to traverse the game's long walkways as quickly as possible
>grab detection is horrendous (and every time you fail to properly grab an enemy or accidentally grab an enemy that can't be grabbed, you're stuck in a long recovery animation)
>air juggles also fail like half the time (when I hold triangle to launch an enemy into the air, I press circle to whip him back to the ground but sometimes only a grab comes out)
>if you do grab an enemy and want to throw him at other enemies, there is no way to change who Kratos is going to aim his throw at
>later enemies constantly parry your attacks, so if you want to do the strongest hits of your strings (like SSSSST), you have to aim your weak attacks away from enemies and then do the final strongest hit on the enemy
>no way to restore magic in battle unless there are gorgons for you to QTE, so unlike DMC or NG, there is barely meter management in combat
And the game is filled with tons of infuriating sections that simply test the limits of your patience
>any section where you slowly tiptoe on high beams
>any section where you slowly climb on walls and have to deal with enemies trying to attack you while climbing
>any section where you slowly monkey bar across a long piece of rope while enemies attack you from both directions
>any section where you slowly push a heavy object to solve puzzles
>any section where you slowly push a heavy object while enemies infinitely spawn around you to prevent you from getting that heavy object to where you need it to go (the one where you have to push a cage up an inclined path while fending off enemies nearly made me quit)
>>grab detection is horrendous (and every time you fail to properly grab an enemy or accidentally grab an enemy that can't be grabbed, you're stuck in a long recovery
All 3 main games have this shit. It's worse in 3 imo since it has bigger enemy count and situations like
>stunned heavy enemy with glowing O above it's head
>multiple low level enemies on the arena
>oh boy time for qte
>Kratos grabs lowtier enemy and stands like moron waiting for command
YES. This is absolutely disempowering and frustrating. Anytime multiple enemies are clustered/clumped together and one of them has a circle prompt above their head indicating they are ready to be grabbed, I just give up on trying to grab them because the devs didn't have the foresight to have Kratos automatically prioritize targeting enemies with those circle prompts.
And for some reason, if you fail to get to the circle prompt in time, enemies seem to regain a bit of health back.
Here are some other things I couldn't add to my list because of character limits:
>speaking of circle prompts, why do the small minotaur enemies with hammers have such fast circle mashing QTE requirements? It hurts my fingers to have to constantly mash circle on a downed minotaur just for a chance to get some health back.
>parry follow-ups have no invincibility, so unless you're in a 1v1 situation, then doing any attack follow-ups is very dangerous.
>why is the dodge roll animation so fricking long? DMC1 had a snappy dodge roll animation. NGB's was kind of slow but nowhere near as slow as this. God Hand came out a year after God of War and the dodges are way faster than GOW1's. Dante can do like 3 dodge rolls in the time it takes for Kratos to do 1.
Also, a nitpick:
>why is it that opening doors requires you to mash R2 but opening chests requires you to hold R2? The difference makes no sense.
I just really hope future games fix these issues. Because GOW1 is really, really rough compared to its peers in the character action genre.
I would agree. GoW is pretty low on the character action scale. You *can* do cool things, but a lot of it is limited and the gameplay outside of the combat is unbearable. I believe 3 is pretty solid though
Gonna start W101, can't wait for all that space harrier sections
>your walk speed is so slow
That's most old action games
>grab detection is horrendous
If i recall, some hitboxes are fricked up and you have to go behind enemy to grab him, it gets fixed in sequels
>if you do grab an enemy and want to throw him at other enemies
gets fixed in sequels
>no way to restore magic in battle
all games have chests with magic during combat, meter management sucks in most of 3D action games and first gow has it's own extra (shitty) devil trigger, only GoW 2 got it decently right.
>any section where you slowly tiptoe on high beams
better than autoplatforming
>any section where you slowly climb on walls and have to deal with enemies trying to attack you while climbing
GoW 3 is the only one that does it right by giving you wall combos and very satysfying movement options
>any section where you slowly push a heavy object while enemies infinitely spawn around you
There's like one section in the game that does it
>I can't believe this shit got glowing reviews
Most of your problems are little nitpicks and annoyances that are expected from the very first game, especially so old from back then inexperienced developer. Clunkiness was something that was tolerated back then.
Literally git gud, never had a problem with it outside of first game
>all games have chests with magic during combat,
But the problem is that not all combat encounters have magic chests laying about. Like, I recently finished a big room that introduced a cerberus and smaller dogs and that had a magic chest. But only like 40% of fights have them from what I remember. I'd be fine with GOW1's lack of meter management if every single major encounter had blue magic chests, but that's not the case.
>There's like one section in the game that does it
I've counted two so far, and they are the worst parts of the game that make me dread ever replaying them:
First is the conveyor belt after killing the three sirens. You have to push a block to the left in order to be able to double jump on a wall. Regular demon soldiers spawn infinitely while you try to push the block while the conveyor belt constantly pushes the block back.
The second is of course the one I mentioned earlier where you have to push the caged soldier up the inclined path and that's the single worst part of the game so far. Sometimes you get FOUR of those tough demon soldier enemies spawning that take an insane beating.
I hope there's not any more of these. Because whoever designed these sections is a fricking lunatic.
>GOW1's lack of meter management
It still has the shitty devil trigger, rage of the gods, if I remember correctly and magic is an overpowered helping tool, not something that is designed to be used non stop.
>I've counted two so far
I played GoW 1 last time like 3-4 years ago on vita and the only one I remember was with cerberus spamming during trial of poseidon? if I recall, so yeah, you must be right.
yeah i also just played through the trilogy i think it gets better in 3 but grabbing was ass, climbing on walls was ass, lots of the puzzles sucked and there was a lot of tedious padding. 3 was really fun combat wise and the puzzles were a bit faster but the end fight in gow2 is my least favorite in the series.
My issue from the game was only having 3 bosses. Aeris fight also just dragged on forever.
Nioh doesn't get enough props for it's overall structure. It takes the best lessons from the souls series and unshackles the character action genre from itself by adding RPG mechanics. Currency in character action games only matters up to a certain point and becomes meaningless once everything is unlocked while in Nioh 2 you're always getting that dopamine rush of getting another level. Not only that it's build system is as free as it's combat, you can refashion every single item and respecing is as switching your saved builds.
Nioh sucks for me precisely because it’s tied to poorly done RPG mechanics. Also the levels are boring. Co-op is fun though.
Go off queen, what makes it poorly done?
not him but it sucks because the loot is dogshit and has uninteresting effects. Meager stat buffs are the worst type of RPG mechanics because they don't change the way you play, they just make the numbers on screen bigger. It's the most limpdick artificial way of incorporating RPG mechanics in action games. It's virtually pointless for most of the game, but you have to engage with the system and swap out your equipment every level because your damage will dropoff dramatically otherwise. It only becomes interesting later on with graces that actually encourage particular playstyles, but it also introduces its own cancer with ethereal weapons and stat effects which exist only to shit on anyone not autistic enough to grind for hours.
Agreed, it simply has too much gameplay and too many mechanics. The fact I have to do more than roll and dodge is an outrage, not to mention the problematic attractive female characters and lack of lgbtabcdefg2aa+ representation. The RPG mechanics are complex therefore shit and the dialogue has none of joss whedons classic wit and style.
