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It's been a hot minute since the last stylish action thread, get the fuck in here bros
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>>719471317
Dead genre
>>
onimusha is so ass bruh, its so fucking boring
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>>719472083
>crapcum unskippable cutscene shit
LMFAO
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>>719472083
Onimusha is Resident Evil with a sword. If that’s not what you want then yeah it’s boring
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>>719471638
You don't know say "character action game" btw. You say "beat them all" (bta).
>>
the new Shinobi turned out to be a "player expression" slop as I expected btw, hoped for the best and got the worst, not even a hard mode difficulty.
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>>719472083
Onimusha 1 is the awkward half step between RE and DMC, game legitmately hasn't aged very well
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>>719472658
it aged fine, it's just nothing really special to begin with (like dmc1 btw)
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>>719472317
>plays nero_vs_vergil_sword_clashing.mp4 every time you land a parry
what were they thinking?
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>>719471317
What do we think character action bros?
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>>719472620
Let me guess, it doesn't have enough gameplay density and its mechanics are a cruitch?
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>>719471317
These threads are always the same:
>Ninja Gaiden wanking
>Devil May Cry is the worst thing since AIDS
>FROM SOFTWARE REEEEEEEEEEEEEEEE
>ROLLSLOP REEEEEEEEEEEEEEEEE

No wonder the genre is dead.
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>>719472720
DMC1 is still a ton of to this day because they totally nailed the omph of hitting shit in that game
>That shotgun
>Ebony and Ivory muzzle flash lighting up the entire room
>DAH
Still the best in the series.
>>
>>719472831
no, the game had jobbers instead of enemies, pseudo game designers can fuck themselves for all I care
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>>719472959
it doesn't have anything because almost every encounter is solved by GL spam
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>>719472831
lmao...
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>>719472809
More fun than my initial impressions lead me to believe. Should have been a boss rush game.
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>>719472383
>Onimusha is Resident Evil with a sword
I'm sick of hearing this bullshit everytime someone mentions Onimusha. Barring having a fixed camera and tank controls, there are nothing alike. I don't know why people love to be reductive. It may have stemmed from reusing technology from RE, but it sure has nothing in common with it beyond the most banal superficialities that basically a bajillion games already do
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>>719472831
What am I looking at here
>>
>>719473379
The full force of The Electric Underground
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>>719473330
>Besides the two things that make classic RE RE it HAS NOTHING TO DO WITH IT!!!!!!!!
Retard.
>>
JESUS FUCKING CHRIST!!!!!!
OK LISTEN UP YOU FUCKING TROGLODYTE I WANT THIS DRILLED INTO YOUR FUCKING SKULL!

hack n slash: melee focused, emphasis on combos and chaining combos, fighting against groups of aggressive enemies, with boss battles. EXAMPLES: ninja gaiden, dmc, bujingai, blood will tell

beat em up: focus on hand to hand combat, fighting against groups of enemies, can pick up temporary weapons that break after a few uses. EXAMPLES: god hand, yakuza, crimson tears, urban reign

musou: melee or hand to hand combat, fighting hordes of enemies, victory is based on battlefield win conditions. EXAMPLES: dynasty warriors, sengoku basara, kens rage.

character action is not a real genre: any game with a preset character and action can be called a fucking character action game: bioshock, metal gear solid, bullet witch, etc can all take on that moniker.

AND TO THE FUCKING RETARD THAT CAN'T GET IT THROUGH HIS SUB IQ FUCKING HEAD; diablo is a fucking arpg, the devs themselves call it an arpg. it's about class builds, level grinding, and looting. it's not a fucking hack n slash you actual fucking retard.
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>>719473870
>the devs themselves call it an arpg.
Wrong.
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>>719473379
He fed three terms from Electric Underground into an AI model and asked it to come up with similar terms. You can see it when it says "here are some similar terms with that underground style.
I don't know what he thinks he's proving, and besides, gameplay density is based. Imagine openly saying you want games to include needless padding, and mocking people for not wanting padding.
>>
I've been playing fighting games again and I hate modern ones so much, always forced to guess and die in two interactions, no defensive options too
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>>719473930
kys you fucking retard
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>>719473870
don't care, just gonna keep calling em 3d action games, simple as
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>>719474218
>Literal who
>Meanwhile in reality: Hack and slash
Kys you fucking retard
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>>719473627
This is how I know you've never played RE in your life
>what is limited inventory
>what is deciding whether to fight enemies or go around them
>what are ink ribbons
This is like saying every first person perspective game is exactly like Minecraft because Minecraft has a first person perspective and WASD controls, and that's the only thing that makes it Minecraft
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>>719473870
Go away zoomer
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>>719474390
kys you fucking retard

