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What is it with Japanese games and falling down?

Bowen_B said:
People who're shot / stabbed / slashed don't fall down and then jump up. They stay down or need help getting up.

Yeah and Metal Gears don't exist. Italian Plumbers most definitely cannot breath in outer space. It makes far more sense for you to have some sort of reaction to being shot/stabbed then just taking it without flinching.
 
Bowen_B said:
If you want you can use good timing to make plasmas an infinite combo by themselves but if used in combination with a weapon then no skill is required.
Energy gun takes good timing.
Shotgun -> nade takes no skill.
Machine gun hit stuns take no skill.
Dummy nades guarunteed kills take no skill at all.
EMP infinites take no skill.
Gattling juggles take skill.
Knockdown -> sticky nade takes no skill.
as opposed to just having a 1 hit kill where human error is completely removed from the equation
 
As already mentioned, it's just a matter game design philosophy. I far prefer learning the systems and strategies behind an in-game challenge - be it a puzzle, an enemy encounter or resource maximisation - than learning how to memorise specific and difficult button combinations and being punished in a prolonged fashion for failure.

Still, as negative as I obviously view it there must be a sizable Japanese audience for the practice.
 
BlackTyrano said:
Oh THAT'S what makes fps games feel so odd. Your character is basically a cement wall with a gun strapped to it.

That and complete lack of feedback aside from the visual and maybe a bit of audio, at least the game is playable.
 
Subarushian said:
Okay, I can see its use in dedicated fighting games. Happy?

Though I love all the assumptions thrown around about what games I have and have not played from ignorant juniors and members alike. Nice when people debate the person and not the points.

I never said you were close minded, at least directly.

However games like Monster Hunter 2, Devil May Cry, Yakuza, Streets of Rage, etc. wouldn't work without falling mechanics.

Falling Mechanics:

1. Allow the player to 'reset' without taking additional damage (IE, invincibility frames) Again, Lost Planet is an exception to this rule. When you're on the ground in most games, you can't take additional damage.
2. Allow enemies to gain better positioning around the player
3. Encourage the player not to run into shotgun blasts, but allows them a little leeway if they do take damage, as they can recover.

Falling mechanics are very important in many games, but their exclusion in certain games is fine. It's just different design philosophy. Lost Planet may have broken falling mechanics, but other games don't.
 
I'd just like to say I love the rampant xenophobia in this thread. It's entertaining.
 
KTallguy said:
Falling mechanics are very important in many games, but their exclusion in certain games is fine. It's just different design philosophy. Lost Planet may have broken falling mechanics, but other games don't.

As long as there are on arguments about this point. Personally i am fine with monster hunter fall mechanics because usually you have enough time to get away before the next attack.
 
Bowen_B said:
People who're shot / stabbed / slashed don't fall down and then jump up. They stay down or need help getting up.


That's not even true. People also get up and run away; They even fight in some cases.
 
karasu said:
That's not even true. People also get up and run away; They even fight in some cases.
No they don't. Either they die by the first shot, or they just flinch off the pain.:lol

It's funny how often western devs push for photorealism, but have some of the most unrealistic mechanics.
 
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