Phoenixmgs said:
Yeah, I know it's my opinion just like anyone else but quite a bit of people post about such and such game is just another open world game or TPS or MMS or whatever. Few games now actually come up with new systems like how the Middle-earth games did come up with the Nemesis system but then just used basically a 1-to-1 copy of Arkham combat so it didn't really feel that fresh nor did they understand why Arkham combat works for Batman (because combat is just a portion of Batman, and not what you do the majority of the game as Arkham combat doesn't have the depth to carry a purely combat focused game). And like every game copied that system whether it be Middle-earth, Sleeping Dogs, and even Uncharted 3. The system becomes stale even faster then. Before, games used have their unique combat system. You mention DMC and GOW, and both combat systems were different especially if you compared them against 2 games today with Arkham combat. Prince of Persia came out in that time too, and again there's similarities of course with its combat but it wasn't just copy-pasted from another game.
Neither AAA nor indie are giving us new systems. And part of the reason for that might be that games play so well now mechanically that there's not much reason to change things. And that what's left is just to refine things and add some bells and whistles. I'd argue that
Breath of the Wild's climb everywhere mechanic was a very unique and new way to play an open-world game, but it's not what you'd actually call a new mechanic.
As for something like the
Arkham combat getting copied, that honestly seemed more like it was just Warner Bros. lazily adding it to every other game they produced from then on. Because I can only really see
Shadow of Mordor and
Mad Max straight up copying it.
Uncharted 3 really didn't seem like it was trying to ape that type of combat, otherwise it would've been at least competent.
And the similarities between
DMC and
GoW isn't so much in the combat, but in the 'collect red orbs for EXP, and combat areas locked off by force fields'. Dave Jaffe even made a parody of himself in jail, because he so blatantly stole from
DMC.
I would say both Horizon and Nier were created with passion and that's one of the reasons why they stand out. Guerrilla seemed super excited to make a new IP from a couple videos I've seen about the development of Horizon. Plus, Horizon does have many similar elements from other games but the devs were quite good at understanding how to apply them to the game in a meaningful manner. Horizon actually did need its open world to house its enemies while most open world games are just open world to be open world. The thing that I feel makes Horizon never really feel repetitive is due to its reservedness to "Ubisoft: The Game". There's 5-6 "towers" vs like 30 in a FarCry, the most abundant collectible (metal flowers) only has 30 (not 100+) to find, it's vantage points do nothing but unlock lore (vs unlocking tons of icons on the map to pickup), there's only like 40-something quests IIRC instead of other RPGs that have 100s of quests with few being interesting (even Bioware fell into that trap), the loot system is really light (there's no finding a new slightly better weapon every hour to unequip sell the old one). Basically everything Aloy does makes sense in that game world, very few modern AAA games can claim that.
Yeah, but here we run into what I was talking about, because there's plenty of people who would claim
H:ZD IS just another generic Ubisoft open-world game, and proof that there's no creativity in AAA and that it can only copy what came before. There's people who thought
God of War '18 was not like the usual over-the-shoulder third-peron action games at all, but then there's others who labeled it as a pefect example of everything that's wrong in AAA game design.
There's a lot of people who claim AAA is devoid of passion and creativity, but when it comes to specific examples they suddenly don't seem to be on the same wave length no more.