https://www.eurogamer.net/the-moment-diablo-and-the-action-rpg-genre-were-born
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>>719474392
Didn't read.
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>>719472317
>unskippable cutscene shit
but enough about ninja gaiden
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>>719474421
Don't care. Reality calls Diablo a hack and slash for a reason.
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>>719474408
I'm 35 with 2 kids you fucking faggot, come talk to me when your balls finally drop
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>>719474481
>I'm 35 with 2 kids you fucking faggot
That makes your post even sadder honestly
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>>719474464
it's an arpg
it is about leveling, class builds, looting and getting better loot, it's a fucking rpg with an action combat system you litteral fucking retard kys
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>>719474481
>He's a father spering out on /v/
sad
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>>719474567
Fucking retard
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>>719474530
fuck off back to whatever shit hole you crawled out of underage faggot
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>>719474620
>zero arguments
thanks for the easy win, go back to being a retarded dumb cunt and huff some more glue
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>>719473870
>we need genre distinctions based on whether you punch people or swing a sword
"Hack and slash" will always be a derogatory term for braindead musou slop (which itself is basically just a category of failed beat em ups). DMC is a beat em up, just as Knights of the Round is a beat em up.
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>>719474693
This isn't an argument retard.
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>>719474434
Shouldn't you be getting back to tik tok then?
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>>719474775
>lel tik tok
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>>719472831
>mom look what chatgpt hallucinated
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>>719474447
Ninja Gaiden is a garbage shovelware invincible move spammer, while Onimshua is a cutscene crapcum shovewlare
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>genre so dead the only thing people discuss is what name to use for a bunch of 10+ year old games
Fucking pathetic
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>>719474950
and what do you like, fromtard?
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>>719474950
>Highly popular game is...lel bad.
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>>719475023
What the fuck are you saying? I don't understand zoomer schizospeak
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>>719475023
erm, actually I like pressing lock on + back + sword and then doing an hour long combo!
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>>719473870
Kamiya used to call it Stylish Hard Action. The Hard part was dropped long ago from the series that started it, but I think Stylish Action works just fine.
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>>719471317
Recently tried onimusha for the first time. Very much enjoying it. I cheated and decided to play 1 and dawn of dreams simultaneously. Both very fun what do onifags consider the best game?
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>>719474210
3rd Strike is really active on Fightcade, I'm basically only playing that until Tokon.
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>>719475140
Warlords
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>>719473870
I don't know why anyone is contesting Diablo being an ARPG
>real time combat
>inventory management and looting
>leveling system dictates your abilities
The only reason one might contest it is if you're a snob about actually being able to roleplay and refuse to call a game where you can't roleplay an RPG.
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>>719475095
>think Stylish Action works just fine
As long as people retire CAG for good
>>
I'm extremely drunk and want to stream something, what game would you want thread?
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>>719475178
I'm trying the steam remaster. A little east but very satisfying
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>>719475140
2
1 ends abruptly and ends on a cliffhanger, can't even use your oni trigger
3 is campy movie slop with a knock off navi from ocarina of time and plot is about a divorcee cop and his relationship with his son and his step mom
4 is musou slop
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>>719475232
I never used that myself, it sounds dumb and there's a cooler alternative by the creator himself. Metroidvania also sounds dumb but nobody came up with a better alternative other than Igarashi putting his name on it, so I stick with Metroidvania.
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>>719475269
onimisha fags say genma is the best versions of onimisha warlords btw, haven't played that tho
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>>719475095
We should drop the stylish and just call it "hard action" instead

