ThoughtsOfSpeaking
Banned
gunbo13 said:Novice appeal != novice gameplay. You were certainly talking about the latter.
be as that may, It still means on some level, NG has a mechanic comparable to a FG. Regardless if it is worth discussing between experts (which I've never professed to be) is neither here nor there. The two can be compared on at least a superficial level.
gunbo13 said:Solving a problematic camera view using a mechanic means the camera isn't problematic? You are really spinning with this idea.
well, lets just agree to disagree with this.
gunbo13 said:That's fine. But what I wrote in a post above is likely more of an accepted version of button mashing in FG and action games. I wouldn't mind if anybody disputed me but I believe most of us have a visual picture when someone says "button mashing in Devil May Cry."
which is fair, but if we really look at "button bashing" is as per the definition you offer, no action game, not even GOW, is a button basher. Its a term that doesn't have any basis in reality.
gunbo13 said:In some regards NG has an easier entry then other action titles. But you also have to clarify which NG and in what context. And Bayonetta has by far the easiest entry difficulty of the holy trinity. That's not even close.
All NG have an easier barrier of entry than DMC in creating a flow of combat, dude to stacking essence and UTs. It takes more thought in DMC to clear a room of enemies without taking damage. Bayonetta doesn't come into it any more than GOW does.
gunbo13 said:User combo design > the complexity of memorizing move inputs x 1,000,000. Move lists become a wash when it comes to really high level play. Only do you need to dig into move #7/100 when doing combo displays.
But if your creating your own combos and playing at a high level, you cannot be just following linear combos can you?