Honestly who wants to play such outdated garbage as Nioh in this day and age
>The RPG mechanics
The RPG ''mechanics'' and the horrendous loot system completely detract from the experience and aren't even fun to intearct with. Nioh is build autism and numbers autism, it has nothing in common with an action game.
I fricking love how Nioh completely filters zooms like you.
It's a mans game for enthusiasts, not for twitch casuals.
>poorly done RPG mechanics.
>inb4 loot bloat
try looking in the menu
I like Nioh but RPG mechanics are horrific for a full fledged character action game. Ooooooh, 5% more damage in the rain on top of a building on Tuesdays? That'll really change how I play the game and test my abilities rather than just being a tedious exercise in going into the menus. It totally isn't just a waste of dev time that could have been spent refining the core combat system.
Nah I'd rather play Ninja Gaiden anytime.
Yeah casuals like you do prefer the series where you spam cinematic instant kill moves. I prefer actual video games
>he says as he easily stunlocks an enemy with depleted stamina
just finished Bayonetta 1, 3 and Wonderful 101, should I play Vanquish or God Hand next or should I play the 3 games again but on Hard (Climax for 3)
Probably replay Bayo 1 and W101.
>waaaaah pressing buttons hurts my fingie wingies basedboy give me strength
Fricking hell no wonder we're in such a sorry state
And what are you referring to?
>will never ss rank dmc 3 on dmd
being bad at games sucks so much
I've played DMC3 how many times at this point and dmd makes me feel like I'm having a stroke
Please help
You are expected to use DTExplosion a lot.
I really like the challenge it offers but on the other hand I feel like I am cheesing the encounters by playing efficiently. But I am also not efficient enough to SS rank it
myst but it's CUHRAZY
i dont dislike these threads but we always talk about the same games because theres nothing coming out. character action games arent really popular anymore i cant remember the last one that came out that was impressive.
Bayo 3 came out like two weeks ago.
yeah i have bayo 3 downloaded i just havent gotten around to it. the summoning mechanic doesnt look to fun. was NMH3 even good?
I heard it was. It just looked like shit graphically.
>the summoning mechanic doesnt look to fun.
Using Kraken ink ray into wink slave glitch to melt boss healthbars in nanosecond for Pure Platinum in process destroying online ranking system is fun tho
Doesnt it give shit combo points tho?
Due to the way the game is coded demon attacks give a lot of combo points so no using the kraken glitch is most optimal way to speedrun pp
I saw some madman on youtube fighting bosses without dodge offset or demons though so it's not necessary. Spoilers ahead if you care about that
>Due to the way the game is coded demon attacks give a lot of combo points so no using the kraken glitch
I see. Decided to ask because I've seen a video of Rodin getting OHKD by a Kraken + Alrune (whip) glitch, and the player got Stone for combo but I guess its a different exploit.
That's because the first one deletes them from the game while the latter deletes their healthbar. It's funny how broken this squid boy is
>was NMH3 even good?
The action game fan in me was pleasantly surprised with how the combat was in NMH3. They got rid of high/low attacks, which I miss, but I guess that was necessary because it wasn't being designed for Wiimotes anymore, and the fights were bigger in scale than previous games. The special abilities were cool, but they felt kind of linear to use. Like you use the slowdown
The Suda51 fan in me fricking hates NMH3, but that's for personal reasons that make me want to slap Suda upside the fricking head. Putting up a spoiler because this isn't really the thread for b***hing about this game, but:
The writing lacks any substance, there's a ton of dropped plot threads from Travis Strikes Again, references on top of fricking references in everything to the point where it's just annoying, and trying to establish a shared universe with Suda's other games but doing frick all with it other than "hey it's that guy from that thing".
But if you're not a dumb gay nerd like myself who gets too invested in this kind of thing, the most that'll get on your nerves is that a bunch of the cool aliens get kill stolen from you so that some literally who characters can have their time in the spotlight instead.
>a suda game lacks substance
>this is considered a shock
Anon I...
Believe it or not, Suda actually wrote stuff with some degree of substance prior to NMH
Turns out every Suda game I played then hated was indeed made after NMH, what happened to him?
NMH was more of a critical and commercial success than any of his "serious" games.
Mind you, they still had their degree of wacky bullshit but there's a gulf of difference between stuff like TSC and Killer is Dead
I played the Suda games from back when he actually directed them, rather than his name just being a seal of "quirky Japanese game man". Even No More Heroes 1, which was meant for a broader audience, had plenty of things to say. But it presented itself like an action b-movie, and could be enjoyed on a surface level like that. Most of his work prior to that was a lot more thematic and heavy, especially games like Killer7 and The 25th Ward where it's easy to lose the actual plot.
I was hopeful for NMH3 because Suda returned to actually directing his games in TSA, and the writing in that game felt like a refreshing return to form. But NMH3 just didn't keep up the quality in that department.
>was NMH3 even good?
I think I'm the only person on this board who likes NMH3, though it is very blatantly unfinished
Well, yeah. There's a lot of small-a action games, but i think there's a distinction to be made between them an games focused on developing their combat first and foremost. "Action games" are such a broad descriptor that we've spent the last decade desperately searching for another name for these things.
(Like in Japan, where everything that has you controlling a character in real-time and having a fixed amount of actions makes you an "action game" from Super Mario Bros. to DMC5)
Bayo 3 came out recently and NMH3 came out on consoles and PC a bit ago. Plus there's always underrated character action games that people aren't really familiar with
is DMC5 good on PC? its the new resi engine so i assume its solid.
its like 8 bucks right now, i've never really played these games before. i'm not really one for 3rd person action games, but it looks pretty fun.
Extremely solid performance and highly moddable. If it's your first one then you might be lost on both story and gameplay as it's a culmination of decades of history in both aspects but you should still have some fun.
Remember to start on Devil Hunter and not Human, Human is easy mode.
Yes, DMC5 is very well optimized.
i dont know how people can jump into number titled games without playing the ones before it. my autism never lets me do it but yeah 5 is fine but you should play them all except for 2.
Regardless of what anyone thinks about the game, it's probably the best PC port of a Japanese game ever made.
Play 1 and 3 in the HD Colleciton first.
Do not get the standalone port of 3, it's bad.
You should really buy and play DMC HD Collection and DMC4 SE as well since they're also in the same price range right now.
I've been wondering something about the stylish action/character action/cuhrayzee subgenre. What would a hypothetical game in this style play like at the absolute minimum? Most melee-focused action games of the past 2 decades have a least a little bit of DMC in their blood, but not all are accepted as members of this niche, which is usually due to not having a high enough skill ceiling and player freedom in combat to fit in with the DMCs or Bayonettas of the world. So how would you strip down the stylish action subgenre to its core mechanics while still keeping the same appeal? Is it even possible?
I've heard people calling MH Gen and Rise too DMC so I don't even know what is the definition anymore
I tried World a while back but I got fed up with all the tutorials that game put on you when I just wanted to go hunt some mons. Maybe I'll try Rise sometime then.
Could Streets of Rage 4 be considered on the fringe of character action games? It's got juggle combos, a high skill ceiling, and characters with distinct special moves and abilities. It's still stuck in the design philosophy of arcade beat em ups though.
Try a real Monster Hunter next time, World and beyond isn't the same series.
SoR4 has a lot of combos and your Combo damage is cashed out for points if you aren't hit, which I would say is enough to count as being similar before you get to all the various characters and unlockable moves. Fight'n Rage is the most clear example in the beat-em-up space though, that game's even got combo trials.
