TUGOWU GoW:A Comprehensive Thread

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MrStarkiller

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#1 MrStarkiller
Member since 2008 • 18984 Posts

 

NOTE: Notice the lack of a fancy header.

GoW0ii.gif

Release Date

[spoiler]

  • Q4 2012 (beta) *PSN+*
  • Q4 2012 (demo) *Total Recall remake BluRay voucher code*
  • Unknown (demo) *PSN?*
  • March 12th, 2013 [/spoiler]

Websites

[spoiler]

  • Official Site (blog)
  • Papy's Twitter (game director)
  • God of War (Facebook) [/spoiler]

Box art

[spoiler]

  • Stand-in

god-of-war-ascension-art.jpg

  • US

?

  • PAL

? [/spoiler]

Story

[spoiler]

Main Premise

Ascension begins six months after Kratos kills his family.  He seeks to break his blood oath to Ares.  The Furies begin chipping away at his sanity for his crimes.

Tidbits

-Talk of Tartarus (imprisoned)

-Furies as primary antagonists (hopefully for a triple boss fight *3-on-1*)

-Breaking our bond with Ares is the focus

-Charbydis is confirmed (boss)

-Hecatoncheirs noted for SP *role isn't certain*

-Island of Delos (birthplace of Apollo and Artemis) is visited.  Giant statue there (might be a 'level' inside and out).  Not likely to come to life.

-Persian themed monsters (Elephantaur for instance) aside from the Greek 'staples'.

-Said to be at GoW1 length

-They pretty well note the comics, novel and mobile game are non-canon

-Previous entries are subject to retcons (continuity issues aplenty)

-As noted, six months after family is killed.  5 years before CoO (which is 5 years before GoW1).

Speculation

-Might be as short as CoO in reality *blame MP*

-Should explain why Apollo is absent throughout GoW.

-Cerberus might get 'boss treatment' this time

-A gorgon may have been shown (possibly Stheno), but more likely a GoW version of Furies

-I'd imagine "Nemesis" could get involved among possible goddesses as final bosses

-Aside from Charbydis, I should hope Scylla *GoS* turns up as the two 'belong together'

-Athena is likely our ally once again [/spoiler]

Game Features

[spoiler]

  • Behind the Scenes video(s) *likely*
  • Save bonuses *unlikely*
  • Trophies *probably all casual with some for MP and less than 51 total*
  • VH completion bonus *unlikely*
  • SP and MP
  • MP with various modes *4-on-4, 2-on-2, etc. and tutorial stage*
  • 4 gods to serve in MP for different moves for the weapons, their own spells, etc.
  • Zeus for range game, Hades for 'the jack' (traps and invisibility as well), Ares for tanks and Poseidon for support/healing
  • Lots of MP armor
  • Challenges *no details*
  • Combat Arena *no details*
  • Possessions *likely*
  • Unlockable costumes *likely*
  • DLC for costumes, maps, etc. *to be abused for MP*
  • Patches *maybe for MP*
  • New 'Tether' system for grabs *uniting most grab options in GoW history*
  • New 'World Weapon' system *GoW take on Bayonetta's system*
  • No talk of MP allowing offline/local play (bots and such) or a co-op mode even in Arena
  • Limited camera control via R3
  • New psuedo-rage working with 4 elements
  • NG+ *no details*
  • NG+1 *said to MP Champion in SP with alternate foe layout*
  • Chapter Selection *details are scarce* [/spoiler]
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ClassyGent

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#2 ClassyGent
Member since 2011 • 421 Posts

Sounds fun...

EDIT BY GMG

Sorry about this chap, but character limit forces my hand.

Weapons

[spoiler]

Blades of Chaos (SP)

NOTE: lvl1-lvl5 with 1.0 -3.0 modifier?  The only SP weapon apparently.  No sub-weapons.  Just "World Weapons".

-Hits seems to deflect off foes visibly *just an effect*

-Some report seeing 'purple' in the fire during the likes of t0/t3 *more noticable with the Javelin WW*

-BoE "t1" and "t2" (moderate speed) rather than traditional quick/slow "t1" and old "t2".

-In this entry, the light hit string without rage is 's,s,s,s' with s4a being Hyperion Charge (sweep) from old entries.  No knockback to note (hopefully stronger this time).  With rage, the string returns to normal as 's,s,s,s,s,s' using classic "s4" (s4b in this case, I suppose).  Rage seals "s4", "s5", "s6" (Valor), "t2" and "t3" from normal state (aside from adding other properties discussed elsewhere).

-L1+X unknown (could be sprint like in MP, but seems unlikely), but not going to be a weapon switch cancel.

-CoC looked to be BoE for ground.  The latest demo build has a new air CoC animation (looks bad).  TR (ground) is GoWIII and air is now (latest build) air BoE weapon switch special into the TR explosion.  Very odd.  lvl2 versions are tied to rage.  CoC gains a single extra hit (rather than mashing for more) and TR gets a follow-up cross-swipe.  No signs of air lvl2s.

-"S" is back to the GoS variant (good for cores in that entry) *Olympic Slash*.  It can now be done in the air.  Curiously, this move, in the current build, is the only one that leaves a core ON FOES and it does this without them dying by fire rage or even having fire rage active.  No meter is used (no magic) from what I can tell.  This seems like an oversight.  If not, it's a huge boon for this move to have exclusive rights to infinite bomb planting (potentially armor busting and maybe unblockable).

-No evasive attacks shown yet *hoping for Achilles' Flip with (L),x as input*.

-Counter is the GoW1 (non-fleece) parry with the counter shown being Valor (as in GoW1).  This leads me to believe you'll get Plume as the other counter.  Not clear if we'll get 'return' back, but I imagine we will, but only via a relic/item.  Counters in MP are not done with a timed block, but L1+x. Expect no i-frames in the parry or counters in this entry (in SP). WWs might each have a unique counter.  The only one confirmed thus far is the Unarmed counter (uppercut like Argo's Rise,  but with foes twirling in slow motion with the knockback as they travel away *good set-up*).

-CG now chains directly into Plume.  Doesn't seem to be the case for the Unarmed ground special (sadly).  Parry counter is likely to also have this (has Valor).  On that note, one could also see a chance for Valor out of CG, Valor out of Rush and maybe WW counters out of Rush and CG.  Maybe.  CG knocks WWs out of the hands of Grunts.  No signs of 'mount' (HC) in SP.  Input is apparently X during Grab select (through Tether).

-T (Ascension) might only have the quick version now.  The pursue seems to have super armor, but lacks i-frames. One can no longer 'pursue' without landing a hit (unclear if that would work against things other than foes).

Sword (MP)

Zeus (Sword of Zeus)

L1+s (Valor of Zeus) - ...

L1+t (Might of Olympus) - ...

Zeus (Blade of Zeus) *another or renamed?*

L1+s (Olympic Cyclone) - ...

L1+t (Bane of Zeus) - ...

Poseidon (?)

L1+s (?) - ...

L1+t (?) - ...

Hades (?)

L1+s (?) - ...

L1+t (?) - ...

Ares (Blades of Ares)

L1+s (Avenging Fire) - ...

L1+t (Ares Rampage) - ...

Ares (Sword of Ares) *?*

L1+s (War God Ascension) - ...

L1+t (Battlefield Splash*?*) - ...

Hammer (MP)

Zeus (Maul of Zeus)

L1+s (Ascending Thunder) - ...

L1+t (Olympic Retribution) - ...

Zeus (Warhammer of Zeus) *?*

L1+s (Zeus Ascension) - ...

L1+t (Thunderous Triumph) - ...

Poseidon (?)

L1+s (?) - ...

L1+t (?) - ...

Hades (?)

L1+s (?) - ...

L1+t (?) - ...

Ares (War Hammer of Ares)

L1+s (Flames of Destruction) -MotK *shockwave*

L1+t (Ares Defiance) - AoE *bounce* version

Ares (Maul of Ares) *?*

L1+s (Wrath of Ares) -...

L1+t (*?* of War) - ...

-Spear (MP) *?*

Zeus (?)

L1+s (?) - ...

L1+t (?) - ...

Poseidon (?)

L1+s (?) - ...

L1+t (?) - ...

Hades (?)

L1+s (?) - ...

L1+t (?) - ...

Ares (?)

L1+s (?) - ...

L1+t (?) - ...

-Unknown (MP) *possibly DLC*

Zeus (?)

L1+s (?) - ...

L1+t (?) - ...

Poseidon (?)

L1+s (?) - ...

L1+t (?) - ...

Hades (?)

L1+s (?) - ...

L1+t (?) - ...

Ares (?)

L1+s (?) - ...

L1+t (?) - ...

NOTE: Details on 'god covenant' perks aren't too clear beyond 'unique' specials for the two known weapons and a selection of spells just for them.  Armors don't seem related to the selection made.  Likely about 20-25 levels before MAX'd in rank.  The weapons don't much resemble the deities they represent in my opinion. Weapons have tiers (probably MAX at tier 3 if not tier 5).

NOTE2: There are far too many variants of Weapons, Armor, etc. for MP to be covered reasonably here without direct access. [/spoiler]

World Weapons

[spoiler]

-Uses circle. Weapon 'switch' only seems to apply from light (Blades) hits to physical (WW) hits.  Only Sword (sweep and spike) and Unarmed (triple punch string) have been shown so far.  Might be the case that not all WWs have them.

-Only six WWs (including unarmed)

-Satyr Grunts use all types

-Apparently no other foe drops WW *despite Talos and Satyr Captain having the MP weapons*

-WWs can be found in environment (picked up with R1)

-Picking up another WW might just 'erase' a previous WW rather than dropping it

-Possible there may be a possession for MP WWs (Hermes Boots, Blades, etc.) in SP *or just NG+1*

-Discards (aside from unarmed) seem to have i-frames

-MP might not have Sling and Javelin *balancing issue*, yet the SoO seems like a buffed Javelin (more damage and the discard appears to have more 'rain').

-MP has MP unique WWs (Boots and Blades)

-They can be found in the environment for SP (at dispensers in MP)

-They seem to last infinitely until replaced or discarded

-Implied that we can level them, but I have my doubts.  Talk from Papy makes it sound like they don't level (at least not in MP).

-Hits from WWs seem strangely effective at stun locking even heavier targets in the demo

Unarmed (SP/MP)
Normals - o1 *kick for knockback*
Air Normals - o1 *Hermes Stomp allowing for switch special string*
Held Input - ?
Air held - ?
Switch - o1, o2 ,o3 *knockback*
Air Switch - N/A *?*
Discard - Charge *chains into 'Rush' with another circle input; unclear if there are more inputs possible*
Air discard - A sort of LotF *unknown properties*
Counter - Uppercut   

 

Sword (SP/MP)
Normals - o1, o2, o3 *stun*, o4 *knockback*
Air Normals - o1 repeating
Held Input - Flurry *ending in knockback*
Air held - Flurry *to ground case?*
Switch - Sweep into leaping overhead *bounce* (open to even jump cancels curiously enough)
Air Switch - N/A *?*
Discard - Sword toss *time slow, reticule aim, high damage*
Air discard - Sword Toss
Counter - ?

Javelin (SP/MP*?*)
Normals - Spear Assault
Air Normals - air version
Held input - Seems to be a knockback (no trampling?) version of the normal *might do more damage*
Air Held - Air version of the ground case
Switch - Perhaps nothing but the normal
Air Switch - N/A *?*
Discard - Ares Barrage
Air discard - air version of ground case
Counter - ?

NOTE: SoO is the MP version of the Javelin. *with a buff*

Club (SP/MP)
Ground Normals - One big swing *huge damage and huge knockback*
Air Normals - Possibly the same case.
Held input - Maybe nothing.
Air Held - Probably nothing.
Switch - Probably just the normal.
Air Switch - ...
Discard - Toss forward for AoE with knockback away from point of impact
Air Discard - An air version of the ground version if anything.*
Counter - ?

Sling (SP/MP)
Normals - Single tosses? Multi-toss?
Air Normals - Same guesses (air multi seems unlikely)
Held input - Multi-toss?
Air Held - Don't see it happening.
Switch - Just straight into more slinging?
Air Switch - ...
Discard - Multi-toss? A charged hit?
Air Discard - Same? Nothing?
Counter - ?

NOTE: Perseus is the only frame of reference I have here...and it was lame for him yet they call this our best ranged option...I'd rather have the Bow of Apollo return with normals as bow shots, held input as 'Inferno' (burning shot), discard as a Goat stage (Chimera) flame wave or CoO Satyr Grenadier 'grenade' shot or a mobile 'Prometheus Inferno' (like Titan Storm, but while igniting targets and carrying lighter ones around).

Shield (SP/MP)
NOTE: They denote it can block unblockables, but what does that mean? Does it enable the blocking of UNBLOCKABLES (Cyclops hits for example)? Does it allow you to just parry those? Does it allow the blocking of guard breaking hits (explosive arrows)? Or just the parrying of them? Does it enable returns? Is it necessary for counters? Really, is this an answer to the Fleece that you have to elect to have would be the question. If so, would it come with the ability to 360 stun as in CoO (because they're abusing stuns all over anyway). I doubt we can return petrification using it (which would be a pity). Maybe you just use regular block while holding the shield for the extra 'defense'?

Normals - Laconian Guard (mobile block even of flames/ice)? Wrath of Ares (shield slaps)? Rage of Leonidas (chargable ground slam)? Spartan Charge?
Air Normals - Air RoL? Air SC?
Held Input - RoL *charged*? SC?
Air Held - Air RoL *charged*? Air SC?
Switch - WoA? RoL? SC?
Air Switch - Same.
Discard - ...same suggestions?
Air Discard - ...
Counter - ?

NOTE: No talk of evasion moves, counters or 'rage' specific moves for WWs.

Blades of Chaos (SP*?*/MP)
Normals - o1, o2, o3 ('t,t,t' with rage BoC in SP)
Air Normals - Unknown, but likely (s1-s3 at best or t1)
Held Input - ?
Air held - Extremely unlikely.
Switch - ?
Air Switch - ...
Discard - Cyclone of Chaos from what I've seen of the new MP footage.
Air discard - ? *air CoC?*
Counter - ?

Boots of Hermes (SP*?*/MP)

NOTE: Should have faster moving speed (maybe sprint too) along with an air dash.  Maybe allow for a double jump (as MP champions don't have "Icarus Lift").

Normals - Hermes Rush
Air Normals - Hermes Rush
Held Input - ?
Air held - Extremely unlikely.
Switch - ?
Air Switch - ...
Discard - Unknown
Air discard - Unknown
Counter - ? [/spoiler]

Spells

[spoiler]

-LotF variant shown for blades (bounce and time-slow rather than large AoE with knockback).  Air version just leads to ground case.

-If 'elements' are part of the deal, they might take each direction of the pad (regarding Rage as well).  LotF would be 'fire'.

-They seem to fancy 'simple' spells, so I don't expect TB or EH/MG, though they would be welcomed.

-Aside from Fire (LotF spell and TB rage), I'd imagine lightning, earth and ice (Boreas *you love it SoH*).  No petrification love.

-No magic bar in MP, but seems to be just two uses.  MP orbs are gathered seemingly just at dispensers when they spawn them.

-It is now known that the types are Fire, Lightning, Ice and Soul.

-Magics are now uniform in cost using 'piqs' for number of casts.  In MP, this is displayed under your PSN (above your character).  Seems to be two casts.  MP orbs fill each piq (lights up when available for a cast).

Zeus

Reckoning of Zeus - Overhead lightning bolt.

Olympic Judgement - Sustained Force Lightning (has knockback at the end)

'Bolt' - ...Perhaps not.

'Teleport' -Seems more like a 'dash' to me.

'Shield - AoE.

NOTE: Probably has a lightning aura spell.

Poseidon

Heal - ...

Support - ...

C -Some manner of Aura.  Not sure if it is healing/self-healing *but it is green and that tends to be the indicator*

Hades

'Invisibility' - ...

'Trap' - ...