>>719475286
Metroidvania is a better title than anything the "character action" genre has, because it has a clear and definite delineation as to what makes it a metroidvania, that being that it's a 2d platformer that's like metroid or castlevania in its progression. Personally, though, I like "adventure platformer."
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>>719475247
I remember you anon. Seems like liquid courage always puts you in the mood to stream?
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>>719475502
You know it
Name the game and I will stream it assuming I have it
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>>719475491
I think stylish works fine. It's just that people see stylish and think of combo video autism, but the efficiency focused ones are stylish as hell when you compare to other games that wouldn't fit into this umbrella.
An average player looks a million times more stylish in Ninja Gaiden than in Dark Souls, because the game was designed that way.
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>>719476024
Come to think of it, that's true. I henceforth revoke my prior post. But I still like "hard action" because it sounds funny.
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>>719472809
worth pirating
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>>719475502
No games? Name a single game and I will stream it
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>>719476906
GG Strive (won't watch tho)
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>>719477151
no seriously and need guaranteed watchers
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>>719476520
>Enemy doesn't fight back
>But it's okay when China does it.
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>>719477361
Transformers Devastation
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>>719477361
I was being serious (also, I am a little occupied rn)
>>
dead genre dead website
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>>719477591
It's staggerslop, I earned the ability to juggle that enemy thank you very much.
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>>719471317
action games are now split between two lineages now:
>Quick Action AKA Stylish, or J-Action
games following what DMC, Team Ninja and Platinum estabilished with a general freestyle, either combo or speed focused action against mooks, with bosses being more or less reflective of this. Player Characters have wide movesets and movement abilities, built to make the player feel like a killing machine. Art direction of these games also reflects this overall feeling.
>Heavy Action AKA Souls/Sekiro slop
these instead derive directly from Fromsoftware's combat philosophy, being focused on more atmospheric, impactful fights against enemies and bosses stronger than you. Stamina, weighty movement and limited movesets that put the player always at stakes, but also make the fights more rewarding. Art direction is usually more somber and dark, way more atmospheric than quick action games

Both DMC1 and Demon Souls actually are pretty close to each other, taking roots from the same action-adventure veener, but each subsequent game from that era built out and created their own game and combat design.
The demarcation line for each game lies in where it's combat design stems from, or which it's most adjacent to. This maybe will clear out some doubts and discussions on whether games like Nioh, Stellar Blade and Sekiro fit in these threads or not.
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>>719471317
I hope ninja gaiden is good.
And I hope DMC 6 when it eventually comes out moves the genre forward. Not necessarily in DMC reboot style but just like it experiments a bit. I’d like more difficult enemies and maybe going back to a darker/ more gothic tone.
Maybe Nero becomes more brutal I don’t know. It needs to be significantly different though.
And it mostly likely will be now that Itsuno is gone honestly
>>
>new person wants to get into God Hand
>they immediately become obsessed with "combos" and the moveswitcher mod
>they just mash like crazy with NG+ moves and call it "practice"
I love DMC but it has absolutely ruined action game expectations forever.
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>>719481920
I think it's more the Combo MAD culture than DMC itself. Before people modded in a practice mode into DMC4, DMC didn't even have that at all. Style switching was added so you could have every tool at your disposal to tackle every enemy and encounter with the optimal solution, not so you could have an epilepsy attack in-game.
But after the Combo MAD fags took over action game discussion, you'd even have them shitting on DMC5 pre-release when they noticed there was no inertia, as if the ability to do inefficient air combos is what defines DMC.
You don't need any "advanced tech" to get SSS, therefore the game is not designed around that.
You think those rolling blade enemies are easier to deal with with Royal Guard than any other style? Switch in real time and block. That's it, that's all the styling the game expects of you.
People need to stop trying to mimick videos they watched on youtube for years before playing the games and just learn by reacting to what the game throws at them.
I'm not a very skilled player and I still love DMC, you don't need to be a combo god to fully enjoy these games. But it is fun to see the skills carrying over between games and playthroughs and the ceiling being so high you keep improving even after you're above the skill level required to trivialize the fights.
It's just that people need to stop treating combo videos as an ideal to aspire to. Nobody buys SF just to reproduce desk videos, people play SF for neutral. The engine allowing those combos changes nothing.
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>>719480667
This is an underexplored concept in the space of action game balance. Typically it's meter-driven and I don't like it for that reason. But we've had 20 years of fighting games built around the idea of
>play defensively until you see an opening you can punish
>switch to combo mindset and try to link as much damage as possible together out of the opening you punished
I can't really think of many games where there's serious consideration given to "combo maintenance", it's typically either about going 100% batshit for lookscool points 24/7, or poking during enemy windups. A game can switch between these two mindsets (which is usually disparaged as "your turn my turn") but you rarely see one tied into the other in a meaningful way.