Also World despite being made for a broad audience can be rough for some. Rise Sunbreak and Generations Ultimate are the more "crazy" MH games in terms of what you can do. If you want a more "pure" MH experience then try something like Freedom Unite or Portable 3rd.
i havent played it but probably MH from what ive seen
To me you need to have
>non-exploration based maps
>some type of scoring (not necessarily like DMC's)
>multiple difficulties with a difficulty curve based around getting the player to the highest one
Other things that add to this
>combat options designed about quality over quality, e.g. no grinding to get big numbers, things like elemental weaknesses are only secondary
>enemy types designed around active mechanics not numbers; this includes unique enemy mechanics
All in all none of this leads to games with tons of options or even huge variety. When it just comes to combat I would consider Furi or Sekiro pure action games.
Action games are really easy to distinguish, there's literally none that play like DMC and Bayonetta though, but for example RE4 is considered an action game regardless. I think the only games that fall into the DMC clone category are probably NG and GoW
What I wanna know is if brawlers like God Hand and Yakuza are cuhrayzee or not.
Beat em ups are the precursor to the cuhrayzee, so I would count both of them. They have a lot of options to take down foes and you're rewarded by doing better in combat. It fits the bill in my opinion
And games like Yakuza Ishin even have combo counters too, and the newest Judgment/Lost Judgment games have tekken type juggles in them. What even sets apart a brawler game from other action games? Is it the lack of weapons?
Its more so that most other brawlers don't give many reasons to get creative with their combo systems. Whether that being keeping enemies in stun longer, higher scores at the end or what have you. I don't consider Sonic Unleashed a cuhrayzee because you have no reason to use any of your tools outside of the basic 1-2-3 for example. You can try other combos, but enemies love breaking out of them, so you're better off going the safest option.
That's why I consider Yakuza cuhrayzee, cause you get quite a wide amount of tools and even tech to get creative if you want to. The problem is most bosses and enemies work in a way that more often than not get in the way of that(input reading, frame 1 attacks, horrible disjointed hitboxes) but it's definitely doable and the games wants you to experiement.
>Godhand
yes.
>yakuza
no.
>yakuza
>no
You need to cope.
Nah it’s too simple imo, like fundamentally the combat doesn’t have the same skill ceiling as most games in the genre and lacks the set dressings that let things like gow pass.
GoW barely passes, it has the depth of a puddle and is pure substance, there's legitimately 0 depth in the old GoW games.
That’s what I said. It only passes because of the weapons and set dressing that makes it superficially part of the family.
You've still got weapons in Yakuza and you even have style switching a la DMC4 and 5.
Yakuza is garbage as an action game, shovelware tier as a beat em up and moronic tier as a narrative
Good music and comfy setting though
God Hand might have died forever but at least we have Yakuza
>DMC
aren't GoW and LoK Defiance basically DMC 1-2 gameplay wise?
Defiance was when the series really shifted to discount DMC. It wasn't bad or good, just ok. Kind of the opposite end of the spectrum where Souls Reaver got shit for too many block puzzles.
>Try anything like this against a boss
>He starts blocking after the second attack even though you're punching him in the back of the head
>Turns 180 degrees instantly and super armors through your attacks
>Hits you with a stun
bro don't ever play Yakuza 3, its 10 times worse there
You can set up a few bosses and combo them but they are rare, usually either a combination of their moveset having them constantly hitting you and forcing you to dodge or the frick you frame 1 turn around into a stun. But it's still fun to find that one boss that lets you combo his ass.
>What would a hypothetical game in this style play like at the absolute minimum?
It's an interesting question, isn't it? Because you can't even say it's juggling, since fighting games pre-DMC1 (especially Capcom's MVC games and even early Tekken games) have had elements of air juggling in them.
I really have no answer.
There's a great beat-em-up game called The Ninja Warriors: Return of the Saviors that also has juggling. But I wouldn't put it in the same genre as DMC.
There's also a great indie game called Sakuna: Of Rice and Ruin. And that has juggling. But I also wouldn't put it in the same genre as DMC.
I think breaking down a character action game to its core is "comboing something with a big moveset and looking cool while doing it". I've seen people consider Sakuna a cuhrayzee, and the combo videos I've seen make me believe it
I guess MVC is the cuhrayzee of fighing games, or something. Maybe the real stylish action was the enemies we comboed along the way.
Perhaps it could be defined as more of a spectrum, where the games that everyone agrees fit the stylish action criteria are in the center, and games that have some similar aspects but different design goals are further out on the periphery.
>High difficulty, or encouragement to play on higher difficulty modes
>Combat where there's a large gap between skillful and unskilled play
>Game is mostly focused on said combat and fleshing it out over the course of play
>Sharp focus on interactivity over non-interactive elements (cutscenes, etc.)
Probably not complete, because by this definition something like Gunstar Heroes would be a cuhrayzee game, but it's a start.
>by this definition something like Gunstar Heroes would be a cuhrayzee game, but it's a start.
A lot of Treasure games seem to feel like the precursor to stylish action games, in a way.
A lot of Treasure's games are weird edge cases. Like, a surface-level comparison would say that something like Gunstar Heroes or Alien Soldier isn't cuhrayzee, but if you ask for qualitative reasons I'm going to come up blank.
Though thinking about it has helped me come up with one more point:
>Significant dynamism in combat, combat shouldn't be wholly predictable.
I don't mean that things should be randomized like
— combat, enemy reactions, etc., should be able to be predicted, but the shape of encounters as a whole shouldn't be able to be memorized like a shmup. (Essentially why Gunstar Heroes is an edge case but Sin and Punishment/Ikaruga aren't. Good games, but not cuhrayzee.)
I don't think the definition should rest on *specific* mechanics from any game (i.e. juggling) because you're always going to be able to find exceptions.
This kind of question is where the genre gets really fricky.
For me, this sort of action game is defined by strong personality. We call it 'character' action because we're controlling a character that we by all means consider 'rad as frick'. Bayonetta and Dante are these larger than life ass kickers where part of the fun is watching them be really fricking cool and using their powers to fight things.
It's one of the sub-genres pillars that you don't see done to the same lengths in other genres.
gays call it 'character' action because some brit with ass cancer called them that and a bunch of other eceleb gays just started repeating him. The correct name is anything but character action because that name is fricking stupid.
I just call it Devil May Cry as everything else is inferior to it.
"Character Action" is a pretty meaningless phrase, and so are all attempts to replace it; it boils down to "Action game with good combat" the way people use it. "Stylish Action" is something you can work with since it was coined for DMC and used by Kamiya for Bayonetta.
The bare minimum for Stylish Action I would say is:
>You are scored on more than just efficiency in some way; a Style Meter, Combo Score, or other separate way of tracking your play.
>More moves than you would need. Dante even in DMC1 has dozens of attacks.
>A lenient Cancel system, but with limits (ex. Enemy Step inherently has risk of touching an enemy to do it)
>Creativity
As such, I think the most stripped down action game that could qualify as Stylish Action would have:
>Every stage has a Point counter and ranking thresholds for points ranging from F to S
>During combat, each attack that connects provides anywhere from 100 to 1000 points. Hitting an enemy without being hit will build a meter, and every time you fill it you gain a point multiplier. The meter slowly depletes when you don't hit an enemy.
