^Sounds kinda like what happened to me with Gamespot, shortly after GT went under. I tried emailing them a couple of times because my ban there seemed completely unfounded. They never got back to me, and I ain't losing sleep over it.
Anyways on topic, I also want to see more AI variation in terms of tactics. The game will get fast old combat-wise if all the enemies so is line up. I'd like to see them attack from all angles and have the combat system and camera be ready for that.
I have no idea how the button assignment will look, but I've read that Kratos's attacks will be assigned to the trigger buttons now, similar to Souls. This is a good sign since we'll probably be controlling the camera to some extent too, unless it will have a more dynamic mode during combat.
I would like to see an MGSV/TLoU kind of sprint that lets you really sprint, but it would make sense to put a limit on it either through time or more preferably environmental context. A button hold would be preferable over toggle. Not sure on waiting a few seconds for sprint though, since it wouldn't make sense to have to wait that long in theory. I think Ascension had a limited sprint feature, but it was almost pointless because it was too short, as in only about 5-6 steps.
Interesting to note it looks like we'll be able to both dodge and roll -
http://i.imgur.com/aY4kgsd.mp4
I think there will definitely be more long range attacks besides the kid's bow. We saw a couple instances of the pulse thing his ax gives off in the new trailer, and of course he can throw the ax and have it return or pin enemies. It would be nice to have another projectile option though, even if through upgrades or crafting.
Wanting a clean slate is understandable, but to me Kratos as a character always seemed like a hugely missed opportunity in the previous games. There was a good underlying thread of Greek tragedy there diluted by too many sequels and gamey motivations. In a way they're still cleaning the slate by giving him the treatment he should've had from the beginning. Moving on to someone like Thor and doing the same would've reminded me too much of the Marvel movies personally, even if they outdid them. They probably would've had to adhere to his lore to at least a certain degree as well, whereas with Kratos as an outsider with an established history they are adding an extra layer of possibilities. I like the idea of being an outsider carrying an epically tragic past with him and seeing how the different people, gods, etc. react to that in the face of realizing he's at least trying not to be quite the same person anymore.
The thing with the father/son dynamic is it's kinda needed here as an anchor for Kratos's rage. If it was just him he wouldn't have nearly as much reason to cool it. Additionally the difference between Devil May Cry and God of War is the former didn't really attempt to tell a decent story in the first place. It was pretty typical video game filler between the action, where any real attempt at a story was overcast by Dante being a wise-cracking diva trying to look cool eating pizza. There is nothing like Unearthing the Legend for Devil May Cry, at least that I'm aware of.
The walk n talk sections are bland to be sure, but at the same time there were plenty of long, empty halls in the other games where there wasn't even dialog to entertain. In the end you were still just holding the left stick forward, and please let there be no more button mashing doors to open, cranks to turn, etc. Keep basic actions basic.
I'm interested to see how much more varied and open the new level design will be, and the new ratio of combat/puzzle/platforming/exploration. The climbing was notably improved in Ascension with the use of inverse kinematics, but it still mostly felt like the earlier games. Each successive game enhanced movement mechanics to make the platforming less tedious, but it would be welcome to see this game raise the stakes a bit.
Make climbing and platforming more of a challenge but increase the reward. The games have always treated platforming as less than automatic which is good, but too much of it felt like filler at times in getting from A to B. Here I'd like to play something that encourages exploration and where sprint-jumping across a gap feels rewarding in itself, let alone reaching what made you want to attempt it the first place.
I haven't watched this all yet but there might be some more insight for whoever is interested-
Highlights from another interview with Cory I saw was the trailer was running on "just" PS4 (not Pro), and this tease [https://youtu.be/fXpjqHO83mw?t=237]
"We're not even talking about that stuff now". There's still some hope...
Anyways on topic, I also want to see more AI variation in terms of tactics. The game will get fast old combat-wise if all the enemies so is line up. I'd like to see them attack from all angles and have the combat system and camera be ready for that.
I have no idea how the button assignment will look, but I've read that Kratos's attacks will be assigned to the trigger buttons now, similar to Souls. This is a good sign since we'll probably be controlling the camera to some extent too, unless it will have a more dynamic mode during combat.
I would like to see an MGSV/TLoU kind of sprint that lets you really sprint, but it would make sense to put a limit on it either through time or more preferably environmental context. A button hold would be preferable over toggle. Not sure on waiting a few seconds for sprint though, since it wouldn't make sense to have to wait that long in theory. I think Ascension had a limited sprint feature, but it was almost pointless because it was too short, as in only about 5-6 steps.
Interesting to note it looks like we'll be able to both dodge and roll -
http://i.imgur.com/aY4kgsd.mp4
I think there will definitely be more long range attacks besides the kid's bow. We saw a couple instances of the pulse thing his ax gives off in the new trailer, and of course he can throw the ax and have it return or pin enemies. It would be nice to have another projectile option though, even if through upgrades or crafting.
Wanting a clean slate is understandable, but to me Kratos as a character always seemed like a hugely missed opportunity in the previous games. There was a good underlying thread of Greek tragedy there diluted by too many sequels and gamey motivations. In a way they're still cleaning the slate by giving him the treatment he should've had from the beginning. Moving on to someone like Thor and doing the same would've reminded me too much of the Marvel movies personally, even if they outdid them. They probably would've had to adhere to his lore to at least a certain degree as well, whereas with Kratos as an outsider with an established history they are adding an extra layer of possibilities. I like the idea of being an outsider carrying an epically tragic past with him and seeing how the different people, gods, etc. react to that in the face of realizing he's at least trying not to be quite the same person anymore.
The thing with the father/son dynamic is it's kinda needed here as an anchor for Kratos's rage. If it was just him he wouldn't have nearly as much reason to cool it. Additionally the difference between Devil May Cry and God of War is the former didn't really attempt to tell a decent story in the first place. It was pretty typical video game filler between the action, where any real attempt at a story was overcast by Dante being a wise-cracking diva trying to look cool eating pizza. There is nothing like Unearthing the Legend for Devil May Cry, at least that I'm aware of.
The walk n talk sections are bland to be sure, but at the same time there were plenty of long, empty halls in the other games where there wasn't even dialog to entertain. In the end you were still just holding the left stick forward, and please let there be no more button mashing doors to open, cranks to turn, etc. Keep basic actions basic.
I'm interested to see how much more varied and open the new level design will be, and the new ratio of combat/puzzle/platforming/exploration. The climbing was notably improved in Ascension with the use of inverse kinematics, but it still mostly felt like the earlier games. Each successive game enhanced movement mechanics to make the platforming less tedious, but it would be welcome to see this game raise the stakes a bit.
Make climbing and platforming more of a challenge but increase the reward. The games have always treated platforming as less than automatic which is good, but too much of it felt like filler at times in getting from A to B. Here I'd like to play something that encourages exploration and where sprint-jumping across a gap feels rewarding in itself, let alone reaching what made you want to attempt it the first place.
I haven't watched this all yet but there might be some more insight for whoever is interested-
Highlights from another interview with Cory I saw was the trailer was running on "just" PS4 (not Pro), and this tease [https://youtu.be/fXpjqHO83mw?t=237]
"We're not even talking about that stuff now". There's still some hope...