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Beat em up's with depth.

Tain said:
That third dimension is a gigantic difference, shrugging it off with an "only" is straight-up comedy.

While I'm not sure that I'd put GOD HAND in the same genre as Ninja Gaiden or Devil May Cry, it should be clear as day that GOD HAND and Denjin Makai II don't play similarly at all. Character movement couldn't be more different! You have to rotate and face opponents. You have an entire analog stick dedicated to dodging. You can't jump! You can roam around a ton of the map without being limited to a small area. There are no throws. These differences aren't bullet points. These are absolutely fundamental, affecting every single encounter and action in the game. This says nothing of the frequent save points, the character upgrades, and the cutscenes.

GOD HAND is an awesome game, but throwing it in the same genre as Final Fight is simply dismissive.

LOL, you're using the inherent differences between 2d and 3d to say the games are of different genres? Then no 3d games can be of the same genre as 2d ones! That's a ridiculous claim.

Having the rotate the stick to face opponents DOESN'T make GH not a BeU. Also the dodge stick is a unique gameplay feature of GH. Using it to say it's not a BeU makes absolutely no sense. It's like using Guardian Heroes leveling system to discredit it because most BeU's don't have leveling. Lots of BeU also limit you to a small area until you clear all the enemies in it. You're list of reasons is completely arbitrary. Also earlier BeU's didn't have things like save points and such BECAUSE THEY WERE ARCADE PORTS and usually short enough to beat in a single sitting
 
Zoramon089 said:
LOL, you're using the inherent differences between 2d and 3d to say the games are of different genres? Then no 3d games can be of the same genre as 2d ones! That's a ridiculous claim.
Not all games translate seamlessly into 3D.That's why they have to say whether they are 2D or 3D, because they aren't the same anymore.
 
I played some of the first Dungeons and Dragons beat-em-up and I couldn't really get into it like I could with Alien vs. Predator and Battle Circuit. I'm not trying to knock the game here - I'm just asking D&D fans to explain what they liked about the game, because I want to give it another chance.
 
Sir Ilpalazzo said:
I played some of the first Dungeons and Dragons beat-em-up and I couldn't really get into it like I could with Alien vs. Predator and Battle Circuit. I'm not trying to knock the game here - I'm just asking D&D fans to explain what they liked about the game, because I want to give it another chance.
I think they liked the stat building, because beyond that, the game doesn't offer very much.
 
There's a such thing called 3D beat em ups....and God Hand is one of them. Simple as that.

Oh and Yakuza is one too, but based off what OP said I would of figured he was talking about 2D beat em ups.

+1 at the Aliens vs Predator recommendation, that's certainly one of my favorites.
 
Lmao my brother and I beat AvP multiple times, and never thought to pull off insane combos like what's seen in that video.
 
kokujin said:
Not all games translate seamlessly into 3D.That's why they have to say whether they are 2D or 3D, because they aren't the same anymore.
it's not about translating games seamlessly from 2d to 3d, it's a question of 'what is a genre'. a genre is recognising the key few defining qualities of a game, that's a genre. it really isn't that important to be able to describe a game in depth just with the genre name. obviously it doesn't matter to the op if a game is 2d or 3d, so it shouldn't matter to anyone else.
 
Zoramon089 said:
LOL, you're using the inherent differences between 2d and 3d to say the games are of different genres? Then no 3d games can be of the same genre as 2d ones! That's a ridiculous claim.

Having the rotate the stick to face opponents DOESN'T make GH not a BeU. Also the dodge stick is a unique gameplay feature of GH. Using it to say it's not a BeU makes absolutely no sense. It's like using Guardian Heroes leveling system to discredit it because most BeU's don't have leveling. Lots of BeU also limit you to a small area until you clear all the enemies in it. You're list of reasons is completely arbitrary.

2D platformer and 3D platformer? Definitely different genres. 2D fighting game and 3D fighting game? Absolutely different genres. I'm talking about mechanics, though; a fighting game doesn't become 3D the instant it uses polygons. Hardly anything ridiculous about it.

The differences are hardly limited to what I've listed. My list is arbitrary exactly because I picked things that anybody should be able to immediately see within the first thirty seconds they play GOD HAND.

Also earlier BeU's didn't have things like save points and such BECAUSE THEY WERE ARCADE PORTS and usually short enough to beat in a single sitting

lol, you don't say. Why would the reason matter? GOD HAND breaks its challenges down into smaller, infinitely retry-able chunks, lessening the tension across the board. Totally different experience by that alone, but that alone isn't enough to place it in another genre (which explains Guardian Heroes still being a belt scroll action game).

This is why I would pretty much never call a game a "beat 'em up," by the way. Super vague, leads to stuff like this.
 
Tain said:
That third dimension is a gigantic difference, shrugging it off with an "only" is straight-up comedy. Nobody would make the same comparison between Contra and Serious Sam or Gradius and Descent Freespace.
Contra and Serious Sam are two different genres, lol. Try Super Mario and Mario 64... and if someone asked for platformer suggestions without specifying 2D - even if they only listed 2D platformers - I'd make whatever suggestion I felt appropriate as maybe they weren't aware of the new world of 3D games that are evocative (and arguably better) of whatever 2D titles he may have listed.

While I'm not sure that I'd put GOD HAND in the same genre as Ninja Gaiden or Devil May Cry, it should be clear as day that GOD HAND and Denjin Makai II don't play similarly at all. Character movement couldn't be more different! You have to rotate and face opponents.
Corralling enemies and handling them is similar to how it's done in 2D beat-em-ups. God Hands tank controls sets it apart from 3D action games like Ninja Gaiden and is also part of the reason it feels so much like of an old school beat-em-up brought into the third dimension. Of course it's not exactly the same as a 2D game as it's... a 3D game.

You have an entire analog stick dedicated to dodging.
It has its own evolutionary mechanic. O...k.

You can't jump!
Wrong. Jumps are tied to attacks though. Most importantly you can jump kick which is traditionally the main use of the jump other than possibly positioning, which God Hand handles in its own way.

You can roam around a ton of the map without being limited to a small area.
Not always the case.

There are no throws.
Wrong again, but I'll give you they aren't used in the same way they are in most 2D beat-em-ups.

Attacks have a very limited range in comparison.
I don't know what you are talking about. Attacks hit multiples of enemies when they are in a crowd same as they would 2D beat-em-ups. The flying kick is used to make room very much like how you would use it in a 2D beat-em-up.

These differences aren't bullet points. These are absolutely fundamental, affecting every single encounter and action in the game. This says nothing of the frequent save points, the character upgrades, and the cutscenes.
Dude you're saying an evolution of an old genre should have all the short-comings of the games that came before it. Whether you like it or not God Hand is a beat-em-up. It was made in the oughts for consoles so of course it isn't going to have all the limitations of an 80's arcade game.

In summation:

-It's 3D so of course it's going to handle differently. At it's core it still feels like you're playing a beat-em-up... because you are.
-No one is saying it's a 2D beat-em-up, but it is a beat-em-up.
 
Sir Ilpalazzo said:
I played some of the first Dungeons and Dragons beat-em-up and I couldn't really get into it like I could with Alien vs. Predator and Battle Circuit. I'm not trying to knock the game here - I'm just asking D&D fans to explain what they liked about the game, because I want to give it another chance.

That's because you played the first one and not its sequel, Shadows Over Mystara. That's the one that had special moves, decent combos, and a bunch of hidden paths, magic items, to find, and optional bosses.
 
Dali said:
Dude you're saying an evolution of an old genre should have all the short-comings of the games that came before it. Whether you like it or not God Hand is a beat-em-up. It was made in the oughts for consoles so of course it isn't going to have all the limitations of an 80's arcade game.

In summation:

-It's 3D so of course it's going to handle differently. At it's core it still feels like you're playing a beat-em-up... because you are.
-No one is saying it's a 2D beat-em-up, but it is a beat-em-up.

Again, this is all because of the term. First thing to understand: I'm not talking about "beat 'em ups", I'm talking about whether or not Final Fight (a belt scroll action game) is in the same genre as GOD HAND (some kind of 3D action game that I'm not sure how to categorize just yet).

