Shadowblind said:
bbsin said:
Shadowblind said:
bbsin said:
My two words to describe Too Human's combat so far is clunky and robotic. Not bad, not good, but definitely looks and feel clunky and robotic....
Makes me wonder where Dennis Dyack is going with this game's combat mechanics. It's not DMC, it's not Diablo, it's not Phantasy Star, but has little bit of everything... with a clunky and robotic feel to it.
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Thats exactly what i thought until I figured out I was doing it wrong. Once you actually figure out the controls its much more smooth like the video.
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When i said that I believed that the combat looked clunky and robotic, i was referring to that video.
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Ah. Then I can honestly say i have no clue what you are talking about.
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Look at other action games or even RPGs. IU, SO, DMC, GOW, NG, etc and compare. Heck even Jet Li's PS2/xbox game (which had stick action controls) looks more fluid than this. That's what I'm talking about. The animations are all chopped up and unpolished, especially when the main character is trying to combo and sliding around the map. I'm not going to say that the combat is poorly done since the reason why it looks like this is because Dyack said the stick actions and sliding is meant to make grinding a more effortless task, which is why i question the entire premise and goal of the game instead.
Regardless, unlike what Jaggedsac and you constantly imply. TooHuman IS an action game and CAN/WILL be compared to others, espeically since SiliconKnights insist that combat and combos are the biggest factor in TooHuman to begin with. This game has always been an attempt at a console dungeon crawler with added "style", it is what is, and if this attempt fails, then there's no excuse.