@silentchief said:
@Maroxad:
1. Pokemon and Fortnite never compromised their vision to shoehorn in random elements from other genres. Even today Pokemon's puzzles may be easy. But at least they have the decency to not tell you how to do them even before you have a chance to try to solve them yourself. Like Ragnarok does.
Lol what vision? Pokemon has been rehashing the same shit for over 20 years. The last game to release is virtually broken but they don't care because the mindless drones will buy it anyway.
@Maroxad
2. There were barely any memorable encounters in Elden Ring. Outside of the Legacy Boss Fights the encounter design was bland and forgettable. And most of it just had a big "been there, done that" feel.
I'd have to agree to disagree. I can think of at least 10 epic boss battles in that game many of which will go down as the greatest in gaming. My issue with " From Software " is the lack of polish.
@Maroxad
3. Depends on the frequency of them. I know several people who abandoned Ragnarok because there were too many walking sections. I havent played Ragnarok, but this is a serious issue Sony studios in particular have.
Lol there's barely any. The game mostly let's you explore and puts you in combat encounters. I can't imagine anyone enjoying the genre and disliking GoW:R
@Maroxad
4. Themepark Open World Games. Are Open World Games where the content is developer made stuff already preplanted in the world. This can be a dungeon in Elden Ring or Skyrim, a Shrine in BotW or a Mission in GTA. Usually with the player having a preset goal. In open world sandbox games, developers tend to create a world, with set pieces, content naturally emerging based on rulesets, personalities and behaviours. Themeparks include Elden Ring, GTA, BotW, Asscreed, Far Cry, Skyrim, RDR, Fallout, The Witcher 3, MGS5. Some of these do have some sandboxy elements in them, such as BotW, GTA and MGS5 but not enough to be truly sandbox.
I always find the difference between great Open World and bland ones are the side content. As long as it can make the side content engaging instead of feeling like a chore. The rest depends on the core gameplay mechanics.
@Maroxad
5. Mostly Pure Action games like Bayonetta, DMC and earlier GoW games. ARPGs are a crap genre, being both weaksauce action adventures and weaksauce RPGs. Symphony of the Night was recieved well, but mechanically it doesnt hold a candle to earlier games. Once Alucard gained a dozen levels or so, he could reliably tank most stuff in the game. Meanwhile, most castlevania games prior to RPG elements being added, had you die after 4 hits. At that point, the game became less about pattern memorization and overcoming challenges and more about hitting the boss down before they kill you. If you get hurt you can just quaff a potion anyways. The games became much less skill based.
I thought Symphony of the night was the pinnacle of the series. You had so much at your disposal unlike the previous games. The old school " Castlevania was great at the time but pattern memorization was the standard for every 8bit and 16 bit side scroller and it needed to evolve.
1. Rehashing or not, that is not what the criticism towards AAA banality is about. It concerns, devs adding a myriad of features that end up compromising the original vision. While also dumbing down entries, with things like... having some guy spoil every puzzle before you before you even get to attempt them.
2. I can think of maybe 4 good encountesr in the entire game. But I see that just like with the point above, you have derailed the discussion point entirely... interesting how that works.
3. I can ulatimately not comment on this, since I havent played it. But virtually everyone, in my gaming circles ended up hating this game because of too many walking sections and downtime. Hell I even know someone who sold their PS5 because of this game.
4. Hey look, once again... you what you are saying does nothing to address what is actually being said. Good Side Content can exist in non open world spaces, if anything, this way side content can also integrated with the main content, which is a huge win for the pacing and tying the whole package together.
5. Yeah... no. Tuning in Symphony of the Night was absolutely terrible. Which turned it to be pretty braindead compared to its predecessors. Once you had progressed enough, you could just walk up and facetank pretty much everything. No need to plan or think ahead. ClassicVanias are so much better, it is sad though, since ClassicVania really rewarded players for observing enemy patterns and thinking ahead, and yet, IgaVanias ended up being some of the most braindead metroidvanias out there.
Edit: The amount of weapon choices you had also was detrimental for SOTN. In a game like Rondo of Blood. The game was designed around Richter Belmont's abilities (which is why playing as Maria was nowhere near as fun). In, SOTN, the devs could not really account for anything, and thus the encounter match ups were really dull. "Challenge" came in the form of HP bloat, rather than an interesting chemistry between your abilities and theirs.
But go ahead and tell me why you think the GoW director would be a good pick for castlevania. Because quite frankly, the guy's games have been lacking in every area the Good CastleVanias excel at.
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