Second, I'm not saying anything about any "evolution of an old genre." There's no evolution, here. They're different genres, doing different things. GOD HAND isn't dropping or retaining shortcomings of belt scroll games, because it isn't one.

When it comes to the trivialization of the immediately apparent differences I listed: the dodge stick provides most of your close range dodging options. It's the main way (though not the only way, yes, I know) you avoid enemy attacks. Yes, there are aerial attacks that let you get over some lower attacks, but this is very different from how they're used in most belt scroll games (jump to get over projectiles, a la Captain Commando's stage 2 boss, jump into down + a to land in a throw, sometimes jump to reach a higher ledge or cross over a platform, etc). You aren't always free to roam the map in GOD HAND, sure, but you often can, and even when you're locked in an area, you often have way more space than you would in a single-screen belt scroll game. There are QTE events, and the enemies can throw you, but they are hardly mechanically similar. Attacks have a limited range in comparison because in a belt scroll game, an attack to the left or to the right covers way more angles than a specific punch or non-roundhouse sweep in GOD HAND.

I'm not using any of these differences to say anything about the quality of either.

Above all else, it seems like you're saying "okay, sure, there are differences, but there have to be. Of course they won't be the same!" So, what does that mean? Are you trying to put them in the same genre just because it's the closest approximation? What sense does that make? Why do belt scroll games NEED some kind of equivalent when you yourself admit that they have significant differences?
 
kokujin said:
I think they liked the stat building, because beyond that, the game doesn't offer very much.

There are no stat building in the D&D arcade games. Your characters "level up" at pre-determined points in the game and you just gain more HP/spells/attack power.

D&D Shadow of Mystara in particular is ranked amongst the best beat'em ups b/c not only has it added complexity and variety to the genre by blending in rpg elements, (I played the game for years back then and could still find new secrets I didnt know about) the amount of moves you can do in that game is rarely matched by other 2D brawlers. Each character also has a number of special moves that you can chain together to create your own combos. The number of path and weapon choices also allows you to play differently for each play through.

There are so many things they did right in this game that have unfortunately not been replicated in any other games. If I were to point out 1 fatal flaw of this game, it would be the over-powered large burning oils. To me it was no fun to virtually 1-shot bosses with them.
 
LeonSKennedy90 said:
What is Devil May Cry if not an evolution of the [belt scroll] genre?

I honestly don't know yet. Not having a precise label doesn't mean we should just shove it in the same place as a belt scroll game, though.
 
fionel said:
There are no stat building in the D&D arcade games. Your characters "level up" at pre-determined points in the game and you just gain more HP/spells/attack power.

D&D Shadow of Mystara in particular is ranked amongst the best beat'em ups b/c not only has it added complexity and variety to the genre by blending in rpg elements, (I played the game for years back then and could still find new secrets I didnt know about) the amount of moves you can do in that game is rarely matched by other 2D brawlers. Each character also has a number of special moves that you can chain together to create your own combos. The number of path and weapon choices also allows you to play differently for each play through.

There are so many things they did right in this game that have unfortunately not been replicated in any other games. If I were to point out 1 fatal flaw of this game, it would be the over-powered large burning oils. To me it was no fun to virtually 1-shot bosses with them.
Maybe I'm not explaining myself right.Look at final fight for instance, you are constantly thinking what to do, every single one of you actions are potentially dangerous.You can't wail on someone, you have to think everything through, for me SoR3 took this idea and oushed it to the max.Every room you enter is more like a puzzle than say to a beat em up, your well being is determined by who your attack and when.No other games has this level difficulty or involvement on that front.Plenty of other beat em ups give you a lot of tools and moves, but the actual meat of the game is lacking.
 
Tain said:
Again, this is all because of the term. First thing to understand: I'm not talking about "beat 'em ups", I'm talking about whether or not Final Fight (a belt scroll action game) is in the same genre as GOD HAND (some kind of 3D action game that I'm not sure how to categorize just yet).
"Beat-em-up"/Brawler is a genre that would encompass such games as Final Fight and God Hand. You can get more specific and say belt scrolling action game or 2D brawler, but that wouldn't include a 3D brawler like God Hand. Maybe this comparison will help you understand; Street Fighter is a fighting game. Tekken is as well. Tekken, however, is not a 2D fighting game.

