Some action games lack damage motion and feel very dissatisfying to play (also can make comboing less worthwhile since you're not rewarded for doing insane combos that would normally stun/interrupt the enemy). Seems to be exactly the case with the Behemoth. It's a valid concern.
Bayonetta 2 has a very good blog post about damage motion that emphasizes the importance of visual and gameplay feedback for the player.
Idk man, battling huge enemies in Souls has zero hitstun unless they're (rarely) staggered, and that shit feels really good.Some action games lack damage motion and feel very dissatisfying to play (also can make comboing less worthwhile since you're not rewarded for doing insane combos that would normally stun/interrupt the enemy). Seems to be exactly the case with the Behemoth. It's a valid concern.
Bayonetta 2 has a very good blog post about damage motion that emphasizes the importance of visual and gameplay feedback for the player.
No one's played it, but there's clearly a lack of visible reaction from the Behemoth. The player's just hacking away at it but there's no varying feedback from it. Why shouldn't the issue, at least on a visual level, be discussed?I understand the issue completely.
I cannot at all comprehend how it's being discussed when no one has played the game.
We're talking about the feel of something none of us have felt. That's nonsensical.
No one's played it, but there's clearly a lack of visible reaction from the Behemoth. The player's just hacking away at it but there's no varying feedback from it. Why shouldn't the issue, at least on a visual level, be discussed?
No one's played it, but there's clearly a lack of visible reaction from the Behemoth. The player's just hacking away at it but there's no varying feedback from it. Why shouldn't the issue, at least on a visual level, be discussed?
you don't really understand. damage motion is used to convey power--when you finally stagger a stronger enemy, that's when that kind of animation comes into play. weaker enemies will animate/stagger on hit always, but I can't think of an action game that has powerful opponents who can be staggered immediately with normal attacks. that would actually break the gameplay in a lot cases because stagger animations interrupt attack animations. there's more to the 'feel' of an attack in action games than just damage motion (hit stop and sound design mainly).
just play/watch a boss fight in any other action game. bosses don't stagger until they reach a damage threshold.
One of the big things I want to know is can the warp be aimed or are they all just environment locks that you can snap to, free aim is a win, present locations is not if that's all they are.
Going to be interesting to watch this further develop.
Q: Is jumping in?
A: It is. Considering PlayStation 4 has plenty of buttons, there is an independent jump button.
LOL, not I know where I've seen that.I'm glad Capcom decided to go with SE instead of Ninja Theory for the Vergil DMC game.
Seriously, though, this combat looks like fun. Finally interested in this again.
I watched the live stream as it happened and nothing seems different from those previous comments.How are people still getting the "Press X to Awesome" bullshit? He clarified in the transcript last night that the battle system was more complicated than that.
55% for that long in development is harsh
I watched the live stream as it happened and nothing seems different from those previous comments.
If anything it was further clarifying how that system, outlined earlier, will work. Nothing of the aspect I commented on changed from the previous comments from him.
The warp was always preset locations only (it's the blue indicator you see on the screen).
That 55% is counting from 2012 when the game switched over to development for PS4/Xbone instead of PS3.
I disagree based on current interviews, articles, and footage seen. The lack of party control further adds to this notion.I mean, if you compare it with other FFs, this is among the least "Press X to Awesome" of them all.
I feel like they don't need to have the monster flinch at every attack per se, but react so the player feels like, hey I'm not hitting something inorganic. Something like a headshake or a slight slowdown in its movement. You can have actual flinching without it breaking the game too (e.g. enemy attempts parry and counter attack after a number of successful hits, or the enemy changing to a long-range tactic). DMC3 Vergil comes to mind; he would interrupt your attacks with a parry and some counters after you hit him a bit (and he did stagger). At the very least, I think the Behemoth should have reacted a bit more even if attacks didn't cause it to flinch. Rewatching the gameplay, I'm not sure if its roars are random, but it doesn't really make me feel like the roar's reacting to the actual attacks. Perhaps it needs to be hit more, but given the number of hits inflicted on it, I'd like to see some visual feedback, if not feel it.you don't really understand. damage motion is used to convey power--when you finally stagger a stronger enemy, that's when that kind of animation comes into play. weaker enemies will animate/stagger on hit always, but I can't think of an action game that has powerful opponents who can be staggered immediately with normal attacks. that would actually break the gameplay in a lot cases because stagger animations interrupt attack animations. there's more to the 'feel' of an attack in action games than just damage motion (hit stop and sound design mainly).
just play/watch a boss fight in any other action game. bosses don't stagger until they reach a damage threshold.
I disagree based on current interviews, articles, and footage seen. The lack of party control further adds to this notion.
As long as my power isn't out when I drive home, I will type you out an answer from my computer.I'm curious about your definition of "Press X to Awesome", then. I mean, you just press X two times and Cloud does an Omnislash.
If it turns out as fun as Nier I would be quite pleased!I really laugh at the random shitposts that drop by and goes "Wow, FF is a hack and slash now! Waaaaaaaaaaaaaaaaaaa"
It's like these people never heard of the term Action RPG, and that the game has been like so since 2006.
Making it preset doesn't mean making it bad.Yeah but this is a demo essentially, it could be different in the retail game and that is what I'm curious about. They have such large environments to battle within that it would be such a waste if they keep it like it currently looks like with preset locations.
Don't get me wrong that's great when you in the need to snap out of danger and move around quickly but what about when you have a bit more room to think and want to tackle something with a bit more control over your actions.
Having it as always being preset kinda limits the possibility of the battle system and free-roaming out in the world which would be a pity.
The problem is that this is an ARPG.
XII isn't remotely comparable other than the 'Gambits'. That's just the party, and not the character action game we have with Noctis.
What..? Does that make no sense to everyone else, or just me? Is he just misusing "core" as meaning "for everyone"?
This gameplay footage does inspire more confidence in the battle system, though it also looks a bit dull right now. Like there's 10 guys on the battlefield holding guns, but most of them just stand there looking around or watching you until you attack. I'll assume it's just an in-progress thing. This is definitely better than the last stuff though. The air dashing is nice.
One of the big things I want to know is can the warp be aimed or are they all just environment locks that you can snap to, free aim is a win, present locations is not if that's all they are.
As long as my power isn't out when I drive home, I will type you out an answer from my computer.
It basically has to do with the "deck", the lack of variation of characters, and the newly mentioned analog changes and their effects described.
I kinda think of it like those games where they gave you a ton of options (can't remember the name atm), but there was no incentive to do anything than the rudimentary basics in combat because it was way easier to do.
I realize to the diehard followers it comes across as an inflammatory reduction. I don't really see it as a negative, personally.I can understand your concerns there, I just think the whole "Press X to awesome" catch phrase hurts arguments because as he has clarified, that isn't how the battle system is going to work.
For instance, we still don't know if the skills for the skill button will be interesting/fun or not.
As long as my power isn't out when I drive home, I will type you out an answer from my computer.
It basically has to do with the "deck", the lack of variation of characters, and the newly mentioned analog changes and their effects described.
I kinda think of it like those games where they gave you a ton of options (can't remember the name atm), but there was no incentive to do anything than the rudimentary basics in combat because it was way easier to do.
The fact that Noctis is the only playable character currently is EXTREMELY lame. This one fact has deflated my hype considerably.
It's not acceptable, and I truly hope they change it.
Whatever man, if they're listening, which they clearly are, I'm gonna make my voice be heard in the forums and elsewhere and be a skeptic.
I play a lot of character action games, Ōkami being my favourite game of all time, and since Noctis is essentially the only character, this is going to be a character action game.
The difference in Dark Souls is that the enemy actually gets hit. The Behemoth is barely getting hit in the video if at all sometimes. If they're gonna go the character action route, I wanna see it done right.
Whatever man, if they're listening, which they clearly are, I'm gonna make my voice be heard in the forums and elsewhere and be a skeptic.
I play a lot of character action games, Ōkami being my favourite game of all time, and since Noctis is essentially the only character, this is going to be a character action game.
The difference in Dark Souls is that the enemy actually gets hit. The Behemoth is barely getting hit in the video if at all sometimes. If they're gonna go the character action route, I wanna see it done right.
You don't have to play a game to see if it feels right sometimes. Visually, the dude isn't even hitting the Behemoth and numbers are appearing. That surely doesn't feel right.
Whatever man, if they're listening, which they clearly are, I'm gonna make my voice be heard in the forums and elsewhere and be a skeptic.
I play a lot of character action games, Ōkami being my favourite game of all time, and since Noctis is essentially the only character, this is going to be a character action game.
The difference in Dark Souls is that the enemy actually gets hit. The Behemoth is barely getting hit in the video if at all sometimes. If they're gonna go the character action route, I wanna see it done right.
You don't have to play a game to see if it feels right sometimes. Visually, the dude isn't even hitting the Behemoth and numbers are appearing. That surely doesn't feel right.
Is Kingdom Hearts a character action game?
Oh wait, you say Okami is a character action game. We clearly have VERY different definitions of an already silly term. lol
Yeah, sure, go right ahead. Tell us if you get anything.
Just don't tell them you think Okami is a character action game (Or Kingdom Hearts for that matter).
The game also hasn't come out not to mention even the demo. Maybe you shouldn't judge a game when it's not finished yet? Otherwise we'll have another Driveclub thread going on here.
I don't care about only being able to control one character at a time, but I want the option to use someone other than Noctis.Since the combat is action-based, you'll be quite busy even with Noctis alone.
The fact that Noctis is the only playable character currently is EXTREMELY lame. This one fact has deflated my hype considerably.
It's not acceptable, and I truly hope they change it.
Note that I don't see it as a negative myself.I realize to the diehard followers it comes across as an inflammatory reduction. I don't really see it as a negative, personally.
/eyes roll at light speed
What I said was hardly outlandish./eyes roll at light speed
I get reports everyday from development staff about what was said on the internet. If we have material, Id like to release development information again in a live broadcast like this on November 1.
From Tabata himself.
It's a valid complaint. I don't see the issue.
It's cool. Let's just hope he hears you. The internet is a very vast place but I think neogaf would be one of the first places to look.
While I agree with you, I have this feeling that making everyone playable with differing playstyles would be a scope expansion that'd push the game back by 1-2 years.I don't care about only being able to control one character at a time, but I want the option to use someone other than Noctis.
They need to just skip this initial experimental phase and go right to the realization that no one wants this.
What I said was hardly outlandish.
So over dramatic. Like, I get it, but there'll be plenty to keep track of and manage. You don't need to literally play Prompto etc. to have control over their actions. We've been over this.
Not really. People want to take direct control over other characters. There is nothing wrong with wanting that.