C -Soul Aura.

Ares

Fist of Ares - Direct contact punch leaving something like a Searing Core on the target (unblockable?). Has grief potential in that you can plant it during i-frames of foe.

Ares Inferno - Activation stuns, leaves a fire reticule for us to guide at targets and land for a bounce (Harpy Bomber).  Would seem like a way to ignore a FoA core.

NOTE: Likely untargetable during this as we are off-screen.  You can kill yourself with this if you guide it over a pit/cliff.

C - Fire Aura?

Huge - Get about 50% bigger and go wild with unarmed hits and a ring of fire apparently.

[/spoiler]

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#4 MrStarkiller
Member since 2008 • 18984 Posts

Rage

[spoiler]

NOTE: For now we are assuming this is the only relic, but we could get one for swimming *likely*, parries/counters and gliding *unlikely*.

-The four elements (fire, lightning, ice and soul) alter the properties of rage.

-Rage turns on automatically when half full.

-When rage is full, L3+R3 dump the meter for a single (CG-like) attack of high damage which grants lots HP orbs.  This might have alternate properties with other 'elements'.  Also, we seem to get a lot of MP orb drops off hits on foes at full.

-Any hits with the BoC will fill the meter along with perfect parries and evades *the latter two were not in the demo yet*.  Grab kills fill the meter.

-Inactivity eventually begins a rapid drain of the meter.  Sadly grabs don't pause that meter.

-Hits taken take a chunk of the meter away (but seemingly not while rage is 'active')

-The devs are still balancing this system with consideration the difficulty setting affect how much you gain/lose in the various contexts noted already.

-While active, it is said normals will alter, but what it seems like is that "s4", "s5", "s6", "t2" and "t3" were taken out of normal strings and attached to rage.  Specials get a lvl2 version, but it isn't known if they will be different for each 'element' version of this rage.

-No signs of rage granting tanking or higher armor %.  No sign of special abilities tied to it (Inferno, Athena's Gift, etc.).  No clear evidence of greater damage, unblockable hits, etc. Definately faster in general though.

-Fire element has fire kills with a unique animation (and orb drop) along with an explosion like Thera's Bane cores.  Currently "S" doesn't need rage and can leave actual cores on foes.  This said, t0 and t3 leave cores on the ground where they impact.  Ground TR lvl2 is a cross-swipe and lvl2 ground CoC is just an extra sweeping hit.

-Other elements might have special properties (lightning for Arc Lightning and speed, Ice for freezing and slow, Soul for...something).  They may even have unique lvl2s for ground CoC and ground TR.  Don't expect much beyond that.

-No sign of 'rage orbs' yet, but I suppose they wouldn't serve much purpose in chests unless very near a fight.  Meh.

-Meant to fill 'every other fight', but as it was in the demo, it would easily fill in every fight even without all aspects of it being implimented just yet.

-In the GamesCom/Pax demo build, non-BoC attacks that lead to damage kills (WWs) can cause fire kills while 'rage' is active.  This is likely a glitch/design oversight as with "S" leaving cores on foes even without fire kills (or even rage active).  OH and Wrecking Ball have explosions on them.  Possible that some OS variants might also have this.

-Only for SP [/spoiler]

Items

[spoiler]

NOTE: Seems to be an item (extending bar that regenerates) and we are told it can upgrade (perhaps to lvl2). Two other items remain to be revealed.

Life Cycle

-For puzzles/navigation and combat.

-Combat use seems to be fired as a 'Flash' which might imply a charged version for 'Flare/Rage'.

-'Flash' seems to suspend lighter targets (Grunts, Captains, etc.).  Just slows larger ones (when struck during openings). *acts like a slow stun rather than slowing just any animation*  On the environment, only contextual cases seem to exist where you push time forward/back from 'stop point' to 'stop point'.  Likely most will just have 'start', 'middle' and 'finish'.

-Regenerating system is based on cooldown (very fast) as done in MP. *hopefully slower on higher settings*

-Said to be taken from a boss who uses it in a similar fashion to us.

-Only for SP and likely via L2.  L2 in MP is for Escape (from combos) and Heal (use of HP orbs gathered)

-Doesn't seem to work on red halo'd foes and maybe won't work through super armor or i-frames

Item 2

-

Item 3

- [/spoiler]

 

Collectibles

[spoiler]

Gorgon Eyes: Find 5 (?) to expand Health Bar.

Phoenix Feathers: Find 5 (?) to expand Magic Bar.

NOTE: Something for the Relic/Item bar.  Maybe even 'rage' itself.

Cyclops Eye: ?

Minotaur Horn: ?

Posssessions: Inifinite Magic, Infinite relic/item and Infinite Rage are likely.  Infinite HP is somehow not likely (or even reduced damage). Maybe a challenge case like the Chalice.  Something hit count related (more hits per hit, longer time before reset, etc.).  More EXP is pretty likely though mostly useless. [/spoiler]

 Grabs

[spoiler]

-Changed to R1 (thus "O" becomes a 'halo' for this entry rather than "R1" as in Dante's Inferno).

-Tether blade toss animation seems to have i-frames

-We can't seem to be knocked out of tethered state

-We can evade and pull (tug) in tethered state

-Seems to toss blades out for distance and 'hug' up close (OS).

-Allows for CG *can link to enders* and HR *or maybe not*

-Can pull into option select (more grab choices such as toss, head rip, body rip, milking, etc.)

-Can 'tug' around while slapping others or using the agent against other targets (like a 'wrecking ball')

-OH shown (along with tether maintained even after it *might prevent traditional infinites*), but not alt.OH  *might not make it this time unless holding R1 does it* or OH redirection

-QTEs still exist with prompts.  However, new 'promptless' cases seem to exist for some foes (simplistic though they are).

-Mount attempts in MP lead to a mini-game if foe has enough HP and it is done from distance.  Not so otherwise.

-Battering Ram returns with wall splat (still seems like it needs to lose i-frames here and gain EXP orb milking for extra inputs) which spells disaster for collisions *likely to be as in GoWIII*

-Grabs seem to counter parries in MP, but not evades. [/spoiler]

 

Collisions

[spoiler]

-Basic collisions are shown.  Knockback aren't yet clear.  Wall collisions seem to be in, but with a greater bounce of walls and shorter wall splat (damage isn't clear yet).  Object collisions aren't shown.

-One should hope Knockback collisions allow for the three cases of GoWIII (Agent, Target or Agent/Target).

-The damage system isn't yet known.  Hopefully no less than 10/5/1 (full/half/wall-object) and static.  That's bad enough.  Preferably using the GoW1/GoWII system for modifying this (inverse of Armor % such that VH's 20% makes for 5x damage).

-Likely applies just to SP aside from beasts in MP being sent into each other. [/spoiler]

Petrification

[spoiler]

-No Gorgons shown yet, but seems likely enough.  Hopefully their heads are a WW to take after the QTE (if not just free 'Rage')

-Likely to affect foes.  Unlikely to have partial petrificaiton or 'gaze damage' to statues. *could just be GoWIII port though*

-Hopefully has the GoWII system for balancing resistance, break out, statue HP, etc. rather than GoS (awful).

-Would be nice to have as a spell (taken from Stheno), but seems incredibly unlikely even as a possession (or paid DLC)

-The system seems likely to return, but as a spell it would probably only happen if we get yet another 'Boreas' trinket (ice) *likely tied to Poseidon despite how that sounds*.  It isn't know if it is Boreas again, but we do have another ice spell (unknown what it is/does) and it is likely freezing/slowing will tie into the 'rage' version of BoC attacks *think Urn of the Gorgons*. [/spoiler]

Enviro

[spoiler]

-Ring-out seemed to be allowed in the demo, but that can change. *invisible wall antics*

-No other such cases have been shown yet (traps, pots, etc.), but seem likely.

-Lots of traps in MP.  Hopefully SP offers such options as well (and often enough to spice things up). [/spoiler]

  Puzzles

[spoiler]

-Beyond Life Cycle, little is known.  Perhaps ape Echochromoe's sequel (shadows)?  Catherine (boxes)?

-Hopefully object (R) rotation and rapid push are as good as in GoWIII along with GoW1 object kick.  I'd vote knockback collision with the push (minor damage on the target who becomes an agent against another creature) and full collision (just on the target). [/spoiler]

Navigation

[spoiler]

-Point-to-point (AC, Enslaved, Uncharted, etc.) replaces "freeway" *not a fan of this change* which likely means no wall/ceiling combat

-Likely to have 'grapple' points for swinging around *MP has shown this in use*

-No sign of swimming yet, but it seems likely.  Hopefully with underwater grabs returned (combat is asking a bit much though).

-May or may not get falling/rising segments (Icarus Vents), riding (Pegasus), etc.  Mini-game diversions of sorts.

-MP Champions cannot double jump (Icarus Lift) like Kratos can in SP. [/spoiler]

Costumes : Armor : Maps

 [spoiler]

-No details on costumes beyond the Civilian Kratos (concept art) not being in it and our default is 'GoS' (vanilla 100).

-The desert map *4-vs-4* is for favor of the gods mode (kills, chests, etc. for 'favor' to get SoO to kill Prometheus for more points).

-Hercule's Arena for 2-vs-2 with Herc as the living obstacle.  Traps, hazards, chests and ring-out applies (along with dispensers).  Herc attacks now and then (and breaks the 'fourth wall' allowing for ring-out).

-One MP unique Map (maybe one other).  Maybe one MP map from the SP of Ascension.  Two or three from GoWIII.  Maybe some throwbacks to the other entries via DLC in the future.

-Armor for MP is mostly recycled goods from old foes, costumes, concept art, etc.

-Heavy/Light for what kind of evade (and possibly movement speed) you have.  Maybe effects staggering *not clear*

-Stat system overhauled.  Elemental defense, Physical defense and various other stats to consider.

-No speical perks like increase orbs worth for any Armor yet *pre-order bonus for the game grants 2x MP EXP though*

NOTE: Because of the update, I can now give no info on the below.

Armor of Morpheus (GoWIII attire with Phantom of Chaos Helm)

?

Hercules (as in GoWIII)

?

Skorpian *Ares alignment?*

?

Theseus

?

Perseus

?

Orion

?

Hector

?

Jason

?

Odysseus

?

Achilles

?

Cyclops Armor (weird helm and some skulls on the skirt)

?

NOTE: Fully ranked version of it gives 'bonus health'.

Armor of Zeus

?

Armor of Ares

?

Armor of Athena

?

Armor of Artemis

?

Gladiator Armor

?

Sage Armor

?

Phobos Armor

?

King Leonidas

?

-No real details on 'Maps' beyond the 'Desert' with Polyphemus for the 'Favor of the Gods' MP mode

-5-7 maps.  Some uniqe to MP while some are taken from the SP.

  [/spoiler]

 

Extras

[spoiler]

-Combat Arena

-Challenges

-Temple of Zeus (shop) *?*

-Costumes

-'Making of' videos [/spoiler]

Bestiary

[spoiler]

  • Civilians - Fodder as usual
  • Undead variants - None shown so far, but it would be odd if we lost them (Archers, Fiends, Riders, Grunts, etc.)
  • Satyr Grunt - The new minor grunt default.  Can wield each of the 6 WWs (unarmed included).  Seems to lack 'halving' of Olympus Sentries from GoWIII.  No sign of group grab or even an individual grab just yet.
  • Satyr Captain - Uses ranged heavy hits (like our Blades), evade to Tether (can evade second hit when caught), block, has mid-grab (720 spin for collisions) and group AI *not shown*.
  • Satyr - The classic should return as in GoW1 (air recovery, wake-up attack, fake-out taunt, impale grab, etc.).
  • Satyr Champion - Decent enough.
  • Satyr (GoWIII) - A bit too simple.  Perhaps aspects of it and the GoWII version (champions) could be combined.
  • Satyr Grenadier - Its projectile was an amusing one and I'd like it even more with better friendly fire (ignite allies).
  • Satyr (CoO/GoS) - Pretty mobile, these minor grunts (sliding grab and slashes).  In the 'dark' form they would be more interesting for backing up the 'Grunts' of this entry.  These seem to be back as 'fodder' (one with a bow).
  • Talos - As in GoWIII, but more open to stuns (seemingly) and with some triple ground pound (not unblockable).  They've been updated since E3 to have a triple tracing ground explosion follow us and flame aura (prior to Ares' Inferno).  The demo refers to it as a 'Fire Talos', which may imply a Talos of each element in the game using a spell from each god.  This being in line with the heavy recycling they seem to need to abuse. *needing a port from GoWIII just to have Minotaurs at all*
  • Juggernaut - (aka Elephantaur) Supposedly replaces Minotaurs.  Has a grab (not sure if it can be blocked/parried) that we mash attacks to escape.  All moves are blockable right now.  When sufficiently damaged, it destroys its club as an AoE attack.  No charge/gore shown yet (if so, probably allow for reversal).  Can tire out.  Likes to stomp when unarmed.
  • Minotaurs - Despite the usurpers, I should hope they make it in.
  • Cyclops Berserker - Noted for MP at least.
  • Harpies - Unlikely they'll be dropped, but possible.
  • Gorgons - With the Furies revealed in apperance, it is possible we have them, though unlikely we'll face Stheno.
  • Centaurs - I hope we get some of them again, but we'll see.
  • Chimera - Would help fill out the mini-boss ranks.
  • Wraiths - A good foe type.  Would be a shame to lose them.
  • Sirens - Another favorite.
  • Cerberus - Got to get a boss version this time.
  • Persians - Maybe.
  • War Elepehant - Dropped from GoS.  Maybe they'll use it this time.  Maybe we'll see what provoked them at Attica.
  • Griffin - Hoping against hope,  but it would be good to have a large mini-boss that can fly.
  • Roc - GoWII used them, but called them 'Ravens'.  Maybe this entry will grant us this foe in a more realized form.
  • Sphinx - CoO had them as a copy of the Morpheus Beast.  Not very much like in myth.  Perhaps they can be done better this time. [/spoiler]

Bosses

[spoiler]

  • Charbydis - Much like Scylla and Kraken in design.
  • Hecatoncheir (?) - ...
  • Cerberus (?) - The real deal this time, I hope.
  • Stheno (?) - ...
  • Manticore - Either a boss or mini-boss, but they seem to imply the former.
  • Polyphemus (MP) - Sort of just an environmental type mixed with a 'puzzle' and the level.  More background than boss.
  • Tisiphone (Furies) - ...
  • Megaira (Furies) - The grab happy "enforcer" with a hot-head.  Shares a trait with Ares (back tentacles).  Likes moving around on them like Doctor Octopus (quickly for lack of teleport, I hope).  Apparently she has parasites in her breasts that can possess the living/dead to make mobs (Herc the Jerk invoked).  Reminds me of DI (Cleopatra).  Hopefully she can use grabs like Herc and counter/attack (parries and such) more like Ares, but faster (especially for getting around *short of having at teleport*).  I doubt she'll be a gifted speaker.
  • Alekto (Furies) - ... *hoping for a three-on-one boss fight with them*
  • Nemesis (?) - ... [/spoiler]  

NOTE: Things like dispensers/altars, clashes and some other things haven't been detailed yet in this coverage.  Perhaps after the next MP reveal.

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#5 ClassyGent
Member since 2011 • 421 Posts
Nice work. It's as informative as you can be at this stage.
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#6 MrStarkiller
Member since 2008 • 18984 Posts

Besides MP details from talks I've had elsewhere (the MP ideas thread of PSU mainly).  Gamescom is said to have SCEA making an appearance for GoW:A, but what they are showing isn't currently known.  Could be a repeat of E3.  Could be something new for SP and/or MP.  Maybe a trailer.  Maybe another demonstration.  Time will tell.

EDIT

From this thread I'll be gathering most of what I know of the MP (through my own research):http://community.us.playstation.com/t5/God-of-War-Ascension/GoW-A-Multiplayer-Ideas-last-updated-6-14-12-Now-With-a-Trailer/td-p/37317024

Apparently GamesCom (Germany) has the E3 build and they will be letting them try the Beta and demo as before.  Same for PAX in the US.  The Beta will be open to PSN+ users later this year.  No word on the demo.  How very telling.

