I dunno if I'd go that far, brother...just some spergin'.
you can exhaust the system in one playthrough. After that, like Souls, the challenge comes solely from increasingly aggressive and damaging enemies in NG+, Master Ninja Tournament, etc.
I'd be inclined to mostly agree with this. Just a few things I'd say a bit different:
-In Ninja Gaiden Black, one "playthough" is basically going through all the difficulties of the main game as well as Mission Mode because without doing so you won't have actually faced all of the potential encounters and really been pushed to understand the systems. For instance, a player who hasn't played VH+ hasn't been pressured by Mechanized Vigoorian Infantry and had to adapt to their shriken-proof nature and automated Flying Swallow counter move. And they probably haven't faced Berserkers in sufficient number to really get a feel for them nor dueled Ishtaros much, if at all.
A lot of the skills in Ninja Gaiden are enemy or encounter specific and unless you "spoil" yourself, the only way to discover a good tactic is in-game exploration...trying things and seeing what doesn't get you killed. But once you have this knowledge, there's not a lot else you can do to the enemy. Upon realizing one of the "good" tactics for disposing of the enemy, and learning how to execute it, that's really as far as Ninja Gaiden goes (outside of karma runs). There's not the level of gameplay virtuosity allowed by systems like DMC3/DMC4/GH/Bayo, and that's where the skill ceiling really shows.
You can only school a Berserker so hard. Alma can only be killed so efficiently. All high-level play tends to be kind of homogeneous; the tactics are similar, just executed slightly better/worse (well, exceedingly so if it's YROGRVLNT playing NG2 Survival Mode compared to everyone else). That's where the more "tactics-based" games like NG tend to come up a bit short and why a lot of the really hardcore akshun-gaming crowd has a slight (or not-so-slight) disdain for them.
But that's not really a huge complaint in my eyes. After all, they provide(d) excellent entertainment for numerous hours and generally had a consistent quality you don't really see in the other technical-akshun subgenres.
-The Souls games are kind of weak in this regard because successive playthroughs only add additional health and damage to enemies but don't alter item placement nor enemy sets. And there is practically no AI changes (besides Kings in the New Londo boss fight spawning more quickly in NG+....I think). That's what really makes PvE stale. And it's sad, because there are a lot of criminally underused enemies that could have been mixed into NG+ (and beyond) sets to make the game more interesting. As it stands, the most challenging foes in NG+7 are the Hellkite Dragon's ludicrous damage, the Pinwheel skellies, the Duke's Archives projectile spam, and O&S attacking from off-camera for the one-shot-kill. Not so much fun.
I think the power progression system is as important a factor. With DMC and Bayo, you can't get all the abilities in one play through without mad grinding, unlike NG.
In DMC4 it's technically possible to have whatever you need via Proud Souls, but Bayo is legitimately impossible to have anywhere close to a full moveset even if you are abusing guides. There's simply no way to gain access to the Bracelet of Time, Eternal Testimony, Climax Bracelet, the Bazillions, and Pillow Talk on your first playthrough. Getting Sai-Fong and Rodin would require ludicrous amounts of grinding; enough that I'm mostly certain >50% of Bayonetta players have never encountered either.
I give the nod to DMC4, a lesser game in almost every other area, over Bayonetta just because the abilities look so damn awesome.
I would definitely give the nod to DMC4 over Bayonetta, but then again I'm a heretic who, after giving DMC4 another chance, thinks that it is the best in the series....so what do I know, eh?
I don't argue that one form is inherently superior to the other, but that it's the execution that matters. Souls games executes it's simulation-lite combat better than KoA executes "stylish" combat, imo. If KoA had DMC4 quality combat, I wouldn't even argue
I dig it.
Honestly, I really no little about KoA besides what the previews spoke of (and what fellow Codexer Lestat/Hummelgumpf/Kalos pointed out to me). I assumed all their talks of juggles/cancels weren't for show and that there was a shred of truth to the claims.
Evidently that wasn't so. It doesn't surprise me that the game didn't have depth but some combo-cru types loved it. I mean, shit, I've encountered bros who think games like El Shaddai or Ninja Blade are great and Ninja Gaiden is trash. Weird, right?
Still, I'm tired of whaling on regular enemies in arenas for minutes at a time.
Honestly, the only time I've ever felt this was in DMC3's Dante Must Die mode because of the silly Devil Trigger mechanics for enemies (and the overly resilient bosses). In DMC4 both Nero and Dante had enough power at any given point to quickly eliminate foes and Bayonetta, while punishing high damage moves in scoring, can certainly dish it out through things like Durga bombs, Angel Arms (incl. Rodin), Iai-Jutsu, Kilgore Kicks, Bazillions bullet climaxes, crow feathers, and most Wicked Weaves.
Just frames, cancels, and other such nuances can exist outside of combo extravaganzas, and all these things are more interesting than having 30 combo strings or being able to see the counter on screen reach 100, if I had to choose.
The thing with that is that being able to cancel out of frames with relative ease almost necessitates a combo-based game to compensate. When i-frames are a button-press away at any time/point, no reasonable AI enemy can really compete. That's why DMC and Bayo have ranking systems featured so prominently.
Well, at least that's my theory.
Btw, God Hand feels closer to NG side of the street, to me. Yes you can do Hick Kick 'infinites' with cancels, but without knowing the designers' intent and not being mentioned in the game's instructions, one could assume it wasn't an intended feature, whereas in God of War and Bayonetta it's obviously expected that you keep your combo going for 50 hits.
What I feel separates God Hand from Ninja Gaiden is the fact that Gene can cancel out of poorly made moves whereas Ryu cannot. That's huge in how the player approach combat; God Hand rewards the skillful/reflexive with more opportunities to run high-risk/high-reward schemes whereas in Ninja Gaiden the player commit a lot more to any given action and thus has to really consider whether or not the tactic is appropriate for the given foe(s).
The move set , chaining, and amount of creativity the system allows are just right. I've recently come to the conclusion that it's one of the top five 3D melee games of all time. The game is some kind of revelation; I've noticed a growing cult of people who have awakened to this over the years, I mean a religious following. Like they're discovering a masterpiece that the game industry didn't want them to find.
There's really nothing quite like it. Truly an under-appreciated gem, a diamond in the rough.
Gotta thank '08 Codex (like Jasede and such) for recommending it to me. Serious incline.