Red Blaster said:
Originally Posted by Red Blaster:
Because the real-time switch elements of DMC4 expand the gameplay a great deal whereas dismemberments and charged essence moves are just fancy window dressing.
The problem here is you are trying to turn NG's style of action into DMC's style of action, or rather approaching the two from a similar vantagepoint of how they should play.
If you have NG on hand, this should be an easy test to do, if not it may be trickier, but I want you to go take a long look at the behavior of all the moves. You'll generally find something interesting. A lot of moves have a relatively long recovery time...that is, a time in which after the attack portion of the move is completed you're sitting there watching Ryu recover. This is done purposefully. This decision borrows MUCH more from the virtua fighter design philosophy than it does form the Devil May Cry design philosophy. That is that the move you perform should be carefully decided on to ensure it lands, because if it doesn't, you'll be opening yourself wide to be hit. Now notice the recovery times in DMC are almost universally shorter. This is for another reason entirely. The short recovery time allows you to do any number of things, be it rolling, dodging, blocking, switching weapons...whatever...to get out of an incoming attack. This is the fundamental place where the two games differ as I see it...one forces you to plan before an attack to ensure your own safety, the other forces you to react to what happens after. I don't think either is superior because of their design decision, they're just different. I prefer the NG style, forcing you to think ahead rather than think quick, but I will not fault anyone for thinking the opposite.
Now, lets think about what adding the sort of weapon switching you're discussing into NG would do.
The first thing that we should think about, is what COULDN'T happen. The game couldn't be overly restrictive on WHEN you can switch weapons. This means that most recovery animations would have to either be cut, shortened, or made so that you can switch a weapon during their execution. Otherwise the game would be presenting you with a scenario in which the rules of engagement were not consistent. This could be overcome with experience, but it adds a hurdle to learning the game that would frustrate newcomers even more than the already high difficulty. Also, it would not be fundamentally different from what is there now.
So that means that if recovery animations were effecively nullified, one of the main pillars of NG's challenge and depth would vanish, to be replaced by another. Namely, the same element that DMC draws it's challenge and fun from. While I can't fault you for wanting this to change, I can say that we already have a game that is doing this (DMC), and that we don't need two.
The depth and challenge of these games does not only come from the number of choices a player has at his disposal, but also the way limiting those choices in certain scenarios will force a player to plan ahead.
Now onto the way charges and dismemberment add depth. First, charges are a fairly obvious risk/reward scenario, as you spend time charging, being immobile and totally vulnerable, in order to deal damage. Theres not a whole lot to consider here, but strategically it comes up quite often where you try to position yourself such that you get a chance to charge so you can do extra damage. A good example is fighting against the slow moving axe zombie things under the monastery in NG.
Now onto dismemberment, which has been heavily criticised and debated. I've stood up for this as a significant addition to the gameplay in the past, so forgive me if I just restate previous arguments (although hopefully in a slightly better articulated fashion this time seeing how poorly it was received last time). I'm not going to tell you it's as significant as weapon switching was for DMC, because it's not. However I don't think that needs to be the bar for a succesful advancement in the series. Afterall, while you may think DMC3 had superior combat to NG in terms of depth and complexity, I doubt you would say the same of DMC1.
Anyway, dismemberment is not merely window dressing for the simple reason that it will change your opponents moves they have available. If you've played NG1 (and I hope you have), you'll likely remember the zombie axe dudes I mentioned earlier. If you recall, certain moves, if they connect, decapitate the bad guys, not killing them, but effectively blinding them. This, especially on higher difficulties, provided a strong strategic advantage in obvious ways, as now they are far less likely to hit you with a swing, giving you the oppurtunity to do more charged moves among other things. Also, if I recally correctly (it's been a couple months since I last played the game with any real vigor), they don't tackle you either when they have been be-headed. This is important because now all of their moves become blockable (though certain ones will guard break...the impact itself won't hurt you). This allows you to simplify your strategy alot, as much of the strategy in NG comes from the classic fighting rock paper scissors of guard/throw/attack. When you eliminate their "throw", the battle changes completely.
From the first video of NG2 we got an example of this. The machine gun wielding enemies had a throw (i beleive they did a cartwheel and shot you, or something of the sort), which required that they have both arms. Turns out certain attacks will remove their arms, effectively eliminating that move. This changes the focus of the battle from killing everyone, to prioritizing bad guys, even of the same class, because certain ones now pose a larger threat due to being in position of their full physical faculties.
My basic point is this. If you compare NG to DMC based on what makes DMC work, of course NG2 will look like a total non-upgrade. However when you take into account the design decisions that lie at the heart of each you'll see that the changes they have made to NG2 actually do serve the purpose of furthering their focus on forethought and planning instead of on reactions and patterns. But if you keep wanting NG to change to be more like DMC, you're going to be dissapointed.