The only video released so far (there will be more from fans, but I can't count on them to show me much more than last time) overcompensates with parries nobody was using and shows Skorpian Armor H/L.

EDIT 2

Updated the thread a bit more.  I forgot a few known details and denoted them besides adding some of the MP tidbits we know.  Regarding MP, inputs seem as follows:

[spoiler]

Square - Light

Triangle - Heavy *held for launcher*

X - Jump

Circle - World Weapons *mashed during lock-ups*

L1 - Block (Apparently parry might be the special light move using L1+R1)

L1+s - Light Special

L1+t - Heavy Special

L1+o - WW special

L1+x - Sprint

R1 - Tether (for OS, OH, option select, etc.) *interacts for altars, chests, WW, levers, etc.*

L2 - Escape/Heal

R2 - Magic

L3 - Unknown

R3 - Unknown

(L) - Move

(R) - Evade

NOTE: Specials have a cooldown along with the escape/heal abilities.  No sign of an MP bar (curious).  I've yet to see anyone try evade moves, air strings, clearly define Tether options in MP (mount, ram, OS, OH, etc.), really work magic, use parry well (and show counters if any), make a good show of WW, etc.

[/spoiler]

For SP it seems like:

[spoiler]

Square - Light *held for Olympic Slash*

Triangle - Heavy *held for launcher*

X - Jump/Double Jump

Circle - World Weapons

L1 - Block/Parry

L1+s - Light Special *CoC*

L1+t - Heavy Special *TR*

L1+o - WW special

L1+x - Unknown

R1 - Tether (for OS, OH, option select, etc.) *interaction button*

L2 -Relic/Item (might only be for Life Cycle)

R2 - Magic

L3 - Unknown (L3+R3 for rage presumably)

R3 -Free Camera

(L) - Move

(R) - Evade

[/spoiler]

EDIT 3

Nothing new yet from GamesCom.  Updates are as far along as I can reasonably make them for this thread.  This despite two sudden power outages and GS HTML errors.

EDIT 4

[spoiler] http://www.youtube.com/watch?v=z_O3d-p17vo

0:13 First look at the HUD.  Looks like they have 200 units of HP.  It...sort of looks like they have a 'number of casts' for magic rather than an actual MP bar (multi-player corrupted even this).  Fire spell selected.  EXP is as it has been for a long while.  Rage is the tower in the bottom right (way to take up more space, boys).

0:20 Taking hits drops the meter down (as with Bayonetta's approach to magic).

0:23 Looks like they changed "S" from Olympic Slash to Hyperion Charge.

0:25 That filled awfully fast...and it did turn on automatically.  But the meter wasn't FULL (half).  What the Hell is the meaning of this?  L1+s and L1+t might get lvl2 versions only when in rage.  Perhaps varying with the spell selected.  That run animation is weird.  Fire damage (special kill animation) in place.

0:41 I guess he got a bomb off.  His spam of 't,t,t' is certainly killing foes off in quick and dull fashion.  They made "t1" faster so now instead of a quick/slow (classic) or moderate (GoWIII/GoS), they just made the latter fast...Also this meter seems to be filling faster than it drains via just landing hits.

0:46 o1,o2 into quick T (very quick).  Because of the camera man, I couldn't see if the meter was filled by htis from WWs *probably*.  Have yet to see a perfect evade or parry fill the meter (or how much they do if this is indeed the case).

0:53 The blood effects don't look too good for this close-up.  Maybe it's just the video quality.  At any rate, I've yet to see him hit during rage, so I can't tell if we get an armor increase along with tanking or if that is no longer something rage does.

0:57 If my guess is right, he should have no magic left.  Seems the fire spell (LotF) ignites things when they die too.  I wonder if that propagates at all (probably not) and if it will have special orb drops as in GoS.  The corpse may have had a 'bomb' on it, so there's that.

1:20 So is this rage just a slight buff with bombs (a modified Thera's Bane) that can last a really long time if you let it?  Letting it drain is doable, but it fills so fast...and we've yet to see what parries, evades or even grabs might do to fill the meter...Also, t0 (and likely t3) leave a bomb on the ground.

1:40 Quite a bit of meter for the grab kill.  Didn't see the mid-grab because he skipped it.  No regular grabs either (mounts, CG, wrecking ball, OS, air OS, OH, alt.OH, etc.).

1:47 Look at 'rage' just wasting away.  And suddenly a huge drop as it speeds up to drain.

1:50 At least Kratos uses the old chests.

2:20 L2 for Life Cycle confirmed (as suspected).

2:25 Pretty sure it doesn't mean "heal" us.  That would be silly.

2:35 Thought as much.  Just poor wording.

2:55 "Decay" now is it?

3:02 Point-to-point casual garbage. If only this didn't mean the death of wall/ceiling combat...

3:58 Javelin time.  He immediately discards it.  Lovely.

4:00 Where was the reticule for aiming that?  It better not be automatic too...And he quits here.  Classy.

http://www.youtube.com/watch?v=7QKc1f4usoE

0:17 Starting off with a missed CG.

0:18 ...and he skips ahead.  What the Hell.

2:07 This guy opts for circle spam.  I can't figure out the deterioration for WWs.  No meter around.  No timer either.  Is it infinite in SP?

2:13 Quite a lot of hits off of that.  German descriptors are stupid (Ex: "Wild"). What is this, DmC?  At any rate, if not all WWs, this one does NOT build 'rage'.

2:21 Turns on...then when it goes below the halfway mark, it turns back off.  That's annoying too.  I don't want it to turn on when it wants to at all.  I want to disable it for challenge runs.

2:32 Yeah, WWs don't build meter.

2:40 ...L3+R3?  It's already on.  Is this to say there is a 'rage beyond rage' (Super Saiyan 2) that grants full rage properties?  We might not find out unless he fills it again and activates it.  It drains quickly when you stop doing things.  At least we've got that going for us.

3:22 Can't tell if that roll filled the meter any.

3:27 Sure isn't looking like it.  Spazzing out is working fine though.

3:32 That's a new one.  The Talos have 'Ares Inferno' (MP).  Likely unblockable.

3:48 Looks like some Athena's Wrath style shockwaves are 'tracing' out of the 3x pound move now.  That's better.

4:00 Either the AoE is bigger than it looks or he just needs to jump to hose it (as with the Harpies of GoWIII).

4:23 Was that scripted or is this QTE worth the whole damn meter?  And this guy still doesn't appear to use L3+R3.  Plenty of CoC and TR with their 'rage' versions though.

4:55 I don't remember those chests.  I imagine they added those.

5:37 Even this wasn't good enough.  I suspect the meter isn't filling with regards to perfect evasions, but maybe evades pause the drain.

5:58 Where the Hell is the back-up?  He should be slamming Saty Grunts into this punk.  Reversal didn't fill meter (he lost it all).

6:25 Way to fail it, brah.

6:35 So does the Elephantaur just regain a bit of HP before going back to 'halo' or does it never die unless you do the mini-game?  I imagine the former as the later would be stupid for a major grunt.

Papy seems to confirm that the meter won't fill quite so fast in the final release (I believe that's what he meant) and different elements (kill types) will have different kill animations and orb drops (as it was in GoS).

http://www.youtube.com/watch?v=vzQVOP-OCnI

Bunch of MP stuff.

2:12 Parry into L1+t.

2:19 Some sort of overhead lightning.

2:21 Sith Lightning *Emperor antics*

2:27 L1+s apparently.

3:00 So R1 only works on halos, evading or airborne targets?  Guess it doesn't trump the parry then.  It causes you to false OS if you connect when it isn't meant to land.

3:19 What happened?  Did he go from block to parry then was tethered through it or does tether beat block?  At any rate, he gets mounted at close range (no mini-game).

3:22 ...or a really quick one (perhaps more time when in more favorable conditions).

3:40 Passive speed increase with Boots.

3:45 Caught him out of a knockback?  I suppose Tether allows even more means to abuse grabs than in the past.

4:16 So people can see the place you intend to crash down on as with Talos.

5:14 That was an odd looking QTE.

Papy confirms that not all things that fill the meter are implemented in the GamesCom build.  Perhaps by PAX we'll see parries/evades filling the meter.  He also notes he wants different fill rates for the various settings.  More meter loss per hit taken, less filled per hit landed/parried/evaded, faster drain for inactivity, etc. for higher settings, I suppose.  Suits me fine.  I keep mentioning the desire for an option to not automatically turn this on if only for NG+ via a possession (even if that means disabling the rage system).

Besides the Teleporters around MP maps, there are certain places that EXP chests spawn (transparent until they appear).

Papy confirms that all spells cost the same and the bar is indeed segmented with 'pips'.  He speaks of 'rage' L3+R3 seemingly draining the meter (not sure what form this takes *could an attack animation of the AoE sort or something*) entirely to put a core on one target (or more?) for a (super?) bomb that gives HP back (via orbs?).  Details aren't all clear.  He's strongly resisting the simple suggestion of a possession to disable 'rage'.  IF he works the adjustment of rage filling/draining (maybe even increases the threshold from half to three-quarters), we might reasonably avoid rage activation DQ without being too inconvenienced.

I've offered many suggestions, but it is always hard to tell what gets through. [/spoiler]

NOTE:  If not an images section, perhaps links to where they can be found should be denoted somewhere in this thread.  I'll have to incorporate some of the info not yet covered and the data gathered from GamesCom into the main sections of the thread later.

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#7 dosgrtr1
Member since 2012 • 25 Posts
Rename this thread 'The spoiler thread' 
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#8 MrStarkiller
Member since 2008 • 18984 Posts

>spoilers

Just covering bases while compressing wordy talk.  Besides, I just like the look of it here.  Pity there are no video embeds here at GS.  They've had so many HTML issues lately, I dare say asking for it before fixes to other (more serious) problems would be thoughtless on my part.

>here

Where?  GS gave some recently.  Is there more to note?

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#9 dosgrtr1
Member since 2012 • 25 Posts
No they were the same.....why is gow3forums down again
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#10 MrStarkiller
Member since 2008 • 18984 Posts

>the same

Noted.

>why

The usual, I suspect.  We don't know.  I've speculated it has something to do with bandwith usage allowances in a given time frame as with photobucket (before they re-enable the service), but it really isn't known ('kratos' has never told us).

Furies trailer:

[spoiler] http://www.youtube.com/watch?v=a2UDpa945kk

0:00 No way of knowing which sister this is (Alekto, Megaira or Tisiphone).  Has Ares-like tentacles to move around and attack with.  Amusing Helmet Plume.  Sizable lady as with Lahkesis and other goddesses.  Of course these Furies are being depicted as older than Titans and Olympians (not serving them either).  Reminds me of the Fates. Odd that we should be killing these things (if they are so mighty) before we ever made war with even a lesser deity (Persephone).

0:15 I assume the Great War they refer to this time was not the ten year Titanomachy, but the rise of the Titans against Cronos...maybe.  Hard to tell.  There should not have been any war to denote at that time though.  Very strange.

0:19 Just showing a concept art for the one this trailer stars.

0:31 I suppose that's a Spartan being killed.  Maybe the Furies are coming for us at the game's start and storm our home to claim us for Tartarus?

0:43 Outlines of the other two sisters.  Don't entirely look like the concept art seen earlier (outline used in early trailer).  Maybe she isn't one of them.  Maybe she has a helm on this time.  Hard to say.  One has a Galactus looking headset.

[/spoiler]

Another SP demonstration *terrible player with PAX build*

[spoiler]

http://www.youtube.com/watch?v=VmkSUAOwJfI

0:00 I take it the 'refresh' symbol under the 'fire' (spell) is actually Life Cycle.  I see no bar for it, so maybe it uses the MP system of refreshing itself (filling up the icon)?  Haven't seen much of it in use in SP with the HUD visible (GamesCom build) just yet.  This being PAX.

0:06 The...CoO Stun concern has not been addressed yet, I see.  If it stays like this, moves such as unarmed L1+O (kick), ground TR (L1+t), etc. could prove gamebreaking.  This is a MAJOR GRUNT and should not be so easily locked down by stuns from moves that can be rapidly repeated/quickly called upon.  It would be like an instant plume (it is already a knockback *like Piercing Shards was and it was a huge boon for that weapon*).

0:10 So the activation of the flame aura is an attack (from the Talos)?  Good to know that.  I wonder if body contact with it when ignite counts too (like Immolation for Magic Archers in Dragon's Dogma).  Or maybe it just knocks you away if too close.  The damage is so small on Easy, I really can't be sure.  If he had rage meter built up, I could confirm the hit that way (as hits drain it).

0:16 "Fire Talos"?  This to say we'll have a Talos of each of the (four?) elements we obtain in the game?  At any rate, he touched the body and got repeled/hit again.  Not sure if it was just for being too close or that all direct attacks (even ranged cases like Blades "s1" would get the same result *surely not spells, javelin tosses, etc.*).

0:28 They said to just jump for the attack.  Did they mean to say jump out of the circle or that being above the landing point negates the attack like GoWIII Harpy bombing?  Could go either way.

0:39 Why would he switch to showing us some guy using the item for a puzzle/navigation section in the middle of combat?  Combat is the heart of things.

1:00 No Athena's Wrath style homing shockwaves from the 3x pound this time.  Odd. *looks again*  Ah, it doesn't come from the weapon, it spawns under your feet much as the special explosions caused by t0/t3 (Plume/Spirit) while our 'rage' is active in fire mode.  Now I see.

1:05 So the last hit (o3) of the three hits unarmed combo (o,o,o) has a stun/knockback to it?  Circle mashing might shut the Talos down unless you let it 'flame on'. But what the Hell is with the jump?  More vertical height than usual with no sign of the double jump (Icarus Lfit) causing it.  Maybe they want to take that out of the system too (because MP doesn't use it)?

1:08 Why does he have the one-armed fleece block stance in the past when he didn't have such a blocking/parrying tool?  Why not the cross-block stance using the Blades?  He looks like he is blocking with his bare arm (bad ass, but nonsensical).

1:15 So unarmed strikes don't build rage afterall. They really do count as WWs then.  So just the Blades can build/maintain meter.

1:19 Finishes the s,s,s,s,s,s combo with the s4-s6 being in rage for a Valor kill using fire damage for a special fire animation kill (rather than grab kill) on the Fire Talos.  Cute.  But does he get the instant meter fill for that?  Let's see.

1:21 NOPE.  But the corpse exploded still (like with Searing Cores, Altered Slashes, etc.).

1:49 Ugh.  This guy doesn't seem to know about specials, heavy attacks or grabs.  Just all lights with some unarmed WW spam.  He does apply the held input for lights though (unusual).  Won't be seeing him use the L3+R3 instant dump of rage meter for HP regain and a large, damaging explosion.

1:55 There's CoC (L1+s).  I was wondering when that would show up.

2:07 So the Tether itself counts as a hit on the meter (wonder if it actually deals any damage directly though).  Finishes the guy of with yet another light attack during the tether.  So many buttons and he seems to only like one.

2:30 He must be absolutely new to the series if he is trying to use light attacks on a chest.

3:17 Tether kept bouncing off the Major Grunt (Elephantaur) this time.  Curious.  I remember an old video showing it sink in, but just allowing for CG out of it.  Maybe it has to be worn down to the weakened (unarmed *no club*) state first.  I know it needs to be at 'red halo (grab kill) before a finisher can be used *should not be forced*.

3:26 Hilarious beatdown.  But wait...why did the Elephantaur get tired and give an attack opening like that?  Is it really gased out from doing a small flury like that?  Really?

3:33 Wakes up with a footstomp sending us flying.

3:38 Yet again, kick spam would entirely lock this foe down.

3:50 The grab glitched because he was in the air.  It had him in the animation/mini-game while the Elephantaur was free to walk around.

4:12 Worked right this time.  Still no signs of a 'gore' charge.