>Your character has a sword, brass knuckles, a revolver, and a boomerang
>Sword has a 3-hit combo and a 2-hit delay combo as well as a launcher, air string, falling attack, and approaching attack
>Knuckles have a 5-hit combo, a charged attack, a launcher and falling attack that can be charged, and a backstep attack. Higher Point gain than Sword
>Revolver can be fired at any time you're not in a melee attack animation or hitstun but has a good amount of recovery unless you immediately fire again (up to 3 times). High damage, 100 Points per shot and does not fill the meter much
>Boomerang passes through enemies and does little damage but decent hitstun. 200 Points per hit, bonus points for hitting it with your attack on the rebound, sending it back out
>Can dodge roll in any direction once with some recovery. Some moves can cancel into it. Higher multipliers increase its speed.
I hate Stylish Action. Call it Spectacle Action. That's really what it's about. The "style" is arbitrary.
Cuhrayzee is 100% a style, a 3D beat em up with a very specific feel
It's one particular gameplay difference I'd argue is long combos that often go into air combat to single out an enemy.
But I'd 100% argue it wasn't an intentional genre but rather a specific "frick your realism" take on development that goes full HAM on combat and story. Other anon said God Hand is cuhrayzee and I'd agree even if the gameplay has little to do with DMC
I think it's a bit silly to get too hung up on genre definitions since there's endless possibilities in gaming and unless you're making a blatant DMC copy someone will say it doesn't belong in the same conversation. Even then they might not like it because if it's just a copy they can just play DMC.
My personal baseline would probably be like DMC1/KH1/GoW1 for three slightly different approaches but can scratch that itch. You can jump and air juggle but not as much as later sequels, not as cuhrayzee as later sequels, somewhat more simple combos at times, there's platforming elements but not as much a focus as a 3D Mario, some crowd control element of 1 vs many.
I’ve been playing doom eternal and it honestly reminds me of ninja Gaiden with the chaining executions for recourses and using enemy weaknesses a, im shocked it’s not more well liked with this crowd.
Be careful there's a mindbroken schizo that frequents these threads and gets mad whenever someone compares these two games.
Why? They have very similar fundamentals I much prefer ng, but doom eternal feels like it’s got some of the same dna which I didn’t expect goin in.
I've no clue. I enjoy both games as well and I tend to compare these games from time to time in the related threads and the said schizo always starts sperging out whenever I do that, lol.
Is this shit any good?
It is if your heart believes it is
Yes, I was surprised how much fun I had with it. Give it a shot
It's the only DMC derivate that actually scratches that itch. If you like DMC you'll probably like it, though it's kinda jank.
I didn’t get that feel at all the juggles and combos feel like they’re not even dmc1 tier yet.
You were probably missing a bunch of mechanics.
I’ve never seen a web m with an enemy in the air for more than 4 hits. I’ll give it another go but I distinctly remember feeling unimpressed when I did finally play it
this is why I bought it when it was $5, I already own the dmc collection, dmc 4 and 5, bayonetta and mgr but I still wanted more hack and slash shit to play and assault spy seemed to fit the bill perfectly
I know this will be drowned out by the horrible shitposting these threads attract but I finished Bayonetta 3 and liked it a lot. Apart from killing off like the entire main cast I get it but you can't have Luka and Bayo finally get together and have them immediately get dragged to hell.
The combat took some interesting things from Astral Chain and I liked that they made an effort to differentiate the weapons now although that means you can only have 2 equipped at once as opposed to the former two titles having 4 weapons easily accessible at all times.
>spoiler
Don't worry about it
Yeah I was going to ask who the hell was Rodin referring to as pops when Luka and Bayo are stuck in hell. I assumed she was under Enzo's wing but I doubt that guy has the capacity to give a shit about anyone other than his wife and kids. I assume you unlock that's a room decoration you can buy?
The weapon and demon variety in 3 is by far its biggest strength and the main reason to play it over 1. It's still a flawed game compared to 1 but I really hope they stick with this system of making the weapons more distinct, I prefer it over the arms/legs system which made a lot of the weapons feel samey.
1 > 3 > 2
3 also actually has a strong boss lineup. It's harder to realize during the campaign but when you fight them in Witch Trials and such you realize how many good boss fights 3 actually has. Shame the Homonculi are the least-interesting enemy group visually and are less interesting to fight than 1's lineup and about half of 2's lineup (again, cleaned up some in Witch Trials when you fight more 1&2 enemies).
I genuinely love fighting Strider with Tartarus. Those things can block way more than I thought.
Yeah, I think people really underrate 3's bosses (or don't realize just how bad some of 1 and 2's were), there's not really any boss in 3 I didn't enjoy.
I wish I could get better with Tartarus because it's fun but I'm just awful with shorter-range weapons in bayo and always drop my combo with them.
I haven't found a cuhrazy game to get properly autistically good at. The ones I've played I've enjoyed and got high ranks, but they all have their share of issues big and small.
BURY THE LIGHT DEEP WITHIN
Assault spy is p good for a budget CUHRAYZEE game
What are some attempts at cuhrayze for the 5th generation?
So far, only Gunnm Martial Memory comes to mind.
Rising Zaaaaaaaaaaaan the Samurai Guuuuuuunmaaaaan.
frick, beat me to it
It may be my tolerance for old jank, but I played Rising Zan the first time earlier this year and felt like it held up surprisingly well for a 3D action game from before DMC.
Rising Zan & Tai Fu are the main ones.
I’d argue that rhe cuhrayzeee genre wasn’t real till the PS2 era though contrarians will come into to ree dmc really did define the genre.
remember "juggling is bad game design" autist
remember that crazy kingdom hearts schizo
>remember "juggling is bad game design" autist
I recall wishing somebody made a game that WAS just juggling a sandbag after so many shitposts saying that came about. Like, you're given a character with certain moves/weapons and sandbags of certain weights in a room with certain conditions/hazards and have to perform a consistent juggle while checking off certain objectives. Would be fun and also the definitive "juggling sandbag simulator".
There was that one schizo that insisted character action games were unfair for the AI and insisted all video games should be randomized ai mind battles that you can’t win from learning
>Unfair for the AI
Have I gotten old and feeble or have shitposters gotten more brazen?
He had almost 100 post about how it should all basically be plug your brain in and he was really just batshit insane.
remember the muh sandbags schizo
remember the DOA schizo
remember the dmc5 faust webms schizo
Did they all legitimately die irl?
I hope
It will always be crazy to me that people say DMC5 has bad levels.
>thinks picrel is a good level
DMC5 fans are the worst.
it's like the whale level in 3 but stretched out over half of the whole game
Why is that a bad thing?
You spend way too much time in the tree and Redgrave has issues with looking really grey during the day. Why didn't they just have the first half of the game take place during the night? That first section or mission 1 was fricking K I N O. And then it turns to morning and it just gets super grey. Subways were pretty nice to look at though
It's not that they are bad, they are well designed and fun to traverse. The problem is the lack of color it has, it makes it horribly dull to look at and every level inside the qhlipoth is like this. To me all the highlights of the levels are from Missions 1-9. After that it just revolves entirely around grey and decayed areas into the qhilpoth. I really like Bayo's levels because they are really pretty to look at, same with DMC4's.
