Now where have i seen this before?Johnny Novgorod said:criticizing at length games he hadn't even played.
Remember everyone. it's only not ok to criticize stuff on Playstation.Johnny Novgorod said:Federation Force is a Metroid game in name only, a gimmicky co-op shooter that doesn't do Metroidvania, barely features Samus and is only tangentially connected to the overall plot of the series. It's the Link's Crossbow Training of the series - the Wii U needed another party game and they stamped "Metroid" on some shitty shovelware. Samus Returns is just an HD remake of a 30 year old game. As for Prime 4, if and when it does come out it won't be in the "nowadays" I speak of.
I call it "virtually nonexistent" when compared to the steady release of quality mainstream AAA titles that Nintendo used to put out. Metroid is a legacy franchise at this point and survives in name only.
Actually I have looked up this fight, there is no direct video on it. I'd have to find it in the middle of a random let's play to even get a clue.hanselthecaretaker said:CritialGaming said:I'm a great portion through the game at this point and I still think the combat sucks. I'm tired of being nearly one-shot by stupid rock monsters that can only be hurt one way. The game relies far too much on gimmick enemies that are a chore to fight, rather than being fun. I understand the need to change up enemies so that you can't use the same fighting style every time, but those enemies shouldn't completely grind the combat to a stop while you hide behind sometime to chuck your axe at a weak point, or run around like a mad man trying to catch up to teleporting enemies. It's not fun, and it only serves to make me groan every time combat happens.
This is God of War, I should be eager to dive into the next fight, not preying that nothing tries to kill me around every corner.
Currently I'm stuck in a cave fighting in Ice Golem thing. The only way to hurt it is to hit the open chest with my axe. However when it opens the chest it shoots a Kamehameha wave into my face and one shots me. So...wtf am I supposed to do about that? Can't hide behind a pillar because then I cant throw my axe. Can't side step out of the pillar enough to throw the axe, because the golem simply sweeps the beam after me and I die. So really, how the fuck are you supposed to handle that shit?
It's really poor combat even if not compared to previous GoW games.
Pretty sure there?s a few dozen videos on YouTube by now that would show you how to take them down. Really, it sounds like your mind was made up long ago before actually caring enough to learn the game, because the stuff you?re complaining about is completely playable. I think I even recorded my first encounter with a Soul Eater (rock dude) where the kid even tells you his weaknesses. I?ll post it later tonight if I have time.
Yeah, the Soul Eaters aern't that fun, but I didn't find them that annoying. Only an optional one gave me trouble, and that's only because he was a way higher level, but it only took me two tries to beat him. They're more manageable when you get enough XP to get the parry projectile skill. They take so much damage from it and are much easier to kill.CritialGaming said:Actually I have looked up this fight, there is no direct video on it. I'd have to find it in the middle of a random let's play to even get a clue.hanselthecaretaker said:CritialGaming said:I'm a great portion through the game at this point and I still think the combat sucks. I'm tired of being nearly one-shot by stupid rock monsters that can only be hurt one way. The game relies far too much on gimmick enemies that are a chore to fight, rather than being fun. I understand the need to change up enemies so that you can't use the same fighting style every time, but those enemies shouldn't completely grind the combat to a stop while you hide behind sometime to chuck your axe at a weak point, or run around like a mad man trying to catch up to teleporting enemies. It's not fun, and it only serves to make me groan every time combat happens.
This is God of War, I should be eager to dive into the next fight, not preying that nothing tries to kill me around every corner.
Currently I'm stuck in a cave fighting in Ice Golem thing. The only way to hurt it is to hit the open chest with my axe. However when it opens the chest it shoots a Kamehameha wave into my face and one shots me. So...wtf am I supposed to do about that? Can't hide behind a pillar because then I cant throw my axe. Can't side step out of the pillar enough to throw the axe, because the golem simply sweeps the beam after me and I die. So really, how the fuck are you supposed to handle that shit?
It's really poor combat even if not compared to previous GoW games.
