Any Western Made Action Games With Combat As Good As Ninja Gaiden, Devil May Cry or Bayonetta?

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Phoenixmgs_v1legacy

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CoCage said:
At least GoW IV gives you a chance. The combat is not perfect and can use improvements, but it's satisfying to attack, land a parry, or even perform witch time if you have the proper amulet equipped. Check out combo videos from SmvR on YouTube. This person has done combo videos I never thought possible.
I know you can do some interesting stuff with the combat system but all the little things just make me not want to play it; I just played to finish it about halfway through. Like Homer quitting his dream job with Hank Scorpio over the little things and Hank replies, "Can't argue with the little things, it's the little things that make up life." The game just has no consistency; I don't know where I (or the enemy) will end up after attacks, I don't know if I'll stagger the enemy or not with XYZ attack, etc. Whereas I know exactly what happens when I do XYZ in Bayo or even Horizon Zero Dawn.

hanselthecaretaker said:
Even Jaffe said how Bayonetta blows the doors off [https://spong.com/article/22787/Jaffe-Bayonetta-Blows-the-Doors-Off-God-Of-War] God of War?s combat, but the games were never designed to mirror that anyways. They were always about other aspects like story, spectacle, puzzles, platforming, etc.
Agree, that's why I've said numerous times GOW can't be carried by it's combat like other games, it has to be firing on all cylinders (story, spectacle, puzzles, platforming, etc.) to be a good game. GOW1 was the only one that did IMO.

CoCage said:
hanselthecaretaker said:
Never understood the incessant need for direct comparison of these very different games.
Because God of War took elements from Devil May Cry. Not the first to do so, but one of the most popular for a reason. The other reason is because certain gamers and "critics" (YouTube or otherwise) want to boast their "Street Cred" and say how X games is better than Y, cuz Z. Or brag about how this game is more challenging than the other game's difficulty. People are always going to compare and contrast, for better or worse. The matter is how each person handles the situation. Some of its critical thought, other times it boils down to elitist bullshit.
I never got why DMC and GOW were compared, I remember ridiculous GFaqs fights about them back in the day. To me, GOW's combat is far more similar to being fleshed out Prince of Persia combat than DMC.
 

Cicada 5

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Phoenixmgs said:
CoCage said:
At least GoW IV gives you a chance. The combat is not perfect and can use improvements, but it's satisfying to attack, land a parry, or even perform witch time if you have the proper amulet equipped. Check out combo videos from SmvR on YouTube. This person has done combo videos I never thought possible.
I know you can do some interesting stuff with the combat system but all the little things just make me not want to play it; I just played to finish it about halfway through. Like Homer quitting his dream job with Hank Scorpio over the little things and Hank replies, "Can't argue with the little things, it's the little things that make up life." The game just has no consistency; I don't know where I (or the enemy) will end up after attacks, I don't know if I'll stagger the enemy or not with XYZ attack, etc. Whereas I know exactly what happens when I do XYZ in Bayo or even Horizon Zero Dawn.

hanselthecaretaker said:
Even Jaffe said how Bayonetta blows the doors off [https://spong.com/article/22787/Jaffe-Bayonetta-Blows-the-Doors-Off-God-Of-War] God of War?s combat, but the games were never designed to mirror that anyways. They were always about other aspects like story, spectacle, puzzles, platforming, etc.
Agree, that's why I've said numerous times GOW can't be carried by it's combat like other games, it has to be firing on all cylinders (story, spectacle, puzzles, platforming, etc.) to be a good game. GOW1 was the only one that did IMO.
The first had the most interesting story before it kinda went increasingly off the deep end of revenge fuel. But really, very few games had such a roller coaster flow of rhythm between set pieces, popcorn combat, platforming and puzzles. Sometimes one would roll into the next rather brilliantly. None of it required exceptional gaming skills unless you house-ruled some things, but it was still probably the height of old school design philosophy for linear, scripted games, where even Uncharted 2 fell short because it had to be somewhat more grounded.

Plus, the camera work was an art form in itself, especially the PS3 games. Some of that is detailed in this making of [https://www.eurogamer.net/articles/the-making-of-god-of-war-iii] towards the bottom of the page and continuing onto the next. Then GoW 2018 outdid that. [https://m.youtube.com/watch?v=l_RpwPcfhB8] Yes the combat has some technical design flaws but that probably boils more down to the execution of surrounding systems than anything. The axe is one of the most versatile, tactile and visceral feeling weapons in all of gaming to date.

