A variation in styles does not make up for a lack of aggressive enemy AI and that applies to Arkham jut the same - but I didn't mention Arkham. Dark Souls is an exception to the rule, like Ninja Gaiden. Games like MGS, RE, Silent Hill, DMC are the usual blueprint for Japanese combat. No enemy threat.
I didn't say Western games all had fantastic AI, I said DMC has basically nothing worthwhile, but if you want we can point to F.E.A.R. and Halo as undeniable examples. You reference the variations of play in DMC but I don't think 'Choose your style as you beat on a mannequin' really flies. Varying combat approaches mean nothing when you're fighting against dullards. If you're not being challenged by your enemy your game is gone.
Mechanical superiority? In terms of simply 'refining mechanics' yes. I already agreed. Japan will take a singular aspect and drive it home, as with my MGS4 example. In terms of fluid combat however, no way. There's a reason the West was responsible for the multiplayer explosion.
I wouldn't really tout Arkham as amazing. I like that it did it's own thing, it makes sense for a Batman game. But it's just one passable example and I used much stronger ones. Then again, Arkham, a game which is maybe mid range in terms of Western developed combat systems, is being adopted by games like Mordor, Remember Me etc, so what's your point?
Combat is defined by the need to adapt to enemy attacks as much, if not more than, by your own arsenal. A game like DMC, you have a wide arsenal in terms of styles, but the movement is static, enemies often fall into ranges you have to chase to reach and land a hit, and the enemy behaviour is braindead. MGS you have a large arsenal, again, however largely braindead enemies. Neither have a sense of fluidity in terms of keeping on your opponent, at least not without extreme effort in DMC's case. How many enemies in DMC hover - leading to endless launchers and double jump spams to reach them in mid air? Why are so many enemies in mid air in a game that, for all it's arsenal variety, lends little ability to reach them? How often do you strike an enemy, it flies at least ten feet away and you have to spam Stinger to then go chase after them. Or use pointless gun attacks to keep a combo going. The guns in DMC are there purely to chain and they wreck your movement speed so you're usually better off running after the enemy you sent flying...
That's superior combat?
Ninja Gaiden is a far superior example, you have a wide arsenal, wide movement ranges/speed, enemies are aggressive and present challenge and you have to adapt. You're as defensive as you are offensive. So why point to DMC?
I'm not making direct comparisons to be fair. I'm giving notable examples of Western combat systems and typical examples of Japanese games having weak combat outside of fighting games. Japan and the West don't typically develop the same genres on a broad scale to begin with, but as far as Vanquish and Binary Domain go, they are in truth examples of Japan following suit with Western combat development. Good games but Japan weren't the originators of their elements.
Haha we get you love Titanfall (this is like the third drive by Titanfall post I've seen you drop) but this is the wrong thread to say this in. Titanfall doesn't even take its own design philosophy to heart. It wants to be a frantic fast paced shooter but has terrible aim down sight mechanics. Also excluding the smart pistol is the least of its problems. Selecting some weapons put you at a distinct disadvantage because of its fast paced nature. Most people run with the smart pistol, C.A.R, or R-101, there isn't any balance to its core combat. Had they taken more ideas from other arena shooters like quake and such with more refined shooting mechanics you may have had a point.Titanfall has amazing combat, smart pistol dumbness excluded.
The Arkham combat is perfectly fine for what it is - it's not meant to be a high skill style game.
That being said, the fact that this is the best western AAA combat system is sad.
Haha we get you love Titanfall (this is like the third drive by Titanfall post I've seen you drop) but this is the wrong thread to say this in. Titanfall doesn't even take its own design philosophy to heart. It wants to be a frantic fast paced shooter but has terrible aim down sight mechanics. Also excluding the smart pistol is the least of its problems. Selecting some weapons put you at a distinct disadvantage because of its fast paced nature. Most people run with the smart pistol, C.A.R, or R-101, there isn't any balance to its core combat. Had they taken more ideas from other arena shooters like quake and such with more refined shooting mechanics you may have had a point.
