I'll demonstrate it to you. Say someone new to the series were to ask you to describe the kind of combat Dark Souls has, and how it is different from that of other games like DMC etc. If you were to begin with something like "well, in Dark Souls you often can't get a critical hit if the terrain happens to be on a slant, while in DMC sometimes you can't see an incoming attack because the camera is facing the wrong way" you'd be rightly called a fucking lunatic.
You really prefer going full retard over even conceding that factual techincal gameplay issues are indeed flaws?
Ok...
- while I think lunatic might be a bit too strong for this case, I would agree idiot would be an apt and likely compliment, because really what kind of a moron starts a general comparison by delving first and foremost into specific details and not an overview - otherwise, if the analysis was about the technicalities of gameplay, I think shining light on particularly vexing issues such as those would be pertinent and valid point to make
- however, a comparasion of those 2 elements doesn't work very well - Cameras are their own system and exist to frame all range of player activities, meaning their functionality isn't limited solely to Combat but also Exploration as well - while not landing criticals on slopes is an hyper specific deficiency directly related to the Critical Hit Mechanic, which is a component of the Combat System and therefore this issue exclusively affects the combat experience
- another detail you've missed (which reinforces my accusation that you skim replies or simply ignore well founded arguments), is that that devs usually such errors try to correct with subsequent games - even disregarding the fact that bad camera angles was already an in infrequent problem in DMC1, it still stands that it was a problem that got rectified in the next games (DMC2 doesn't count) and eventually fully dealt with - while From still has these constant, consistent techinical issues, exactly as they were in DeS, even after making 5 sequels over the course of 15 years - this is inexcusable
Yes, technical issues, errors in design etc can be considered part of the experience of the combat system, but they aren't part of the system as such
Now who's grasping at straws?
"Errors aren't a part of the idea/theory of the system"
Yeah no shit
I guess must be why we say things like "ideally" or "theoretically"
But at the end of day, the system we the players experience, is the one "in practice"
And that system effectively has errors
it was the system itself that you described as "mediocre".
The system is overall mediocre, yes that has been my point
It has the potential to be better, but From refuses to explore that potential (in large part because fanboys think it's already great) and so the system hasn't aspired to be something more than a solid foundation since DeS
I'm just taking your perspective to it's logical conclusion.
No you aren't
You are taking
your lame strawman of my opinion to it's logical conclusion
You seem to be putting a great deal of emphasis in what the player can do, while ignoring or downplaying what the game is pitting against the player.
And here's the proof you're arguing with your own poor mental construction of my arguments
The reason why I emphasize the player's lackluster ability roster in Sekiro, is because (like I've said a hundred times before) they are mostly useless to the dangers the enemies pose and even the few that can be considered efficient are simply boring... barely any mechanical depth to them
And the fact this system is clearly tuned this way so From can have their stupid Simon Says bullshit, doesn't sit well it me either because this is fundamentally
lazy game design
Again, great game design is the harmonious interplay between challenge/reactivity and player choice/interactivity - Sekiro's combat doesn't strike that balance
Sekiro has to be seen as the worst FromSoft game and the worst melee action game in general
Nah DS3 gets the award for the former
And there's pleny of worse games in the later
it's clear you don't have a lot of admiration for the combat system of the game
Sure
But it's a clear fail in logic from your part to conclude that equates with me thinking it's a bad game
Specially considering I explicitly said otherwise in the past
I even kind of like that FromSoft is a kind of anti-matter to something like DMC. Instead of putting all the emphasis on what the player can do, all the focus is in what the enemy can do to the player, which to me is a perfectly valid premise for a combat system.
Which again goes to show how much you know
The reason the player has such a profound range of actions in DMC is in great part because the enemies themselves can also exert considerable influence on the player - it's even a good way to distinguish between novice and expert players, the former solely reacts to the enemy (meaning it's the enemy that has control over the player), while the later is the one that is in full control of the fight
As for the latter premise being a valid goal for a action combat system, the reason I would disagree is quite simple - it implicates a focus on linearity and arbitrary gameplay constraints
IMO, as I alluded in my
"Action Combat" thread, this subject is essentially a "Chess vs Checkers" discussion
Except Dark Souls is not a fighting game. It's an RPG with roots in a first person dungeon crawler (King's Field). The combat eschews many of the characteristics of the games you are talking about essentially by design.
It's an Action jRPG with a Hack 'n' Slash combat system
So no, it doesn't eschew design philosophies of the "school" it draws it's action elements from, that part of the game very much fits the mold and can be judged according to it
A game like DoDonPachi cannot give the player anything more than the most basic attacks because all the focus and attention is on what's happening on the top side of the screen
Ok, but the "accompanying upgrade in intricacy of the game's challenges" part, very much implies that said focus would also suffer changes
Obviously it could then be argued that the resulting experience would not really be DoDonPachi...
Easier to just pick your battles on the points that matter.
Sorry, but avoiding the strong arguments and twisting the weaker ones is a chick thing
I don't do that