Pretty sure there?s a few dozen videos on YouTube by now that would show you how to take them down. Really, it sounds like your mind was made up long ago before actually caring enough to learn the game, because the stuff you?re complaining about is completely playable. I think I even recorded my first encounter with a Soul Eater (rock dude) where the kid even tells you his weaknesses. I?ll post it later tonight if I have time.
It isn't the Soul Eaters that are the problem with combat, if it was just these one enemy types, then fine. But it isn't, there are several enemies that just ruin the combats pacing. The teleporting mages, are another example.
The thing is that there are plenty of other sections where the combat shows potential. Like early on when you encounter enemies you can't fight with the axe and have to bare-fist them. That's great, having to swap out weapons, to deal different damages on the fly in combat is a great way to keep the player on their toes.
It's when the entire tactic is designed to ruin the flow of the combat that causes these issues for me.
I've beaten Soul Eaters before this particular one has caused me grief. Spam throwing the axe into a weak spot over and over again is not interesting and is not fun. Chasing down teleporters while you hope the boy's arrow not only hit it, but also stagger it enough to be hit by Kratos, is not fun. Especially when sometimes they'll super armor through your hit and hit you with their own spell or attack anyway.
There are moments of greatness in the combat, some of the boss fights have been great. Other fights that rely on a gimmick, are much less great. One of my favorite fights were the duel fights against the brothers, and the duel fight against to two different elemental statues. Both those encounters show how swapping weapons on the fly can make the combat incredible.
After finally having the time to put a few more hours into the game after my initial 2 hours or so, I'm not feeling the combat either. It's a bunch of little things that I really can't get into a fun flow, I still only have one upgrade so far (looking at the pause screen now and I can get a few more). I'm playing on Hard, which might be a mistake, as enemies seem to take too long to kill; I got that heavy cleave attack right away. It seems like doing stun damage isn't worth it besides against the standard enemies (which are easy enough to kill anyway) because I'll build up the stun meter against a tougher enemy and before it builds up enough to do a finisher, I'll have to dodge some other enemy's attack and by the time I get back to said enemy, the stun meter is basically depleted. Little things like Kratos being able to interrupt his animations isn't consistent, I can basically insta-interrupt a heavy attack to block but I can't interrupt a light attack to block, which doesn't make much sense. And, several times I'll press block before an attack (when I'm purposefully waiting and looking to do a counter) and I guess I press it slightly too late and Kratos doesn't block when prior to that I've pressed block even later than that mid-heavy-attack no less and been able to block. Sometimes I press R1 for heavy attack and Kratos doesn't do anything. I don't think the feedback is good on whether you're staggering (breaking poise or whatever) an enemy or not when you're in a combo and the enemy just attacks you when you think they can't. I'm also finding some of the enemy telegraph animations pretty cheap. It's just a bunch of little things causing the combat to not flow or feel nearly as good as it can. I'm also not liking how every combat encounter seems to have at least 2-3 waves of enemies (feeling like Uncharted 1 in that sense). I'm dying like 10 times or so every encounter because I'm trying to figure all the little intricacies in the combat to get in a satisfying flow. I know that I can play much more careful and win in 1 or 2 tries but that's not really fun though.CritialGaming said:I'm a great portion through the game at this point and I still think the combat sucks. I'm tired of being nearly one-shot by stupid rock monsters that can only be hurt one way. The game relies far too much on gimmick enemies that are a chore to fight, rather than being fun. I understand the need to change up enemies so that you can't use the same fighting style every time, but those enemies shouldn't completely grind the combat to a stop while you hide behind sometime to chuck your axe at a weak point, or run around like a mad man trying to catch up to teleporting enemies. It's not fun, and it only serves to make me groan every time combat happens.
This is God of War, I should be eager to dive into the next fight, not preying that nothing tries to kill me around every corner.
Currently I'm stuck in a cave fighting in Ice Golem thing. The only way to hurt it is to hit the open chest with my axe. However when it opens the chest it shoots a Kamehameha wave into my face and one shots me. So...wtf am I supposed to do about that? Can't hide behind a pillar because then I cant throw my axe. Can't side step out of the pillar enough to throw the axe, because the golem simply sweeps the beam after me and I die. So really, how the fuck are you supposed to handle that shit?