Second, I'm not saying anything about any "evolution of an old genre." There's no evolution, here. They're different genres, doing different things. GOD HAND isn't dropping or retaining shortcomings of belt scroll games, because it isn't one.
You're right! God Hand owes nothing to Final Fight. It sprang from the internet fully developed... like man.


When it comes to the trivialization of the immediately apparent differences I listed: the dodge stick provides most of your close range dodging options. It's the main way (though not the only way, yes, I know) you avoid enemy attacks. Yes, there are aerial attacks that let you get over some lower attacks, but this is very different from how they're used in most belt scroll games (jump to get over projectiles, a la Captain Commando's stage 2 boss, jump into down + a to land in a throw, sometimes jump to reach a higher ledge or cross over a platform, etc). You aren't always free to roam the map in GOD HAND, sure, but you often can, and even when you're locked in an area, you often have way more space than you would in a single-screen belt scroll game. There are QTE events, and the enemies can throw you, but they are hardly mechanically similar. Attacks have a limited range in comparison because in a belt scroll game, an attack to the left or to the right covers way more angles than a specific punch or non-roundhouse sweep in GOD HAND.
It sounds like you are trying really really hard to ignore the fact that God Hand is a 3D game and as such has to approach things in a different way from its 2D counterparts. You jump to avoid projectiles in 2D. Okay. It was obviously a design decision to not give you the freedom of the jump in God Hand, lest you have too much of a maneuverability in the 3D environment. To much freedom and suddenly you're jumping all over the place, playing Ninja Gaiden. You feel more constricted by having to stay on your feet and worm your way out of danger by dodging/corralling. Constricted in a similar way as you would in the confines of a 2D brawler... only different because it's 3D.

And the attacks cover more angles? Seriously? Your definition of a brawler is pretty specific. I'm pretty sure if I made a 2d side-scrolling brawler that didn't cover any enemy other than the one on the same plane as yourself when punching left or right... it'd still be a 2D brawler. Matter of fact, if I got rid of the jump the same applies; It'd still be a brawler.

I'm not using any of these differences to say anything about the quality of either.

Above all else, it seems like you're saying "okay, sure, there are differences, but there have to be. Of course they won't be the same." So, what does that mean? Are you putting it in the same genre just because it's the closest approximation? What sense does that make? It seems like you feel belt scroll games NEED some kind of equivalent.
I'm putting them in the same genre because at their core they are the same; You fight your way through a level unable to advance until you've cleared each area of enemies. You pick up items and weapons just as you would in any other brawler. The enemy management, pacing, and combat is similar to other brawlers. It's a brawler. It's a really well-designed realization of the brawler genre in the 3D space.
 
Growing up, my favorite genre was the beat em' up. Double Dragon was my first love of the genre. Then Final Fight came out and took it to a new level. Capcom pretty much dominated the genre after that with Knights of the Round, The Punisher, Captain Commando, D&D, Aliens VS Predator. Konami was a close second with TMNT, Sunset Riders, X-Men etc.

Anyway, my love for the genre faded as all these games started to blend together. They were all pretty much the same. Walk to the right. Punch and kick dudes in the face. Repeat for 1 hour. Done. As much as I used to love the genre, it just bores me to death these days.

To this day, I still fantasize about starting up an independent game company and making the ultimate side-scrolling beat 'em up. One with tons of depth. A leveling system, unlockable moves, huge move set including counters, ability to use virtually anything as a weapon, 4-player co-op, branching levels, co-op-only moves...

...one can dream...
 
fernoca said:
If you have a PS2 (or PS2-backward compatible PS3) or an original Xbox:

Mortal Kombat Shaolin Monks
YkCIK.jpg


Nice depth (combos, fatalities, multi-directional combat) and content (single player mode, 2 player coop with new areas, multiplayer mode, MKII-original arcade version, pictures, etc.)

Love this game. Would love a sequel or hd-remake/re-release.
 
andymcc said:
Battle Circuit and you're welcome.
andymcc said:
the abridged version of this article reads as follows:

play "Battle Circuit".


