Why fix what isn't broken? Between vehicle attacks, loot, tech, and the multiple characters, Devastation is different enough that I don't feel like it's a copy & paste job.Played one hour so far. Not really feeling it. I started on Commander difficulty but the first boss fight was too much and his health bar was going down so slowly.
It feels too much like Bayonetta with a Transformers skin. Bayonetta combat system is 6 years old now and this is the 4th game with a very similar feel. If Platinum doesn't evolve its core gameplay combat, I'm probably going to skip the next one. Shame as the controls are spot on as usual but I've done all this already
I don't like it either but I respect the idea.. I'm guessing the toys or show used to interchange weapons or it was a big part of each character?
Is the loot system more important on Commander difficulty?
The problem is that part of difficulties is the amount of health enemies have, so getting a weapon that can deal a good amount of damage is actually fairly important for easing up the difficulty the higher level you get, since you might be real good at dodging but being real good at dodging is easier for the 1 minute it takes for you to deal X damage as opposed to the 5 minutes it might take you with some other weapon to deal the same amount of damage.
Also, enemies begin to auto-parry more at higher difficulties and it's important to get weapons that proc various effects to disrupt their parries.
Is it just elemental damage that interrupts parries? My other beef with the loot system is it isn't well explained.
I honestly have no idea. Elemental effects proccing are the most reliable way, but I think knockback works as well.
Blitzwing however no sells almost everything except elemental and stuns... that tough bastard. He's almost impossible to stun on Magnus and higher
Starting on Commander is not really an issue, even the starter weapons against Devy make him take, what, 4 minutes at the most if you're aggressive? That's about how long it took me going in on my first go. I can't recall exactly but I might have upgraded Sideswipe's swords once or twice with some synth.
In any case, the canceling you can do in this is bonafide hilarious. I keep finding myself improving as I play on Prime and have to step my game up and use all the available tools. It's extremely satisfying and on point when you get a real good string together. Lariat and shove both rule a lot.
If you start the game on Commander, you have no access to any of the upgrades. Starting weapons, no synth, and most importantly, none of the upgraded moves that allow you to just-dodge, parry, etc. I wouldn't say it's 'not really an issue'. Going back to Commander mode immediately after unlocking the Ark is almost night and day difference due to how much you can gain on your first visit (mainly those moves).
The Insecticon fight music is so. good. Platinum just knows how good music can really elevate fight sequences into something greater than it should be.
Oh my god, thechallenge is fucking amazing on Prime.Autobot clone
Like holy shit, two at once AND they use rush attacks, overdrives AND their supers.
Probably one of the best fights in the game. I only wish you could fight them all at once
indeed. it looks so good.Just beat the game again on Commander. Took more time to explore levels and experiment with weapons, though I still have missing stuff. Gonna have to reiterate thatthe second phase of the Megatron final fight doesn't last long enough.
The Insecticon fight music is so. good. Platinum just knows how good music can really elevate fight sequences into something greater than it should be.
Most bad-ass music track in the entire game too, when it already had big shoes to fill.Oh my god, thechallenge is fucking amazing on Prime.Autobot clone
Like holy shit, two at once AND they use rush attacks, overdrives AND their supers.
Probably one of the best fights in the game. I only wish you could fight them all at once
Most bad-ass music track in the entire game too, when it already had big shoes to fill.
i love every track, but kickback theme is special: https://www.youtube.com/watch?v=FvKXgP72wHs sad i can't find a clear version on yt.
I'm torn on this game. I went for it because I wanted something to pass the time until Fallout. Initial impressions were great, I love the graphical style and it pushes my nostalgia buttons, as someone who watched the show when it first aired.
The fighting is great fun as one would expect from a Platinum game, but everything between the fighting is pretty tedious. And no, changing the forced perspective from time to time does not constitute variation in level design. I'm sick of the sight of the city background already.
I'm also not sure why they would go for the original style and get the voice cast back, but not have the classic music, or the spinning Autobot/Decepticon logo between scenes.
