dark_inferno
Member
Rules of Nature fits to everything. Even Legend of Korra.
So am I right to expect that the Avatar state will be used kind of like the Devil trigger in DMC games? that would be awesome.
And other thing that just came to my mind, the music, do you think they'll use music from the show or new original music? because aside from animation the other thing that this show excels at is the music IMO.
I read in one of the articles that it uses music from the show
I go pretty in-depth on the combat in this video, but the best point of comparison is proooobably Bayonetta. The "press block at the last minute" counter system is SUPER reminiscent of how Witch Time worked, and the whole world even slows down a bit when you execute it right. Successfully countering projectiles and knocking them back at opponents feels pretty great.
I go pretty in-depth on the combat in this video, but the best point of comparison is proooobably Bayonetta. The "press block at the last minute" counter system is SUPER reminiscent of how Witch Time worked, and the whole world even slows down a bit when you execute it right. Successfully countering projectiles and knocking them back at opponents feels pretty great.
Wow, Platinum sure are making a lot of games these days.. But it sounds good, so I'm exited!
Yup! Sounded a lot like the show's score. When describing the music / sfx, they kept using the phrase "based on the show" - whether that means it's actually sourced from the series or just very similar-sounding, I'm not sure.That's pretty good, please tell us more! Did you get to listen to some of the game's tracks?
Yeah, that's exactly how it works - I fiddled with it for a little bit, and it seemed like charging up a strong firebending move and then switching to waterbending before releasing would let me release a charged fire attack before going immediately into a water combo.Does element switching has an animation you can use to cancel the recovery of slower moves? If you charge something and then switch elements, the one you charged will still come out regardless of the one you're in now, correct?
I'm not 100% sure whether you can cancel out of charges, but it seems like you can cancel out of most moves by using the right-trigger's dodge move. For example: when waterbending projectiles at enemies, Korra still moves forward like with any other attack, and some of the stages are pretty easy to fall off of - but you can cancel out of a waterbending combo by dodging backwards.Charged attack incresing your overall damage is pretty sick if the system is free form enough to allow for some charge cancels just so you get that little bit of extra meter during a combo. Even better if it can be used to cancel recovery.
One more tidbit I got out of them that I haven't seen mentioned elsewhere: this game is being directed by Eiro Shirahama, who was also the lead designer on Anarchy Reigns and one of the designers on MadWorld.
Yup! Sounded a lot like the show's score. When describing the music / sfx, they kept using the phrase "based on the show" - whether that means it's actually sourced from the series or just very similar-sounding, I'm not sure.
Yeah, that's exactly how it works - I fiddled with it for a little bit, and it seemed like charging up a strong firebending move and then switching to waterbending before releasing would let me release a charged fire attack before going immediately into a water combo.
I'm not 100% sure whether you can cancel out of charges, but it seems like you can cancel out of most moves by using the right-trigger's dodge move. For example: when waterbending projectiles at enemies, Korra still moves forward like with any other attack, and some of the stages are pretty easy to fall off of - but you can cancel out of a waterbending combo by dodging backwards.
Meh, I saw it mentioned on the Rev3 video.One more tidbit I got out of them that I haven't seen mentioned elsewhere: this game is being directed by Eiro Shirahama, who was also the lead designer on Anarchy Reigns and one of the designers on MadWorld.
That's good, but part of me really wants a RULES OF NATURE equivalent.Yup! Sounded a lot like the show's score. When describing the music / sfx, they kept using the phrase "based on the show" - whether that means it's actually sourced from the series or just very similar-sounding, I'm not sure.
Yeah, that's exactly how it works - I fiddled with it for a little bit, and it seemed like charging up a strong firebending move and then switching to waterbending before releasing would let me release a charged fire attack before going immediately into a water combo.
I'm not 100% sure whether you can cancel out of charges, but it seems like you can cancel out of most moves by using the right-trigger's dodge move. For example: when waterbending projectiles at enemies, Korra still moves forward like with any other attack, and some of the stages are pretty easy to fall off of - but you can cancel out of a waterbending combo by dodging backwards.
It is not that they are the same... I meant more like all I played are boring and tedious... it was close to pain replay Bayonetta to get Platinum trophy... Vanquish I didn't even get enough to finish it and Rising died in the Beta (give me another name but didn't call this bad controls a MGS game).
These are the games I played and with all of them I was extreme disappointed.
