RollingSkull
Banned
[quote name='insertcleverthing']Anyway, I'm sort of conflicted about this game after just recently beating it. I bought it based off the Suda hype (didn't play his previous games) and gametrailers clips alone. I actually liked the open world segments. The minigames weren't too enthralling or anything, but I always got excited after a ranked battle to see what new clothes would be available, etc. As for the combat...meh. The gore and button-mashing was fun for the first few hours, but things got shallow after that. Almost all bosses could be slain by a simple dark slide, a-button combo, wrestling move slam. Speaking of which, most bosses were downright annoying. I played on mild and died 1-2 times per rank almost entirely due to “instant kill” moves. If someone could explain that questionable design decision, I’m all ears. Why should I have to replay some five to ten minute battle because I couldn’t intuitively decipher how to dodge some cheap kill tactic? Am I supposed to be clairvoyant?[/quote]
You actually touch on something else I have yet to vocalize about the game. I'm a huge boss battle fanboy, and while stylistically, I have to give the bosses high marks, they weren't particularly fleshed out as well as they really could be for being the stars of the show. The often absurdly long periods of invulnerability, the insta-kill attacks of varying degrees of "fairness" (With the final, final boss's being really the most acceptable. Never saw Shinobu's, but Bad Girl's was just stupid. Yes, you can see it coming easily. But there's no sense in it doing insta-kill as opposed to massive damage.)... Every single one seemed to devolve into "run circles around them. Shadow-step or d-pad dodge their combos, attack after they attack." A complete lack of creativity in just about anything but the final, final boss. Dead Rising and Shadow of Rome easily did better than this even with fairly limited hack and slash controls. God Hand was no more complicated (PUNCHPUNCHPUNCH GUARD BREAK PUNCHPUNCHPUNCHPUNCH PUMMEL), but still managed a great deal more depth. Viewtiful Joe, too.
Suda clearly has seen the way this sort of gameplay is done. I still think he aped the first final boss from God Hand, so I think he is shooting for a similar style, but his effort here is clearly a virgin attempt at it.
You actually touch on something else I have yet to vocalize about the game. I'm a huge boss battle fanboy, and while stylistically, I have to give the bosses high marks, they weren't particularly fleshed out as well as they really could be for being the stars of the show. The often absurdly long periods of invulnerability, the insta-kill attacks of varying degrees of "fairness" (With the final, final boss's being really the most acceptable. Never saw Shinobu's, but Bad Girl's was just stupid. Yes, you can see it coming easily. But there's no sense in it doing insta-kill as opposed to massive damage.)... Every single one seemed to devolve into "run circles around them. Shadow-step or d-pad dodge their combos, attack after they attack." A complete lack of creativity in just about anything but the final, final boss. Dead Rising and Shadow of Rome easily did better than this even with fairly limited hack and slash controls. God Hand was no more complicated (PUNCHPUNCHPUNCH GUARD BREAK PUNCHPUNCHPUNCHPUNCH PUMMEL), but still managed a great deal more depth. Viewtiful Joe, too.
Suda clearly has seen the way this sort of gameplay is done. I still think he aped the first final boss from God Hand, so I think he is shooting for a similar style, but his effort here is clearly a virgin attempt at it.