Let's be real the only good parts of DMC4 level wise were Fortuna City. Once you leave and go to SNOWY CASTLE AREA. Shit goes south real fast. Unless you're going to tell me you enjoyed GREEN JUNGLE ZONE. I guess the Order outpost where you fight Credo was cool? But even then it was just WHITE CASTLE/CHURCH REGION.
nta but all of those are pleasing to the eyes for me, I especially like the forest
The Qliphoth is filled with neon lit areas though. And what about the mansion areas? Or the nightmare dimension? Or the stratosphere levels near the end? Plus all the levels have some sort of visual setpiece that's unique to them. Even mission 13, which is otherwise just circular arenas for people to coop in, has secret rooms that are colored by the tree's amber.
In a vacuum the levels aren't bad per se and they all have creative merit and variety behind them, it's just that after going through them multiple times and obviously being in the heat of the action the novelty sort of wears off and you start ignoring the intricacies behind them and disregard them as samey because you're not just stopping to focus on them
The mansion levels were pretty alright however. That's why I think the early Nero city levels are so memorable because they constantly change landscapes and weather/time, but once you're inside the qhilpoth all the samey veins and colors just sorta make you gloss over all of it.
>it's just that after going through them multiple times and obviously being in the heat of the action the novelty sort of wears off and you start ignoring the intricacies behind them and disregard them as samey because you're not just stopping to focus on them
You could say this about the environment in every game though?
But DMC5's qhilpoth is just fricking boring to look at. I don't care about the differences in designs where it's all just bright red and dark.
If you're looking at the Qliphoth and expecting visual beauty, then sure, it's not going to give you any. But if you're looking at it as an oppressive, alien environment, then it does the job perfectly, and it offers a great contrast to the city areas.
Good levels, just wish there were more of them
It has ugly as hell environments in the endgame and some bland in the middle. From the design point I liked 2, 3 late parts of 7 and 15 fine.
bro, when the bloody palace has more color than the main game, we have issues
>posts copy paste demon tree level #6
Yes it has the worst levels in the franchise, right next to Dmc2, and yes the reboot has way better levels
They’re good, but ugly once inside the tree. Most people don’t even know about the alternative paths and secret areas.
The correct name is stylish action, as it was the descriptor DMC 1 used. Anything else is wrong.
>stylish action
It's probably the most sensible way to describe it.
All other names just leave most people confused.
*Jackie Chan Cartoon sound effects*
how do i know what combos to put on what buttons in this game? is there like a guide i can follow? i played it for a while but i got to a point where i needed to switch shit up but nothing i used was comboing correctly
You want to put the fast, low strength moves on your square button combo because they're combo fast together. You can put whatever moves you like on the other buttons, but you'll want to have at least one sweep, one guard break, and one launcher move equipped at all times.
Trying to play DMC1 having only MGR for experience with this genre has me frustrated with these wild swings between "this is pretty straightforward and easy" and "what the frick am I even supposed to do with this shit"
Should I just not bother and jump to DMC5 or something? Not like there's anything for me to get spoiled over.
I mean you could, but as time goes on it really sucks that the biggest strength of these games gets looked over in favor of "catching up" to the latest entry. You will not get the most you possibly cant out of any of these games where it be DMC, Bayonetta, Ninja Gaiden, God Hand, etc by just playing once on Normal and putting it down. All these games off a lot of dept and content that can only be accessed by climbing difficulty or getting better ranks to either unlock stuff or just for the satisfaction of it. That's why I'm glad I grew up with these games because I was able to give each one the time it deserved as they released. I was never in the position to play something to "get if over with". I still fondly look back at spending hours in the Mission 16 room in DMC3 just fricking with Doppleganger because I got the infinite DT costume with that you only got for beating DMD mode. And I'm talking original Dante's Awakening, not Special Edition where you standard infinite DT Dante by beating Very Hard.
When I play older games to "catch up", I don't feel like using walkthrough when stuck is a bad thing. So DMC1 that I finished a week ago was a pretty good experience for me.
>tfw literally only two sci-fi cuhrazy games
I really just have to admit I'm too casual to play Jeanne. The Witch Timing timing is just too strict for me. Mad respect to those who can Pure Platinum shit with her.
OH Also Tales games fall into the cuhrayzee category too even though they are by definition ARPGs they still have a ton of similarities with the action/fightan genre and can get pretty cuhrayzee with the right skills, so yeah feel free to talk about Tales
i hate webms like this cause theyre cool and all but combos against practice dummies doesnt really show me the gameplay is fun.
How does it not? Everytime I see a combo exhibition I go like ''Frick that's cool, look at all the amount of cool shit I can do in this game''
It's not also just a display of skill of someone who has mastered a combat system it also just puts almost every tool you have into a demonstration, which you can then just take to whatever enemy encounter o boss and use at your discretion. It's sort of like an artist going to an art gallery and just taking inspiration from the paintings there. They are also not an indicative of actual gameplay, not for Tales or DMC and I don't think anyone ever pretended otherwise cause you cannot get away with webm related in normal gameplay nor against bosses.
yeah i know they show off the skill of the player and the potential of the combat i just prefer webms in actual combat not practice mode i think its better for convincing people to see that rather than a practice mode
Whilst I agree with your points, it's somewhat undermined by your webm absolutely being stuff you can pull off in real gameplay
You can but that Caina would have died 10 seconds in.
A DT'd Caina could make it through about half of the combo and something like a DT'd Riot would likely survive until the end.
This is absolutely a super autistic nitpick though, make no mistake. Your point still holds true to me.
Yeah it's 100% doable I'm not denying it, I was mostly refering to casual players or just bosses overall like Vergil cutting your juggles in half, etc.
What’s a series or franchise you want to see adapted into this genre?
I’d like to see a Megaman game the genre. Either a Zero one or a new spin off entirely.
Thunderbolt Fantasy. It's never going to happen, but the thought alone makes me cum.
Guilty gear(for real this time) or Darkstalkers(but capcom has DMC so it's not going to happen).
Guilty Gear Judgment is a beat-em-up that has really lenient attack options and despite a couple jank moments is a better time than Overture due to being much faster to beat. The entire #Reload roster minus Robo Ky is playable plus the OC final boss.
Konjiki no Gash needs new vidya NOW. The sequel manga is already approaching the quality of the latter half of the original run in just 8 chapters.
ive only seen the anime as a kid i need to get around to reading the manga.
The anime butchers the Faudo arc and never adapts the final arc because the mangaka had injured his wrist for about half a year and they didn't bother waiting for him. Read it, it's the best shonen.
Also Mamodo Battles on Gamecube was a really fun fighting game by 8ing, but that doesn't qualify for this thread.
>Mamodo Battles
holy shit i forgot i had this for the gamecube
i also meant to ask in that last post around what volume does the story of gash pick up?
ive heard if you want to experience zatch you should read it. i think the anime deviated from the manga's story
world trigger, zatch bell
Either of Dante's grandfathers, so Trigun or Hellsing.
Didn't Gungrave originally started as a Trigun game?
All signs point to that, although it's never been officially confirmed or proven.
Pretty much. We know the developers were making a Trigun game at some point before Gungrave.
If I had to guess, they probably were going to have Wolfwood be the player character, just based on that they could recycle his animations for Grave's big ass coffin.
This actually is false, Gungrave was created from scratch by Nightow after a visit to America and had zero connnection to the cancelled Trigun game, Gungrave Archives details this very clearly and i have no idea why it's repeated so much.
Speaking of, how excited are we for G.O.R.E? It's coming out next week.