It's really poor combat even if not compared to previous GoW games.
Enemies can be spongy especially early on, but mixing attacks up between the axe and fists, plus some arrows can either usually build up a stun meter quicker or deplete a health bar faster for normal enemies. Crowd control management is essential in larger groups, especially with drastically different enemy types. If you need to build up a stun meter on a tougher enemy, make sure the scrubs are taken out first so they can't interfere.Phoenixmgs said:After finally having the time to put a few more hours into the game after my initial 2 hours or so, I'm not feeling the combat either. It's a bunch of little things that I really can't get into a fun flow, I still only have one upgrade so far (looking at the pause screen now and I can get a few more). I'm playing on Hard, which might be a mistake, as enemies seem to take too long to kill; I got that heavy cleave attack right away. It seems like doing stun damage isn't worth it besides against the standard enemies (which are easy enough to kill anyway) because I'll build up the stun meter against a tougher enemy and before it builds up enough to do a finisher, I'll have to dodge some other enemy's attack and by the time I get back to said enemy, the stun meter is basically depleted.CritialGaming said:I'm a great portion through the game at this point and I still think the combat sucks. I'm tired of being nearly one-shot by stupid rock monsters that can only be hurt one way. The game relies far too much on gimmick enemies that are a chore to fight, rather than being fun. I understand the need to change up enemies so that you can't use the same fighting style every time, but those enemies shouldn't completely grind the combat to a stop while you hide behind sometime to chuck your axe at a weak point, or run around like a mad man trying to catch up to teleporting enemies. It's not fun, and it only serves to make me groan every time combat happens.
This is God of War, I should be eager to dive into the next fight, not preying that nothing tries to kill me around every corner.
Currently I'm stuck in a cave fighting in Ice Golem thing. The only way to hurt it is to hit the open chest with my axe. However when it opens the chest it shoots a Kamehameha wave into my face and one shots me. So...wtf am I supposed to do about that? Can't hide behind a pillar because then I cant throw my axe. Can't side step out of the pillar enough to throw the axe, because the golem simply sweeps the beam after me and I die. So really, how the fuck are you supposed to handle that shit?
It's really poor combat even if not compared to previous GoW games.
Of course it makes sense. Light attacks are generally too quick to benefit from interrupts, while it would be annoying if you couldn't interrupt a much slower heavy attack with how hectic some fights can be.Phoenixmgs said:Little things like Kratos being able to interrupt his animations isn't consistent, I can basically insta-interrupt a heavy attack to block but I can't interrupt a light attack to block, which doesn't make much sense. And, several times I'll press block before an attack (when I'm purposefully waiting and looking to do a counter) and I guess I press it slightly too late and Kratos doesn't block when prior to that I've pressed block even later than that mid-heavy-attack no less and been able to block.
R1 is light attack by default, which makes sense as the button press is much shallower than R2 for heavy.Phoenixmgs said:Sometimes I press R1 for heavy attack and Kratos doesn't do anything.
I suppose it's understandable for someone who's a big fan of action games like Bayonetta or the like to not feel the combat even after a few hours. It's a slower burn towards gaining more useful abilities and finding a variety of infusions to enhance things further. I think I have around 15 hours in so far and have over half my skill tree unlocked with four or five different runes each, so I'm starting to see the depth of what can be done mixing things up. It's just a matter of finding what works best against different enemy types. Sometimes the tips jotted down after repeat encounters can help to enhance strategical efficiency and effectiveness.Phoenixmgs said:I don't think the feedback is good on whether you're staggering (breaking poise or whatever) an enemy or not when you're in a combo and the enemy just attacks you when you think they can't. I'm also finding some of the enemy telegraph animations pretty cheap. It's just a bunch of little things causing the combat to not flow or feel nearly as good as it can. I'm also not liking how every combat encounter seems to have at least 2-3 waves of enemies (feeling like Uncharted 1 in that sense). I'm dying like 10 times or so every encounter because I'm trying to figure all the little intricacies in the combat to get in a satisfying flow. I know that I can play much more careful and win in 1 or 2 tries but that's not really fun though.
This video [https://www.youtube.com/watch?v=d0qCOPZD__w] proves that wrong 15 seconds in. It's mostly used as an "oh shit" defensive move anyways when feeling overwhelmed. There are simply too many ways combat can branch out to make a call on it after only a few hours imo. Yeah it can be sparse at first but I think it would've been overwhelming if everything was available from the start. The whole progression system is designed to feel things out piece by piece and mix and match what works best for your style.Phoenixmgs said:Oh, and that 1st runic power is fucking useless, it stuns the enemies for like the duration of Kratos' animation on using the rune so it basically does nothing.
I've played the game quite a bit more since the post, I just completed Alfheim section last night. The more moves you get, the better the combat does get. And, I just got the rune that gives Kratos basically "witch time" on dodges. However, there's quite a few things that are just done poorly on the foundational level of the combat system that the better moves do cover up better.hanselthecaretaker said:Enemies can be spongy especially early on, but mixing attacks up between the axe and fists, plus some arrows can either usually build up a stun meter quicker or deplete a health bar faster for normal enemies. Crowd control management is essential in larger groups, especially with drastically different enemy types. If you need to build up a stun meter on a tougher enemy, make sure the scrubs are taken out first so they can't interfere.
Of course it makes sense. Light attacks are generally too quick to benefit from interrupts, while it would be annoying if you couldn't interrupt a much slower heavy attack with how hectic some fights can be.
R1 is light attack by default, which makes sense as the button press is much shallower than R2 for heavy.
I suppose it's understandable for someone who's a big fan of action games like Bayonetta or the like to not feel the combat even after a few hours. It's a slower burn towards gaining more useful abilities and finding a variety of infusions to enhance things further. I think I have around 15 hours in so far and have over half my skill tree unlocked with four or five different runes each, so I'm starting to see the depth of what can be done mixing things up. It's just a matter of finding what works best against different enemy types. Sometimes the tips jotted down after repeat encounters can help to enhance strategical efficiency and effectiveness.
This video [https://www.youtube.com/watch?v=d0qCOPZD__w] proves that wrong 15 seconds in. It's mostly used as an "oh shit" defensive move anyways when feeling overwhelmed. There are simply too many ways combat can branch out to make a call on it after only a few hours imo. Yeah it can be sparse at first but I think it would've been overwhelming if everything was available from the start. The whole progression system is designed to feel things out piece by piece and mix and match what works best for your style.
Basically it takes a while to open up. Once you start getting more runes and other moves you'll have a lot more to experiment with. In the end though, it boils down to how well each player digs the style. I like it quite a bit because it channels certain elements of SoulsBorne but also combines it with more classic, gamier combat mechanics. It's nearly the perfect blend of several of my favorite games of the past couple generations.
Phoenixmgs said:hanselthecaretaker said:Enemies can be spongy especially early on, but mixing attacks up between the axe and fists, plus some arrows can either usually build up a stun meter quicker or deplete a health bar faster for normal enemies. Crowd control management is essential in larger groups, especially with drastically different enemy types. If you need to build up a stun meter on a tougher enemy, make sure the scrubs are taken out first so they can't interfere.
Of course it makes sense. Light attacks are generally too quick to benefit from interrupts, while it would be annoying if you couldn't interrupt a much slower heavy attack with how hectic some fights can be.
R1 is light attack by default, which makes sense as the button press is much shallower than R2 for heavy.
I suppose it's understandable for someone who's a big fan of action games like Bayonetta or the like to not feel the combat even after a few hours. It's a slower burn towards gaining more useful abilities and finding a variety of infusions to enhance things further. I think I have around 15 hours in so far and have over half my skill tree unlocked with four or five different runes each, so I'm starting to see the depth of what can be done mixing things up. It's just a matter of finding what works best against different enemy types. Sometimes the tips jotted down after repeat encounters can help to enhance strategical efficiency and effectiveness.