Having said that it would be great if they fine tune the combat mechanics and trim out some of the leveling fluff for the sequel. Like Geralt being a master witcher, Kratos is already a powerful demi-god so let him find new abilities and gear more naturally and organically through the core gameplay.
 

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hanselthecaretaker said:
The first had the most interesting story before it kinda went increasingly off the deep end of revenge fuel. But really, very few games had such a roller coaster flow of rhythm between set pieces, popcorn combat, platforming and puzzles. Sometimes one would roll into the next rather brilliantly. None of it required exceptional gaming skills unless you house-ruled some things, but it was still probably the height of old school design philosophy for linear, scripted games, where even Uncharted 2 fell short because it had to be somewhat more grounded.
More or less why I stopped caring after II and bits of III. Kratos was just whiny ***** and a self-parody. Plus, the pacing in II & III were really bad; especially III.

hanselthecaretaker said:
Yes the combat has some technical design flaws but that probably boils more down to the execution of surrounding systems than anything. The axe is one of the most versatile, tactile and visceral feeling weapons in all of gaming to date.

Having said that it would be great if they fine tune the combat mechanics and trim out some of the leveling fluff for the sequel. Like Geralt being a master witcher, Kratos is already a powerful demi-god so let him find new abilities and gear more naturally and organically through the core gameplay.
Good news! The combat designer for God of War is working on the combat for the Avengers game. It's really noticeable with Thor's combat. Whatever fine tunes he does there, will carry over to God of War V.
 

Cicada 5

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CoCage said:
hanselthecaretaker said:
The first had the most interesting story before it kinda went increasingly off the deep end of revenge fuel. But really, very few games had such a roller coaster flow of rhythm between set pieces, popcorn combat, platforming and puzzles. Sometimes one would roll into the next rather brilliantly. None of it required exceptional gaming skills unless you house-ruled some things, but it was still probably the height of old school design philosophy for linear, scripted games, where even Uncharted 2 fell short because it had to be somewhat more grounded.
More or less why I stopped caring after II and bits of III. Kratos was just whiny ***** and a self-parody. Plus, the pacing in II & III were really bad; especially III.

hanselthecaretaker said:
Yes the combat has some technical design flaws but that probably boils more down to the execution of surrounding systems than anything. The axe is one of the most versatile, tactile and visceral feeling weapons in all of gaming to date.

Having said that it would be great if they fine tune the combat mechanics and trim out some of the leveling fluff for the sequel. Like Geralt being a master witcher, Kratos is already a powerful demi-god so let him find new abilities and gear more naturally and organically through the core gameplay.
Good news! The combat designer for God of War is working on the combat for the Avengers game. It's really noticeable with Thor's combat. Whatever fine tunes he does there, will carry over to God of War V.
That sounds like a tall task. I wonder who?s doing the GoW sequel then? I doubt he?d be leading on both games simultaneously.
 

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hanselthecaretaker said:
CoCage said:
hanselthecaretaker said:
The first had the most interesting story before it kinda went increasingly off the deep end of revenge fuel. But really, very few games had such a roller coaster flow of rhythm between set pieces, popcorn combat, platforming and puzzles. Sometimes one would roll into the next rather brilliantly. None of it required exceptional gaming skills unless you house-ruled some things, but it was still probably the height of old school design philosophy for linear, scripted games, where even Uncharted 2 fell short because it had to be somewhat more grounded.
More or less why I stopped caring after II and bits of III. Kratos was just whiny ***** and a self-parody. Plus, the pacing in II & III were really bad; especially III.

hanselthecaretaker said:
Yes the combat has some technical design flaws but that probably boils more down to the execution of surrounding systems than anything. The axe is one of the most versatile, tactile and visceral feeling weapons in all of gaming to date.

Having said that it would be great if they fine tune the combat mechanics and trim out some of the leveling fluff for the sequel. Like Geralt being a master witcher, Kratos is already a powerful demi-god so let him find new abilities and gear more naturally and organically through the core gameplay.
Good news! The combat designer for God of War is working on the combat for the Avengers game. It's really noticeable with Thor's combat. Whatever fine tunes he does there, will carry over to God of War V.
That sounds like a tall task. I wonder who?s doing the GoW sequel then? I doubt he?d be leading on both games simultaneously.
Oh, I wouldn't worry too much. Considering the game comes out this year and a few months, they'll probably have him back before pre-production. Worst case scenario, he can be a consultant for whoever is doing the combat design for God of War V. They already have a blueprint to work off of, so won't be too difficult.