I never played the original as I only heard of it after I no longer had a PS2, but GORE looks pretty solid all in all. Evil West will be my focus but I'll play it after.
I will never understand why people like Hellsing, seemed tryhard edgy to me and not cool at all.
Raidou Kuzunoha deserves it, propperly.
I just want crazy in taisho setting with actually good combat.
the P5 musou plays similarly to those games right?
>Resident Evil
You play as Wesker or Krauser or some BOW.
>Berserk
Set in the two year period of the black swordsman arc.
Resident evil as Natalia, Jake and Sherry. Natalia is Jean Gray, Jake has Colossus powers, Sherry is wolverine.
Nice
>yakuza has good combat
Is this the shit eating thread or what
What's wrong with you dude?
I enjoy good games, i.e not yakuzashit
>someone ITT saved the tales webm to make some bait thread
What's the 4D chess here?
This board has a cabal of schizos obsessed with shitting on anything that is combo focused or allows you to combo enemies. They are probably lurking ITT as always.
Does Viewtiful Joe count?
People will argue "no" and they're wrong
VJ is cuhrayzee and also based as frick
is the zatch bell anime better than that fricking awful PS2 game?
The PS2 game you're thinking of is probably Mamodo Fury (proto-arena fighter that runs at like 12FPS) and yes pretty much everything else about the franchise is better than that game. The anime is good until the Faudo arc despite some filler, the manga is fantastic, and there's a handful of good games (like
which is by the same people that made Bloody Roar, Naruto Clash of Ninja, Tatsunoko vs Capcom, etc.) but most never got localized.
Ch.100 is the exact point the series stops being mostly episodic encounters that build up the core cast and their relationships/motivations and starts kicking off a proper arc.
>ch 100 is the moment the story shifts
absoutely based. after im caught up on dungeon meshi ill read zatch
>see this thread
>mfw just bought DMC4 because it was on sale
So what am I in for?
Never played a DMC or bayonetta game
Tons of recycling, because the game was never finished.
I'm a Yakuza chad, I'm used to recycling
jacked up notion of fair play
It's beginning to piss me off
A better game than its detractors would have you believe, yet a worse game than its devout lovers would proclaim.
Trish and Lady were peak 2000s vidya babes.
Is Lady/Trish worth a playthrough?
Trish is unironically really fun, Lady is pretty lame.
Trish outside of the kicking stuff feels like a neutered Dante with different moves tbh
Lady sucks balls to play as, Trish is alright.
An action game with great mechanical breadth but fails to feel like anything more than half a game because it was wildly unfinished before release.
The first half is dedicated to Nero, who's a newcomer to the franchise. Nero has great synergy with the enemies, he's easy to pick up and is great fun so long as you remember to get good at Exceed, the mechanic for his sword, but his levels are sadly dragged down by bad gimmick sections. This is also where most of the story happens.
The second half is dedicated to Dante, who's the legacy character and protagonist of the past three games. Dante is a lot harder to get into as he has more options than Nero, but they're more specialized and distributed between different styles and weapons. Dante's levels are just playing Nero's but in reverse with fewer gimmicks, and there's no real story to speak of during his sections save for him taking down the bosses Nero left alive. For the final act of the game you play Nero again.
DMC4 isn't a game that's flawed but fun, rather it's a game that's flawed and fun. DMC5 inherited practically all the good things it has with none of the bad, so if you feel like you enjoyed the game but find the idea of replaying it a drag, it's not your fault. If you liked it you should also try DMC3, which is great in its own right and has Dante and Vergil's (Nero's father) origin story.
Bros I love how Ninja Gaiden Black introduces new enemies on higher difficulties and even mixes around the weapon spawn points. More games should do that for replayability.
>new enemies on higher difficulties
DMC3 does it
No, but it does change enemy spawns and give them new moves, which is good.
what is the point? all the enemies are just glorified punching bags and nothing else.
>expert player makes game look easy
Wow. Very cool.
the game is easy devil may cry is not like halo 2 laso deathless (the challenge was beaten after 18 years)or ddp dai ou jou death label (this game was cleared after 7 years)
the devil may cry games are very casual and anybody can beat them.
Also Inbachi from SDOJ still hasn't been NMNB as far as I'm aware
I don’t care.
I have made the discovery that DMC5 does in fact have wall running. Ride Punchline against a wall, it's the same result.
Show me a webm
>3Dante runs up the wall and flips back to the ground
>5Nero rides up the wall and flips to the ground with the risk of tripping and breaking the arm
What are your guy's hopes/fears/expectations of Project GG? Since Bayonetta 3 is done and Platinum doesn't really have any other big projects we know about in the works we're probably going to hear more about project GG soon (unless they're working on something like Astral Chain 2)
The kaiju parts in bayo3 were pretty gay, I think I only liked the segment in France
I like the Punchout minigames in w101 but everything else involving piloting robots were terrible
Not getting my hopes up considering the precedents
Not sure. I trust Kamiya full stop to make an incredible action game, and that Nintendo executive apparently really liked what he saw so far with the game that it was a part of the interview he did when joining Platinum.
BUT, if it's going to be exclusive to Nintendo platforms I will lose a bit of excitement. I'm hoping it'll be for PS5/XSX/PC. The hardware limitations of the Switch are just too hard to ignore.
I'm pretty sure one of the blog posts about project GG said it was going to be a next-gen game, so it's probably skipping switch (unless it's going to be on switch 2 or something)
AC2 is definitely in the works, it likely only started slow since Taura was working with SE on Replicant remake. Bayo is definitely going to be made into a more consistent franchise as long as 3 doesn't flop given that the game sets up two different potential sequels (if one of them isn't a DLC).
Project GG I expect to be about protecting the city as you fight, perhaps needing to respect the layout of the city streets as you fight and prevent collateral damage. That, or each stage starts with you as human-sized and you increase in size as you progress through it.
Does ultrakill count?
it's a perfect mix between fps and character action, I've never seen anything like it honestly
It's trash both as an FPS and an action game
What makes you say that? I'm genuinely curious
i want to try this but the artsyle puts me off, can't believe i got filtered by graphics of all things
Play it
Hey, I have a question. Can a dark and serious tone/narrative work with stylish action gameplay?
Nope, but DMC 3 and NG redditors will claim you can
God of War, the original ones at least, are the closest you'll get to it.
Sure, while kratos is a rabbing killing machine, the game still has a greek tragedy backdrop to it. Not the most plot complex, but probably one of the more serious attempts at it i can think of.
What happened to Platinum? Whey are they so shit these days?
I think they're just expanding too fast. Despite everyone seemingly wanting the company to collapse for no reason, they are expanding and bringing on new people. I think the inexperience of their teams has been a factor in this weird bad streak they've been having.
Granted, companies can go through this type of shit and always turn things around. For every person out there who seemingly wants Platinum to die for some reason I always point to how utterly fricking moronic Capcom was during 7th gen. Quite possibly the lowest point they've ever been as a company in sales and general good will from their fans. And since then they've turned things around for the most part.
>capcom turned things around
>by releasing the atrocity that was World and ruining MH forever
>by releasing root kit 8 frame fighter with in game advertisements 5
>by not releasing anything dino crisis
>by releasing the atrocity that was World and ruining MH forever
>still fuming about MHW after 5+ years
Lmao
Don't understand this schizo gibberish rambling, World is complete dogshit.
World was pretty good though, so was DMC5, so was RE2Remake. It's a shame you're such a fricking loser devoid of taste though.