Overall i'll likely play to the end of the story and trade it in, if I paid £20 instead of £40 i'd probably enjoy the game more too.
I don't really understand the music complaint. You'd rather have cheesy Hanna Barbara-esque music over the rocking soundtrack we have now just because G1 did it?
And as mentioned above, the Autobot/Decepticon symbol flip transition does make an appearance later on.
Finally cracked this open and started playing it last night (on XB1) and a little more this morning. All in all, it's pretty cool. Definitely a love letter to my childhood in a lot of ways; I was grinning when I heard some of those signature DiCola synth notes in the background music during a cut-scene.
My biggest complaint is that it seems really tough to tell when an opponent is about to attack, leading to my combo being broken and me getting punished a lot. Anyone have any tips? It's really hard to see that they're about to attack amidst all of the flash and flare of the effects when attacks land.
I'm also not crazy about the parry button and the transformation button being the same button, just a press versus a hold.
Finally cracked this open and started playing it last night (on XB1) and a little more this morning. All in all, it's pretty cool. Definitely a love letter to my childhood in a lot of ways; I was grinning when I heard some of those signature DiCola synth notes in the background music during a cut-scene.
My biggest complaint is that it seems really tough to tell when an opponent is about to attack, leading to my combo being broken and me getting punished a lot. Anyone have any tips? It's really hard to see that they're about to attack amidst all of the flash and flare of the effects when attacks land.
I'm also not crazy about the parry button and the transformation button being the same button, just a press versus a hold.
2) That is not parrying, that's dodging. Parrying is done by pushing the left stick plus an attack button, towards an incoming attack. So far I have yet to see a lot of advantages versus reversals (triggered from dodging an attack and immediately holding an attack or dodge button), aside from grabbing tank shells and drills in midair, which is in turn more cool-looking than useful. BTW, what enemy throws "rocks" at you, as per the parry achievement? Devastator?
Are you absolutely sure about this? I think both the game and my fingers tell me you don't need to press an attack button for the parry but I would like to know for certain.2) That is not parrying, that's dodging. Parrying is done by pushing the left stick plus an attack button, towards an incoming attack.
Are you absolutely sure about this? I think both the game and my fingers tell me you don't need to press an attack button for the parry but I would like to know for certain.
Edit: It's definitely one of the Constructicons that throws boulders; I believe it's Scavenger but I could be wrong.
There is a move you can purchase that allows you to counter after a parry by attacking, so it's not a bad habit.Are you absolutely sure about this? I think both the game and my fingers tell me you don't need to press an attack button for the parry but I would like to know for certain.
Edit: It's definitely one of the Constructicons that throws boulders; I believe it's Scavenger but I could be wrong.
Are you absolutely sure about this?
There is a move you can purchase that allows you to counter after a parry by attacking, so it's not a bad habit.
3?ugh facing 3 ground soldiers in top down view sucks on magnus difficulty (where you have to carry the red energon).
Spinning lariat is great for getting them off your case; disperses the crowd quite easily with Overdrive.ugh facing 3 ground soldiers in top down view sucks on magnus difficulty (where you have to carry the red energon).
Played one hour so far. Not really feeling it. I started on Commander difficulty but the first boss fight was too much and his health bar was going down so slowly.
It feels too much like Bayonetta with a Transformers skin. Bayonetta combat system is 6 years old now and this is the 4th game with a very similar feel. If Platinum doesn't evolve its core gameplay combat, I'm probably going to skip the next one. Shame as the controls are spot on as usual but I've done all this already
yeah the loot system is okaaaaaaaaaay but I'm not really a big fan. I prefer Platinum's purer combat experiences where I don't have to worry about trying to find a sick weapon and then do a bunch of crafting and worry about proccing on random rolls; instead I just have to learn the intricacies of a smaller subset of highly polished weapons that will always do right by me if I use them correctly.
Yeah, it's a really strange thing for Platinum to add, yet I still don't feel annoyed by it like I would with any other game.
Spinning lariat is great for getting them off your case; disperses the crowd quite easily with Overdrive.