The less limitations/rules there are the dumber and less skillful the game is, ie all those modern open world sores that barely qualify as "games"
those are some fine mental gymnastics to defend shitty tank controls.
PS1 horror games worked better because the primitive 3D and limited graphics made everything look ghostly and nightmarish.
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When you can see all enemies too clearly it stops being an horror game, it becomes an action game.
PS1 horror games worked better because the primitive 3D and limited graphics made everything look ghostly and nightmarish.
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When you can see all enemies too clearly it stops being an horror game, it becomes an action game.
HHR I'm sorry to be the one to inform you of this, but uh... due the ps1 poor graphics you could see every enemy in RE1 quite clearly.
DMC combat is good due to how limitless it is.
And open world games and sandboxes all about freedom. Unless you want to argue that open world is an inherently shit design for this reason.
doing a combo in dmc3 is literally mashing triangle 7 times in less than a secondDMC combat is good due to how limitless it is.
And open world games and sandboxes all about freedom. Unless you want to argue that open world is an inherently shit design for this reason.
DMC combat is entirely constructed around "limitations".
A combo is only a combo because specific requirements are met, i.e. "limitations". You can't just press medium punch 5 times in Street Fighter and get a 5 hit combo (well you can in SF5 lol), you have to time the hits in order for the requirements of the combo to be met, in this example linking the hits in specific frames.
In SF5 you don't have to do that, you can just mash medium punch 5 times and you will get a 5 hit combo, and this is why lack of limitations = lower skill ceiling. This philosophy applies to all kinds of video game design.
doing a combo in dmc3 is literally mashing triangle 7 times in less than a second
DMC combat is entirely constructed around "limitations".
Where did I say everyone dumbfuck?
You are implying that I implied some shit that I didn't, thus you are a dumbfuck with bad reading comprehension
To be fair, the combos in DMC comes from you breaking the limitations. A jump cancel is a big example of doing that, which is the most important thing to make crazy combos in DMC 3 and 4(can't say about 5, didn't play it).DMC combat is entirely constructed around "limitations".
You totally get the genre wrong if you think limitations aren't part of it.Depends on the type what kind of experience the dev are trying to make.
I mean one of the core features of Deus Ex is how open ended it's challenges are.
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DMC combat is good due to how limitless it is.
And open world games and sandboxes all about freedom. Unless you want to argue that open world is an inherently shit design for this reason.
You totally get the genre wrong if you think limitations aren't part of it.
Yet it's not a rule-free game. The rule here is to execute as diverse attacks as you can while keeping up pressure and avoiding damage.
Open sores are inherently soporific, pointless, empty games devoid of value.
implying I implied some implication implying you implied I implicated what you imply I implied
Aren't the typos as much part of the intended experience than the weird voice acting, PS1 graphics, etc?This looks great! I really like the PS1 style of graphics with those CGI graphic backgrounds. I think the odd voice acting lends to the weird overall aesthetic of the game, but the typos in the text should definitely be fixed, as those just show pure laziness and take the player out of the experience. Also, in regards to weird aiming with no feedback, the devs could consider a quick "bip" noise whenever you are "on-target". Make the sound very quick and easy on the ears. This way you are not staring at the corner of your screen when you could be absorbed in whatever is happening in game. Unless they do not want any additional feedback on aiming, in which case just ignore what I said and continue as before.
Tank controls are super important for this genre, without them you have a completely different type of game on your hands.those are some fine mental gymnastics to defend shitty tank controls. i can see why you have a dumbfuck tag."limitations of controls is a bad thing"
"why are there rules in a soccer game, why can't I pick up the ball with my hands instead of my feet it's dumb"
Games are defined by their limitations and how you overcome them within their framework dimwit
The less limitations/rules there are the dumber and less skillful the game is, ie all those modern open world sores that barely qualify as "games"
Madness Returns is so underrated, loved it to bits."Alisa" that sounds like "Alice", in a doll house?
Hopefully it could surpass the creepyness and atmosphere of Madness Returns dollhouse, which they would probably reach with PS1 style. Though tbh the creepyness of Alice's dollhouse is way off the chart with its themes and meanings