Bayonetta, maybe. And even then it's only because of Dodge Offset.
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>>719482378
Yeah, I thought it was cool too. I'm a bit burned out on stagger being overdone in games, especially when I just finished FFXVI and that game is long as fuck, but I think it's super clever to have stagger on humanoid tough enemies and bosses unlock hitstun. It actually changes how you fight at that moment, and lets you go all out with your training mode rehearsed combos even on bosses, but on a timer. It's much more involved than "ok, staggered, time to cycle all of my abilities to cash in on damage" that XVI does.
Rebirth is much more clever about its stagger mechanics, but that's much more of an Action RPG while XVI is just an action game with sidequests.
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>>719482374
>People need to stop trying to mimick videos they watched on youtube for years before playing the games and just learn by reacting to what the game throws at them.
This is especially bad for God Hand because, for whatever reasons, everything on youtube is fake. EVERYTHING. Romhacks, cheats, save state abuse/editing, every God Hand video on youtube is complete bullshit.
Fuck, man, even the speedrun leaderboards got taken over by a cheater and all the legit runs got removed while the runs of him and his cheating friends now stay up.
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>>719482527
I guess KH2 does it as well, with the concept of the "revenge value". And that game is basically only beloved as an action game because of the revenge logic.

My idea for my game has been that the game tracks move staleness to increase counter rate, so that exploiting a longer combo requires being more "stylish" as the more you repeat the same move/moves the faster an enemy will counter your juggle. That feels plausible (in a real fighting game, you're much easier to counter if you always do the same set up and BnB) and I think it also rewards the player for being a juggle king in a way that affects survivability.

I think DMC does some of this as well, actually, the issue is it's obscured. Every enemy has two AI behavior values (fear and hate) which increase or decrease based on the attacks you use on them and on surrounding enemies, and it affects things like their attack patterns as well as their tendency to go into DT in DMD. Vergil also has some sort of in-built stale punish on juggles in the M19 boss fight, Furies have a stale punish on their teleport, and Hell Antenoras have a stale punish on air juggles (wire snatching them triggers their hyper armor really reliably, but the other triggers are more obscure).

So it's this loose sense that being stylish makes enemies less threatening, but it isn't really clearly communicated or well-understood from data mining. And that produces the FEAR phenomenon, where our perception of the game's balance only exists in the obvious places (FEAR's AI seems smarter because the AI shouts what it's doing aloud, which actually makes it stupider, but it makes it clearer to the player how it operates).
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>>719471317
The NG girls better be revealed at TGS otherwise I'm cancelling my pre-order.
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>>719482602
>This is especially bad for God Hand because, for whatever reasons, everything on youtube is fake. EVERYTHING. Romhacks, cheats, save state abuse/editing, every God Hand video on youtube is complete bullshit.
What?
Even that Mike Kobe guys stuff?
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>>719483013
>Rachel
>Being relevant after 2
Lmao
>>
Will you play it?
https://youtu.be/Q5QfRO_6XVI
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>>719483013
Even if they do show up, they'll get covered up from head to toe in burkas.
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>>719471317
Will Bayonetta 4 redeem her?
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>>719482905
I think this is partly also caused by the more style-heavy games still being so afraid of challenge. DMC3 was a tough game, not sure why they're shying away from that now and you need to play so much to get to the challenging bits that you're too good for it to be THAT challenging at that point.
Nothing will teach you that being stylish makes the game easier than you actually needing the game to be easier because it's beating the shit out of you.

It was a bit overdone and too hand holdy in that game, but Doom Eternal had the right mindset of "play right or we'll kill you."
DmC's color coded enemies were a terrible mistake too, but if they didn't go ALL the way they could have added some depth. Like for example the red color coded knight enemy puts on a fire effect on the ground, and if you're not holding the demon power trigger you take damage while standing on it. That raises awareness, but that's all that was needed. Make sure to be using a demon weapon when you're grounded, or stay in the air to avoid taking damage, the floor is lava, that's awesome. But then they go a step further and if you attack that enemy with anything but two specific weapons, you bounce back. Suddenly the added challenge actually becomes less challenging, it's just boring. You don't really need to stay aware of the floor being lava to correctly use demon powers when touching the ground when nothing but demon powers work in the first place. There's no decision making anymore.
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>>719483061
Especially Kob's stuff. Dude was a weirdo stalker obsessed with being seen as the best at God Hand.

