The more I tried to get into this game, the more I hated it.
Im sorry. Kamiya is a fantastic game designer but he needs a filter. TW101 is what happens when you let him do what he wants.
I finally gave up and sold my copy last week. If I have spent 6 months with your game and I still dont have the desire to replay it, its crap. Platinum or no platinum.
And before you repost saurs video for the hundredth time, yeah. I learnt to do all that. I dont care. The game isnt fun.
I got reminded of DSP after reading your post
I agree and disagree.
They are hit and miss for me.
For example, I thought the ship/train part was decent and the Zaxxon-ey shooting part was well done.
Also, the inside-the-ship flying section where you control it running over big buttons inside...I thought that was neat.
When done well, they add variety and I think a refreshing change of pace when there are so many normal battles but some of the shooting parts were just there and not very fun at all.
"I don't care" isn't very compelling.
I wouldn't mind the sexualized (or heavily gendered, in the case of side/grunt characters) female characters if it wasn't applicable to just about every single one. Imouta isn't the christmas tree of tropes Pink was, but we still got a good look at the butt of her toy figure body. Wouldn't have hurt to have one more of the main cast be a woman, White being the best candidate.
Having just played through Bayonetta 1 and 2 in the last week I think the difference stems from a number of things;How does this game differ from any other Platinum game? I'm genuinely curious, since I hear this all the time but when I actually watch people play (both real and online), I never hear this complaint from veteran Platinum fans. Maybe I'm relying on too small of a pool here, but I a honestly confused how people see a difference.
I disagree. The scattering exists as a punishment for getting hit, and until you get to high tier-attacks from bosses or late-game enemies, the fact that the ones that get scattered were in the Unite Morph you made is a reminder that your power comes at a cost. you go big, you fail big.
Having just played through Bayonetta 1 and 2 in the last week I think the difference stems from a number of things;
For one thing, the command inputs themselves. The extra layer of drawing your unite morphs, while very interesting, is tedious while engaged in combat. Neither the analog stick or touch screen feel natural to me. I love the idea but I wish it were possible to create them in a different way as I dislike moving by thumbs to another input position to execute them. In other Platinum games it feels like everything you need is always at your finger tips but here you have to shift back and forth.
Then there is the scattering mechanic. I agree that breaking your unite morph is a fitting punishment but scattering your guys all over the screen feels like it simply delays your next attack. If there was an equivalent of something like a "tech roll" in this game where it's possible to save yourself from being completely blown apart I would like it more.
Also, while I loved the variety, it sometimes felt unclear as to what needed to be done in certain scenes. Bayonetta also delivers loads of variety but it's always clear what needs to happen - it's just a matter of execution.
There's also my frame-rate complaints again. The reason those are such a big deal here is that, as the games intensity and challenge increase, the performance decreases in an almost linear fashion. The more frustrating a sequence, the more likely it is to run slowly. Basically the frame-rate fails me when I need it the most.
Combining the severe punishment from getting hit, the steep learning curve, bad frame-rate, and the input methods makes for a frustrating game. It's a difficult game that I don't have fun learning. Games like Viewtiful Joe, Bayonetta, and the like are a cake walk compared to Wonderful 101 but when they were challenging I wanted to keep playing and overcome the challenge. That's not the case with W101.
I'm jealous of those that managed to enjoy it, though, as there are so many wonderful aspects to the game that I wish I could enjoy.
The game, like most Platinum games is about mastering audio and visual cues. You have to learn to relax and not panic. Do not button mash. Take your time and practice rather than just trying to get through the levels and you will soon realise how great the game is. Go back to one of the earlier levels and see how much fun you can have just messing around defeating enemies flawlessly, then move on from there.
The way your whole team can be knocked to the ground by a simple attack.
I really hate this rationale as it mostly seems reductive but...yeah OP, most of your complaints feel like they would be solved by sitting closer to the screen.
Honestly, your entire article makes it seem like you just haven't gotten used to the combat options. I'm just gonna link to you Saur's tutorial.
This game's learning curve is step, but it is, by no means, insurmountable.
The way your team is knocked out by attacks is unnecessarily punishing for a game full of conventional mechanics in distinctly unconventional packages, where a great deal of trial and error is needed just to reach the level of basic proficiency that experienced action gamers can enjoy right away in Bayonetta or practically any other decent character action title. That's part of what I meant when I said the game was dragged down by frustrating design choices. It's true: TW101 could be every bit as unique and inventive without slapping down players for making mistakes as harshly as it does. What if your fallen team members revived themselves more quickly? What if enemy attacks broke your unite morphs without scattering your team across the battlefield? What would have been the downside to allowing struggling players (i.e. everyone, at first) to have a more enjoyable learning process?The entire team only gets knocked out if they're attacked while forming a single, full-team morph, ie a max-sized weapon, or the drill spring, etc. And as has been mentioned many times, any KO'd Wonderfuls will automatically wake up and regroup if don't have time to get them on their feet yourself. It's a definite penalty, but a fair one.
Ultimately, W101 is a game of assured, economical decision-making, a double-edge sword of highly-polarised risk/reward. When you play it badly, it wrecks you and kicks you when you're down. When you play it competently, it's (mostly) a breeze. And I'm a guy who finds games like DMC and Bayonetta on anything higher than normal extremely intimidating.
There really isn't any game quite like it in this respect.
The way your team is knocked out by attacks is unnecessarily punishing for a game full of conventional mechanics in distinctly unconventional packages, where a great deal of trial and error is needed just to reach the level of basic proficiency that experienced action gamers can enjoy right away in Bayonetta or practically any other decent character action title. That's part of what I meant when I said the game was dragged down by frustrating design choices. It's true: TW101 could be every bit as unique and inventive without slapping down players for making mistakes as harshly as it does. What if your fallen team members revived themselves more quickly? What if enemy attacks broke your unite morphs without scattering your team across the battlefield? What would have been the downside to allowing struggling players (i.e. everyone, at first) to have a more enjoyable learning process?
I remember a blog entry on Platinum's site about Bayonetta 1. The enemy AI designer (or someone with a similar role) discussed the finer points of keeping players engaged during challenging combat. Too easy and the player won't feel threatened; too difficult and the player will get frustrated. This sensitivity to the player's experience is absent in TW101. It is brutal and relentless. Players are funneled through a chaotic gauntlet of escalating challenges with no opportunity to get their bearings except by replaying earlier missions. This isn't a fundamental design flaw, it's a balance issue. One that would have been simple enough to correct by tweaking a few gameplay mechanics.
Why not let players dodge even with an empty battery meter, but not use Unite Guts unless there's enough charge? Why not allow unlimited use of the Wonder Liner to retrieve items and knocked out team members, and to queue up unite morphs, but require charge to actually confirm a new morph? TW101's battery meter could work much like Bayonetta's magic meter, where charge allows you to perform additional or powered up moves while your basic move set and most recent morph remain available at all times. Wouldn't the game be better with this and other small changes to improve combat flow and general accessibility? To me the answer is obvious.
I started watching Chip Cheezum's LP after I beat the game, and I'm learning that I missed basic and effective strategies against almost every enemy in the game.Get better.
Watch Saur & Chip Cheezum
Seriously, this game is amazing. But you have to learn it to understand.
He really does need to stop with the mini games.
My biggest problem with W101 is the ugly animations (or, to be more precise - the complete absence of them) of your unit. For a game about squad of superheroes, the lack of animations of these tiny guys is really weird.
Glorious battles aside, this game seems to be rushed and rather poor production quality (even for Platinum standards).