This person knows !

I know the character design is a little scary (it has a PINK OSTRICH as a playable char ...) but Battle Circuit is the BEST BEAT EM UP EVER

And as it is impossible to buy it anywhere (it is a cps2 game that never got a re-release ever) you have a pretty good reason to emulate it =P

But if Capcom somehow do the obvious and try to cash in the best beat em up ever, everyone should buy this game 300 times because it is THAT good

Also honorable mentions to :
Castle Crashers
Ragnarok Battle Offline
Dungeon fighter Online
MK Shaolin Monks
...and
Battle Circuit, who deserves a mention AND an honorable mention
 
Santiako said:
Scott Pilgrim for XBLA/PSN is surprisingly deep.
Really? Definitely going to have to get it then.

FWIW, I'm no expert but I really do love the feel of AvP. Predator Warrior (or whichever one had the staff) was my go-to. Sound is great on it too, and combos always felt like you were pulling off more than just rapidly pressing buttons. Capcom would have to be close to the masters of this genre, though the first one I can remember really enjoying was the first TMNT by Konami.
 
Leona Lewis said:
Alien vs. Predator by Capcom. Nice juggling system, plus a huge move set for the time. Don't know if it's been re-released on any consoles.

Alien%20vs.%20Predator%20(2).gif


alienvspredator00.png


yea this was pretty badass, fighting aliens bare hand style!
 
Dali said:
"Beat-em-up"/Brawler is a genre that would encompass such games as Final Fight and God Hand. You can get more specific and say belt scrolling action game or 2D brawler, but that wouldn't include a 3D brawler like God Hand. Maybe this comparison will help you understand; Street Fighter is a fighting game. Tekken is as well. Tekken, however, is not a 2D fighting game.

I understand that, but it's not specific enough to be of any use to me. "Fighting," as it's used, is. I don't want to hear about Shock Troopers and Doom, so I don't use something that encompasses both. OP doesn't care, so GOD HAND belongs in this thread.

It sounds like you are trying really really hard to ignore the fact that God Hand is a 3D game and as such has to approach things in a different way from its 2D counterparts. You jump to avoid projectiles in 2D. Okay. It was obviously a design decision to not give you the freedom of the jump in God Hand, lest you have too much of a maneuverability in the 3D environment. To much freedom and suddenly you're jumping all over the place, playing Ninja Gaiden. You feel more constricted by having to stay on your feet and worm your way out of danger by dodging/corralling. Constricted in a similar way as you would in the confines of a 2D brawler... only different because it's 3D.

Dude, I've been trying this whole time to demonstrate that those exact differences (which are VERY OBVIOUSLY there because GOD HAND is a 3D console game made in 2006) make it a very different experience. In no way am I ignoring the fact that GOD HAND needs to approach things differently. It's almost like you think I have no clue whatsoever as to why GOD HAND does things the way it does.

And the attacks cover more angles? Seriously? Your definition of a brawler is pretty specific. I'm pretty sure if I made a 2d side-scrolling brawler that didn't cover any enemy other than the one on the same plane as yourself when punching left or right... it'd still be a 2D brawler. Matter of fact, if I got rid of the jump the same applies; It'd still be a brawler.

You're thinking that the arbitrary list of differences I presented is supposed to be some all-conclusive list of "requirements to be a belt scroll game" or some other nonsense. It's simply a few key ways that GOD HAND separates itself. One individual difference (movelists, enemy behavior, some systems like blocking or whatever) isn't a genre-changer, but a ton of larger ones can be.

I'm putting them in the same genre because at their core they are the same; You fight your way through a level unable to advance until you've cleared each area of enemies. You pick up items and weapons just as you would in any other brawler. The enemy management, pacing, and combat is similar to other brawlers. It's a brawler. It's a really well-designed realization of the brawler genre in the 3D space.

If I wanted "a game like Final Fight," and a friend of mine had me play GOD HAND, I'd play through it and wonder why they suggested that. GOD HAND is a massive, checkpoint-laden ten-hour game. Of COURSE it has to be, but it needing to be doesn't make the difference disappear. I spend a ton of time ducking, circling around, doing that 180 turn, and getting enemies into special states to do QTE-esque moves. I roam around the map to double-check for missed health items before proceeding (with no pressure from the time limit, of course) or to line up roulette attacks. The differences add up, to the point where there are so many of them that the similarities are far from the front of my mind, and the end result is that I'm doing very different things from what I'm doing in Final Fight.