I don't know what it is about God Hand that seems to attract nothing but cheaters and psychos and third-worlders. Trying to interact with the God Hand "community" had me talking to more Indians and Brazilians than fucking FIFA.
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>>719483240
Heh, looks like DMC where styles are weapons. His gameplay is basically what I imagine Trish should play like.
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>>719483486
What the hell.
Desu I think a lot of action game fans are just fucking crazy and just spout shit (most of the NG playerbase like blader)
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>>719483307
>PC version
she'll be covered in sweat with the mods I'll be using and nothing more
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>>719482374
Once, I had a discussion with a friend on DMC4 vs 5. He kept going on and on about how the removal of inertia and reversals hurt the game and it's "longevity".
Something dawned upon me and I realized that past a point a lot of these people's idea of depth means they can play the game practically endlessly, they don't have normal reasons to replay a game like to re experience a particular section or just to HAVE fun it's just endless optimization
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>>719483648
>Desu I think a lot of action game fans are just fucking crazy
They really are, and that's why the old cuhrazy general threads on /vg/ had to go.
These games attract some weird intersection of mid fighting game players that don't want to fight real people and clout-chasers that want the ego boost of being good at a "legendary hard game"
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>>719483240
Look at how long it takes to kill a random nigga, this is doing zero damage. It's way too excessive. People modded in training mode into other action games because enemies died too quickly for them to learn the mechanics, this shouldn't be the default state.
Or maybe the devs could be intentionally using weaker weapons/unupgraded character to allow for longer combos, but if they'd intentionally nerf themselves for longer combos in marketing, that already shows the wrong priorities in development and that their target audience are combo retards. Also not a good sign.
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>>719483481
It’s funny to me how “pick the right weapon for this enemy” was so loathed as a design choice in DmC when it’s literally the entire gameplay logic of TW101 and everyone in the same genre fanbase loves that game to pieces. It just goes to show how much presentation and expectation matter when it comes to mechanical reception.

For what it’s worth, I think all you would need to do to fix the “color coded enemy” problem in DMC would have been to make rebellion and your guns work on all colored enemies (except that one porcupine thing that goes intangible). Don’t make it “red enemy requires red weapon” make it “red enemy immune to blue weapon”. The distinction is extremely subtle but it still leaves the player with enough kit to exploit to stay dynamic. I think NT was overly afraid of stinger-million spam and worked too hard to make Rebellion useless against most threats.
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>>719483868
Aztez solved this problem ages ago; you can keep juggling a corpse after it’s dead. The AI shuts off when the HP reaches zero, but the hitbox persists until it touches the ground long enough to trigger the death animation. So pointless superjuggles are just a victory lap you can engage in (or, from a strategic viewpoint, they’re a way of gaining points at the expense of losing time, since you aren’t progressing toward all enemies killed in the time limit if you’re bullying a cadaver for 45 seconds)
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>>719483486
>stalker
QRD?
>>
>>719483884
>It’s funny to me how “pick the right weapon for this enemy” was so loathed as a design choice in DmC when it’s literally the entire gameplay logic of TW101 and everyone in the same genre fanbase loves that game to pieces.
Come of the fuck on, man, you can't seriously be comparing these two.

In DmC a red or blue enemy would cause your weapon to fucking bounce off if you weren't in the right mode, meaning you were 100% forced to use that weapon during the fight. Not for any special interaction, but because nothing else would work.
In W101 enemies are puzzles and your weapon choice changes how you interact with the enemy. They don't stop you from attacking other nearby enemies and they don't force you to use the "right" weapon.
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>>719483240
I have extremely mixed feelings about the “Jamphibian frame rate” aesthetic.
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>>719484054
https://yoshesqueblr.tumblr.com/post/161797426292/bayonetta-retrospective-an-update-on-the-lack-of/amp?__twitter_impression=true
tl;dr he stalked and harassed an ex that was part of the Bayonetta community.
>>
>>719483818
The very fact that they would frame it as "removal" is wrong in itself. Games shouldn't be expected to play the same. DMC5 shouldn't be an expansion pack of DMC4.
If anything they listened to combofags TOO much because I actually side with DMC4 simply because DMC5 is TOO streamlined. By having nothing but combat, it even hurts its combat too. DMC4's platforming and dumb laser and time puzzles weren't particularly good, but fighting enemies while avoiding disappearing platforms and fighting enemies in rooms with slowing down time gimmicks, spinning blades and damage dealing lasers adds encounter variety. It's a matter of level design.
They needed less dumb puzzles, but they shouldn't have thrown away every stage mechanic just like that.
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>>719484065
You will literally bounce off turtles without a hammer or charged fist. You will literally bounce off jellies without a sword. You will literally bounce off spiked enemies without the whip. You will literally bounce off shield enemies until you claw the shield away.

And in TW101 “bounce off” means “scatter 40 wonderfuls and go pick them back up”, not just get animation locked.

