Welcome to the next gen of Codexers.
Suddenly my 2009 newfaggyness doesn't seem so bad, eh?
An ARPG that takes the KoA formula and adds dangerous enemies to it will be a masterpiece.
Nope, I couldn't go on. I was having a headache because of the camera, for real. The UI and all the obligatory non-skippable tutorial bits made it take too long as well, even though I skipped everything I could. I thought I was nearing the end but then they wanted me to learn about magic as well so I just alt-f4'd.Did you even play past the intro?Linearity. Granted, it's a tutorial, but it felt like going on rails.
Since everyone speaks so dearly about the post-tutorial bit then maybe I should give it another try.
Much of the depth in regular action games comes from combos. It's about time ARPGs caught up.What's with this fixation on combos? Since when did that become a huge selling point of ARPGs? This isn't Street Fighter.
I thought that ARPG's where a different kind EXACTLY for having skill based attacks instead of combos...Much of the depth in regular action games comes from combos. It's about time ARPGs caught up.What's with this fixation on combos? Since when did that become a huge selling point of ARPGs? This isn't Street Fighter.
It's a flawed line of thinking because it denies ARPGs the most fun part of action games. There are ways to combine the combat of action games with an RPG-style character progression system without making this sacrifice. KoA shows one such way.I thought that ARPG's where a different kind EXACTLY for having skill based attacks instead of combos...
I mean action games. Beat 'em ups is a term mainly used to refer to isometric sidescrollers like Final Fight, Streets of Rage and Double Dragon. I'm talking about games like Devil May Cry, Bayonetta and Ninja Gaiden.By 'action games' you mean arcade beat'em ups?
That's not true. Studying the AI patterns is just as important. No matter how good your execution is, you'll get your ass kicked on your first playthrough of any action game simply because you don't know what to expect from enemies.There's a reason that 'much of the depth' in those games come from combos... it's because that's all there is in those games.
I want ARPGs to borrow the best from both action games and RPGs. The action genre went beyond mindless button mashing years ago. ARPGs should do the same.Not sure why you want to conflate two different genres.
I mean action games. Beat 'em ups is a term mainly used to refer to isometric sidescrollers like Final Fight, Streets of Rage and Double Dragon. I'm talking about games like Devil May Cry, Bayonetta and Ninja Gaiden.
Welcome to the next gen of Codexers.
Suddenly my 2009 newfaggyness doesn't seem so bad, eh?
Yes, watching this thread I almost got a heart attack. I mean, the same people who told that Deus Ex: HR would be japanese weaboo fest because main character had something of a spiked hair. Same people who are now lapping up this mutated child of World of Warcraft. How the times have changed.
An ARPG that takes the KoA formula and adds dangerous enemies to it will be a masterpiece.
This isn't 2002 anymore. NOT. GONNA. HAPPEN
I mean action games. Beat 'em ups is a term mainly used to refer to isometric sidescrollers like Final Fight, Streets of Rage and Double Dragon. I'm talking about games like Devil May Cry, Bayonetta and Ninja Gaiden.
The fuck is a isometric sidescroller ?
ARPGs should do the same.
ARPGs should do the same.
Gothic. No mindless button mashing there. But let's get to what's really going on here...
You're an anime fan, fair enough. As such you have a proclivity to the Japanese style of 'action games' (*cough* beat-em-ups). What you really want is a J-ARPG. You seem to think that's the only way you can have good combat in an ARPG and that simply isn't the case.
That's oblique, not isometric.Video
ARPGs should do the same.
Gothic. No mindless button mashing there. But let's get to what's really going on here...
You're an anime fan, fair enough. As such you have a proclivity to the Japanese style of 'action games' (*cough* beat-em-ups). What you really want is a J-ARPG. You seem to think that's the only way you can have good combat in an ARPG and that simply isn't the case.
Hmm. I don't know, I would have thought the "Japanese style of action games" has been pretty much Americanized by now, by the likes of Mortal Kombat (a game made by two white guys).
What's the alternative, then?
Agreed. I like Gothic.Gothic. No mindless button mashing there.ARPGs should do the same.
Except I'm not. The avatar's from an RPG. A Japanese one, certainly, but that doesn't make me an anime fan. Anime fans watch anime, and I don't.But let's get to what's really going on here...
You're an anime fan, fair enough.
I have a fondness for Japanese action games because barely anyone else makes action games. America and Europe are all about shooters. Sure, there's God of War, there's Heavenly Sword, but they aren't particularly good, and they're heavily influenced by Japanese games anyway.As such you have a proclivity to the Japanese style of 'action games' (*cough* beat-em-ups).
What you really want is a J-ARPG. You seem to think that's the only way you can have good combat in an ARPG and that simply isn't the case.
Piranha Bytes games are another way. The Souls games are yet another one.MaroonSkein said:There are ways to combine the combat of action games with an RPG-style character progression system without making this sacrifice. KoA shows one such way.
No offence or anything but shooters are action games.I have a fondness for Japanese action games because barely anyone else makes action games. America and Europe are all about shooters.
The action genre went beyond mindless button mashing years ago. ARPGs should do the same.
Ahn...and every game is an RPG because you play as an character?No offence or anything but shooters are action games.I have a fondness for Japanese action games because barely anyone else makes action games. America and Europe are all about shooters.