SayMyName
Literate
- Joined
- Jan 21, 2025
- Messages
- 48
I disagree, especially on the level design. I hardly find running around corridors and doing janky platforming with scripted boulders runs fun while going around essentially hunting Doom keycardsYes reallyNot really
The level design, music and athmosphere are all good and the gameplay was fun
Therefore, good game
The differences are beyond basic and boil down to the aggression and damage values. They have the same skeleton and structure.While the enemy variety of the game was low, at least each enemy has different combat behaviours and even in your cherry-picked video we can see thatevery enemy was exactly the same
No, it just had one weapon style that played very similarlyDisagreeclass selection was unnecessarily restrictive
Every character is a different playstyle
No such thing. Souls games have actual hitstun and weapon ranges, and there's a lot of PVE and PVP raminifactions to combining attacks of different timings and stats.Well this might be a matter of preference, but between having the possibility to freely combine weapons and ending up with most of combinations playing the same,the ability to combine weapons and attacks for each weapon
Again, no such thing, because 1 handed sword and 2 handed sword play exactly te same in BoD, down to the same spin decapitation attack that has actually the same identical animation too.and having restricted as to what type of weapons the player can use but ending up with each type having their own gameplay style - I think the latter is the more interesting design choice
The main difference is that certain characters handle other weapons like absolute retards, and that certain weapon types have special attacks that you need not because they are mechanically interesting and grant you versatility such as hyperarmor or iframes or special movement in combat, but because they do great damage whereas the game mobs outscale greatly your neutral attacks
No R1 attack has any iframes in Dark Souls, but Dark Souls does have dozens of attacks designed to avoid the enemy through actual manipulation of the player hurtbox instead of pretending the character is dodging only to have iframes.Agree!your game doesn't suddenly have depth because you can circle around some dude and press R1 for a contextual attack loaded with i-frames
And the dichotomy between attacking and defending and the passivity of dodge vs the possibility of using different more efficient and aggressive options is what makes it more interesting, not playing twister with WASD for whatever flavour of sidestep into swing should play when the enemy Simon Says to you to dodge.
Also it's hilarious that a Ninja Gaiden fan actually accuses any game of using "attacks loaded with i-frames" as if 90% of Ninja Gaiden playtime wasn't spent izuna dropping or pulling off 5 seconds long multi-hit iframed attacks
It was made 1 year before Jedi OutcastSo?
The game was made on a shoestring budget, by a team of 20 young devs in 1999/2000 - back then 3rd person 3D hack 'n' slash games still weren't a thing and skeletal/animations rigs for these types of games were mostly new ground (shit the mechanic of "8 Way Run" wasn't even 7 years old when the game came out)
And ultimately that jank isn't bad enough to significantly disrupt gameplay
He doesn'tNot reallyIt even fails as sparring human to humanoid duel combat as you and npc constantly ghost through attacks and you are just unsure if it was tanked, iframed or just missed for some reason.
Even in that clip you posted, I can see the enemy weapon physically going through the PC every time he's hit and he fliches everytime it happens
Lmao now you'll defend VAs Spike said one game doesn't constitute a "streak"
Ninja Gaiden literally had a remake released last week and this year still it will have a new 2D and 3D game
DMC only had one bad game (DMC2 - the reboot and 4 are merely mediocre), it got a new game last year and this year it's getting an animated series
Last edited: