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So, I have a question. You can end your oponents in one slash or just a couple of them. Ok. Does it work like that the other way around? Can we be killed in one slash?



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Vodacixi said:
So, I have a question. You can end your oponents in one slash or just a couple of them. Ok. Does it work like that the other way around? Can we be killed in one slash?

The demo didn't show this, but on GoW at least on the Give me God of War mode I needed like 12 hits to kill any enemy and only needed to receive 3 to die.

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.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

DonFerrari said:
Vodacixi said:
So, I have a question. You can end your oponents in one slash or just a couple of them. Ok. Does it work like that the other way around? Can we be killed in one slash?

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. 



Vodacixi said:
So, I have a question. You can end your oponents in one slash or just a couple of them. Ok. Does it work like that the other way around? Can we be killed in one slash?

It would be very Bushido Blade on PS1 like if you could.



Bite my shiny metal cockpit!

Vodacixi said:
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. 

Yep it is an acceptable fear until we know more information, but since on the video they said about going for realism I expect that the player is also frail if hit, sure I don't expect dying in a single hit unless on the hardest difficulty. But perhaps 5 hits with "partial" or "unnefective" dodge, 2 or 3 on not dodged or blocked and single hit if critical.

About GoW I can only talk about the mode I played and there was not really an effective and destructive way to kill enemies, it was very hard and consuming to kill even common enemies, for boss I took like 30min even when not dying. To make things worse since resources were scarce I wasn't upgrading my equipment so at half the game I was still with level 1 equip versus level 6 to 8 monster so it was like 20-30 hits to kill and 1 to 3 to die.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

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When I envisioned Sucker Punch making a samurai game I certainly didn’t think it would become a generic open world game. More surprising was the combat, infamous and infamous 2 had such good combat, this looked dull and the bad stealth AI made it worse.

I’ll buy on PS5 down the line if it ends up being any good.



DonFerrari said:
shikamaru317 said:

That is your opinion and you are welcome to it. I really enjoy the Witcher like combat system in the new AC games.

Where are you getting that from? AC Valhalla was made by the same team that released AC Origins. AC Origins released 3 days before Ghost of Tsushima was announced, and because games enter pre-production at studios even before the previous game is released, AC Valhalla was almost certainly in pre-production for at least a month or two before Ghost of Tsushima was announced. I highly doubt that Ghost of Tsushima factored into their decision to go with Vikings next instead of Japan. And the fact that Feudal Japan was on Ubisoft's 2nd AC setting survey in December 2017, 2 months after Ghost of Tsushima was announced, means that Ubisoft is still considering Feudal Japan for future AC games after Valhalla.

From what we've heard in earlier interviews with Ubisoft from the late 2000's and early 2010's, the reason that Ubisoft has been hesitant to do a Japan AC game is because they didn't think that western gaming fans would respond well to such a totally foreign setting, and they knew that the series popularity in Japan wasn't high enough to support a huge AAA budget if sales in the west were poor. Arkhane offered up a similar opinion, the Dishonored series was originally intended to be set in a fictional world based on Feudal Japan, but Arkhane thought that that western fans wouldn't respond well to such a foreign setting, and the setting of Dishonored was changed from being based on Japan to being based on 1800's Europe. Sega offered a similar opinion on why they decided not to release the Feudal and Edo period Yakuza Kenzan and Yakuza Ishin in the west, Sega also believed that the western market wouldn't respond well to games set in historic Japan. If anything, the popularity of Ghost of Tsushima in the west makes the chances of seeing AC Japan in the future much higher, and Sega has also suggested that a Yakuza Ishin localization might be possible now, after they saw the strong reception to Ghost of Tsushima (and to a lesser extent, Sekiro and Nioh) in the west.

Well I practiced Kendo for 5 years reaching 2nd Dan and some championship wins. Plus I have an idea of the strenght of a katana and purpose and can ensure you that a samurai fight would be closer to a two people analyzing one another and deciding the match in a few strokes (can be even one depending on where you hit) instead of multiple heats and sword clashing as you see in Holywood. I would ask you to try fighting without a hand, or with a 3 inches deep cut on the arm or head. No one man battalion gameplay is really "close to reality".

Yes they are considering Japan, but I don't remember the report where I saw it, but they decided to avoid Japan for a decade because the setting was already being used by a high profile game.

This excuse of foreign setting is totally obtuse considering that for over 20years the curiosity for Japan material have just increased and is one of the dominant forces in the market.

TruckOSaurus said:

Wrath of Heaven on PS2 was pretty good. I didn't like the angle they took with the Wii game. In any case, that series has been dormant for over 10 years now and Ghost of Tsushima seems like it could fill that void.

Well I haven't seem the PS2 game or just forgot about it. But I really loved the 2 or 3 I played on PS1. I was even a lot interested in the Sekiro, but since it uses Souls system I didn't try yet because I don't like the type of gameplay over there.

Noticed the 5 years of Kendo comment , so I have to ask did you like Bushido blade



Research shows Video games  help make you smarter, so why am I an idiot

mjk45 said:
DonFerrari said:

Well I practiced Kendo for 5 years reaching 2nd Dan and some championship wins. Plus I have an idea of the strenght of a katana and purpose and can ensure you that a samurai fight would be closer to a two people analyzing one another and deciding the match in a few strokes (can be even one depending on where you hit) instead of multiple heats and sword clashing as you see in Holywood. I would ask you to try fighting without a hand, or with a 3 inches deep cut on the arm or head. No one man battalion gameplay is really "close to reality".

Yes they are considering Japan, but I don't remember the report where I saw it, but they decided to avoid Japan for a decade because the setting was already being used by a high profile game.

This excuse of foreign setting is totally obtuse considering that for over 20years the curiosity for Japan material have just increased and is one of the dominant forces in the market.

Well I haven't seem the PS2 game or just forgot about it. But I really loved the 2 or 3 I played on PS1. I was even a lot interested in the Sekiro, but since it uses Souls system I didn't try yet because I don't like the type of gameplay over there.

Noticed the 5 years of Kendo comment , so I have to ask did you like Bushido blade

I didn't know the game at the time so I never played. But from what I heard it was somewhat accurate movement.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

I think people are forgetting how easy it is to make good stealth AI look dumb as bricks, when you've played a level 5,000 times already. Of course, that doesn't mean the stealth AI isn't bad. Just that coming to that conclusion, watching a guy, who has no doubt mastered the game, is not wise.

The combat on the other hand looks kinda slow and stilted. Like they took the Hair's Breadth Blocking, Mikiri Countering, and Jumping Over Sweep Attacks, and then dumbed it down, adding in lots more insta-kill moves. Edit: Talking about them dumbing down the basic combat of Sekiro here.

The open world looks really good though. I see a lot of BotW inspiration, as well as interesting level design ala GoW/Sekiro. What I really hate in open world games is when every enemy camp is just a bunch of dudes huddled around a campfire, or in the same generic "building". The docks area looked the opposite of that, so hopefully the entire game is that way.

Last edited by Cerebralbore101 - on 16 May 2020

dane007 said:
Saw it and it looks fun but it feels like it has been downgraded. What do u guys think? Correct me if i am wrong, the video was laggy like theres fps drop.

I thought the same until the game was in motion. Then I remembered that the past trailers usually had tons of windy foliage present at all time. There's no downgrade, game just looks very flat when the scene is still.



4 ≈ One