@RSM-HQ: i'm not talking canned physics like staggers. So like today, I'm using a glaive and dive right at the enemy's back spear-first while it's jumping, well above any danger and I get hurt. That's right up there with getting poisoned through my shield in Skyrim. I expect any game that is made today and costs $60 to put some time into its physics and combat. Japan loves to throw big monsters at you, but it always gives you the same old rudimentary combat to deal with them, so you're basically just slashing at its toes until its HP pool is gone. Bayonetta did some neat things in this regard during boss fights and Dragon's Dogma was also quite enjoyable with its monster scaling ability. So, it's not like they don't have the talent over there to figure this sort of thing out, they just know people like you will make excuses for them when they decide to phone it in.
But I don't care if it's a shooter or melee based action, if I hit something, I want to see a reaction. People flip out in game's like Destiny or Borderlands when an enemy just eats bullets because it's lazy design. It's the dev saying "well, we couldn't make this fight challenging, so we just buffed the damage and HP figuring you'll probably make a mistake somewhere if we make the fight take 10 minutes." It is also totally devoid of any sort of viscerality. When I fire an arrow at something, I want to see that arrow stick right in the spot it landed (it should also travel more than 20 feet, I mean, wtf, I can throw it farther). A greatsword shouldn't feel like a wiffle bat; it should dig into the enemy before pulling free. Remember using a greatsword in Sword of the Beserk on DC? That's what it should feel like. Weapons should feel lethal, and that's where good physics can help as well. I still remember the first time I played Virtua Fighter after years of Street Fighter, drove my fist into my opponent's gut and watched him buckle over...there is a satisfaction to that that is totally missing when weapons just bounce off the hides of your prey. Yellow numbers will never replace a good ol-fashioned wince, or buckling of the knees that tells you unequivocally "you got em gud"
Anyway, I've played through all the DS games multiple times. I enjoy them for the exploration, but you're right that the combat is similarly shallow. I guess, for me, those games have other qualities and this one really doesn't. The challenge of DS is appealing, but that really hasn't come into play in MH so far. Not saying it won't, but the early missions are just boring. The mashing is a problem, too. Not really many attack options or weapon swaps, which have helped to create variety in other games, and no real threats to force me to consider my attacks carefully (and honestly, what would i consider with so few options?). Just, if i'm gonna be wailing on this bitch for the next five minutes, I'd like to spice it up so I don't fall asleep. Don't really have much to consider tactically as far as setting up the fight, either.
I don't know where you got Dynasty Warriors from. Those games are garbage. I like having to think AND react. I like options that lead to creative solutions. I have seen none of that. Had some hopes for capturing alive, but that's pretty much the same as everything else. The satisfaction here seems to be for people who like to grind numerical gains. I'm not really loot oriented. I don't care about what's in the chest so long as getting to the chest is amazing...and it's really not in this case.
Log in to comment