That's a pretty good impression of your average modern braindead consumer that watches twitch and enjoys whatever his sponsored ecelebs tells him to like, but this is a thread for actual enthusiasts
Nice strawman you made up in your head, you forgot to take your meds.
Capcom definitely has some growing pains with World and Rise with the new power creep of Hunters become too mobile and being given too many outs and safety nets. But let's not pretend Gen U wasn't already a sign of things to come with shit like Absolute Evade. I'm surprised you didn't mention anything about REmake 3. Regardless, as a company they are in a much better spot than they were in 7th gen.
Never got into Resident Evil or horror games because I'm a massive coward, but I'm sure the RE fans have their justified problems with the remakes.
Yeah MHX was the point of no return for the series, World reined it back in and streamlined the whole thing but with Rise essentially being Generations: Electric Boogaloo it seems like they're just going to flip flop between the 2 styles moving forward
They've always flip flopped in style between mainline and mobile team games.
Sick of you newbies talking about shit you don't understand
How so?
Platinum was never good, they have 1 gimmick per game and it makes their combat shallow compared to their contemporaries. There’s a reason that team ninja has outshined them with Nioh and soon wolong. Because they are consistent. I can buy a team ninja game and know I’m getting really complex combat with loads of options.
With team ninja am I going to be in for a cinematic refined system? A game with a gimmick that doesn’t “click” but the combat collapses without?
Who knows?! Not platinum that’s for sure. And the constant genre shifts and mini games make them all nightmares to replay. The gay detective shit in astral chain? Garbage, the shit after
Burner minigames or motorcycle/wall riding? Dog shit. And Platinum gays will tell you
>it’s not thatttt bad
Then call you a casual for not swallowing the platinum slop.
I'm also trans and never play on difficulties higher than easy because that's for tryhard sweats btw, not sure if that makes a difference
I played on infinite climax for bayo 1 and have completed dmd for every dmc, working on my master ninja runs in ng2 rn. Platinum is bad at making games
>builds combat system
>puts in a billion minigames to keep you from actually playing the combat
>ambushes you with qtes
Given you're such a master I suppose it wouldn't be too much trouble giving us a Bayonetta stream to see how it's done? I mean I'd like some tips on specific verses too.
If you think I’m putting a stream on for you gays and that I’m getting out of bed you can kys.
EVERY
TIME
LMAO
Always an excuse
Hahahahaa the troony cries as you don’t dance for them. God platinum gays aren’t human.
>I've totally played on infinite climax bro!
>complains about QTEs
there's literally only 2 instant death QTEs in the entire fricking game
It’s not about instant death, it’s about me not wanting qtes in my action game, it’s shit when GoW does it, it’s shit when bayo does it. It’s fundamentally shit.
Agreed, I also hate when the game expects me to actually play it and doesn't give me a giant box explaining how to defeat the enemy like in doom eternal
Who the frick was talking about doom?
Yes, that is a very normal opinion to have about a game, just like hating QTEs
not him but
the QTEs in bayonetta are fricking boring and annoying
some minigames are annoying, frick afterburner
I'm also trans btw
The platinumtroony cries petulantly for it can’t defend bad design.
>I can buy a team ninja game and know I’m getting really complex combat with loads of options.
vergil 3 in dmd is fricking impossible
vorgey is a joke especially on dmc5.
your shitty games are not challenging or replayable.
Didn’t ask.
Anyone here play this? How was it?
I'm thinking of trying it on an emulator.
Dante’s Inferno runs pretty well on RPCS3
I'm going to get mad good at Vanquish and show the world the beauty of the game and its hidden potential.
That or crash horribly and discover that it's rancid under its hood.
Let's see
I'M GONNA DO IT LADS
I don't know how much you can get out of it really, it's fun for what it is but it's still a product of its time.
ayo fr fr shit be dusty af no gorra en serio por verdadero
yes actually, your Hispanic zoomer mannerisms are completely correct. rockets and bullet time don't change the fact that it's a boring grey stop and pop shooter.
ayo fr fr xqc ain't even streaming this jawn fr
It's really just a TPS with some cool gimmicks attached to it, it's nothing too deep.
>guys I'm totally a pure platinum God and can tell you the games are shit despite my complaints being stone award tier
My complaint weren’t with bayos core combat it was with literally everything else in the game.
Your complaint is you are literally too slow and stupid to press a button that's massively telegraphed? Sounds like a you problem.
I sigh that’s not a defense for something that should’ve been left on the cutting room floor, along side the shooting galleries and afterburner minigame.
So again you're proving my point you're a massive casual complaining about nothing. I mean I wouldn't be surprised if you complained about the "long" fight in chapter 1 against Fortitudio where you're on the bridge.
Not a defense, because it is indefensible I accept your concessions. Bad design is bad design.
You’re the type of person to say people got filtered by wonderful 101s puzzles Camera Angel and genre shifts right? Instead of admitting maybe platinum should design there games as focused experiences like their competitors.
pic rel just ruined every other fps shooter to me
>amazingly fun combos
>zero superfluous tools
>all guns are overpowered with unique uses
>v2 and pinos are top tier bosses, better than the vast majority of action game fights
I keep hearing good things about this should I pick it up?
How have you guys not learned to pirate a game to try it out.
i'd say so, even unfinished it feels so great it counts as a full game already to me
Theres a free demo, but its very outdated and only has the early easy levels while missing some enemies and fights and guns. in fact some guns are very outdated and far more limiting
Yes. It is really good but stay away from the fanbase, it is filled to the brim with troony shit and unfunny memes even though nothing like that is in the game.
How can a game about robots and hell demons possibly inspire troony memes?
I wish I could tell you. Stick to tips n tricks, montages, and lore videos if you want to really get into the game and its in-depth mechanics. Stay away from anything else.
I don't get the point of that exploding charge on shotgun, or why you'd use the healing thing with railgun
>heal spike then nailgun
Seems to do frick all
>why use the healing thingy
huge instant heal range, makes mindflayers unable to teleport, and more damage than a coinless blue railcannon. Thats also not to mention you can punch to other enemies
>explosive charge on shotgun
1. mobility
2. really potent damge
3. you can do one or two well timed dashes to make it deal no damage
4. extremely potent for friendly fire, some people have it as their prefered method for instakilling mindflayers right as they fire their projectiles
5. can instakill virtues
these are the good uses i know
>make it deal no damage
no self damage, i mean
>troony simon says
Go back to your favela
Wow the casuals are absolutely fuming today
Now that anon brought it up, what the frick was up with those minigames in W101? Felt like they were barely developed let alone playtested.
Kamiya has autism and doesn’t understand that action game fans only want combat sections and spectacular bosses. He enjoys minigames so he assumes everyone would. And he has too much of a reputation to be tard rangled.
IIRC W101 was a game where the dev team was allowed to just pitch and implement things constantly, and Kamiya is all about genre-shifting sections you use only once or twice.
Which is moronic kamiya needs someone to tell him no one likes his genre shifts.
tbh I like most of them, some just last too fricking long like the underwater shmup and the laser dodging
I wouldn't even mind the minigames, but they're so unpolished.
The only mini-games I have a problem with in W101 are the turret/shooting ones, rest are fine. I really like the punch-out ones but that's probably just because I fricking love punch-out and wish we got a new game.