4:44 Scratch that (about the block animation).  They went back to the old one afterall.  It would have been truly bizarre to see that overlooked.  This guy is terrible though.  Doesn't block anything.  Unarmed Elephantaur only seems to have a grab, a punch and a stomp.

5:18 I was hoping to see this guy mash away during the red halo for confirmation of a damage kill option, but let's see him blunder during the promptless QTE instead.

5:24 So predictable.  He only had to follow the instructions.

5:46 Seems they are making him do the grab kill.  Hopefully they have the sense to make this just a demo feature to force you to try the new promptless QTEs they are so proud of.  It would be stupid for a low level major grunt like this to be unkillable without a grab finish (like a mini-boss or greater foe type).

5:55 Tether worked this time, but pulled him instantly into the grab kill.  Perhaps the Tether to CG only works when he is without the club and the the Tether attempts when at red halo just take you into the finish as if it were a ranged OS.

6:14 This is just embarassing.  At any rate, this 'grab' confirms that our meter drops even in this context (I don't like that design call, but whatever).

6:33 The guy had to spell it out for him only to see the player blow it again.

6:50 His failure to mash got him squeezed.

[/spoiler]

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#12 MrStarkiller
Member since 2008 • 18984 Posts

PAX 2012 GoW:A Panel *part 1*

[spoiler]

http://blog.godofwar.com/epic-reveal-live/

24:00 Around this time we get something to look at.

24:50 Greetings.

24:55 I wish they would shut up about the Unicorn/Pony joke.

25:10 Panel introductions.

27:00 Sure are a lot of chaps present that didn't have a heavy hand in GoWII.  How telling.

29:10 Another new trailer as a retrospective. Let's see here.

29:24 These clips are not terribly relevant to the narration...

29:33 Ah, a trailer for 'Saga'.  I see.

29:49 >GoWII

Really rubbing it in.  "I love it!" - Gene

31:00 Well, except for the PSP entries and GoWII (the best entry).

31:53 Imagine that.  Stig focused on set-pieces.  What a surprise.

36:00 At least all the concept art in the background is nice to look at.  Some I haven't seen before.  Most I have.

37:51 More rehashing of old coverage.  New video at least.

38:52 Sure was a lot of GoWIII.  Appropriate to end with the Gate of Tisiphone (a Fury) opening though, I feel.

39:07 Oh, look.  The correct video.

39:56 Know what two chaps would have been good for this talk?  Jaffe and Wen.  Not some guy who wasn't involved.

40:17 This is just after the "Blue Kratos" I like best.  This is 'Blue Kratos v2' with the 'Red Kratos' tattoo pattern.

41:59 There it is.  Out in the open.  My absolute favorite version.  And yet it still has NOT been in a single entry as a playable costume.  That angers me.  I've got a damn poster of that artwork that says "GodModeGOD as Kratos" (curtesy of Eternal).  I hope Papy saw that and winced while thinking of me at his Twitter.

43:10 The tiny hero running around Athens leading up to a pretty treasure room if I remember correctly.

43:40 Lots of dropped aspects of the Athens level.  Of many of the levels really.

44:42 Blue Kratos v2.  And yet it was NOT a costume in the game.  I blame Jaffe for stonewalling it.

45:15 Barlog saves the day with animation (along with his combat design pals).

45:28 EMBARASSING.jpg

No, it isn't.  That's GoWII Fallen Kratos.  Can't they tell by the remnants of God Armor?  Red fingerless gloves, golden armor, no bandages, armored skirt, etc.  Poor form, boys.

46:20 What they're trying to say is that Kratos was becoming a dirty girl.  A dirty, dirty girl.

47:00 "Don't hit on me you silly boys." - Kratos

47:05 Missing quite a few versions of him.  Most notably GoW1.  That GoWII case wasn't in-game with God Armor.

47:40 >Hazel

Riveting.  How good of her to keep track of these details.  I might have noted his jawline, nose, etc. while describing his unusual facial structure.

47:53 I recall these 'rules'.  Though the 'back-roll' defies rules 3 and 4, I suppose.  Might explain why it is so terrible compared to other evasive options.

49:05 One of his many cameos.  SC4 PSP if I recall right.  He was in Hotshots and LBP as well.  MK9 came later.  Now All-Stars.  Pity he wasn't in a proper Soul Calibur, but they did honor him by using his moveset to make Lizardman suck a whole Hell of a lot less in SC5.  Thanks, Kratos.

49:19 hould have used the Blue Tattos.

49:38 ...

49:52 "Athena...I am the God of Golf." 

Absolutely breath-taking...ly bad.

49:55 I'm sure they are very proud of this...

50:13 I forgot about this one.

50:22 Figured on this plug.

50:38 "By the gods, I'll kill you all."

Whatever you say, ******.

50:42 And this commercial with the ugly Athena.

51:00 How nice of them to go back to this freakish baby with abs, ashes, facial hair, a tattoo, etc.

52:13 If they want to give him hair, why not use Blue Kratos v1?

52:33 The early teaser trailer.  I suppose that 'gorgon' was actually a gorgon.  Now to see if it is Stheno or just some generic foe.  If the Cerberus is THE one or just another Breeder, Mongrel, etc.  Promising, indeed.  But if not a Fury (surely she is), then who is the one pointing and in the concept art from before?  Can't tell who the soldier is.  Obviously his family gets the business end of the Blades.

53:40 >humanity

Why?  This aside, what makes them think starting 6 months after his family died was the best way to do this?  Why not go all the way back to at least when he became a Spartan Captain (got his tattoo honoring his brother), adorned the armor, made a name for himself as youngest captain, got trounced by the BK, made his deal (Fist of Ares with the BoC), began to raid villages with his own men as a General, kills his family/gets cursed (Ghost of Sparta) and then this time we are starting with.

Did they so fear starting us without the Blades as the default?  Why not start us off with WWs then?  Javelin, Shield, Sling, Club, Sword and Unarmed would sufficed for a few early bits (particularly the fight with the BK and his men in that losing battle that cost so many Spartan lives).

Moving back to 'why', who really wants Kratos to be more like every other chap on the market?  I prefer him as an unapologetic ass.  This while recalling GoW1 set the tone for his family relation (wife was angry with him and his daughter feared him).  CoO twisted this to the point of retconning it (the new entries have run on this false idea since).  That he was a great father/husband.  Ridiculous.  They were an excuse for his bad behavior up until he needed to turn that rage on himself (suicide).

55:11 Sure is nice having all these reminders of glorious GoWII and dropped foes.  Coterus could have been something.  Going further back, they really ought to use that Harpy Boss idea (Upper Pandora's Guardian).  It's silly they still haven't done that.  Argus too (working with darkness and light).  Maybe with the Shades (Wraith variant).

55:28 Ah, yes.  Euryale.  One of the three Gorgons sisters.  One of the two immortal ones.  The first true boss among gorgons.  Medusa never really got much of a look beyond that of a regular Gorgon (Queens aren't straight palette swaps, but it is close).  Gorgon Serpents are more different looking than Gorgons, Gorgon Assassins and Gorgon Queens, but I don't mind all that.  Just that Medusa wasn't a boss and her form was exactly used as a non-boss later.

Stheno remains.  So too does the old Medusa art where she is much 'prettier' (and greener).  This along with a freakish one where she pulls a 'boa' and tries to swallow us whole (Serpents use the constricting part of that approach).  Using that old look with the Seprent grab rush leading into a deadly full body swallowing could prove interesting aside from having more attributes from myth (Brass Wings and Claws as tools).

55:34 Mole Cerberus (Bastard) had a good look.  Wasn't meant to be a boss, but got treated like one (as did Hades Cerberus Breeder).  Still haven't had the real Cerberus.  At least Cerberus Mongrel uses the intended original appearance.  Still haven't had that for the delightful Pandoran Centaurs (Archers).  They looked great with their flesh torn off.

55:42 A superior version of what Elephantaur is going for.  Didn't have a grab, but they could rush you down, had an unblockable with their club, could block/counter, etc.  Elephantaur should learn from the Hades Minotaur of GoWII.  They Labyrs Mintoaur of GoWIII should learn from the GoW1 Minotaur Tormentor (good resistance to launches/bounces, high grab damage *to it*, a charge *perhaps better as the GoWIII version does, but more interesting if it required a parry or air block rather than a regular block to defend against*, good defense tactics, quick strikes, etc.  We've had lots of variety with our Minotaurs.  That sweet axe toss talked of in the guide is something we've lacked sadly.  Pity.

55:52 Wasn't crazy about the apperance of this Cerberus (or the lack of it birthing and the Rabid Hounds not growing up), but it was an interesting alternative leading to the Mongrels (a bit too early with the "O" state and their flamethrower isn't put to good combat use unless we are in control).  Breeders are missed along with their Seeds.

They should bring them back along with other interesting foes with good combat mechanics (Beast Lords through Fiends if need be *summoning helps, mounting other beasts, rushing guard break, etc.*, High Priests *more summons, curses, teleports, etc.*, old Satyrs *wake-up attack, air recovery, counter grab, quick attack flurries with a variety of different melee chains, fake out taunt, etc.*).

Going back to the Cerberus, it was unfortunate though that they had i-frames during the "O" and more so that HCB would use this, but force the "O" or it would regenerate while blocking further damage (effectively forcing the mini-game as if it were a boss while having more than boss-like HP and damage...but not being an actual boss).

55:58 Ah, the Berserker.  Tyrants and Brutes made for good variants, but depending on what weapon (if any) this guy picks up, his moveset should vary along with whether we ride it or enemies do (maybe even have captain rallies work on it for another new move).  Desert Kings had should rushes, slap flurries, etc.  Perhaps that weapon could be in to spice them up too. 

However, the Enforcer pretty much has to be its own seperate case and that armor betrays it (low HP and no 'armor' effects).  Making the armor mean something would help it out quite a lot, I feel.  Being able to ride it as an option would also be nice (using the rushes to close distance, heavy AoE for big damage and lastly the infamous chain ball shots for big ranged damage).

56:35 "We don't want to play the same game over and over." - A casual who doesn't love a given series

58:09 Precisely what I was referring to earlier with this revisionist version of who and what Kratos is about (in his past).  As for fists/feet antics (unarmed), indeed it is nice, but it should be WEAK (and not have high hit stun properties).  Also, the ground and pound off of HC through Tether was a nice thing to rip from GoS on that note.  Grabs compliment this 'brutal' desire for fisticuffs.

[/spoiler]

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#13 MrStarkiller
Member since 2008 • 18984 Posts

PAX 2012 GoW:A panel *part 2*

[spoiler]

1:00:03 And there she is.  Erinys.  The one that should not exist.  Odd that her alternative design strikes me as a female Kratos.

1:00:43 Should give us the AoS for SP as a DLC weapon, really. It would be worth a bit of money to purchase though some of its moves are returning through two WWs.  But then, the MP has shades of SoD, BoO and BH.  Technically, they could just port the GoWIII weapons, spells, etc. to spice things up as simpler DLC while they are at it.

1:01:27 I wasn't too impressed with 'Titans' and MP doesn't suit me, so "that" doesn't seem to be jiving with me.  "No, sir.  I don't like it." - Mr. Horse

1:01:56 Yeah...that didn't happen in the final product.  Gaia got cut down big time.  Perses was a quick QTE after a puzzle bit and set piece.  Cronos was a 'boss-level', so that one was fully realized in a sense.

1:02:13 That is correct.  Have to have a few environmental type bosses.  Maybe even the 'boss-level' (Hecatoncheirs could qualify).

1:02:38 This again?  Bah.

1:04:15 I recall this story too.

1:04:50 Which is exactly the point of an Action game.  Balancing mucks it up royally.  Letting MP dictate SP will poison the well while focusing resources away.

1:05:37 Something new in something old.  How nice.  Reminds me of how Fear Kratos got used as an Exile Challenge when he could also have been in the Arena as a foe we could face.  What an oversight that was aside from facing a true Kratos clone (Bayonetta did it right and DMC already had the idea of letting two of its character play out for co-op).  Proper MP though... that's where this all falters.

1:05:46 Would have preferred seeing the two Kratos fight instead of a 1-on-1 of the MP from a later stage (closer to what is used now).

1:06:07 Very GoW1.  A nice thing to have.  The room in Challenge of Atlas getting a tribute?  How nice.  Perhaps a level should use some Hades (moving platforms with enemies and spinning spike pillars/columns) and Cliffs of Madness (ropes, walls, altering bridges, moving platforms with trap hazards, etc.) platforming to get around too.  But I'm more interested in seeing such things in SP.

Having the floor drop, flame traps (or petrification), fireball doors, crushers/conveyors, spike floors panels, etc. is all very amusing.  Indiana Jones influences shining through.

1:06:27 I suppose that's Polyphemus slapping away at the arena.

1:07:15 "And that was epic."

And yet here we are with nothing of the sort.  Not that it matters.  If the issue was fleece whoring, there are things one cannot block which can prevent this aside from one moving out of the way of the others counter and otherwise negating i-frames with the likes of a grab.  They could have done something, but were too lazy, really.

1:08:40 You say that now, chap.

1:10:23 So probably not another environmental/puzzle boss, but maybe a smaller boss in a level *more technical*, a level filled with NPCs (some mini-bosses like Cyclops Berserker), an even smaller arena for focusing just on people killing each others, etc.  This while using some SP locales to save on time and resources (same for foes).

1:10:47 Still not much shown with the Manticore.  No idea who the trash other than that (likely) Fury are.  Civilian Kratos not being in the game is a bad call.  As for the trailer, I've given my thoughts already.  Still can't tell which one it is.

1:11:47 Megaira?  Now we know.

1:11:57 >Enforcer

Telling.

1:12:15 As I'd noted.  Also, Ares did it (to a lesser extent).  Maybe, in the GoW universe, elements of "war" manifest in certain ways so as to explain this shared trait.  And what of strategic war's traits (Athena)?  Will one of these sisters have an array of fancy tools and tactics?

1:12:24 Grab happy, is she?  Good to know.

1:12:40 Odd.  Inspired by DI's Cleopatra, I see.  Shall they also get bravery from that title to realize the alternate choice of GoW1 (Cyclops testicles)?

1:12:45 Perhaps we'll get her bra as an item, then?  Kratos can wear it and become the God of Drag.  Maybe we can collect the panyhose of another of the Furies and finish things off with the wig of the last sister.  Lovely.

1:14:20 Q&A begins.

1:15:00 The new NG only takes on light elements of GoW and does them wrong (while losing itself).  Bayonetta takes on small pieces of GoW and does it all and more (and better).  The true and current peak of the genre.  GoW has done as much good as it has bad with its influence with SWFU, DI, C:LoS, HS, etc. to be considered.

1:15:10 Moving a bit too far from what GoW is when you note Darksiders.  Might as well note Dragon's Dogma, Dark Souls, etc. too.

1:15:17 Indeed "DMC" has lost its way (DmC).

1:15:40 Bah.  To Hell with the movie nonsense.

1:15:45 Vita?  That man needs to keep his mouth shut.  I don't want to have to buy that system to play a given entry.

1:16:30 This amuses me.  I already know the answer (and don't like it), but having it asked here suits me fine.  I'm enjoying his clearly nervous reaction.  Comforting himself about another 'weakpoint'.

1:17:20 Ah, the pressure.  To explain a rage he doesn't really know that well.  One that I quickly came to understand and didn't approve of it activating on its own (without the option to disable it at least for NG+ via a possession or something).

Again, you have a quickly building meter that only BoC hits, grab kills, perfect evades and parries will fill.  Taking hits will drain it.  Waiting around or being in the middle of a grab will eventually begin a rapid drain.

At half meter it activates to grant the properties of the element currently applied while granting lvl2 versions of specials and an altered moveset for normals.  Fire being a variant of Thera's Bane from GoS (LotF-like spell attached to it).  When entirely full, L3+R3 dump the full meter into a large core for an explosion of considerable damage for HP returns *so it is said*.