This video [https://www.youtube.com/watch?v=d0qCOPZD__w] proves that wrong 15 seconds in. It's mostly used as an "oh shit" defensive move anyways when feeling overwhelmed. There are simply too many ways combat can branch out to make a call on it after only a few hours imo. Yeah it can be sparse at first but I think it would've been overwhelming if everything was available from the start. The whole progression system is designed to feel things out piece by piece and mix and match what works best for your style.
Basically it takes a while to open up. Once you start getting more runes and other moves you'll have a lot more to experiment with. In the end though, it boils down to how well each player digs the style. I like it quite a bit because it channels certain elements of SoulsBorne but also combines it with more classic, gamier combat mechanics. It's nearly the perfect blend of several of my favorite games of the past couple generations.
I've played the game quite a bit more since the post, I just completed Alfheim section last night. The more moves you get, the better the combat does get. And, I just got the rune that gives Kratos basically "witch time" on dodges. However, there's quite a few things that are just done poorly on the foundational level of the combat system that the better moves do cover up better.
-From reading a few posts here and there on other forums, the difficulty levels seem to be barely play-tested. The whole opening of the game (until you get to The Lake) seems to easily be the hardest part of the game and it is very brutal on just Hard, let alone on the GoW difficulty. And people here in a thread about difficulty thought devs actually thoroughly play-test and balance every difficulty level when games release so poorly balanced regularly.
-My logic with heavy attacks being less likely to interrupt is that heavy attacks just logically take more commitment and are harder to basically stop doing. A boxer doing quick jabs is obviously more able to adjust than when he is unleashing his strong right hook. So, it seemed odd how quick you can interrupt a heavy attack but not a quick attack. And, I reversed the shoulder buttons because throwing/shooting with L1+R1 is ingrained muscle memory.
-I'm guessing that video is on Normal or lower difficulty because on Hard, that starter rune just basically pauses combat for a couple seconds because the enemies are basically ready to act after Kratos' animation is finished. Maybe I can get in a light attack right after but I stopped using it after trying it like twice as I figured it would at least stun enemies long enough to get in a cleave, but it doesn't; I might as well just parry an attack at that point. Now I have much better runes anyway.
Back to those "foundational" problems in the combat system I mentioned at the start. How the enemy "super armor" works is really poor combined with the fact that enemies play by different rules than Kratos. Enemy combos stun-lock Kratos for cheap deaths while enemies can just attack in the middle of your combo. Kratos has literally no "super armor" for himself, you can do a heavy leaping attack and be completely knocked out of it by any kind of attack. There's also an unresponsiveness and perhaps lag at times with the controls. I'll purposefully be waiting to block to get that counter and Kratos just won't block when I know pressed the button before the attack. There's times when I press sprint (which I put on R3) and Kratos doesn't sprint, which means that window that was open to do a sprinting attack in now closed or I get hit on my side because Kratos didn't run. Also, the i-frames associated with the dodge just feel inconsistent, I'll be perfectly dodging like 5 attacks in a row getting a flow going, then Kratos just doesn't dodge like 3 attacks in a row when I feel like I'm timing the dodges properly. Probably half my deaths felt like I died because Kratos is not doing what I'm telling him to do, that's probably exaggerated along with some bias but there's definitely a good percentage of deaths that feel that way. With the top tier action games, you can probably count those type of deaths on one hand over the entire game.