BTW Bayonetta is so easy to beat that the Witch Time makes the games ridiculous... you can't even got damage how it is so easy to use this dodge/attack more... and even in the hardest difficult when you didn't can use the Witch Time you need only use Swoerd and hold Triangle for 2 seconds and release it to kill all enemies (repeat again... works in every single enemy with 100% chance to kill in two or three hits)... I made a video doing that to a friend and I try to find it again to show to us how boring the system is.
Well I got Platinum in these games and I really didn't enjoyed Bayonetta hack'n'slash... I do enjoyed a lot GoW3 and DmC... in terms of Gameplay DmC and GoW:A (even with shit story) are the best hack'n'slash launched to me.
Wonder when we will finally see this game in action. I guess comic con is most likely...
I asked this - the pro bending mode is single-player only.Hmm, I wonder if the pro-bending mode has an online component.
Deathball in Anarchy Reigns was one of the best things ever, whenever I could get a match of it.
Wouldn't be surprised if we see a trailer during the premiere tomorrow.
I asked this - the pro bending mode is single-player only.![]()
I don't understand how you apparently got to a good enough level to get Platinums but somehow missed the astonishing depth and complexity of Bayo. Did you play Hard? V. Hard? You seem to have unlocked Infinite Climax but are just repeating the same move over and over, are you still getting Platinums by just spamming the katana's charge move? Did you learn about dodge offset or its offshoots?
The mind boggles.
What constitutes "Depth"? Cuz i thought Bayo was boring as hell. Repetetive encounters, Horrid weapon switching, Way too much time is spent on irregular gameplay segments, systems are poorly explained or completely unexplained, using the trigger to dodge (seriously, never put a timing sensitive action on a piece of shit trigger. Put it on bumper or face button)
It's great that a great studio is allowed to continue making great games.
Now SCE should contract them to do a new Skyblazer.
I asked this - the pro bending mode is single-player only.![]()
What constitutes "Depth"? Cuz i thought Bayo was boring as hell. Repetetive encounters, Horrid weapon switching, Way too much time is spent on irregular gameplay segments, systems are poorly explained or completely unexplained, using the trigger to dodge (seriously, never put a timing sensitive action on a piece of shit trigger. Put it on bumper or face button)
Ask yourselves: would the PlayStation Blog make a PlayStation game sound bad?
Sadly, Korra fans have actually found out the dimension and weight of Korra's chest. Yes, that actually happened. =/
I like the anime... so if it was another developer I will be more interested but that's me and not everybody.
I tried a lot of Platinum games and all of them are the same... boring and meh... the best one for me was Bayonetta that I give a 7/10 score (not the same Hack 'n' Slash level than DmC or GoW but well it is better than Castlevania LoS), even so it was one of easiest games I ever played.
4 switchable elemental styles + Rising-ish parry/counter
Difficulty modes and final boss fight
Oh, very nice. Anarchy Reigns was fantastic. :-DOne more tidbit I got out of them that I haven't seen mentioned elsewhere: this game is being directed by Eiro Shirahama, who was also the lead designer on Anarchy Reigns and one of the designers on MadWorld.
and an exquisite story that follows in the footsteps of Avatar: The Last Airbender.
If the countering works more like rising than bayo then I'm even MORE excited. I love both but I like Rising more because it's counter system forces you to hit EVERY attack back when you're getting razzamatazz'd. In Bayo you kinda just need one good dodge, but in MGR you gotta keep going. don't fuck it up. parry every attack. and don't fuck it up.
Yeah, the blocking in Rising was insanely satisfying. It made sword fights feel like sword fights since it actually felt like two forces were canceling each other with equal but opposite force.That´s how i see it too. As far as i´m concerned if you have blocking in your game, you should do it like in MGR. It´s the definitive blocking mechanism going forward.
Block - Block - Block - Block - Block - Block - Block
Now imagine just holding down one trigger the entire time to block. meh.
Never seen the show, never will. Still excited about the game because it's a P* action game.It's a shame future threads about this game are going to get bogged down by people bitching about the perceived quality of the show. :/
People complain about Rising's parry mechanic a lot but ignoring that the camera in that game is evil incarnate I just love the concept behind it. You're just forcing your way through an en enemy attack with your own and it's reinforced by the input, tapping in the direction and attacking. It's really gratifying.Yeah, the blocking in Rising was insanely satisfying. It made sword fights feel like sword fights since it actually felt like two forces were canceling each other with equal but opposite force.