Should have done your homework on core mechanics.  With rage as it is now, it is harder to ignore than in the past.  Hopefully he does indeed make it fill more slowly, drain more quickly, etc. on higher settings.  Right now it is only 'fit' for Easy where we already have 200% on all stats with extra perks like 25% slower rage drain, 25% cheaper spell cost, etc.

No signs of the new rage adding tanking and higher Armor %.  Might not add much if any power, but it will grant altered moves, searing cores (for fire), might break armor and should be unblockable.

If they had lightning, it could function in a similar fashion, but perhaps instead of higher damage, it has increased speed, rather than bombs it might use arc lightning (cores like Cronos/Nemesis Rage).

With ice you could obviously slow foes down and even build up freezing for shattering via the moves that would otherwise leave cores (Boreas antics for lack of petrification).  Wouldn't be of much use against those immune to such things, but it would be great for those it does affect.

And with earth you could go the route of damage increases, but really it should be more defense minded.  Make us heavy (Cestus dodge), increase armor % drastically and add tanking (so we don't stagger when foes attack and maybe even repel them after taking the damage as with older rages).

Could also have a different 'lvl2' of the specials depending on the element (maybe even normals, but that is pushing it).  Making spells for the others wouldn't be too hard either.  We've had petrification/freezing spells, an Earth spell (AQ) and plenty of lightning spells (Zf, PR, CR, NR and EoA).

1:17:34 4 elements? Called it.

Fire.  Obvious enough and we knew this already.  Thera's Bane and LotF playing at the role of AoE with i-frames.

Lightning?  Simple to guess.  What it will do remains to be seen (could be RotG moveset to spice things up along with PR or CR/NR or Zf or even EoA).

Ice?  We never got the GoWII ice spell with summoned shield orbitals to damage those attacking us and block attacks, a blizzard special (became Titan Storm) or the basic 'hit' that became Piercing Shards for the Spear of Destiny.  GoS had an ice spell that hit for damage and had an AoE with i-frames, but wasn't good at sucking foes in and was basically a petrification variant (and not very good at it thanks to bad design calls).  Hopefully this one does a MUCH better job with a mechanic/system I really love.  I knew it wouldn't be water.

Soul?  This I did not expect.  I consider wind more likely than water and earth more likely than it, but Soul?  Not really an element (just like "Heart").  Go Planet?  Hopefully it allows for some CoH antics with to/t3 leaving energy wells that linger a bit, our "S" gaining OH properties for foes that can be grabbed as such, souls (with better damage and distraction capacity), etc. 

The Souls that come to mind would be BH flicks/legion (terrible), skulls (terrible), SS (great idea with poor execution) and AoH (extremely OP).  Regarding 'soul magic', Charon's Wrath is the only other one, but it is a sort of Underworld Flame (working into 'fire' territory).  I sort of expect a cast and forget case of the AoH variety (as a return to another old favorite as lightning could do with PR or CR), but I kind of hope they'll try SS again, but get it right.  Too much work to do it right though...so we'll see.

1:17:37 Three items, eh?  Two others besides 'Life Cycle'.  Good to hear.  

1:17:41 Yes, yes.  This we know.

1:17:45 We upgrade them all, do we?  Blades, sure.  Spells, certainly.  Items/Relics isn't too surprise (lvl2 MAX probably).  But WWs?  Seems unlikely.

1:17:57 Everybody loves Greek Myth.  It is tops.  Speaking of which, Ladon sure would be a nice one-up of the Hydra and excuse enough to have a Garden Maze (true Labyrinth in pop culture).

1:19:06 Barlog's reference to Christinaity.  Here we go.

1:19:40 Cory had a lot of intentions to have Kratos move on up to the monotheistic days, I see.  Excalibur?  Really now?  Taking Jaffe's talk of ending all myth to an extreme.

1:20:10 Became Death and...made a bunch of controversy along the way.

1:20:54 Bastardized into it, anyway.

1:21:00 True for me too.  Except, not for the PS3 (got me to get one, but there were other desired games).

1:21:15 Goddess of War?  We're not doing this female Kratos, drag queen stuff.  Let us play as Athena, then. *hohoho*

1:21:30 Playable Artemis?  Not Athena?  HERETIC.  At least that is behind us.  We should still deal with her, get a gift from her (how about the spirit of the wild animals, eh? *if not her bow or that lovely Blade again*), maybe fight her (and her brother), etc.

1:22:45 Casual climbing.  Bleh.

1:24:35 "Modernize it" by removing combat and skill from navigation/platforming?  Hmmm, yes.  Do go on.

1:25:00 The most boring possible final question.  

1:25:45 Come now.  It was an Echochrome rip-off.  You had a Guitar Hero case too.  If Catherine came out earlier, Walls of Tisiphone would have gone differently, I'm sure.

[/spoiler]

EDIT

The main posts are now updated. *09/03/12*

EDIT2  More from PAX. *09/05/12*   [spoiler] http://www.youtube.com/watch?v=ctjYKxu9YYE  0:04 Armor of Ares (L) with 3/2 (PR/MR).  Looked like the Cyclops Armor to me.  Odd.   0:05 Armor of Ares (H) with 5/1 (PR/MR).  That's more like it.  The Helmet certainly throws off the look (having it more Cerberus oriented would help), but the armor certainly reminds one of the Ares Armor.   4:10 Nothing new about this or much of what has been shown, but I always laugh at players who cast themselves off a damn cliff using 'Inferno'.   5:06 I-frames while opening chests in MP?  Noted.   6:53 Kick against walls to stun?  The kick itself stuns, so is this an extra stun then?   http://www.youtube.com/watch?v=S7bnVlqHYpM   0:36 L1+s for the Poseidon Blade (?).   http://www.youtube.com/watch?v=tmrraUymxVE   Nothing of value.
  http://www.youtube.com/watch?v=IQ6AKQOBa_k   0:06 Ascension came out pretty fast on hit recovery, but that was also with 'rage', so it's hard to tell how 'slow' T without rage has changed (this being the opposite case).   0:11 Couldn't make out any wall collisions in the system.  If they are there, they are short (and perhaps without bonus damage).   0:18 Life Cycle doesn't seem to work on (at least these) foes at red halo.   0:34 Holy Hell does Life Cycles icon (like in MP) fill fast.  Hopefully that's only because it is on Easy.   0:38 Screen displays Minor Grunt Tether option select.  Square for light (slaps), triangle for heavy (wrecking ball) and circle for throw (pull into OS?).  Nothing about an "X" option.  Maybe you jump cancel out.  It doesn't mention the use of (R) to evade while tethered, which is an oversight.   0:48 I would think an ender in 'rage' would leave a bomb.  Perhaps that too does not work on red halo targets. Odd.   0:53 Brief air CoC with rage. [/spoiler]

NOTE: Format is all messed up.  GS doing what it does best.  I can't help it.

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#14 MrStarkiller
Member since 2008 • 18984 Posts

Seems GT had videos for GamesCom.  Let's see here:

[spoiler] http://www.gametrailers.com/videos/onn2j7/god-of-war--ascension-gc-2012--single-player-gameplay--cam-

1:22 A sudden charge into 'ram'.  I didn't see a lead-up like "S".  Does this confirm L1+x, like in MP, is a sprint?  If so, I expect this is the square option (triangle option likely to be 'rise' as in the past games with charges).

1:43 What the Hell?  Non-BoC attacks are not meant to allow for 'cores' during 'rage'. Perhaps this was just an oversight where the 'fire kill' activated during rage despite the final hit being non-BoC.

2:02 Ridiculously OP.  TR and unarmed kick will dominate at this rate.  Just pulls it out of his ass and strings into free hits (juggle).  Even ends with an immediate ram after the circle spam.  Perhaps he held circle for that move rather than 'L1+X,s'.  That could be it.

2:13 For all his evading, not a single evade attack.  Likely because they put it on evade 'heavy' again...

2:18 Leaps into an air unarmed assault.  Not sure if the dive was L1+O, o or O.

2:35 Look at this ridiculous display.  Spamming kicks and TR.

4:45 I hope this trite isn't the new music...because it is NOT GoW.  I hope this is just some trash GT pulled out of their ass.

5:47 Must have missed that MP chest.

5:50 Looked like he wanted to do an air WW (Javelin) normal, but it didn't come out in time.  Still haven't seen it confirmed to be just a spear toss (like on the ground).  Should be as expected though.

6:05 Sort of looks like we have wall collisiosn, but foes bounce off and certainly don't stick to it as long.  I wonder if there is even bonus damgage of a single unit for it.

6:20 It almost seemed like there was infinite spawns until you do as the tutorial wants you to (to try the tether options).

6:25 Guy gets rage during Tether state and tosses foe at the wall before he could show if there is anything special about that.

6:35 Almost seems like there aren't cores on foes for certain moves so much as damage kills while 'fire rage' is active just leads to the special 'fire kill' with a core-like explosion.  I thought I saw cores being left on a living target previously...

7:59 Why the hell is the regular hit string of the Sword (WW) stunning the damned (Fire) Talos so much?

NOTE: Look at how quickly this crappy player is realizing the exploitable nature of the new 'circle' attacks (and TR).  He can just spam it and he knows it.

8:35 So I take it this foe gains a bit of HP back for failed QTEs, but doesn't force it.  Noted.

8:56 I get the distinct impression we don't have a double jump (instead he just jumps twice as high)...

9:21 And once again, another ass who can't read the input telling him to try L3+R3.  Splendid.  These are the people I have to depend on.  These are the players who 'test' the water for the devs.  Foolishness.  He never even tried to use Life Cycle in this entire video (for combat).

10:17 So I can't help but notice that the WW never deteriorates.  The only way we lose it is to use the 'discard' move then.  I forget if there was a 'drop' option.  There should be, but I doubt it.  Leaving it on the ground to pick up again after switching to unarmed again (or picking up another WW) would be desired over it just unexisting.

10:24 You'e got to be f***ing kidding me...

10:34 I actually expected this.  Super armor (possibly i-frames) as it reaches low enough life to break its club and go unarmed.

10:42 At least it seems to be tanking the stupid normal hit string NOW.

10:48 ...Or maybe not.

11:08 Making us pick light/heavy attacks according to cues by the Elephantaur would make this 'mashing-to-escape' bit much less boring.

11:26 Saw it coming.

Many of the videos aren't worth denoting, so I'll skip covering them.

NOTE: Another GT video discussed whether or not a sex mini-game will be in this entry (without giving an answer).  Mentioned CoO being about halfway into the 10 year servitude as well.   'Wonder tech' was denoted as changing the world's appearance in a way that reminds me of Silent Hill antics.  Talk of illusions brings memories of the Clones to mind.  I almost hope they pull that stunt again.  More clones.  More protection missions.  Because why not make things ridiculous again? [/spoiler]

Some MP stuff I forgot to address.

[spoiler]

http://www.gametrailers.com/videos/wkxuar/god-of-war--ascension-pax-prime-12--multiplayer-customization-walkthrough--cam-

0:13 Armor of Zeus (Heavy) at 1/5 (PR/MR)

0:25 He's blocking my view of the other screen with another costume...

0:38 Armor oof Zeus (Light) at 3/3.  Sure are a lot of generics.  Perhaps the system should have been on a ten point scale with more to it than quick/slow evade and PR/MR. *perks for MAX aside*

0:50 This is info I already have.  At least, I think I have it.  Can't check on that thanks to GS being junk.  I'll just note it anyway.

Blade of Zeus

L1+s - Olympic Cyclone

L1+t - Bane of Zeus

Warhammer of Zeus

L1+s - Zeus Ascension

L1+t - Thunderous Triumph

0:59 Reckoning of Zeus

"Strike down your enemies with divine punishment from the heavens."

Sounds like that lame looking overhead thunderbolt spell.  I'd rather see a 'bolt', 'shield' or 'teleport'.

1:06 Olympic Judgement

"Release the power of Olympus from your finger tips and electrocute your enemies."

AKA Force Lightning.

NOTE: Neither of these are much like how Zeus uses his spells.

1:30 It would be wise to show that it is varied by giving us a hands on with this build and then showing details of the later build (with the other crap in it already).

2:20 Poseidon re-confirmed as healer/support (the medic girl). *hohoho*  Shield noted.

2:43 Indeed it is obvious.  Show me the stats, you clown.  Calling it fanservice is a bit much.  Definatley a good call.  Easy port for more content in a new entry.

3:28 So I guess I won't see the Hercules Armor stats just yet.  The cosutme looked like the heavy version (with armor).  The one with just the cloth would then be 'light', I presume.  As for this Skorpian attire, this heavy version has 3/3.  Woo hoo.  Light is 2/4.  Ares alignment controls it?  Certain monsters for certain goods then?  Always good to know the details.

3:44 Sword of Ares

L1+s - War God Ascension

L1+t - Battlefield Splash (?) *can't read*

Maul of Ares

L1+s - Wrath of Ares

L1+t - (?) of War

NOTE: Changed the look of the weapon.  Perhaps each 'armor' gets a different version of the same weapon (in appearance).

3:48 No new spell info.

4:33 That's swell, but I see no signs of visible change regarding their choice of SPELL. [/spoiler]

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#15 MrStarkiller
Member since 2008 • 18984 Posts

TGS stuff.

[spoiler] http://www.youtube.com/watch?v=i0EZ5aNkXsU

1:10 Seems to be the case that landing the strikes that would leave 'cores' with TB in GoS won't be leaving them with this 'fire rage'.  t0/t3 leave an explosion on the ground, it augments some specials, alters normals a bit, seems faster and kills while it is active causes a 'core-like' explosion.

No sign of it being unblockable, going through armor, decreasing damage, etc. just yet.  Obviously no signs of armor % increase or tanking.  I don't think it'll do that.

1:38 Pathetic that this sort of 'pressure' works against the 'Captain'.  Captains and Satyrs should stuff casual antics like this down their throat with much more in the way of evade/counter, parry/counter, etc.

3:58 Definately looks like wall collisions are in, but the splat doesn't seem nearly as exploitable in terms of length with them just stuck against it.

4:19 Odd.  Taking that hit while in rage (over half) didn't cause a damage penalty.

5:53 Amusing that he pretends to understand this game.  I already know the Fire Talos better than he does.  He should learn to block.

6:39 Finally, the L3+R3.  It didn't dump all your rage though.  Just half.  This is what the soul version of the move should be, but fire with HP orbs?  Very odd.

6:47 Can't tell if knockback collision applied to this quick 'ram' or not.

7:32 So I suppose we do have the DJ, the jump just looks weird now.

8:20 I see him t1 whoring and wonder...did they remove "t2" from normal string usage?  Are you forced to have 'rage' to get 't,t,t' now?

NOTE: Saw a few other videos, but nothing worth reporting. [/spoiler]

 

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#16 MrStarkiller
Member since 2008 • 18984 Posts

Main posts of the thread are updated. *10/11/12*

New blog updates (nothing too major).

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#17 MrStarkiller
Member since 2008 • 18984 Posts

Zeus MP trailer

[spoiler] http://www.youtube.com/watch?v=Yd5TgPgJ3d0

0:30 Overhead lightning spell.

0:32 Launcher into combo.

0:34 Special with 'lightning' cuts.

0:37 Lighting AoE (Shield).

0:39 Force Lightning.

0:45 Looked like it was going to be a cast of overhead lighting, but instead 'escape' came out. Curious.

0:46 Lame CoC variant.

0:50 So is their escape an attack or does the effect just show special properties for their escape? Perhaps more magic returns aside from just HP?

0:52 Dash spell. Likely not just evasive. Likely works in the air. Talk of means to regenerate magic and increase 'godly power' (whatever that means). The latter for their team as well (I call foul as Poseidon is supposed to be support class).

0:59 He says that despite the lack of us using bolts. This aside, it seems like Sith lightning has knockback at the end, which counts for more than the attack itself as I see it. Nice if it upgrades to arc to other people, has wider area of coverage, does slightly more damage, etc. [/spoiler]

Good thing that was so short I was able to evaluate it in mere minutes. Time to go to work.

King Leonidas as GameStop exclusive pre-order content (MP costume)...not a good sign. Memories of GoWIII rush forward. I await news of still more of this.

Ares (MP) Trailer

[spoiler] http://www.youtube.com/watch?v=HEleKCKUfsI

0:22 Doesn't much look like Ares.  Also, 'ultimate warrior'?  Ares?  I think not.

0:40 Air MotK variant with fire AoE?  Didn't seem that good (also didn't land).  The Hades Champion seems to have purple souls around him along with a Hammer resembling the BK's (appropriate).

0:43 Getting slightly larger, losing weapons and having a ring of fire around you?  Odd spell.  Gaining life with every encounter?  Every kill or what?

0:49 Boring CoC variant.

0:53 Skills and power grow with each assault?  What?

0:56 MotK mixed with DR.

1:04 Crap defense, high offense.  I get it.  Glass cannon rather than a tank.

1:08 Still more MotK antics.

1:10 That overhead spell again.

NOTE: Why did they re-imagine the look of Ares?

[/spoiler]

GameTrailers update

[spoiler]

http://www.gametrailers.com/full-episodes/d97ij7/gt-tv-god-of-war--ascension

0:09 Some giant shockwave I can't fully make sense of along with a 'ring-out bonus'.  This in the new, smaller map.  *looks again*  It's Herc the Jerk.  So we're at the GoWIII boss Arena with Hercules while fighting others?

0:10 Rising Helios with a sword in a 'duel'.

0:24 Arena with statues of the deities one can serve.

0:55 A mess of things happening.  A parry, some manner of magic (green) aura, Hermes Boots (WW), an Ares special, launcher combo, etc.

1:01 at the cost of the core.  They get bored of making the game and improving upon it, so they bastardize it.

1:06 Simple combo into launcher to minor air combo.

1:15 So what is this?  Some self-healing Poseidon spell?

1:27 The nerve of this even being presented as a serious question . What idiots.

2:00 >social campaign

>social

What?

2:15 The MP character.  Who cares?  It's a blank slate like the rest of the 'champions' that kill each other.  He's non-canon and will have no weight in the story.

2:36 I take it the 'Ares Fireball' has been updated then.

2:48 Choose your deity time, is it?  Too bad they went and put in some non-Ares chap (why is he remodeled?).
  Why does Zeus have his 'fleece' counter when he only ever used it in GoWIII (and no time before this)?
  They've got Poseidon decked out despite his more skimpy outfight in GoWII/GoWIII.

3:15 The trailer from before.

6:02 Rushing right into the shoulder ram.  Not so surprising in the MP as we know L1+x is sprint and having that lead into a shoulder ram could easily come from a light attack input.

6:04 Green spell activation...

6:16 The none-too-often-shown teleporters at work.

6:22 Even has the aura on attacks.

6:36 Not sure why that Tether was broken.

6:58 SoO confirmed as Javelin variant for MP.

7:24 Example of game where Polyphemus is killed without ending the round.  SoO is lost after the kill though.

7:30 The guy with the BoC WW used CoC.  Is that really its discard option?

12:34 Satyr Grunts are quite literally re-skinning the Olympus Sentries...

NOTE: I'd like to think, besides the dispensers, this map has ring-out, enviro hazards (other than Herc the Jerk) and enemy AI (even if it has to be Satyr Grunts rather than a mess of Olympus Sentries being ordered to swarm players).  With so many of them, having Guardians and Legionnaires among the mix of waves would spice things up (along with Archers taking pot shots from above).

13:19 The SoO?  Really?

13:21 Guy using Spirit with the BoC WW.

13:24 Yep.  Javelin reskin is the SoO (likely buffed if only slightly).

13:28 Doesn't get them stuck long enough for free hits.

13:33 Exaggerated Hercules a bit, I see.  It's preferred he be a targetable foe to kill for bonus points too.  Also, I don't really care for 2v2.  Full deathmatch is more appropriate.  Both would be fine.

13:50 Casts the (Hades?) spell.  Apparently they fire off eventually.  I'd rather they be more like summoned swords with Vergil.

14:07 And now a fire aura.  Seems like each god will have their own 'aura' variant aside from more 'unique' spells.

14:11 But no magic cost to this 'spell' and used by the same warrior...not sure what this is just yet.

14:27 Some sort of deity chest.

14:30 Parried Herc.

14:40 Probably two unique maps, one basically from the SP, and two or three from older GoW entries (mostly likely just ported from GoWIII and amended).  Maybe more of the latter sort via DLC.

14:59 The huge opening in the rail certainly allows for ring-out, but I hope there aren't invisible walls above the tiny rails...

15:10 Dickish Ares players putting fireballs on you during dedicated animations and having the bomb go off just after coming out of i-frames...that makes the spell much less pathetic than previously thought.   Hmmm.

17:54 >January

Predictable.

>focus on the Beta

>on the MP

>over the SP

Honesty.

>still there

In smaller quantities, watered down by MP mandates, etc.  But still there.  Mostly.  Sort of.

18:25 You recover quickly after each javelin toss.  How nice for ranged spam antics.

18:38 Sort of looks like the SoO 'discard' rain has more hits.  Maybe I haven't seen enough of the Javelin doing the same though...

NOTE: Papy says, on his Twitter, that 'chapter select' will be in GoW:A in some capacity.  That along with 'day/night' weather, but no 'heavy weather' (visibility issues).

[/spoiler]

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#18 MrStarkiller
Member since 2008 • 18984 Posts

[spoiler] I'd already seen two videos (shared at GFAQs) confirming what I already knew.  CoO OP stuns are in GoW:A.  You can just spam the kick to lock foes.

Another video shows this (and some terrible play) before showing hidden chests at about a minute in.

http://www.youtube.com/watch?feature=player_embedded&v=Rg0jvCAkXfA

The next had a surprise.

http://www.youtube.com/watch?feature=player_embedded&v=U4UBgVg25u0

0:33 Parry to Valor.  Haven't seen that since GoW1.  Does this mean we'll get parry to Plume back as well?

1:03 Pretty well confirmed air s1-s3 are as they have been since GoWII.  Another video showed air t1 as it has been since GoW1.

1:08 Odd that CoC forced them away like this.

1:18 Yep.  Just looks like Hermes Stomp to me.  Hopefully the 'Rush' allows for 'Thrust' to Valor or Plume aside from evade canceling into antoher (as in GoW1).  They should wise up and give us Achilles' Flip back (evade and X).

1:31 Combo'd to death.

1:46 Odd (MP?) orb drops. [/spoiler]

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#19 MrStarkiller
Member since 2008 • 18984 Posts

[spoiler] http://www.youtube.com/watch?v=4ZnN5mqMIIY

0:30 So o,o,o,o is a string rather than an infinite?  "o1" through "o3" being all the same and "o4" being perhaps a bit stronger with knockback?

2:25 Even the parry stuns them.

2:44 Didn't look to effective, but I imagine it was.

2:54 I was hoping to see the heavy counter this time.  I wonder if there are WW counters.  Perhaps not.

3:00 L3+R3 to activate rage?  That implies it isn't automatic anymore rather than the rage dump special being done as such...Clearly this isn't so.

3:13 As I thought.  Amusing explosion.

4:50 Square mashing triumphs. [/spoiler]

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#20 MrStarkiller
Member since 2008 • 18984 Posts

More demo gameplay.

[spoiler]

http://www.youtube.com/watch?v=32bzQ20I8t0

1:00 No knockback on S (light stun).  Not going to be amazing and without bomb laying for such a motion, I question the utility.  It doubt they'll even compensate with damage.

1:03 Air juggle with circle spam (Sword) then square spam.

1:08 I can't tell if 'rage' OH caused an explosion on impact,  but I'm going to hazard a guess and say, "No".  Pity.  If it did... that would be a nice extra (I'd still want alt.OH and OH redirection though).

1:10 Tether counts as a hit...but does it deal damage?  If one damage, that would be swell for some testing.  If no damage, that's quite abusable for hit count even if exceedingly slow.

1:12 Tether to toss for collision/ring-out.

1:16 Looked like he was in the air during this Tether pull into grab (which would allow for some new abuses).

1:31 Feels like the CG should have caused a knockback here, but perhaps the Satyr Captain is mimicing the Minotaurs of GoWIII who would slide in some cases or be knocked back in others.  Shouldn't take long to get figured with some hands-on.

1:36 Just doesn't seem like the CG is causing knockback on this foe.  Hopefully that's not a sign of removal for knockback on the move itself (that would be bad).  This into circle spam (Sword) for a juggle into mid-grab.j

1:45 Yep.  Air combo into air-to-ground Tether for ground OS.  Too bad this chap didn't use OH or air OS on the Captain (nor the heavy or even WW counter *if it has one*).

3:19 So this shows circle spam with Javelin isn't a string?  So the 'strong' toss must have been a held input.  Discard was already known to us.  I'll have to make an update for this.  Javelin provides Spear Toss/Anger, DR-lite (no trampling) and 'Barrage' as it is now.

3:28 Rush certainly has knockback.  The kick too (obviously).

3:32 Stomp into ground circle spam (Unarmed).

4:16 I didn't expect this to be open to a parry interupt (though the special property of the attack seems to keep going).

NOTE: This parry may well return to GoW1 form in that it won't have i-frames.  Mind this well.

5:18 Getting grabbed is at least good (for the AI) to drain your rage.  Doesn't even reward with any upon escape.

5:32 I'm getting annoyed with all these parry counters that are just light (Valor).  Why wouldn't you experiment with the other input options?  I just don't get the mentality that prevents such links.

http://www.youtube.com/watch?v=4pTpaO7A10c

0:38 "Physical Attack" doesn't really describe it when you have a WW...

1:03 WAT.  I-frames during the Discards it would seem.

1:05 I actually started to laugh out loud (I know, right?) when I saw Battering Ram.  I guess we should expect collisions to be like in GoWIII with no return to form on balancing for higher settings (rather than learning from the obvous fixes I suggested).  I've contacted Papy about this, collision as a system, petrification (again), the rage meter (again) and OP stuns (again). With the return of 'ram', we can expect rams into walls for instant kills of the foe along with mashing the grab button (now R1) to keep pounding their head into the wall *maybe it remains circle input though* for extra hits *though it should orb milk...we get i-frames during that instead...which should be reversed*.

1:50 So far no signs of an (R),t *maybe (R),S and/or (R),T* evade special.  That's good.  Hopefully it is a return to GoW1 on that front as well.  (R),x is welcome as Achilles Flip.

2:21 The invisible wall seems just high enough to prevent the ring-out.  Perhaps if done just a bit higher...

2:27 Seems quite possible this might be some GoWIII hijinks with some foes open to ring-out in a given location, but not others as it was with Trial 2 of Erebus regarding Minotaurs (no ring-out through wall) and Sentries (ring-out allowed).  A magic filter specific to the fight.  Not to say foe specific, just area specific.  I didn't approve then and I don't approve now.

2:42 I don't remember that chest being there.  Is this yet another chest?  This demo sure has a lot of these.

4:27 Not being able to target where the 'Barrage' goes isn't ideal.  Seems a bit lacking in range too.

4:49 The 'wrecking ball' with rage had an explosion, but that is likely just because of the death animation of the foe used for it.

4:55 No ring-out bonus in SP.  No signs of hits or EXP bonuses for grab kills even over 10+ hits.  Curious.

6:25 Seems like even 'fire rage' BoC hits cannot do anything to the Fire Talos during its 'fire aura' (before 'Inferno' dives).

6:32 That's a questionable hit box...reminds me of Geryon just a little.

7:26 So the Wrecking Ball will cause the explosion during rage.  Possible that OH might get it too.  Perhaps even 'ram' (during a wall collsion).

7:32 Did...did he have i-frames during the Tether blade toss animation?  Because if so, that's hilarious.  I won't be reporting that to Papy.  The HP didn't seem to go down, so it doesn't appear to just be a case of tanking, super armor, phase frames or whatever you want to call it.  I appreciate that damage to the player is low on the demo's settings (Easy), but I should have been able to notice a small change in life.

8:55 It was bound to happen eventually...

http://www.youtube.com/watch?v=SDtmgPdsclY

0:46 What...the f***?  The old held light input with a fire bomb on a non-dying target without fire rage?  "What treachery is this?" - Kratos

1:06 Weird double jump.

1:19 Didn't look like TR left a bomb for another explosion.  Curious.  Just t0 and t3 then?

1:22 Of course, it has the cross-swipe as a follow-up now (during rage) rather than the option to charge for what amounts to Rising Helios.

8:20 Finally someone shoots a heavy foe with it.  *watches* IT. DOES. NOTHING.

http://www.youtube.com/watch?v=K-fmi2ITvL8

1:00 I suppose it's possible the difference between the directed "S" and the 'sweeping' "S" is the order in sequence.  I don't know that I recall the sweep happening without being after "s2" or the 'single' being anything other than a stand alone.  I'd have to watch for this carefully (maybe review old footage).  I'd rather just test directly...

2:30 Air CoC has been altered.

5:30 Weapon switch animation put on air TR?  What the Hell?

6:34 Life Cycle doing jack against non-launchable targets.  I wonder if it would have full effect on Captains.  Nobody has tested it yet.

6:39 They put super armor on Ascension's pursue so you don't get knocked out of it...rather than giving its i-frames back.

6:44 And there's the directed held input again (in the air now).  Could really be that S is that move, but S (after s2, s3 and s4) is the sweep.  What would Rush be then?  I doubt these players or inputting L1+X for a sprint before tapping light attack, but maybe L1+X itself is the rush?  Or its tied to the Unarmed?  Perhaps it is held "O" on the ground.  That would explain a little.  I doubt you can use an air 'sweep', but that remains to be tested.  I watched the meter to see if 'Olympic Slash' eats meter to lay a bomb and...nope. It's possible Olympic Slash might get the defacto role of armor buster if Thera's Bane style armor turns up.  If it allows for more than that, I'd expect fire rage to factor (especially with t0/t3).  We'll see.

8:36 Extra hits traded for a bigger arc finale in CoC lvl2?

10:42 "Juggernaut"?  So they've given an official dub for the 'Elephantaur' as such, eh?  Noted.

http://www.youtube.com/watch?v=hozO5jib3Po

5:17 It just seems so unlikey that these players are all thinking to use held inputs...

5:46 First person I've seen get a false OS on a GENERAL GRAB CONDITION foe.  Or maybe they're no longer simply as such you and you need Tether for some grabs, but 'red halo' for the finishers (making them a dizzy condition foe).

NOTE: This guy had me remembering an old line ("You are so dumb.  So dumb, for real.").  Good God.  Square? Square, square, square?  Square!

http://www.youtube.com/watch?v=traYeWCVuLk

1:16 Oh God.  I had a horrible thought.  I'm trying to remember seeing 's,s,s,s,s,s' without fire rage rather than this 's,s,s,s' with the last hit being the 'sweep' (Charge).  God I hope I'm just forgetting something.  Did they gimp us more than I previously thought for the 'rage'?  I thought they just took away "t2" preventing the fast path to Spirit, but maybe...without rage...you can only have 's,s,s,s' (leading to Charge as an ender with s1, s2 and s3), t0 and t1 (with 'Slash' as "S").  Also, T obviously (nevermind air s1, s2, s3, t1 and "S" *new to the air for Blades*).

With 'rage', Valor and Spirit are made available along with "t2", "s4" and "s5".  IF I'm not just imagining things and these casuals are somehow all conciously avoiding Valor without rage while using held inputs...that would be swell, but I doubt it.  So when in rage you can use 's,s,s,s,s,t' or 's,s,s,s,s,s' or 't,t,s' or 't,t,t', but not without it...if I'm not mistaken.  I'll question Papy about it (implying he would answer even if he knew what I was talking about).

NOTE: I very much doubt this would allow for 's,s,s,t' leading to Spirit just because "s3" without rage leads to an "s4b" (s4a being the traditional s4 with rage now before chaining to s5 and eventually s6 or t3).  Traditonally "s3" to heavy leads to "t0" (Plume).  To further spell this out, in PAIN/PAIN+ (no rage), we would have just 's,s,s,s', 's,s,s,t', 's,s,t', 't,s,s,s', 't,s,s,t' and 't,s,t' due to having the BoE "t1" and the lock of the other moves without rage.  What do we even gain with BoC upgrades in this entry?  Just power?  Would they dare to make it (rage) an upgrade like in GoW1?  I'd laugh.  Imagine if you start with just these simple strings and that is it.  At lvl2 you gain CoC, rage and parry counters.  At lvl3 you might gain "t2" for rage and "S" as a move.  Maybe this is the MAX now and you get TR too.  It's possible.  If there were an evade attack (there will be), it would be at about this point that we get it.  Each upgrade would be a big jump in power to match the modifier difference between lvlMIN and lvlMAX for the Blades in the past (1.0 to 3.0 *lvl2 would be 2.0 in this case*). After seeing more footage, I can confirm you won't get Spirit at all without rage.

1:27 Should I take it to mean that these circle inputs are not held inputs either? That the kick is just circle?  That the stomp is just circle in the air?  The punches just chain after Stomp or 'Rush' maybe?  I'm trying to remember seeing them come from nowhere.  It's hard to recall.  I'll watch for it.

11:47 So you can hit bigger targets with Life Cycle, but only when they aren't already attacking will it slow them?  Noted.  Better than what I saw previously.

http://www.youtube.com/watch?v=BmRSwdHmANk

1:16 Another example of random MP orb generation out of fire attacks...maybe it's something that happens when at MAX meter and landing hits rather than just for having 'fire rage' active?

1:18 DAT HITBOX

3:32 A pity that crane hook isn't an environmental thing for us to impale foes on.  That would be real f***ing neat-o.

4:02 Fire exploision out of OS (Slam) confirmed.

4:07 So he did OH (explosion) to Wrecking Ball (explosion) to OH again (no explosion for some reason).  All while Tethered.  Before another Wrecking Ball.

NOTE: Infinite OH might get blocked for 'Slam' types even on those that bounce like these chaps purely because of Tether, but you can still OH, WB, OH, WB, etc. with explosions abound.  Trying to seal away the infinites, perhaps?  We shall see about that...

6:21 A series of fire death explosions knock around a Grunt before a Tether comes out as an OH.  Neat.

NOTE: Pity Tether seems to automatically activate during an OH such that the foe is tied down after it, so no OH infinites even on this sort of foe without WB as the set-up for the next one.  All the more reason to find a cliff to toss this trash off.  This besides using them for collisions (hopefully not static, but with Battering Ram returning...), exploisions, etc.  Just as with alt.OH as a held input, I would have liked a way to control Tether in the 'tethered' state (releasing it).  Also, OH redirection, but I suppose WB is a variant of that...

http://www.youtube.com/watch?v=4G206fYV0_E

0:58 Getting hit doesn't even break Tether?  Curious.

2:07 A rare sight (OH on the Captain).

6:12 No sells the weapon switch special of the Sword.

6:15 I'm thinking that the animation is just weird, because this is likely just a jump to a delayed Icarus Lift rather than what it looked like at first (enemy step).  But some of the other jumps were clean.  Are we seeing GoW get some DMC/Bayo?  Seems very exploitable if that is the case.  Exploitable for skipping fights especially, I should think.  There was a second during the jump that he seemed to be attacking with s1, so maybe it was like GoW1 with the attack erasing jump history, but more extreme in that it looked like x,x,s,x,x (rapidly done such that little height was gained).

6:25 Surprising that you can jump cancel out of the weapon switch special.

9:23 Did the attack miss or clip him without phasing him?  I can see it going either way, but his HP bar isn't on camera...

http://www.youtube.com/watch?v=UTrJYyI8n0M

5:15 What a super obvious 'tell'. He still got hit.

5:19 's,s,o,o,o' (Unarmed), I presume.  Amusing wall splat.

5:35 A shame that moves like this don't cause collision damage to the agent (when slammed against walls).  That would remind me of Wolverine's lovely Action game.  That title had some good ideas I still suggest GoW learn from (aside from more respectable titles like Bayonetta, NG and DMC).  SWFU and DI had a few things going for them too.  Perhaps in a later entry.

5:51 So is its wake-up attack to evade into the 'Tether' for yank to 2x hit combo (the second hit avoidable even if caught)?

5:58 CG to t0?  That's new.  So does this confirm CG to s6...or would it be CG to s4b (Charge)?  I know we can get Valor without rage through the parry counter...would this be another way around the lack of s4(a) and s5?  Possibly.

9:56 "t0" to quick T.

9:58 ..."s1" to quick T?  Is "T" just 'quick' these days?  No slow version?

11:36 o3 and o4 of the Sword stun...

13:50 So...they never break out of this variant of 'grab select'?  I don't agree with this decision.  Having them try to struggle out (tugging back, some evading, some even attacking, etc. during it...that would be neat).

http://www.youtube.com/watch?v=ZgOS9Ea6Vhk

1:59 Why make the initial hit of ground TR bounce?  Make it more broken?

6:03 Wall splat after Ram confirmed.  

7:43 You can parry the ground explosions.  Noted.  Can you just block them?  Maybe.  I wouldn't put it past the devs...

http://www.youtube.com/watch?v=PcIlyt4gu8M

1:02 Odd that the Grunt was not bounced by t1 here.

2:04 Rush used, but he bounced off even while hitting the target.  Looks a bit strange.

7:06 Signs of GoWIII AI abuse (maybe even boundary abuse)...

8:41 TOASTY! *Unarmed parry counter is an MK style uppercut*

Kratos: "YOU GOIN' TO JAIL NOW!" *uppercut*

But seriously, they go flying gayly through the air and even twirly in slow motion with LOTS of time to do the OH he followed up with.  That's glorious.  Way better than Argo's Rise from GoWIII (despite a lack of i-frames *I presume*).

http://www.youtube.com/watch?v=3DrdxvvW2jE

2:15 A good deal of MP recovery from orbs on this setting.

2:39 Caught in Life Cycle like the Grunts.  Captains just float around.

6:26 Life Cycle catching Fire Talos during non-attack cycle.

6:51 You can slow him during fire aura, but can you time it out?  I do wonder...

http://www.youtube.com/watch?v=scLKPbme5fU

1:30 With all things considered, vanilla runs look like they'll be absolute jokes even on VH in this entry...

1:38 Why did CoC sweep the Captain?

[/spoiler]

EDIT

Updated main posts.  First post was split (second portion put in gent's post).  When the time comes, the third post will be split into another post of the gent's.  Just how it has to be to keep things somewhat organized.  Character limit is what it is.

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ClassyGent

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#21 ClassyGent
Member since 2011 • 421 Posts

Just checking in t say I've read it all. Not watched any vids but I really don't want to at this stage.

So much tomf****** abounds. No Spirit without rage? For cereal?

Something that played just like GoWII but maybe looked a little prettier is all I ever wanted.  

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MrStarkiller

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#22 MrStarkiller
Member since 2008 • 18984 Posts

>read it all

My, my.

>no videos

>don't want to

"Ruh-roh." - Scooby

>for cereal

I'm absolutely, 100% for CEREAL on this, gents.  It's absolutely obvious to me now what they did on that matter.

As I'd noted, without rage, you don't have classic s4 (s4b I'll be calling it...'b' because it is the second possible variation in that sequence with rage considered 'not the norm').  Because we also lack "t2" without rage, that cuts off the other path.  "s5" is naturally out of the question.  As with "t3", "s6" would be out of the question.  However, "t0" and "s6" both seem to get multiple alternative options that work outside of rage.  's4a' is just Hyperion Charge (poor man's Might of Hercules *unknown if you can hold the input to sprint into ram or rise or if it just goes into 'Slash'*) as an ender.

>GoWII, but prettier

A fine place to start.

EDIT

Let's see if there is anything new to gleam from a few more videos *unlikely*.

[spoiler] http://www.youtube.com/watch?v=UTrJYyI8n0M

Pretty capture quality.

4:33 As with the seems AoE of Sword Discard, the Tether tug seems to 'collide' the ammo with targets.  It's possible it will have collision damage,  but I can't imagine more than getting the same as wall/object cases (1 damage) for this.

4:39 For reference, Tether allows for an s1 and s2 regarding light hit strings.  I don't recall getting an extra swing for rage.  I believe heavy is wrecking ball.  That leave the matter of what Jump and Physical do (maybe Tether too).  We've seen foes pulled into grab option select, toss, battering ram, torso rip, head rip (should have been the old neck snap) and wrecking ball.  Many of the finishers are sure to be option select cases that are perhaps not an option unless the foe is near death.

This said, you also have pull into Hyperion Ram (CG) and also Hyperion Charge (in this case, referring to 'mount' rather than the sweep we have as an ender *they should be careful with what they name things*).  Speaking of the mount...I've yet to see it in SP.  Did they happen to opt to NOT give us that ability with Kratos?  I would strongly disapprove of such a thing.

To note it again, while in Tether you can s1/s2, Wrecking Ball, various grab cases, CG (maybe mount) and evade.  Not sure if there is a way to just 'release' the Tether though.  We've seen Tether used to pull into grabs from ground/air on ground/air targets in various ways (including OH) *while blocking a simple OH infinite*, but no signs of alt.OH (not surpirsing that these players don't hold inputs to test for it, but it could just NOT be there, which would be a pity like lacking OH redirection on 'Slam' types).

5:07 I get worried when I see all these grab cases, but not option select animation.  Casuals tend to be slow to put in inputs (especially when new to the series as some of these chaps are).  I wonder if it might just randomize the grab type for grab kill (that would not be okay).

5:15 Rush baited with medium range.  Hits are same as when he catches you with the grab from out of a counter evade (often during wake-up).  As in that case, the first hit stuns for light (if any) damage and the second does the big damage, but you can just evade out of the stun.

5:21 It's possible that the punch string (aside from coming out of Hermes Stomp and Hermes Rush *maybe the kick too*), chains out of BoC attacks as a weapon-switch case rather than being o1, o2, o3 pure and simple.  This might explain casual players so often being able to use kick (just an input rather than a held case) and rush (perhaps just a 'discard' rather than a held input).  Again, it would be best to test directly to just get the answer, but I can only make inferences for now.  I'm fairly confident about the punches and kicks being as noted.  Even the rush.  Hermes Stomp might just be a circle input rather than players thinking to use a held or discard case (just not very likely from watching how they play).

5:42 It's like giving the BoC PS-lite (knockbacks/stuns on-demand)...

6:48 The moving blackness on the HUD is cute,  but likely a waste of resources.  The HUD is harder to gauge than before.  If they were going to use piqs to make things more obvious with magic (and add uniformity), they should have used piqs along the health bar as done in SWFU (perhaps refining that system) so we can get a better idea of the HP lost/gained (maybe just  give us the option of numbers for damage dealt, health regained, etc. for foes/Kratos (or remove all HUDs being that you can SEE when rage is active and as far when near death, stop getting hit clown).  Not going to happen this time, but perhaps in another entry.

8:38 God I hope you can turn off visual cues...and skip cutscenes (like in Bayonetta).

9:43 I'm unsure if this confirms the lack of a weapon switch case for the Javelin or not.

9:59 I don't remember having quick Ascension out of an s1 (s2 certainly).  Perhaps they really did do away with the 'slow' case that punishes not knowing the system (to encourage casuals to launch with less risk *yet leaving super armor rather than i-frames for the pursue*).

11:48 That fire aura is some straight up 'almost zero tell' Geryon 'static shield' horse s***.

12:13 Yeah, it's like with Geryon.  You can't really see it coming.  You have to expect it and keep distance.  Touching him during the aura hurts. Not sure about ranged moves (that also fail) causing damage (that would really irk me).  Doesn't seem like they made that mistake.

If only they had it such that the Fire Talos could suddenly start charging one of its normal melee attacks for an unblockable (at least a guard crush) to make things more interesting.  This version of Talos cannot chase you down in exchange for Fire Aura/Ares Inferno and the 3x Ground Pound with tracking fire plumes.

12:44 >getting most of the rage meter slapped away by a Grunt

http://www.youtube.com/watch?v=aIrhVo1WA78

13:11 As before, I just really doubt the player is thinking of a discard or held input when they go to Physical (circle).  I suspect Hermes Stomp to be air o1.

14:21 At least only EXP chests open quickly like this.  HP and MP (maybe RP) still require the full time.  If there are item chests (very likely), I'd sooner expect those to take time too (hopefully in a trap room like GoW1 did with lots of EXP chests during the Challenge of Poseidon *classy*).

NOTE: My only complaint with fire traps in GoW1 being that they couldn't be tripped and then you move away.  They only trip and activate all the way when you're still going to get hit by them.  I'd rather be able to tactically abuse them to kill foes.

15:57 Just that easy even without nut kick spam.  Being on Easy accounts for it hitting for so little and having so little hit points before 'red halo' (grab kill) *being a demo explaining this glorified minor grunt/low level major grunt not dying without a grab kill* and the aggression.  Glowing hand for grab is a really clear tell.  It really needs to learn how to rush down for grabs like Herc the Jerk when without a weapon.  When it still has one, it ought to stampede/trample aside from the flurry (all blockable sadly).  It really needs to use its club with a hit that can send you flying (ring-out).  That would be best for enraging lesser players.  Instant death even with some super armor on Easy.  Delicious.

NOTE: Unsurprising that we still have so many inputs untested for (especially an evade special).  Many don't evade often, even less block or parry, little air experimentation, poor use of grabs, etc.

http://www.youtube.com/watch?v=scLKPbme5fU

0:53 Seems like you cannot chain heavy (t1) into weapon switch moves like the punches (unarmed) or 'sweep and spike' (Sword).  Just light attacks.  Noted.  Just does the normal hit for 'Physical' (kick, slashes, spear tosses, etc.).

And it really does look like you have i-frames during the Tether animation (tossed out and shortly after it).  Mind this well, boys.  Especially if it works when you grab at air (won't work if you false OS off of something you cannot grab obviously *i-frames will end when the stun animation starts*).

4:06 Yeah, I was feeling like I saw this before.  Old video, but reviewing it did lead to new observation, so not a total waste.

4:55 t0 to kick...that hardly seems sporting.  At least kick doesn't chain into enders to make it really absurd.  But then, it is possible 'ram' will being that parry and CG seem to already.

5:07 One is goign to have to really watch for that animation before he 'sparks it up'.

5:32 I still feel like unarmed hits should be worth more 'rage' than basic BoC hits (rather than none) in exchange for being weak and not having godly hit stuns.  Meh.  (Perfect) Parry and Perfect Evade (when implemented fully) should give more rage than the other sources (while nerfing the meter gain by hits quite a bit).  They've got to work on balancing the meter and especially for VH.  Casuals won't care, but they KNOW we will.

5:41 What a stupid hit box for an invisible shockwave.  Like A Geryon-lite.  Imagine if it was nearly as instant with the Inferno as Geryon with bring that ball down.  Terrifying.

6:29 A visual glitch with the spear sliding around during the fire kill animation.  A little something to note for AKheon and findlestick since they like this sort of thing.  More so useful glitches, but oddities are something when you've got nothing, yes?

6:35 That...doesn't sound like Kratos.

http://www.youtube.com/watch?v=e2dQk7TQyS4

3:26 So wake-up is the grab into 2-hit, block/counter is the backslash (also melee), backslash is close, 2-hit is close, rush is mid-range and 2x slaps is mid-range.  Now we just need to see 'rally'.

NOTE: With a sad counter like that, you can just slap for pressure then easily parry and counter this chump to death.

5:57 I do not approve of the chest opening for him when he didn't deserve it.