Another major issue is that the enemies just aren't fun to fight for the most part. The highly mobile/teleporting enemies basically just disregard much of Kratos' kit making them not very fun to fight. A lot of fights is just figuring out the optimum set of moves/abilities to utilize instead of just having fun with the combat system. I'm at this fight with 2 purple revenants (not a realm tear fight BTW) and I Youtubed 'God of War 2 revenants' to see if I'm missing some move/ability that I don't realize owns them and the 3-4 videos I clicked on were just people cheesing them. I did totally forget about the Boy's summon thing that I just got, which I will use now. But the combat system doesn't encourage playing with style or flow, but just surviving. I really hate how enemies will just spawn in or come over and add to the current fight. I don't have much problem with the camera like some people have because I'm fine with looking over the area, knowing what enemies I'm fighting, and keeping track of their general positions even when off camera (and with the indicators turned off as well), but what throws me off is additional enemies joining the fight in the middle of it. I started this one fight killing the 3 nightmares I saw so I'm like "ok, I got those nightmares out of the way" and then bam an exploding nightmare hits me ("ok, I must've missed one"), then another 2 hit me and I'm like "what the fuck?" Then, I start the fight over and kill those initial 3 nightmares again and keep moving forward and seeing these other nightmares just traveling over from somewhere else. Like I said, I don't have issue actually fighting with the game's camera, but not when it spawns in enemies off-screen. Then, to up the challenge, the game thinks that 1-hit-kill enemies are the way to go; again, that just encourages cheesing vs actually learning and being creative with a combat system. Lastly, none of the bosses have been good fights yet, The Stranger was visually cool but gameplay-wise really simple and basic.
Edit:
I've been checking out the occasional video here and there on the harder difficulties just to see what other people do and again, to see if I'm missing something, and I was watching a video of a couple early fights on GoW difficulty and here is how that first rune power works on GoW [https://www.youtube.com/watch?v=LhSBDXtLQak&feature=youtu.be&t=360]; as you can see it basically does nothing and the guy didn't even get a hit in afterward. I was playing on Hard but the power basically does the same thing there. I dropped down to normal because Hard just isn't much fun, not that I can't beat it because it's easy to cheese enemies (as seen in the aforementioned video if you watched any more than just those few seconds of the rune power) but that's not very fun.
I don't have nothing against the God of War's core designs, it's just several little things on that foundational layer that I find poor. I'm not like "this isn't my God of War" or "this camera is garbage" like say TheGamingBritShow where I'm obviously against the core direction the game went in. It's sorta like my take on the Uncharted series, I find all but Uncharted 2 to be 5/10s or lower while I love Uncharted 2. It's obviously not the core design of Uncharted I have an issue with but a bunch of little things that Uncharted 2 nailed while the others just didn't. It's like that classic Simpson's Hank Scorpio episode where Homer quits his dream job over the little things.hanselthecaretaker said:I took the time to read all that, but still only the bold stood out. Chances are your preferred game design would escape this level of subjectivity; maybe not for the same reasons, but it's clear this game is not within that blueprint.
I have no idea why I still bother trying to refute anything here as it is increasingly appearing futile, but again for a couple examples...
Light attack cancel's, like I said before, are pretty pointless considering the attack is fast enough that interrupting isn't beneficial. The same cannot be said for heavy attacks.
Hel's Touch, like I said before, is mainly an "oh shit" defensive power meant to get out of overwhelming situations. It can be upgraded to work better offensively, but still not considered its main use.
The button responsiveness, it must be kept in mind that there is, like Souls, an element of weight to this game that traditional action games lack. I haven't blamed the game for it yet, because I like the deliberate physicality and sense of motion captured inertia. I'm guessing millions of others feel the same.
I can only chalk up the rest of your complaints as regurgitated noise that's also seemingly been irrelevant to the enjoyment millions of others have apparently had with the game's combat. Perhaps they're all wrong or misguided from your perspective, but considering you clearly have established your own biases and haven't even finished the game or appealed to its design differences as actual differences vs detriments, a grain of salt it can be taken with, imo.
Phoenixmgs said:I don't have nothing against the God of War's core designs, it's just several little things on that foundational layer that I find poor. I'm not like "this isn't my God of War" or "this camera is garbage" like say TheGamingBritShow where I'm obviously against the core direction the game went in. It's sorta like my take on the Uncharted series, I find all but Uncharted 2 to be 5/10s or lower while I love Uncharted 2. It's obviously not the core design of Uncharted I have an issue with but a bunch of little things that Uncharted 2 nailed while the others just didn't. It's like that classic Simpson's Hank Scorpio episode where Homer quits his dream job over the little things.hanselthecaretaker said:I took the time to read all that, but still only the bold stood out. Chances are your preferred game design would escape this level of subjectivity; maybe not for the same reasons, but it's clear this game is not within that blueprint.
