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Forums - Microsoft Discussion - Battletoads Gamescom Gameplay (Looks God Awful!)

Barkley said:

Apparently Rash was added to killer instinct, didn't know. If they'd gone with that art style I think people would like it more.


Yeah, I agree. That style would've gone over well especially with people familiar with the franchise.



 

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Barkley said:
tsogud said:

It would but that would mean it wouldn't have that many people that know about it. More people that know about it means more people that could potentially hate/dislike it. Whether that dislike is deserved or not is another question entirely.

Really the only gripe I have is that the art style is off-putting, going for a more realistic look probably would've done it justice imo 

Apparently Rash was added to killer instinct, didn't know. If they'd gone with that art style I think people would like it more.

^ this style of battletoads would have been sooo much better.

The transformations breaking the "rule" of how they used to transform, also kinda off puts me.
Its like they arnt staying true to the character designs of old.

Its not quite as bad as Sonic (the movie) vs how the games/cartoons look..... but its there, and it shouldnt be.

*edit:

Also notice how often, the characters "miss" in this video.
I dont think its all on the players.... its bad combat design....when people "think" now if I press X,Z,Y and based on my proximity to target lined up, I expect I'll land a hit.... but then it doesnt, its a issue. It seems like all 3 of the players have that, and you cant just put it down to player skill, its a visual "judgement" vs clunky hit box detection.

Last edited by JRPGfan - on 21 August 2019

The overcomplicated controls don't fit a beat'em up, either.

"Left trigger + X + Left analog to fire your tongue. TAP to pull yourself towards the enemy, HOLD to pull an enemy towards you."

WTF, man.



Player2 said:

The overcomplicated controls don't fit a beat'em up, either.

"Left trigger + X + Left analog to fire your tongue. TAP to pull yourself towards the enemy, HOLD to pull an enemy towards you."

WTF, man.

That might be it..... did you notice how often characters did moves that missed in this video?

Some of it might be player skill based.

However something tells me its hit box detection + judgement of character actions (visually) vs reality (tiny hit box) = miss.
Its like things dont match up, so you run around missing attacks instead.



Player2 said:

The overcomplicated controls don't fit a beat'em up, either.

"Left trigger + X + Left analog to fire your tongue. TAP to pull yourself towards the enemy, HOLD to pull an enemy towards you."

WTF, man.

Eh, written out it looks more complicated then it actually is. Sounds fine to me. But then I don't play beat'em ups.



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The original had its focus more on the platforming than the beat'em up part of the gameplay. Going by this clip this new game is entirely focused on the beat'em up portion which makes it look like any other game in that genre.



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TruckOSaurus said:
The original had its focus more on the platforming than the beat'em up part of the gameplay. Going by this clip this new game is entirely focused on the beat'em up portion which makes it look like any other game in that genre.

How did I miss that? 8m+ video of gameplay and not one platform to jump or move onto.... nothing.

They basically changed the genre of the game, to a "flat" beat'em up + walk forwards game.

The stand still enemies
The art style
The lack of platforming
The "wacky" hitboxes
The overly complicated combos
The transformations
Theres no "weight" to hitting monsters either,.. the old games you punch something it backs up.


This game isnt going to review great imo.... probably wont be a sales success either.

Last edited by JRPGfan - on 21 August 2019

I think the new generations love the artstyle? Turtles also has a 'similar' artstyle.











konnichiwa said:

I think the new generations love the artstyle? Turtles also has a 'similar' artstyle.



Nostalgia is one hellva drug....  I really dislike that art style.

How I remember TMNT (and love em):

What I'd expect from a current gen game:



Its not only the combat and visuals... the whole moods and jokes are off.They went with a kiddy feel all around, when they should have gone the opposite.Whoever ordered/developed this Battletoads game had no idea what the franchise was about.



My (locked) thread about how difficulty should be a decision for the developers, not the gamers.

https://gamrconnect.vgchartz.com/thread.php?id=241866&page=1