DonFerrari said:
We should consider the weapon, armor and proficiency to see if the number of hits received or given to kill makes sense. But yes if you can one kill most oponents but need 12hits to die and most battles are one on one and you can recover out of battle that would make a bad combat. |
That's what I'm slightly afraid of. That there is a considerable difference between us and our oponents in terms of resistance.
It wouldn't be much of a problem in your average action/adventure game. But if they are going for the realistic approach... In my opinion, they have to do it 100%. Because it would be very weird that in a tense and calculated duel we can cut our opponent in half with one swing of our katana... But when the opponent does the same to us we just take some damage and proceed to attack him again.
In God of War (or any action RPG) there are difficulty modes where you can die very quickly, yes. But in most of those games, you incarnate a very powerful character that has tons of offensive options (some of them incredibly effective and destructive), many ways of evading damage in a consistent way and sometimes even heal himself. In this game however, we are a human dueling other humans in a realistic setting. Most of these options shouldn't be available if we don't want to feel superhuman compared to our enemies.
And yes, I know that Jin is supposed to be a legend, and a legend should be able to deal with generic baddies. But no matter how skillful or powerful you are, if they cut your head... You should be dead.








