hanafuda
Dr. Brown's Time Machine Mechanic
- Joined
- Oct 27, 2004
- Posts
- 4,967
The colors seem very muted in that trailer, like everything has a haze of gray to it. I just don't know about GOWIII as after playing the demo I felt like I was just playing GOWII with better graphics and it just seemed tired to me.
The colors seem very muted in that trailer, like everything has a haze of gray to it. I just don't know about GOWIII as after playing the demo I felt like I was just playing GOWII with better graphics and it just seemed tired to me.
I don't know what it is, but I've never been impressed by the GoW series. It seems, to me, as if it were a generic brawler with fantastic graphics and lots of quicktime events that make you feel as if you are playing, but you actually aren't.
In all honestly, it looks really cool, but it never was fun to play for me.
Hence, I'm going to stick with Bayonetta (24 hours and still going strong).
True there are quicktime events but I don't think they are that much of a core of the game. I've also yet to play a game that does these events better and in a more fluid way.
I think the point was more "why have quicktime events at all" rather than "who deals with them better?"
Bayonetta's ones are pretty crappy, for the most part, but they tend to be short or happen to come out of nowhere (a big gripe of mine). However, GoW's quicktime sequences tend to be long and extended in most cases (plenty of regular enemies use it). The coolest stuff in the game equates to "press this button now!" I mean, what the hell do I have a controller for if the game is going to do all the awesome stuff for me? Bayonetta doesn't patronize the player as often in that sense; I feel like I'm in control at all times during most combat sequences (excluding the crazy hair powers, but that's a finishing move and I can live with smashing a button as a coup de grâce - not as the essential way to killing an enemy).
Darksiders has much the same problem - all the cool stuff is left to cutscenes or "out of body" character events that have little or nothing to do with my input or even using any game mechanic the player has learned other than "press this button!" I imagine Dante's Inferno suffers such a fate as well (and perhaps to an even worse degree, as far as the button combos I saw went, where you actually died for failing to rotate a half circle on the analog stick - really?). Why not, instead, give me the real ability to kill the enemy? The Ninja Gaiden games, Team Ninja ones, are very good at this; cutscenes are simply cutscenes, and fighting is simply fighting. A fight isn't interrupt by "press this button" bullshit.
It just seems like hand-holding to me.
I should also probably say that I don't enjoy the GoW series very much, and I guarantee it'll be comparatively less challenging and rewarding than most of the action games that have come out in the past few months. If you like mindless gorefests, I guess it fits the bill.
If they just played out, like you say Ninja Gaiden does, it would be even more boring. I guess its a matter of taste only.
Ninja Gaiden's super moves and finishers (Obliteration Techniques) are things to be worked for. They don't break game flow, and they serve an immediately useful purpose, as even the OT slashes can hit enemies in range. While I enjoy GoW, it hands them out like candy. It's no coincidence that Yahtzee of Zero Punctuation referred to the circle button in the games as "the 'Fuck You' button."
honestly, i cant imagine this game topping bayonetta...and it probly wont
Cinematically? It likely will.
Gameplay and Aesthetics? No chance.
in fact, personally, i think dantes inferno is a hell [a- ha] of a lot more interesting than gow3
Gameplay and Aesthetics? No chance.