That’s not meant to disparage TW101 either, I’m just saying the hate for “color coding” in DMC was more a part of the snowball backlash against the franchise changing than it was a valid critique of a game design choice as a whole.
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>>719484279
DMC5 had good arena gimmicks too (suspended platforms, blood coral cylinders, exploding barrels, monster spawners, electric jellyfish generators, the goddamn escalators)
It just didn’t do enough with them. But I think a certain pretty largr subset of the action game fanbase resents anything that isn’t combatant-on-combatant interaction; I’ve never in all my life understood why people would want to play Smash on Final Destination or Battlefield maps only.
>>
>>719484279
Some people don't really like puzzles and exploration in an action game but honestly I think that stuff can go a long way in helping a game, if it's just straight shot combat to combat to combat it can get kind of tiring. I felt really tired sometimes while playing NG2/NG3RE because it was just constant constant constant.
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>>719483884
I actually haven't played W101 myself, so I can't comment on differences and similarities.
But yeah, they went too far. Could be a shield you break, or a remove immunity for a time, or who knows. Anything with more interplay between mechanics and more weapons. Like if you throw a round trip on a blue enemy, as long as the round trip is hitting you can use anything, that would be nice. Just keep a mental note on the roundtrip's duration and keep reapplying, it plays differently.
Or have those enemies interact with the angel/demon modes more, but not just require them for normal play. Just like the red enemy makes the floor lava, have the blue enemy set up a blue force field where you're slowed down inside it with anything but blue weapons, but if you're using blue weapons you're actually sped up, and you get the scythe power up automatically. That would lead to unique time distortion field only combos, even. That's MORE variety through unique enemies, instead of less, while still forcing you to adapt and play differently.
The game is just not hard enough for you to feel more challenged by having less weapons instead of just bored. I'm not panicking because I can't use rebellion, I'm just waiting until I can use it again.
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>>719484305
>That’s not meant to disparage TW101 either, I’m just saying the hate for “color coding” in DMC was more a part of the snowball backlash against the franchise changing than it was a valid critique of a game design choice as a whole.
and you're completely 100% in the wrong because the implementation of the two could not be more different
one is part of the central conceit of the game with a hundred caveats and details impacting your choices mid-fight and the other is a lazy fucking filter and a requirement that you hold down a trigger
>>
>>719484507
Platinum Games gave a GDC talk about how important it is that game difficulty not be a linear upward ramp, but that the game constantly be regressing to easier content after a climax so that the game feels like a series of punctuated hype moments rather than pushing a rock slowly up a hill.

It’s an underappreciated art. The problem is, most of the time the “not a fight” content sucks ass because the game mechanics are bad for it. I love platforming games but platforming in DMC is jank dogshit.
>>
>>719484541
If you actually played DmC you’d know
>past the first tutorializing levels, enemy waves come with multiple different colored enemies, so color coding is about mindfulness during crowd control
>most high tier enemies have color elements, such as blue angels with red spears or knights with red shields, which mean you use different colors to counter different behavior patterns
>trigger switching only accesses half your weapon kit, so color locking forces you to engage with d-pad switching if you want to keep style up

The real problem with DmC’s combat balance was tying damage to style points in a 1:1 way.
>>
>>719471317
>DMC
Good
>God Hand
Great
>Ninja Gaiden
Meh
>Bayonetta
Great
>>
>>719484840
>>719484541
Also worth pointing out that while the color coding system is not perfect, and there’s plenty I’d change, the fact that the Definitive Edition is hailed as “fixing” the problem by just removing it altogether in favor of a simple DPS nerf for color mismatching is proof positive that the people criticizing the system are almost universally just midwits who want to mindlessly combomash.
>>
>>719484480
I loved that one arm skating challenge with Nero, it was completely optional and the reward was worthless, but it was so refreshing in a game that really doesn't do enough with its stages and mechanics. Of the stage gimmicks you're mentioning the only one I'd say is as good as my DMC4 examples would be the monster spawners. It really needed more of that.
There's already training mode and Bloody Palace, the campaign shouldn't be the same but set on a corridor, make styling while dealing with the stages a challenge in itself. That's the direction I'd like to see the franchise going.
Keep Bloody Palace, hell, add an Arcade Mode that is just fight after fight on a straight line with backgrounds from the campaign, but make the actual campaign more than that.

Those extra modes could have several playable characters, DLC characters even, since there's no level design interplay with mechanics to consider, but go full Nero with the campaign, fuck it, design every single level around his arm gimmicks. That's what I personally want.

