Tigranes
Arcane
- Joined
- Jan 8, 2009
- Messages
- 10,350
More srsly: if you look back at old Codex threads, I actually played through both R2 & R3 more than once, and was quite generous in my effort to embrace them as OK Piranha games. And I still believe that while they are the worst PB games, they are not terrible shovelware in the sense that, say, Amalur is. (Plus the pirate theme & voodoo is great.) But having played R1 & 2 back to back, and recently having played Elex & R1, I'm well aware of the difference, and it's retarded of you to assume that everybody who disagrees has never played the game or whatever, it's exactly the same as that retarded "oh fallout 4 is great u just have nostalgia" schtick.
Now, you are right in the sense that the underlying systems of R1 and R2 are very similar - as they are in most PB games. But there are two kinds of differences; large and subtle.
The large: R2 gives you more tools in your toolbox, but PB combat gets to get massively broken when they add new things. E.g. R2 release, it really was an issue that shields and dodging were broken/nonexistent - it meant there were very few options. But R2 dodging is ridiculous; you end up rolling around all over the place and autowinning a lot of fights that way, a la Witcher, whereas R1's double-tap dodge was stilla bit more vulnerable, could be activated more quicker, and the animation itself didn't take years. (The dodging in R2/3 was, to many Codex PB fans, rightly a symbol of decline, moving away from the 'fencing' of true PB combat to "roll roll roll then fire your gun" popamole.)
R2 also features the kick, which again helps you aggressively chain enemies and never take a hit; and firearms, which completely break all sort of balance, similar to how you can just juggle enemies to death via firearms/magic in Elex.
The subtle: R1 and R2 both share a key weakness in the balancing of melee animations; it is too easy to stunlock enemies, which is very noticeable if you compare it to, say, vanilla G3 wolves' ability to stunlock YOU. But R2 I've always felt makes it a bit easier to do this, even before kick & dodge.
E.g.
https://www.youtube.com/watch?v=un3KSZGpU2A
Note how the ability to parry monster attacks, the kick, the rapid-firing firearm, and the massive rolling dodge encourages you not to go toe to toe with enemies, observe their timing and outperform them in classic PB fencing, but instead roll around like a maniac kicking and parrying inbetween until you can fire your big dick. If you purposefully eschew these tools and play a more parsimonious combat character, it gets more similar to R1 - but a bit easier verswion of it.
Also I still hate you go die in a fire
Now, you are right in the sense that the underlying systems of R1 and R2 are very similar - as they are in most PB games. But there are two kinds of differences; large and subtle.
The large: R2 gives you more tools in your toolbox, but PB combat gets to get massively broken when they add new things. E.g. R2 release, it really was an issue that shields and dodging were broken/nonexistent - it meant there were very few options. But R2 dodging is ridiculous; you end up rolling around all over the place and autowinning a lot of fights that way, a la Witcher, whereas R1's double-tap dodge was stilla bit more vulnerable, could be activated more quicker, and the animation itself didn't take years. (The dodging in R2/3 was, to many Codex PB fans, rightly a symbol of decline, moving away from the 'fencing' of true PB combat to "roll roll roll then fire your gun" popamole.)
R2 also features the kick, which again helps you aggressively chain enemies and never take a hit; and firearms, which completely break all sort of balance, similar to how you can just juggle enemies to death via firearms/magic in Elex.
The subtle: R1 and R2 both share a key weakness in the balancing of melee animations; it is too easy to stunlock enemies, which is very noticeable if you compare it to, say, vanilla G3 wolves' ability to stunlock YOU. But R2 I've always felt makes it a bit easier to do this, even before kick & dodge.
E.g.
https://www.youtube.com/watch?v=un3KSZGpU2A
Note how the ability to parry monster attacks, the kick, the rapid-firing firearm, and the massive rolling dodge encourages you not to go toe to toe with enemies, observe their timing and outperform them in classic PB fencing, but instead roll around like a maniac kicking and parrying inbetween until you can fire your big dick. If you purposefully eschew these tools and play a more parsimonious combat character, it gets more similar to R1 - but a bit easier verswion of it.
Also I still hate you go die in a fire