This is pretty tiring, and the OP said the game belongs in this thread.
 
I really can't believe the lack of Viewtiful Joe in this thread.

The game has a very good fighting mechanic... you have to duck, to punch low, to punch high, to kick... plus all the super powers.

To me, it has the best fighting mechanics on a beat em up ever.
 
This is like the smash bros fighting game argument.

God Hand is a game about beating guys up but it is not a belt scroll.
 
Tain said:
I honestly don't know yet. Not having a precise label doesn't mean we should just shove it in the same place as a belt scroll game, though.
I remember the term Stylish Action being thrown around, but I think the modern 3d Beat em Ups should use the name of my favorite section at Blockbuster: SUPER ACTION.
 
U n i o n 0015 said:
Wow I haven't heard about this game in YEARS.

Square and Sony hyped the hell of that thing.

Great game! Only flaw was its length... Could be beaten in a couple of hours during your first play-through!
 
The fact that it's taken this long for any mention of Def Jam: Fight For New York both saddens me and casts aspersions upon the gaming abilities of every other person in this thread.

Full customization of fighting styles, looks, player VO, with a lengthy SP campaign and fuck-awesome multiplayer. My favorite beat-em-up of last gen and still unmatched this gen, if truth be told.

AlLGz.jpg
 
PJX said:
Garbage horrible game. I wouldn't wish this game on my most hated enemy.


3/10.

God Hand is absolutely a beat 'em up. However, the op specifically mentioned "classic" games in this genre, and went on to list several 2D ones. It was fairly obvious what his original intent was.

In addition, God Hand is far and away the greatest game ever. It's 5th anniversary is coming up, you know. We should celebrate on October 10th, GAF! If I weren't just a junior, I'd make sure we do!
 
Riposte said:
The possibility space is totally warped by "going 3D".
You're certainly right both about this and about the OP probably looking for 2D beat 'em ups specifically. But the same is true for every other genre.

Like

Final Fight : God Hand = Street Fighter : Tekken

Yet we call both of the latter fighting games. One 2D, one 3D. OP should have put 2D before beat 'em up. Since he hasn't, suggesting God Hand is a valid choice, as proven by the numerous people having done so.
 
bishoptl said:
The fact that it's taken this long for any mention of Def Jam: Fight For New York both saddens me and casts aspersions upon the gaming abilities of every other person in this thread.

Full customization of fighting styles, looks, player VO, with a lengthy SP campaign and fuck-awesome multiplayer. My favorite beat-em-up of last gen and still unmatched this gen, if truth be told.

AlLGz.jpg


wasn't this more of a wrestling game though? or am I thinking of something else?

SapientWolf said:
I'm gonna go with Guilty Gear 2. It's basically a MOBA/action-strategy hybrid beat-em up. Really underrated game.

GG2_boxart.jpg


ill see you and raise you

Guilty+Gear+Judgement.jpg


But unless you have played much GG and knew the properties of the specials, this did descend into a button basher quite quickly.
 
god hand could've been decent (and i do mean just decent - good fighting system, repetitive enemies, garbo environments, overlong game) if not for the controls/camera. they were workable for the most part against the normal grunts but not against anyone much more difficult. whenever i fought one of those demons, all i kept thinking is "i would kick this guys ass if i had good/devil may cry controls to work with." the camera positioned in close right behind the characters back, right stick to rotate, right stick to dodge, press l stick to dash, a 180 turn button to reposition yourself - you very quickly realize you shouldn't have to adapt to such an inane and laborious control system for very simple actions.

didnt help that it was above average in terms of difficulty. again, if you're going to make your game hard, it better have good controls. otherwise, i think that's the definition of insanity.
 
I like Battle Circuit the best

I need to play Denjin Makai 2


Also so sick of people posting Godhand cover pictures as the be all end all to discussion.

People pulled the same shit in my thread
 
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