I have no idea why I still bother trying to refute anything here as it is increasingly appearing futile, but again for a couple examples...
Light attack cancel's, like I said before, are pretty pointless considering the attack is fast enough that interrupting isn't beneficial. The same cannot be said for heavy attacks.
Hel's Touch, like I said before, is mainly an "oh shit" defensive power meant to get out of overwhelming situations. It can be upgraded to work better offensively, but still not considered its main use.
The button responsiveness, it must be kept in mind that there is, like Souls, an element of weight to this game that traditional action games lack. I haven't blamed the game for it yet, because I like the deliberate physicality and sense of motion captured inertia. I'm guessing millions of others feel the same.
I can only chalk up the rest of your complaints as regurgitated noise that's also seemingly been irrelevant to the enjoyment millions of others have apparently had with the game's combat. Perhaps they're all wrong or misguided from your perspective, but considering you clearly have established your own biases and haven't even finished the game or appealed to its design differences as actual differences vs detriments, a grain of salt it can be taken with, imo.
The bigger picture stuff that I don't care for would be that I'm not a fan of the RPG elements in the game. I personally don't think I should have to worry about my level and enemy levels in a character action game, which this game still very much is IMO. But that really isn't that big of a deal as to why I'm not in love with the game (it's around the 6/10 area for me right now) and the RPG elements just feel more like I'm wasting time looking through inventory/upgrade/stat screens when I really shouldn't be doing that for a game like this than having a negative affect on actual gameplay. So far I'm also not a fan of the puzzle design, which seems like 90% of the puzzles are basically just on that Where's Waldo level where you're just trying to find stuff to hit to unlock chests. I recall the 1st God of War's puzzle design to be much better.
Kratos has several times not sprint when I hit sprint and I, of course, change sprint to R3 or R2 depending on the game because L3 for sprint sucks and ruins controllers. There's several times where I know I blocked or dodged before an attack; again, I probably exaggerated the amount but it's definitely there. I also came across a GameFaqs thread [https://gamefaqs.gamespot.com/boards/191627-god-of-war/76576702] (I know GameFaqs and grains of salt and everything) but several people are having issues with Rage of Sparta activation and weapon switching after doing a rune attack, which I haven't experienced yet since I don't have to switch weapons yet. There's definitely something on the animation level that's just a little bit off that the top tier action games just don't have. I also just came from Monster Hunter and that has more weight to it than a Souls game and the reason you can die in MH isn't from controls but bad hit-boxes.
Again, I'm not saying I need instant animation interrupts on everything like a Platinum game, I need consistency. I'd say Monster Hunter is a top tier action game while having more weight and deliberation than a Souls game, Souls is a button masher compared to MH. I only have one nitpick about the controls/animations with MH and that has to do specifically with the bow dash; everything else control-wise is basically perfectly spot-on, my character always does what I input. Anyway, the point is God of War is not on-point with controls, responsiveness, and consistency like other action games whether it's Bayo/DMC, Ninja Gaiden, Souls, Monster Hunter, etc.hanselthecaretaker said:I can agree the game isn't as responsive as it could be, but haven't had a significant problem with it when realizing due to its animation-bound design you just can't spam/cancel into any move from something else. I guess I'm used to Souls, where you almost have to wait for one move to completely finish before you think of committing a button press to something else. Rage should be an exception imo though, and perhaps they could tweak some of the other timings too. The biggest problem with responsiveness I've experienced is probably stun finishers, which I put on Hold X to avoid R3 lock on interference. I sometimes notice I have to wait for Kratos' current animation to finish before I can commit to holding X when I see the stun prompt.
Again, this isn't designed like a "top tier" action game where input responsiveness is given the utmost priority. I can understand that people are having problems with it, but unless the devs are willing to revamp its design then it's something they'll have to accept if they want to play it. It can become more enjoyable if one can tolerate the differences. I think after playing Horizon: Zero Dawn it could be tough though, since imo that game plays like a dream once Aloy grows up.
