After doing some experimenting and trying different approaches on some of the same fights I have come to realize that the melee fighting system is not broken but is functioning as designed. The problem is that it is a screwball design. A significant portion of the fights appear to be fixed in the programming as the same sequences will repeat in the same fights regardless of user input. The unresponsive buttons also appear to be part of the design. The melee fighting system is essentially just cheap gimmickry intended to make the "fights" seem more than they really are. In fact, they are not fights at all.
For example, the Y button must be pressed within a fraction of a second of an opponent glowing red to successfully deflect the attack. If the button is pressed too early or too late, no further button presses will register until after the glowing opponent pummels you and significantly reduces your health. See red, press yellow. There is no way to defend yourself if you don't time the button press precisely. It's not so much a realistic fight as yet another annoying hand-eye coordination test masquerading as a game.
The problem for me is that I'm not fond of melee fighting but I thought I could tolerate it in this game in order to enjoy the open world adventure. Unfortunately, the game's melee fighting system is so absurd only a hardcore melee aficionado can appreciate it.
As for me, if I can't shoot it or blow it up, I'm not interested in the fight. Despite my fondness for open world games, I just can't get into it in Sleeping Dogs because the contrived melee fighting is just too big of an annoyance.
capaho
Your original post and subsequent defense of that position was that this was a poorly coded game rife with glitches. You even went so far as to claim others were having similar problems, though when pressed to back that up you delivered unconvincing support.
Then about a dozen people refuted your comments. You stood fast and continued to attack the coding or claim it was an imbedded glitch in different retail builds of the same game. (Which dont exist)
Now you simply claim the combat is poor.
Let's address your attacks:
"The problem is that it is a screwball design. A significant portion of the fights appear to be fixed in the programming as the same sequences will repeat in the same fights regardless of user input. The unresponsive buttons also appear to be part of the design. The melee fighting system is essentially just cheap gimmickry intended to make the "fights" seem more than they really are. In fact, they are not fights at all."
It's difficult to follow your claim here as your point is jumbled but it appears that you are suggesting that the fighting engine which you claim is unresponsive forces certain events to unfold regardless of player choice.
This is of course untrue. The combat engine, especially as it opens up and grants the player additional moves, allows you great flexibility in how to take down the opposition. Some enemies must be handled different based on their type but that is hardly a removal of player agency. Despite your claim, these fights are very much open and can be addressed any number of ways depending on environment, weapons, and player creativity.
"For example, the Y button must be pressed within a fraction of a second of an opponent glowing red to successfully deflect the attack. If the button is pressed too early or too late, no further button presses will register until after the glowing opponent pummels you and significantly reduces your health. See red, press yellow. There is no way to defend yourself if you don't time the button press precisely. It's not so much a realistic fight as yet another annoying hand-eye coordination test masquerading as a game."
The red prompt gives you three distinct choices: counter, attack or move. Countering is the easiest choice and the timing to successfully implement a counter is actually far more forgiving than you claim. However, there is a penalty for using a counter too early, resulting in a moment where enemies can strike you without reprisal. It is worth noting that one of the skill tress allows the counter recovery time to become significantly shortened. Regardless, the countering system, similar to the one seen in the Arkham games, is perfectly serviceable but is also only one of three options for dealing with oncoming enemy assaults.
"The problem for me is that I'm not fond of melee fighting but I thought I could tolerate it in this game in order to enjoy the open world adventure. Unfortunately, the game's melee fighting system is so absurd only a hardcore melee aficionado can appreciate it."
The real problem is you purchased a game without bothering to understand what you were getting into. The crux of Sleeping Dogs is melee combat and that was made very clear from the outset. As to the difficulty or absurdity of the combat, most people seem to have adapted to it just fine, so again your criticism reeks of myopic dislike rather than any type of broader universal truth. I've played countless games with melee engines far less forgiving than Sleeping Dogs so again, maybe the problem is simply you.
"As for me, if I can't shoot it or blow it up, I'm not interested in the fight. Despite my fondness for open world games, I just can't get into it in Sleeping Dogs because the contrived melee fighting is just too big of an annoyance."
And here's the real point of this whole thread.
You simply don't like the game, which is fine. However, rather than simply state that Sleeping Dogs isn't for you, you first tried to attack it as technically inferior (Which is clearly untrue) and now you have levied some vapid attacks on the combat. Not only is your analysis woefully incomplete and appears to be predicated on a relatively short amount of playtime but what you offer as proof of your position clearly denotes somebody looking to deride the experience.
You obviously had no interest in learning how to play this game properly so why bother expending so much time slandering it to people who, unlike you, took the time to learn the nuances of the engine and enjoyed the experience?
Did you think that after investing 30 hours of fun into the game that I would read your hollow arguments and reconsider, deciding that time was wasted?
What you were doing was transparent from the outset: you were looking to bash this game. You hate it, others dont, and you wanted to spread that hate.
My advice: Move on. Sleeping Dogs just isn't your type of game.
Log in to comment