Yeah same. I felt like I played a different game than everyone else. Or people stopped caring about gameplay overnight. I'll never understand the fascination for Witcher 3 when its gameplay is so flawed.Combat and control is pretty much the reason I stopped playing Witcher 3. I found the combat so dull and boring that it really made it a chore to play the game. The story, characters, and world were all great, but I couldn't stay interested for too long.
Yeah same. I felt like I played a different game than everyone else. Or people stopped caring about gameplay overnight. I'll never understand the fascination for Witcher 3 when its gameplay is so flawed.
DMC4 is kind of a bad example since the surrounding game isn't all that interesting. You have this amazing combat system...but are limited in how and where you can use it. It's completely at odds with the rest of the game.![]()
This is commonly the case, but the nature of much AAA is to encourage hand holding so as not to scare off the general public. But luckily we still have a few higher budget titles where combat is a priority.
Yeah same. I felt like I played a different game than everyone else. Or people stopped caring about gameplay overnight. I'll never understand the fascination for Witcher 3 when its gameplay is so flawed.
DMC4 is kind of a bad example since the surrounding game isn't all that interesting. You have this amazing combat system...but are limited in how and where you can use it. It's completely at odds with the rest of the game.
The whole series feels disjointed in that way. It has the framework of a Resident Evil game complete with puzzles and fixed camera angles in some spots but is paired with this insanely good combat system.
How does Metal Gear Rising combat fare against the on going discussion of combat? Never played the game myself, but having player agency over cutting crap up actually makes you feel like the character is wielding a sword and not a blunt stick.
https://www.youtube.com/watch?v=bzw3pR6-bO8
I hate all semi-automated QTE-ish crap there is to be found in games. I want a game where a big weapon hits hard and reaches further etc. The rest should be up to me.
He's playing Witcher 3 on some piss easy difficulty in that video, crank it up to death's march where you die in 2-3 hits and try spamming attacks. Good luck.
Batman's combat has always been a snoozefest but I don't have an issue with Witcher 3's. Now you've got stuff like Mordor and Mad Max that look like they stripped their combat out of Batman so overall I agree with the vid, AAA games are stale and boring.
I don't understand how people fail to see "Batman is designed to make everyone feel like badass Batman" as an error in logic. There are tons of super powerful protags which will get completely torn apart if you are not a good player. It's not just the normal DMC, Bayonetta, Ninja Gaiden. God of War, Infamous, Darksiders leads are mythological, superhero, and fantasy. They could make Batman their subservient butler in half a second. So why are these games not automatically boosting player feel right off the bat? Kratos is a good example of somehow who is empowered but the difficulty of the title scales quickly. He is met with powerful enemies early in all titles, just to make sure he isn't shown to be invincible. You feel like you are playing a powerful character but Santa Monica doesn't hand you the keys without contributing some effort.
Batman has a combat system that is designed to not make you work. It's not about logically empowering a character, it's removing the need to work on your craft to become the dark knight. It is about keeping Batman going like a rhythm game instead. The argument that Batman is unique in this regard, makes sense with such a design, is an asspull. Batman should be a weak little nothing if you suck, a powerful haunting force if you are a good. You know, videogames...
Titanfall has amazing combat, smart pistol dumbness excluded.
How does Metal Gear Rising combat fare against the on going discussion of combat? Never played the game myself, but having player agency over cutting crap up actually makes you feel like the character is wielding a sword and not a blunt stick.
https://www.youtube.com/watch?v=bzw3pR6-bO8
What I said is not false. It is accurate that it is illogical to stand on the argument that Batman's combat makes sense due to his character. It comes down to design choice, not story, not setting, not character, not the bat. Batman, it's rip-offs, it's mirrors, are all about removing combat progression that is in the root of video games. You were not provided tools in Mega Man games to automatically take down enemies in single swoops. There was no massive lock-on, heat sinking whatever, etc... You gained tools over time yes, but you were focused on defeating enemies, not trying to chain how many you can kill in a short period of time.Not all games need keep you weak or inefficient before you master them, there are plenty of systems that are simple to learn and difficult to master.
What I said is not false. It is accurate that it is illogical to stand on the argument that Batman's combat makes sense due to his character. It comes down to design choice, not story, not setting, not character, not the bat. Batman, it's rip-offs, it's mirrors, are all about removing combat progression that is in the root of video games. You were not provided tools in Mega Man games to automatically take down enemies in single swoops. There was no massive lock-on, heat sinking whatever, etc... You gained tools over time yes, but you were focused on defeating enemies, not trying to chain how many you can kill in a short period of time.
Batman is basically an inflated combat system. It removes the core progression element in favor of almost an achievement type system. It would be like Mega Man facing more and varied enemies, his objective to use these single button press advanced attacks to keep chaining deaths. The game becomes much more puzzle & rhythm oriented, with emphasis on what enemies are thrown at you. Would that be fun? Up to preference I guess.
You can argue that Batman is barely combat. It's a scaled system that makes the player work on scripting how it plays out. It's more akin to a composition of action, not a player engaged combat system. You aren't Batman's punches, you are his choreographer. I think it kills immersion, dilutes what action games are, and is just the next step in modern cinematic adventure games.
It is excellent.
The combat isn't quite as open as DMC but what is there is great and very focused. And most importantly, instead of feeling like another game in the genre (like Bayonetta is another take on DMC), MGR has a feel of it's own.
Oh and I sort of also compare it to RE4 because it encourages precision cuts which has real impact on combat. When you weaken a limb you can cut off that specific limb and the enemy's attacks will adapt to that. Cut off both arms and the enemy will start kicking or body rushing you. Cut off all limbs and he will still try to crawl his way to you. So you get into the amazing rushing of fighting enemies to weaken their body parts and then precision slicing them to limit their combat abilities, all happening quickly and smoothly. Very unique to the genre and overall.
Fair enough. We agree it is a different type of game and has depth in execution, which is fine. It's just that you are probably alone with giving such a fair assessment. The end idea is if one likes this type of "combat" vs. other AAA games. Considering how western companies are copying Rocksteady as they are, there is a fork occurring with action games. So disliking this fork is possibly even more accurate than the thread title's modern AAA games. Do you want to control the fighter or help script the action? Should it more be about how you dodge attacks in short windows of time or how you time inputs to allow your character to keep the acrobatics up.Yes you're a choreographer, but it's still simple to learn but difficult to master the choreographer controls.
People who have mastered more difficult games will find it easy.
Not every game has to be difficult to master and nothing else.
Nothing wrong with that.
And yes, it's a stylistic rhythm game with a Batman skin, nothing wrong with that either.
Fair enough. We agree it is a different type of game and has depth in execution, which is fine. It's just that you are probably alone with giving such a fair assessment. The end idea is if one likes this type of "combat" vs. other AAA games. Considering how western companies are copying Rocksteady as they are, there is a fork occurring with action games. So disliking this fork is possibly even more accurate than the thread title's modern AAA games. Do you want to control the fighter or help script the action? Should it more be about how you dodge attacks in short windows of time or how you time inputs to allow your character to keep the acrobatics up.
Shadow of the Colossus is one of my favorite games of all time. It is a title with few enemies, all the emphasis being on the type of enemy, their behavior, and fairly rudimentary combat mechanics. It's much closer to being the choreographer than the brawler. Just done with a different pace and unique puzzle design. The big difference? Wander is a weak fighter. If you like to theorize the story, he is likely not a knight or any sort, more like a compassionate thief. His only real skill is his riding ability.
So you have a classic scripted action adventure with a weak character vs. a modern action game starring Batman the badass. Very similar core game emphasis, yet I find one title to be loaded with creativity, mystique, and the other to be a boring trudge of hit buttons. Maybe Batman should be more like Wander, except strong. The huge brawl fights should be removed, chaining removed. Let him play out like the dark night in the movies, careful, calculated, and a minimalist when it comes to engaging enemies. He is more of an escape artist then a brawler most of the time. Rocksteady should ditch the rhythm system completely. No chaining and emphasize more of what SoTC did, the balance of the character, their personality, and their surroundings, true to form. I know that Batman has those elements in the titles and if they removed the silly choreography brawls, I might just give it another shot.
So my consensus on how to fix this fork of western AAA combat? Scrap it and design better gameplay. Cause the combat is lousy.