Vetteman94 said:
ZenfoldorVGI said:
Vetteman94 said:
ZenfoldorVGI said:
Vetteman94 said: I agree with Marco and Skeeuk, its good not great. There are plenty of better hack n slash games out there, IMO. |
Could you name them please, also, you play the whole game or Demo, and finally, on PS3 or 360.
I'd just like you to expand, because I disagree with you and would like to have a discussion.
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Why? So you can disagree with me and tell me how I am wrong like you have others in this thread? Because I have an inferiority complex or something like you have said to other people? But I will give you a list because I know you will enjoy tearing it apart. Also, I played about 3 levels of it, it was fun but nothing spectacular.
So here is what I think is better:
Ninja Gaiden Black Devil May Cry 1-3 God of War 1 & 2 Heavenly Sword
I see you also keep saying that without Devil May Cry , God of War wouldnt have turned out the way it did. So how is that? Just because it came first?
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Whoa, lol, calm down. I'm fine with your opinion.
I think GoW copied the formula DMC invented, in a lot of ways. You want me to list them, lol?
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Well I dont think it did, but go ahead and list them
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First, let me say that DMC didn't do anything new, it just grouped together a number of ideas in a way that was very good, and that was copied many times Like a book. Books don't invent new words, but they often group them together in a way that is unique and in essence create something new. DMC created the framework for a new genre.
Just off the top of my head:
They are in the same subgenre of superstylistic crafted 3d action games with an anti-hero and a leveling system consisting of red orbs that are collected for experience, and green orbs collected to increase life bar(these appear when you are low health and work as sort of a rubber-banding difficulty adjustor), and also orbs that are magic specific. You level your character with the orbs and increase certain powers for different weapons. The red experience orbs suck towards you after you kill enemies. You kill minor enemies for experience(real and in game) which leads to an inevitable and cool boss battle. Your anti-hero is a badass. The camera is game controlled, and designed for maximum coolness rather than functionality. You have a combo gauge, which shows off your skill and plays into the whole stylish aspect of the game, and which may or may not be tied into gameplay. Many of the enemies are reskinned versions of themselves, with more health. There are multiple tiers of difficulty, thus allowing you to explore the depth of the combat system, the focuse of the game design. The combat itself is from a 3rd person view, but not behind the back, allowing for perspective based analog stick usage. Camera changes adhere to perspective based directional changes, so there is a system when the camera changes are you are pressing the perspective based direction, holding that direction will allow you to continue to run forward, despite not actually pressing forward relative to camera position. There are many small puzzles strewn about the stages which are often solved by killing a large group of enemies. When you start the fight with said enemies, red hands or a red skull appears briefly over the entrance of the room, blocking you from escape, until you've cleared them at which time they shatter. If you stand too near the portal, hand or skull will reach out and attack you. There are multiple weapons, each off which have a unique use and combo set. There are also differing magic abilities which are unlocked through progression in the game and leveling up via the red orb leveling system. You can double jump. You can roll to dodge. There are many large setpieces that are empty at first, and you backtrack to find enemies there during later levels. There are small bits of hidden eyes, orbs, fragments, ect, and when you collect enough of these, your health or magic gauge will increase by 1 portion. This is an augmented leveling system which encourages enviromental exploration. There is a combo system at the heart of the gameplay, and said combo system is what keeps the game interesting for future playthroughs. There are elements of the occoult and religion and the games are loaded with symbolism. Your antihero is a "chosen one" and by far the baddest ass and most fearless character in the game. The game consists of your basic enemies, the marionette undead puppets/undead roman soldiers as your basic fodder, and then it gets a bit tougher with large foes(scythes/minotaurs), and a shadow type demon as a regular enemy which sucks itself into the floor and shoots out spikes/scythes to attack you as it chases you in a pool like shadow. These enemies are reskinned later in the game. You fight your way through sewers, and island, cliffs, and even hell or something close to it, in your effort to defend your anti-hero's family honor and allow him to redeem himself. Bosses are often the payoff for this progression, and their battles are relatively strategic. Also, when you die a lot, the game gives you the option to switch to easy mode, 1 time only.
Many games have these things, but no game before DMC put them together to create a new hack n' slash sub-genre. Jaffe has praised the DMC battle system, the game was developed long before GoW, and no one would argue that GoW didn't at least draw influence from DMC...