I had a quick look at past posts and I disagree. About the video you mentioned the camera angle (you mentioned it was a problem for you but it wasn't for me), the player being "propelled past his target" and the player "needing to jump or cancel his string otherwise to make it safe". (Neither of these 'break' the game for me or make it un-enjoyable.)zerkocelot said:I already talked about some unavoidable flaws in the video. The quantity is the comparison, I posted a great deal on this.Able Seacat said:The video I posted earlier showed a player defeating bosses without taking a hit and utilizing parries effectively, how is this not evidence that the parrying in the game can function?zerkocelot said:There are many aspects of one mechanic that would take a year of studying. But the main one is functionality as discussed befoe. Does it do what it set out to do? We compare to see its temperature (or worth) by comparing it to another cup of tea and how it functions.Able Seacat said:But to what universal quantity are you comparing? To use your temperature analogy, if we had two hot cups of tea we could measure which was actually hotter using a thermometer. How do we 'objectively' compare mechanics in games?zerkocelot said:Sure, but that's just settling for worse system, they are not very different, as I've stated. Hitstun blockstun combos...etc all similarly executed concepts. That's my point as too why they are comparable.Able Seacat said:MGR is a hack n' slash game so I would argue the parry system in context to the game is adequate and does not need to be as precise as the games you are comparing it to.zerkocelot said:Combo length is not specificly a relevant aspect of gameplay... it's balanced within the context of the fighting system. Some games have longer combos (Mvc3) some much shorter (ssf4) the only difference is the amount of time the comboed person is waiting in hitstun. In mgr hitstun is non standardized, non effective, and sometimes non existant. All depending on the specific attacks of the specific enemies. Then you have unblockables, all while fighting multiple enemies. This makes for hundreds of thousands of combinations of defensive tactics needed to escape the situations, unlike in dark souls where chaining a couple dashes would generally keep you out of harm. MGR has people doing teleports and sonic speed dashing slashes all fucking with you directional input defense mechanism. Convoluted and not cohesive to learning.Able Seacat said:snip
Also, driving a car in GTA and Forza is a similar concept yet I feel it would be unfair to criticize GTA for not having the same level of depth as Forza in regards to cars and driving.
If your argument is that it does function but not well, we come back to what measurement or quantity you are comparing this to?
You did not mention the parrying which was what you wanted to be the focus of the thread.
"The quantity is the comparison" What does this mean? What quantity are you referring to?From page 4: "But, I was meaning to get into a more condenced focuses discussion and breakdown of the parrying system. (only one aspect of the game)"
Also to address your earlier point;
How about comparing Forza Horizon to Test Drive Unlimited? Both open world racing games. If I argue Forza Horizon is better because it is easier to drift, does that mean TDU is the objectively worse game?zerkocelot:
as for the cars forza and gta are different genres with similar specific mechanics, they serve different purposes. Forza the driving is the main focus and the mastery of which is the ultimate goal, gta it serves as an ancillary mechanic so the comparison is diffiuclt. MGR and other fighting games involve blocking and dodging to avoid damage. same purpose..
Someone could find the drifting easier in TDU than in Forza, as someone could find the parrying in MGR easier than another hack n' slash.