Ok, story aside (couldn't stand the talk of nanomachines and conspiracies) The gameplay was terrible. Before I get into it, the damage modelling and dynamic cutting was awesome (big fan of organic mechanics to gameplay [Max Payne 3 Diving, Rag doll instead of pre-canned animations]).
The absence of a standardized block or roll system, and instead relying on a terrible parry system makes my head hurt. As a fighting game enthusiast I need a solid fighting game system with balanced offensive and defensive option as well as a clear cut idea when to use them (i could figure this out with trial and error as well).
But my main complaint had to do with the idea of block stun and hit stun and the terrible balancing of those two concepts in this game. Since it's basically an anime, a boss can teleport around you causing your parry direction to be altered. Not a big deal I can block a crossup just fine after the 3000+ hours I have clocked into playing other fighting games. Too many times would my block only absorb damage, leave me in block stun, and leave the enemy continuing doing stupid dashing slashes with tracking enormous hitboxes on their attacks (See second last boss). And of course they would get me in a corner still teleporting around while my camera is fucking around zooming in and out and rotating around when I'm supposed to accurately parry a teleport slash attack.... FUCK YOU. Since you can only parry outside of a attack animation and because you'll want to move frequently The parry becomes a terrible defensive mechanism being caught up in direction movement inputs as well as directional attack inputs. Meaning I could either walk into an attack or attack an attack (futile vs bosses) all will simply trying to defend myself (After 10 hours with the game this was a common occurance). As well most of the directional inputed attacks have you whizzing around like an anime character as well further fucking up your sense of direction and hardly ever putting an oppenent in block or hitstun, which means you are always getting countered or instead of parrying on reaction after one directional input attack you instead do the second attack of the string, and of course since hitstun is out the window you just have your move stuffed by your oppenent. VERY FUCKING FRUSTRATING.
I managed to beat the game by just taking things on the chin and trying to just tank through fights with healing items.... then my game kept freezing on the last boss phase 1. Fuck you.
I know I'm bitching but I just need a standardized and fair system which allows me to understand my mistakes and devise a strategy instead of just mashing square (be honest there was no reason not to...) and getting bounced around like a man who can't fucking block in a fighting game...
The dodge move helped but it isn't standardized as there are 3 different animations and distances you dodge depending on the direction. Also you attack while doing so... so on the last boss if i tried to dodge his nanomachine armor would have me in blockstun (blade would deflect off his skin) and open to attacks... This game just needs to balance the fighting game system in it as otherwise it is of high quality. I know it's not a competitive fighting game where balance is everything but it still ruined my experience how little they took from other action games. Dark Souls being a perfect example (blocking, parrying, dodging all based on stamina) I understood why I would lose a fight and why I would win in that game, unlike MG Rising.
For that fact, it made dark souls an awesome experience with an actual learning curve instead of trial and error. This game was awful and nothing but frustrating and I know it's old I just got around to "beating" it now.
Any Thoughts or similar experiences?
The absence of a standardized block or roll system, and instead relying on a terrible parry system makes my head hurt. As a fighting game enthusiast I need a solid fighting game system with balanced offensive and defensive option as well as a clear cut idea when to use them (i could figure this out with trial and error as well).
But my main complaint had to do with the idea of block stun and hit stun and the terrible balancing of those two concepts in this game. Since it's basically an anime, a boss can teleport around you causing your parry direction to be altered. Not a big deal I can block a crossup just fine after the 3000+ hours I have clocked into playing other fighting games. Too many times would my block only absorb damage, leave me in block stun, and leave the enemy continuing doing stupid dashing slashes with tracking enormous hitboxes on their attacks (See second last boss). And of course they would get me in a corner still teleporting around while my camera is fucking around zooming in and out and rotating around when I'm supposed to accurately parry a teleport slash attack.... FUCK YOU. Since you can only parry outside of a attack animation and because you'll want to move frequently The parry becomes a terrible defensive mechanism being caught up in direction movement inputs as well as directional attack inputs. Meaning I could either walk into an attack or attack an attack (futile vs bosses) all will simply trying to defend myself (After 10 hours with the game this was a common occurance). As well most of the directional inputed attacks have you whizzing around like an anime character as well further fucking up your sense of direction and hardly ever putting an oppenent in block or hitstun, which means you are always getting countered or instead of parrying on reaction after one directional input attack you instead do the second attack of the string, and of course since hitstun is out the window you just have your move stuffed by your oppenent. VERY FUCKING FRUSTRATING.
I managed to beat the game by just taking things on the chin and trying to just tank through fights with healing items.... then my game kept freezing on the last boss phase 1. Fuck you.
I know I'm bitching but I just need a standardized and fair system which allows me to understand my mistakes and devise a strategy instead of just mashing square (be honest there was no reason not to...) and getting bounced around like a man who can't fucking block in a fighting game...
The dodge move helped but it isn't standardized as there are 3 different animations and distances you dodge depending on the direction. Also you attack while doing so... so on the last boss if i tried to dodge his nanomachine armor would have me in blockstun (blade would deflect off his skin) and open to attacks... This game just needs to balance the fighting game system in it as otherwise it is of high quality. I know it's not a competitive fighting game where balance is everything but it still ruined my experience how little they took from other action games. Dark Souls being a perfect example (blocking, parrying, dodging all based on stamina) I understood why I would lose a fight and why I would win in that game, unlike MG Rising.
For that fact, it made dark souls an awesome experience with an actual learning curve instead of trial and error. This game was awful and nothing but frustrating and I know it's old I just got around to "beating" it now.
Any Thoughts or similar experiences?