>>719484507
The thing is that without those elements the designers have no reason to put effort into the levels. I don't care much for puzzles myself but puzzle rooms make for different feeling combat rooms. You can even see that shift in Souls games. Demon's Souls to Dark Souls II all used the level design as a big part of the boss fights, and they felt more like checkpoints of your adventure than just skill checks. As the movesets got more complex, the arenas got less. And now it's just about dodging infinite combos and using shitty anime-looking weapon arts. Only your moveset and the boss' moveset matters, the arena is just a pretty background.
>>
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So what's the best way to improve in bayonetta?
I beat the game on normal, now trying on hard + doing all alfheim's. Some of the alfheims are taking me very long to grind out.
My current plan is to beat everything on hard, then beat everything on NSIC, and then start getting Pure Platinums on normal.
I'm also trying to stick to a single weapon per playthrough, however on hard I'm sticking to Scarborough Fair on hands and feet again because I feel I haven't explored all the combos these guns can do. Then I'm planning to use the sword on my first NSIC attempt.
Should I be trying to knock up enemies as often as possible and go for air combos?
Should I just try to pure platinum NSIC straight up?
Any other tips for gameplay or methods to improve quicker would be appreciated.
>>
>>719485286
Fuck Bloody Palace. I want Bloody Palace WITH the environment gimmicks. This formula has largely been solved by Roguelite-ish games and the whole mutator/bonus stack concept. Give me BP where after a floor, I pick from 3 floors, and they have different environment or rule gimmicks, and I have to navigate through this maze of unique locales and challenges.

Warframe has a thing like this, or had it. Where you’d get dropped into a random set of map tiles and have to do a full kill or complete an objective, then it would open portals to the next set of tiles. Give me DMC’s take on that, not 100 identical circles with every conceivable iteration of enemy placements.
>>
>>719485536
Or Ultrakill. Fuck man, Cyber Grind is what Bloody Palace should have been from the start, and it’s literally just “Bloody Palace with a heightmap for each floor”.
>>
>>719484659
This one?
https://www.youtube.com/watch?v=wrw2IP6pZu0
Sounds interesting, will check.
>>
>>719471317
Succeeded by PGR and ZZZ
>>
>>719484081
Can't wait to play this shit
>>
>>719481427
>but also make the fights more rewarding.
There's maybe 2 or 3 games in this category with actually engaging combat
>>
https://www.youtube.com/watch?v=qy-P_VLVOzI
Thoughts?
>>
>>719482378
Razors edge kinda did this with the bloody system
>>
>>719486009
Gacha slop need not apply
>>
>>719483648
>(most of the NG2 playerbase like blader)
Ftfy
Stop spreading such misinformation. Only those posers cause drama.
>>
>>719486009
ARPGs doesn't count.
>>
>>719486220
YOU BLOODY
>>
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Astlibra isn't a character action game but it's full of action so I'm posting it anyway
>>
>>719487083
Ninja gaiden but all enemies are jeets
>>
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dead genre
dead thread
doom the dark ages failure was a bad omen for EVERY SINGLE PLAYER GAME
>>
>>719487104
I've been playing ng master collection modded on my 'eck. Great device
>>
>>719487104
'lib on 'eck
>>
>>719487296
I thought the demo was alright. The burst pursuit attacks reminded me of Astral Chain's sync attacks. Combat seemed reasonably fun, I just don't know how much the move-set will expand in the full game. I liked the greatsword a lot. I don't care for the story that much but I think it'll be tolerable, I'm going to give the game a try for the combat though.
>>
>>719487296
Here's to another 10 years of souls likes
>>
>>719485536
Hi Fi Rush has towers like this, it's a ton of fun once you've mastered the combat and the story mode is just a cakewalk on all difficulties

