DakonBlackblade said: I cant say if I like the soundtrack of those animes cause I didnt watch them (I know Im probably the only person on Earth who didnt watch Attack on Titan), I can see what you mean tough. But to me it realy never was the problem of the songs not fitting I didnt realy like them that much, even before the game came out. I usualy go listen to the battle and bosses osts of most RPGs before they launch (when theyre avaliable on youtube, its not always they get uploaded before a game comes out) and I dindt like them without the game runing either. On the game itself I cant even tell the difference of a battle theme and a boss theme, they all sound similar to me and I forget them as soon as the battle ends. And I dont like vocal themes on videogames and/or movies cause I think they attract too much atention, I feel like Im being pulled out of the imersion rather than imersing myself more, a soundtrack should highten your senses and keep you focused on the action/emotions being displayed, not distract your atention to the song itself. And ye the presentation is terrible, I feel much of that is because of the WiiUs limitations, lots of corners had to be cut, this game wouldve probably done much better if it was a PS4 or XOne game, you can almost see the WiiUs cogs spinning, strugling to make this game run properly. And as I said on my other post this is a wierd game cause the things it does right, it dos realy realy right, like better than most other games, in some cases better than any other game, but the things it does wrong, it does realy realy wrong, worse than a indie game done by 1 dude with a budget of 100 dolars, so my experience has been a complete roler coster of feeling awesome followed by feeling total frustration in an endless cycle. |
When I say presentation, I'm not talking about art direction or graphics. I'm talking about the lens the designer gives the player to view the world. Animations, camera tricks, cutscene quality, UI, HUD, font and font size, etc. 99% of that wouldn't be helped with more power. Wind Waker on the GCN had way better presentation. Even the original XB had better presentation. The Wii U could easily handle better presentation.
The camera during battles is one example of absolutely awful presentation. When you look at a battle in WW, locking onto an enemy reframes the camera. When you intially lock on, the camera pulls back to a dramatic angle. It frames the camera insuch a way so that Link and the enemy being targeted are always in view no matter where the player rotates the camera. A slim letter box frames the scene to make the battle feel more intense without obsuring the player's view. The nature of the camera is untouched, meaning the player can still organically move, rotate, and zoom the camera in and out to better view the object in question. Because the camera is so good, it doesn't need painstaking customization options.
Considering the battle system XCX has, it could have and should have used an identical form of presentation. Instead, you have one button dedicated for zooming the camera, one lock on in which you can't rotate the camera or it stops locking on, a camera with too many customication options, and an extremely boring locking battles because the fight's camera work during them is boring and terrible at framing the action in an interesting way.
XCX didn't need stronger hardware for that. It needed better designers. The game is littered with issues like that.