W101 is probably tied for my favorite action game with Bayo 1, I hope project GG is good.
Why are any minigames okay? I want to play bayonetta not after burner. It’s why platinum games are so shit to replay
Because I like them, all of the genre shifts and mini-games in bayo 3 were good so platinum's gotten better with them.
I don’t and I don’t care if they’re 100% perfect recreations of other games, they’d be shit since they aren’t the action I came for, they should be entirely removed or optional, then they’d be tolerable.
Is DMC: Peak of Combat(the chinese mobile game) good or at least not utter shit?
Well if it says it's the peak of combat we must believe them
It was janky and rough in the old version but still had some good ideas and a surprisingly decent combo system for mobile trash.
The new version completely gutted the combat system so now weapons and costumes are entirely connected to individual gacha characters and weapon movesets have been reduced to a single button, killing the gameplay.
Weapon, enemy and character designs are also all terrible chinese trash
It was a weird mish-mash of 1, 3, & 5 in terms of how it looks and plays with actual human enemies, playable Lady, and combo trials. Gameplay is pretty much a simplified version of Itsuno-era DMC with a couple new things like airborne Million Stab. There's a gacha for cosmetics.
dmcv is shit, Nero and V are not fun to play
What’s wrong with Nero?
May main problem with him is his arms are disposable but outside of that he’s simple but fun.
>What’s wrong with Nero?
he replaced dante as the main character and hes been seething since
Dante gets more shit between 4 and 5 than Nero
Even storywise he deals with the main big bad Urizen and has a proper final boss fight with Vergil
he has no combo potential for 80% of the run, mashing Y and RT is not fun, it's DMC tier
>nero
>no combo potential
Lmao?
To be fair to that anon he did say during 80 percent of the run, so an endgame Nero doesn’t necessarily disprove his point.
How the frick is that even relevant? Dante doesn't have his full arsenal for 80% of his run either, you don't play DMC just to do one run you stupid moron.
>intentionally missread anon's post so you can brag
'' muh git gud '' homosexuals are 80% of what is bad in these threads
I’m sorry how did I misread his post?
He said Nero wasn’t fun for 80 percent of the game. I assumed he meant Nero only got good once he fully unlocked all of his kit.
NTA but 20% of Dante’s arsenal>>>100% of Nero’s. Now I’m not agreeing I think Nero’s good now and he’s super good on ng+ but I can see the issue.
There is no issue here, you don't need to DT and have the devil bringer, buster arm and wire snatch exist for a reason anons and assuming you're playing on DH you can still get plenty of combos in. Nero is the one with the least extra tools when it comes to NG+, while Nero has every buster available from the get-go.
Nero needs more weapons. I’d be fine if the breakers were unchanged next game if only to get something other than just red queen.
Only people who don't actually know how to play Nero would say this.
This, do you know how much better DMC threads would be if people who don't know how to play Nero would just sit the frick down instead of making it a habit of complaining about him threadly?
if you squint you can identify the exact moment this thread went from civil, friendly discussions to flagrant falseflagging and shitposting
ALWAYS happens, this genre is fricking cursed
I blame platinum gays for reeing anytime you imply maybe after burner doesn’t belong in your action game. Kamiya gays are delusional
Is this why there isn’t a cuhrazy games general anymore?
I heard one used to exist.
>I just want pure non-stop action combined with depth and some autism
WHY AREN'T YOU PLAYING SHMUPS THEN
LITERALLY WHAT YOU WANT
I don't want to shoot upwards.
shmups look fricking stupid
Because I have dmc and I don’t like bullet hells. I want player expression to be the focus not dodging between a billion projectiles sorry anon.
I want fight while looking cool anon, not shoot forward and dodge a ton of tiny bullets.
Sol Cresta is literally Kamiya slapping a Unite Morph-esque system into a shmup and it's quite good, but it costs more than twice what anybody is willing to pay for a shmup these days.
While on the talk of mini-games, bayo 3's shooter section was actually pretty fun. Shocked I liked it considering I hate the afterburner part of 1 and don't like the shooting parts of W101. Wonder if making sol cresta made Platinum realize how to make a fun shooter section.
Is Sol Cresta actually good? I was thinking of picking it up on sale.
Sol Cresta is basically a standard vertical shmup by all accounts but the scoring system that builds up a meter for perks as long as you don't die, the three-ship system that determines your primary fire, the literal fighting game motions for bonus attack volleys, and a meter you use to position your ships in slow motion into a specific shape that creates a huge temporary attack are basically just excess Kamiya ideas stapled to it, but they're all pretty fun once you understand what you're doing.
That said, $40 for a <2 hour shmup and $10 DLC to get the Story mode (probably to cover voice acting costs) is insane. It's worth $20 for everything, max. Maybe $25 if you're an enthusiast that wants to support either shmups or Platinum.
>That said, $40 for a <2 hour shmup and $10 DLC
To be fair, Dariusburst: Chronicle Saviours is worth the full price of admission.
Perhaps, but there's shmups with better visuals and equal or more content than Sol Cresta on Steam that hover around the $15-20 mark. It's rare that the biggest negative I can say about a game is the price.
>$10 DLC to get the Story mode
What the actual FRICK
>your threads nearly reached bump limit jerry
>kramer these guys haven't spoken about ANYTHING! it's just mindless meaningless word slinging
>well yeah jerry, what did you think Ganker was
Streets of Rage.
Mr.X Nightmare > 2 >= 4 > Remake > BK3 > 1 >= SoR3
Yeah.
Fighting force deserved a remake. It's better than Batman.
I'm a simple man. I see that Kamiya was involved I don't play it.
Must suck to miss out on great games.
Bayonetta is probably the most overrated of all these types of games. It's just lame as frick.
mad cuz bad
inb4 result screen that isn't even yours
I didn't finish the game because I wasn't having fun.
No, I don't think so.
>30 seconds of combat
I mean it's nice but for every nice section like that you have shitty qte cutscenes and platforming or even worse shitty platforming qte cutscenes.
You call that high-level Bayo 1 footage? This is peak gameplay:
Hilarious dude.
Pity such godlike editting goes to waste on cringe like this.
The accuracy in the UI is what gets me, down to the Magic usage on Instant Weave and the enemy health bars switching prominence depending on which is being damaged.
Yeah it's amazing editing for a cringe reddit meme.
>Even used the appropriate font
I must admit, the effort in this made me smirk.
Thats just her smash bros kit
>Button prompts in combat
No thanks, bro
.
>tfw gonna fight 5 Dante on HaH again
least i'm not doing fighting him no damage on DMC again yet
>cuhrayzee
Is like calling FPS games the "balls of steel" genre because you heard someone say that in one
>character action
Was used to describe arcade games like Donkey Kong, decades before Ganker "invented" the term
Just accept it, DMC et al. are 3D beat'em-ups.
yeah 3d action games or 3d beat em ups seems more like it
>Get to floor 101 in DMC5 BP
>Get Vergil down to 20% health
>He summons doppleganger and goes SDT
>I panic and lose
Is there some kind of Ganker chart for these 3rdperson-character-curayzeh-action-games?
Play Chaos Legion my frens and you will be blessed by the sun goddess
?t=272
Anyone can tell me what he means here?
At one point in the game after finishing a level Bayonetta turns to the camera, calls you a homosexual and tells you to stop watching ecelebs
Which one of these two is becoming the guest character in the future SMTV re-release?
Bayonetta