Yeah there are quite a few tanky enemies, but most of them can be cut down quicker utilizing runes, juggles, fists to build stun early, etc. I haven't played in a while; last I just reached the summit area where you get the talking head. Most enemies have gone down in less than ten hits, especially using light/heavy rune combos or juggling extenders with freeze status effects. The troll in the elevator area still took a while but that's by design. I also noticed they can be staggered if you hits the symbolic areas with arrows or an ax throw.Phoenixmgs said:Another inconsistency I realized with the controls is that Kratos doesn't always dodge in the direction you tell him to. For example, on a straight down vertical attack (OHKO as well) I'll obviously be dodging left or right only to have Kratos dodge backward and thus not dodge the attack. I also don't like how both Kratos and enemies attack and glide forward to land attacks. I just faced my 1st valkyrie and I'll definitely be far enough back to be out of range from her spinning attack and she hits me because she glides towards me during the attack. Kratos does do the same thing as well so I guess it's fair but it doesn't help in combat feeling "right".
Also, the game is very static without any sorta systemic systems in place at all. For example, rolling into water doesn't stop the burning status effect. Those red balls that explode with electricity only affect things they are programmed to (I actually tried to explode a rune pot for one of those chests with an electricity bomb but it didn't work).
Lastly, the RPG elements are now pissing me off in a sense because there's no reason for them and secondly because they aren't even good RPG elements. Kratos' actual stats matter very little outside of his overall level. And I hate that I can't experience content at whatever pace I want. The game will just throw tanky OHKO enemies at you on certain sidequests and challenge type rooms. This isn't an RPG, I've not coming back to content because I'm underleveled and secondly it doesn't even make you OP because the high-end stuff you can get from most "high-level" optional content can't even be used if you do it early. And the fights can easily be cheesed even at a low-level, the fights don't challenge your actual skills but challenge your current number. Whereas Bayonetta will have challenge rooms that challenge your ability to do wicked weaves or say not touch the ground, thus the game is challenging you to master all aspects of combat vs just giving you tanky OHKO enemies that challenge your number. You'll come back to a Bayonetta challenge because you just need to "git gud" vs the numbers being stacked against you. Now, I just drop the difficulty level from Hard to Normal for those fights because fighting those enemies underleveled on Normal is basically the same exact fight as coming back properly leveled and fighting them on Hard.
On the story path, you don't find many of the purple tanky enemies. It's mainly on the sidequests and optional content where you can run into a lot of bullshit. There's a sidequest looking for a whetstone and it's basically just 5 challenge rooms, and one of those rooms vs OHKOing wolves (yes, fucking purple wolves) was when I first dropped the difficulty from Hard to Normal. There's quite a few enemies you'll come across that you can't juggle (like the stone ancients, revenants, travelers) or you're just facing too many enemies at once to really be able to just go after the tanky enemy and there's quite often more than one OHKOing tanky enemy. There was one stone ancient soul-eater enemy on a beach and it was so very purple, I had to do the "finisher" thing 4 times to actually kill it while it basically had OHKO attacks so I totally dropped the difficulty on that bullshit. I'm past getting the head from the mountain and that's when The Lake fully opens up to be able to do most, if not all, of the optional content as the water drops even more. I explored this one island, found everything and at the top there was a tear and 3 purple enemies pop out so drop the difficulty because I'm not coming back to every island or area just to do one more fight. And the tears, you don't even know if it's a fight or not, sometimes you just grab some "dust of the realms" and sometimes a group of purple enemies jumps out.hanselthecaretaker said:Yeah there are quite a few tanky enemies, but most of them can be cut down quicker utilizing runes, juggles, fists to build stun early, etc. I haven't played in a while; last I just reached the summit area where you get the talking head. Most enemies have gone down in less than ten hits, especially using light/heavy rune combos or juggling extenders with freeze status effects. The troll in the elevator area still took a while but that's by design. I also noticed they can be staggered if you hits the symbolic areas with arrows or an ax throw.
What do you think of the shield mechanics?