I really love that game but I'm torn on allowing the level of unrestricted parries they allow in a game where everything hits on an audible beat.
>>
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>>719488118
No thanks
>>
>>719488118
>Here's to another 10 years of souls likes
its amazing how fighting games survived and hack n slash games are just dying
>>
>>719487296
Which is pretty hilarious given how the character action thread has been shilling that game non-stop for the past year.
>>
>>719489907
For a genre more obsessed than is typical with rock-solid 60FPS performance, a game as badly optimized as LSA was doomed to a poor reception. Hell, Team Ninja struggles against that kind of reception despite their pedigree in the genre.
>>
>>719487271
>Ultimate Ninja difficulty
>Turns Ryu into a white woman
>Enemies are 200% faster and more aggressive
>>
>>719490837
>Rachel vs Indian fiends
>>
>>719488118
Show me your copies of Lost Soul Aside, Wanted:Dead and Soulstice and your Ninja Gaiden 4 preorder.
>>
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Anyone here use the black mods for Ninja Gaiden Sigma 1/2?
How are they?
Not interested in the UE5 remake.
>>
>>719491436
I do, they are pretty good
Black mod for ngs1 is mostly visuals btw
>>
>>719491436
The demake has a mod that makes the moveset more snappy like vanilla NG2, but without the overtuned encounters of the Black mod, is there a version of that for Sigma 2? I prefer the Sigma visuals, actually.
>>
I am kinda warming up to Yakumo. He seems like a little shit.
>>
>>719491851
Good for a first time player that wants to get into Ninja Gaiden?
>Black mod for ngs1 is mostly visuals btw
Yeah, I know that only the black mod for second game has gameplay changes.
How do you find the visual changes though?
>>719491940
I know the same guy who made the black mod for Sigma 2 made a mod for remake (White mod I think) but I don't know if that's what you're referring to.
>I prefer the Sigma visuals, actually.
Same.
>>
>>719492242
>Good for a first time player that wants to get into Ninja Gaiden?
They are alright imo, encounters aren't 1:1, but the experience is pretty faithful
>How do you find the visual changes though?
I like both sigma and black visuals, except bloom is really overblown in a couple of sections and the mod fixes it, also UI looks better to me too.
>>
>>719488118
Still waiting
Show me your copies of Lost Soul Aside, Wanted:Dead, Samurai Jack and Soulstice and your Ninja Gaiden 4 preorder.
>>
>>719493495
the fuck is Soulstice?
>>
>>719472658
Onimusha 1 has aged just fine, it's just a very easy and simple game that doesn't quite have the strengths of RE or DMC.
>>
Forget Soulslikes and DMClikes, when are we getting a Kingdom Hearts 1 indie clone? And yes I mean 1 and not 2.
>>
Not getting a constant influx of DMC and NG clones is the biggest example of how much of a farce the indie videogame industry is.
>>
>>719495245
trvke.
>>
>>719494190
What would the defining features be to specifically be a 1 clone? Focus on magic?
>>
>>719491064
Nta but I bought wanted dead. Its fun
>>
>>719491436
Ngs1 black mod is purely cosmetic. Nice touch to remove dogshit bloom.
Ngs2 black mod is a game changer and I prefer it to replaying og 2 and fiddling around with xenia
>>
How do I install Sigma 2 Black? Just drop the folders and the game will just work, I don't need any mod loader like RE Engine games?
>>
>>719472083
Learn 2 Issen
>>
>>719473870
This pasta... i like it, Ctrl+c ctrl+v, i must
>>
>>719475023
TETRIS
>>
>>719483240
>Jewish hoax nigger samurai:the game
Kill yourself
>>
>>719483884
>” was so loathed as a design choice in DmC when it’s literally the entire gameplay logic of TW101
Its almost as if they are different games
>>
>>719483884
>It’s funny to me how “pick the right weapon for this enemy” was so loathed as a design choice in DmC when it’s literally the entire gameplay logic of TW101
I think this is hyperbolic in at least a couple of different ways. Calling a handful of enemy interactions the "the entire gameplay logic" is over the top and TW101's weapons sharing damage properties means its handling of this sort of thing is pretty distinctly less restrictive than DmC's equivalent. This example in this post >>719484305 for example
>You will literally bounce off jellies without a sword
just isn't true, there are at least four other weapons apart from the sword I'm aware of which can damage jellies because they share its bladed/sharp property. 5 out of 12 main weapons are open to you in that situation.

You're right that presentation and double standards comprise a large portion of why anyone claims to like any given game (I post about just that quite a lot here and elsewhere), but I wouldn't say this is an example of either.
>>
>>719498420
Extract it into game folder
>>
>>719487296
Its UE5 slop that runs like shit even tho you can have a 5090ti and still don't reach 60fps consistently
>>
>>719482378
Team Ninja have made like 6 games in about the past decade or so exploring that concept all in different ways.
>>
>>719501335
DmC literally just had “red weapon” and “blue weapon” though, it divided your kit in half. Yes, TW101 did it with more complexity at face value, but since each weapon had a total of like 2 attacks and each one was more like a special move than a full weapon, it kind of evens out. Color coding in DMC didn’t mean “use this attack” it meant
>use yank whip
>or axe combo
>or axe air attack
>or axe special
>or fist combo
>or fist air attack
>or fist special

Versus what, use sword, use claws, use whip?

Fundamentally it’s the same thing, the game restricte you to a subset of your total attack options and challenges you to choose the correct attack-shaped key to the enemy-shaped lock. That’s the combat design: pick the right attack, or get punished. I can understand why a DMC fan would find this notion unappealing because it’s so contrary to the series expressive nature, but treating it like objectively bad game design is dumb. TW101 builds the entire game design concept out around it to great success.



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