6:27 These Javelin Grunts need to start using their ranged options.  Surely they can spear toss and maybe even use an unblockable overhead like arrows in GoS.  During rally, I'd like to see them using 'barrage' if not co-ordinating lots of overhead unblockables as a team (making an artillery field of the fight grounds).  I suppose the Sword chaps could toss their weapon...and maybe have it magically disappear/reappear to them (a bit stupid, but it happens in vidya).

7:56 The 'push' seems like a bad attack choice for Talos when not in response to a hit string.

10:33 So silly that it does a flurry of blockables like this only to gas out and go on one knee (wake-up into stomp).

10:48 Just like the Cyclops variants of GoWIII, you can force it off the ground in a glitched fashion.  So if partial petrification factors on this ass, expect to shatter him for a quick kill (so long as Gorgons are in it and ever get paired with them).  Even for lack of petrification, surely there will be 'freezing' (ice is involved after all) and friendly fire.

11:22 The enemy needs more during this QTE.  A different grab to force you to react away/down and maybe another alternate where you apply 'physical' to block the other arm from making a grab.  On higher settings it should be more aggressive about fending you off too.  Maybe even have it try to stand or shake-us off.  As is, it's not that impressive.

NOTE: I'd almost rather rip the trunk off and beat its brains/eye balls out of its skull with 'trunk slaps'.

http://www.youtube.com/watch?v=8-T7iCaHc44

2:43 Quite a bit of range on the rush to 2-hit.  I wonder how well it horizontally tracks.

5:04 The Javelin Grunt thrust might surprise, but the vault looks like a total non-threat.

7:11 Specials don't seem to bounce off the fire aura.  CoC nor TR.

9:24 The boy fancies LC for stuns and then PoP.  Little does he realize he could nut kick spam or even circle spam with the Sword he has.  At least it has the semblance of strategy (even if a pitiful showing just the same for the Juggernaut).  Slowing it down is fine, but the stun/slow combo isn't what I had in mind when they described the use of LC on larger foes.

9:49 Cute.

9:54 The long path to Spirit only in rage these days.  Absurd.  If they wanted to take away attention from non-rage state as a balance to show Kratos isn't as dominating as in the past, they should also NOT have made WWs able to stun lock better than rage itself.  What a blunder.

http://www.youtube.com/watch?v=ITMgQgvblj0

1:32 A pity these Grunts lack the Sentry (GoWIII) halving that allowed for head stomps.

2:25 You can block out of that stun?  Silly.

4:33 The context of the tutorial still being up and the use of the Rush suggests it is L1+o (discard) to me.  I don't think this player would have done "O" just to test if there was a special attack for held inputs.  Because of the start-up, I don't see use being able to use it well for Rush to roll cancels even if the Rush cancels well.  Even more so as you can't block cancel out of evades (you would need to attack cancel into the special *which has a start-up*).  It should chain into t0 and s6 though, which would be useful.  If it doesn't...well it still has a knockback (that the regular damn circle input already has *and should be nerfed to be a lesser stun case*).

NOTE: If they want their precious THIS IS SPARTA kick, save it for a possession as in GoS (making the kick unblockable, always stun, deal 50+ damage, cause knockback, etc.).  Just don't do that for the regular version.

5:51 This suggests that Unarmed L1+o (rush) does not chain into Valor (or Plume).  Which makes it look bad.  Why use it over the kick or CG?

6:00 This guy quickly noticed 'Rush' could lock his foe.  If he knew kick did the same, he would be using it instead.  You gents so the issue here?  Casuals are quickly noticing a variety of stun locking options that are essentially brainless.

6:37 Parry to Valor confirmed.  Hold on to your butts. [/spoiler]

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#23 MrStarkiller
Member since 2008 • 18984 Posts

Watched a few more guys play SP before a browser crash.  The videos weren't that important.  Had a casual spamming CoC (classic), another spamming TR, magic spam, etc.  Parrying of the evade/counter grab of Captains (even a whiff).  Nothing major lost, I suppose (with regards to coverage).

As for MP, there was super armor in the Sith Lighting (no i-frames), a CoC variant leaving a 'lightning core' (not sure if it stuns or does damage over time or what), trap whining (which I enjoyed for grief potential), stalling/delay of game antics and some other minor jazz.  Now then, I'll pick up where I left off.

[spoiler] http://www.youtube.com/watch?v=uLz2m-AUw9o

1:00 Bah.  The tutorial skips the bit before it for this Beta.

2:30 Ares allegiance.  Physical/melee perks.  Damage-over-time and defense disables (fire).

2:40 Zeus allegiance.  Magic focus (not clear), stuns and disable enemy magic (electric), improve escape and defense.

2:56 Ares sword.

3:10 Practice on AI 'champion' from another covenant.

3:13 Strange barriers.

3:30 L1+x for parry?  Thought they said that was for 'Sprint'.  Things have changed a bit.

4:24 The demo doesn't teach about held inputs, WWs, traps, dispensers, teleporters, altars, climbing, grapple points, weapon switch specials, air OS, OH, etc.

4:29 I don't care for the narrator.  I hope that wasn't Ares just then.

4:43 Ah, so they will teach 'advanced' techniques like holding triangle. *hohoho*  At any rate, he refuses.  Hopefully another fellow accepts among the many videos to overlook.

http://www.youtube.com/watch?v=vzQStC9V_BE

1:28 First the 'fire' DR and then some strange sort of firewall sigil.

1:52 STDs are truly deadly.

2:06 So much for making 'this death his last'.

2:16 I really hope that isn't supposed to be Ares talking...

2:29 Getting happy with this lvl1 PR bastardization, I see.

3:26 Lovely.

3:58 Still not sure about that green aura, but apparently it has to do with Zeus.

4:19 Jumping over doesn't seem to work.

5:16 Zeus 'dash' spell.

5:27 And the overhead AoE.  Sucks for Poseidon that his spell got taken over.

6:12 Perhaps the worst player got the SoO.

7:41 And again...

7:58 They never taught him to use WWs, so he doesn't know how to apply this Physical case (circle).

http://www.youtube.com/watch?v=w-0i5gOOdY8

0:20 A Hammer this time.

2:45 What?  Charon?  That's silly.  He'll be dead in five years and he doesn't have anything to do with all this.

2:59 Something similar to what the Fire Talos uses, I see.

5:04 Camera glitches.  I find myself quite bored with this.

5:24 This is just embarassing.

5:35 ...

6:19 Sure is a lot of fire going on here.

6:47 Suicide is painless.

6:59 No can do.

http://www.youtube.com/watch?v=m_71D1LVQEo

1:05 Worshipper of Zeus this time.

1:07 Hammertime.  Should have been the other way around.

3:09 So let's see here...

3:19 The other chap was asking for trouble by not learning all it could teach him.

3:44 A held input?  Something most casuals won't be using.

4:00 Or the launcher.

4:54 ...Does this count as EXP for MP or something?  Is that what it is?

5:29 More stats than were visible at E3.  Health, Magic, Elemental Power, Elemental Resist, Physical Power, Physical Resist, Cooldown.  It should go into specifics of fire, lightning, soul, ice, slash, thrust, blunt, etc.  Meh.

http://www.youtube.com/watch?v=lBHlyHIzCLU

0:14 Herc the Jerk time.

1:10 That is not the voice of Kevin Sorbo...

1:13 Whether the shockwave or the kick, the hit detection there was bad.

2:15 One chap went under Herc and did something.

2:21 AoS arrow rain as a trap.

2:36 Besides the ring-out, the arrow trap area has a spike trap blocking it off.  Also, Herc.  The spike walls work as they did in GoWIII.

3:25 So he's opening up the back area.  I see.

5:34 Woob woob woob.

5:53 Seems like SoO does end a string to prevent constant spear spam.

7:05 Huge fisticuff mode (spell).  Without more sounds this feels really weak.

9:13 That Herc does not summon legions of Satyr Grunts (if not Olympus Sentries) to come after the players by this point... is bad.  Worse that he won't begin to fight below himself (with back-up, then fighting more serious, then without his Cestus, etc.).  If this isn't canon (pro-tip, it isn't), he should be fair game to kill.  Pretending that it is canon will prevent some of the potential fun.

11:07 Groan inducing.  Just like Playstation All-Stars in this regard.

http://www.youtube.com/watch?v=288LZkhlEjQ

0:18 Oh boy.  Here we go.

0:27 F***ing casuals.

0:57 Makes me want to cut this fool.

2:56 Oh, IGN.  A bunch of losers got rung out.

http://www.youtube.com/watch?v=Zq0gmHSN6es

1:50 Absolutely disgusting.

3:25 You say that and yet...

http://www.youtube.com/watch?v=ahWKzf07sOs

0:00 Various hard to read 'items', then spells, abilities, armors and such.  Needs higher quality to denote here.

http://www.youtube.com/watch?v=Op2hqTV_i8E

Ask and ye shall receive.

0:22 Warhammer of Ares (doesn't look anything like it) *lvl5*, Barbarian Hammer (should have been tied to Hades) *execute x10*, Minotaur Hammer *find 3 fragments* and Gladiator Hammer.

0:31 Gladiator Sword, Blade of Ares (no resemblance) *lvl5*, Cerberus Blade (okay...) *5x trap kills*, Blade of Athena (doesn't look like her blades much) *3x fragments again*

1:31 Armor of Athena (sorta resembles her, but she uses gold and green...not silver and blue) *10x EXP chests*, Armor of Ares, Cyclopean Armor and Sage Armor.

1:39 Armor of Athena *5x altars*, Cyclopean Armor, Sage Armor and Armor of Ares.

NOTE: Guy doesn't even go through the full list...

3:09 Interesting hit box...

Nothing too notable.  I'm just not moved by what I see here.

---I'll see to more later.  My time is up.---

[/spoiler]

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#24 MrStarkiller
Member since 2008 • 18984 Posts

More SP

[spoiler] http://www.youtube.com/watch?v=0LmbPwJk5Z0

1:21 Wrecking Ball, double jump into air-to-ground Tether for air OS.

2:11 This confirms nothing special for CG with 'rage' active, but CG does seem able to make the Grunts drop their WW.

2:16 What happened here? Did he drop it and pick it up again?  Looked glitchy.

2:31 Graphical glitch.

2:36 Air S whoring with rage active (not that it needs to be for the fire bombs apparently).

2:53 Captain fire death.

NOTE: At least this chap is showing some things the others neglected.  Definitely worth my time watching him go at it as such.

3:36 I-frames.  But also, a useless pole vault attack by the Javelin armed Grunts.

5:02 How the Hell did the Fire Talos miss him?  Nice hit box, lads.

5:11 And again...also, the 'cores' working on the Fire Talos is somewhat silly (same for the fire element spell doing anything to it).

6:44 Air OS infinite, but subject to targetting...

6:52 Looks like air OS with rage doesn't cause an explosion as OH and Wrecking Ball had.  Pity.

7:29 Again showing S without enough meter for 'rage' (or using meter/magic to fuel it) leaving cores ON targets like Thera's Bane used to do.

http://www.youtube.com/watch?v=pqWoHSthRKc

NOTE: Same guy.  First impressions this time, I suppose.

1:50 Like GoWIII all over again with this Battering Ram nonsense.  I just know they'll stick to the GoWIII collision system.  All hopes of a return to form dashed.  I like the ability, but they just need to make IT static rather than ruin the whole system.

2:48 >vet

Hmmm, yes.  With time, I'm sure he could become as such.  He seems to enjoy the series well enough.

3:14 See?  This chap has some background with the series.  Some passion.  First to use a damn air OS on the Captain.  Confirms there won't be any GoW1 infinite air OS antics on this foe (seemingly), but there is an allowance for multiple before we come down.  It's possible air t1 could maintain the infinite much like what has  been done before (Dante's Inferno did this exact sort of thing as Hotel might recall).

NOTE: The damage dealt via the air OS doesn't seem that severe though.  Hard to tell as the third didn't land.

3:33 CG to rage 't,t' (wall splat) to OH.

3:38 Foe was immune to the CG, but he was immune to the counter attempt.  Cute exchange.

3:58 Yeah...the grabs are definately not doing a lot of damage.  I can't imagine they're doing more than 10-20 damage (while Power % related attacks should tear him apart much quicker because of settings).  Like in GoWIII, the grabs are too weak for many cases (way strong for the Satyrs *nice treat*).

6:43 I like this chap.  Lots of ring-outs and trash talk.

 

[/spoiler]

MP

[spoiler] Same guy as in the first two videos.  Let's see what he does.

http://www.youtube.com/watch?v=x8DP709cVNk

2:20 Not going to happen for MP/HP.  Takes away from tension of fights where you need the stuff and foes are all over you.

3:00 All GoW except GoS?  Noted.

6:48 Graphical glitch.

NOTE: He's clearly very new. [/spoiler]

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#25 MrStarkiller
Member since 2008 • 18984 Posts

Main posts updated (second and third one anyway).  Less for for MP stuff as there is too much subject to change with the Armor and Weapons.  Same for relics, items, abilities, spells, etc.  Not worth following along.

SP

[spoiler] The gent got the demo.

http://www.youtube.com/watch?v=KGzvymgB0UA

Findlestick showing most moves.

http://www.youtube.com/watch?v=MWRd1UXNciE

[/spoiler]

Good to have vets working on it.  If all goes well, I might have it myself before too long.  Then I can save the gent of testing in my place.  Might even do a recording of my own.  Hadn't considered the hand-me-down phone could record.  Better than what I had before.  Not quite a capture card, but it would suffice.

Time for my own testing.

So s1, s2, s3 and s4 all cancel well.  There is no "S".  t0 and t1 cancel well.  Straight "T" is fast, but not quite as fast as when strung after other moves (marginal difference).  T doesn't cancel via evades or blocks, but jumps will cancel it (for lack of pursue).  Whether this cancels pursue or not remains to be seen.  So jumping into air block works.  You can cancel it with lock/item cancel too which is canceled by blocks, so L1+L2 makes Ascension safe.  Also, L2, (R) would allow immediate escape.  "s4a" cannot lead to quick T.  Air L2+s with block simulataneously briefly sticks us in the air (cancel issue).

Lots of moves allow evade cancels, but I find that Unarmed o1 (kick) is the fastest (faster than s1).  Tether cancels aren't too good.  Can't cancel out of s4a, T or t0 with it.  Punch string only comes out after air o1, s2, and s3.  For the second and third punch to come out, it seems you have to hit a target. *needs rage testing*  o1 semi-cancels T.

Air blocks don't drop us as quickly as in the past and we can air block cancel s1, s2, s3 and t1 quite quickly and repeat.  Air o1 (unarmed) has no cancel.  You can cancel L1+o (charge) with lock.  No evade specials from what I can tell.  All face button inputs for the charge lead to 'Rush' which also cancels with lock (but also evades).

L1+x is indeed Olympic Slash (with searing cores from TB).  It cannot be canceled normally (as with other specials), but it IS open to Tether cancels (just on the ground).  That sort of allows a slightly faster escape if you R1 to L1 or (R) *block and evade respectively*.  We still have on-landing quick T (not a big difference).  Same for on-landing TR (straight to explosion.  Not much to say about air L1+o right now.  You can bypass the delay to Tether out of an s4a by using L1+x canceled into Tether.

So let's see here...CANCEL TESTING:

s1 - Block, Lock, Tether, Jump, Magic and Evade cancels.

s2 -Block, Lock, Tether, Jump, Magic and Evade cancels.

s3 -Block, Lock, Tether, Jump, Magic and Evade cancels.

s4a - Block, Lock, Jump, Magic and Evade cancels.

s4b *rage* - Block, Lock, Jump, Magic and Evade cancels.

s5 *rage* - Block, Lock, Jump, Magic and Evade cancels.

s6 *rage* - Block, Evade, Jump, Magic and Evade cancels.

t1 - Block, Lock, Tether, Jump, Magic and Evade cancels. *gains bounce with rage*

t2 *rage; bounce* - Block, Lock, Tether, Jump, Magice and Evade cancels.

t3 *rage; bounce* -...

t0 - Block, Lock, Magic and Evade cancels.

T - Lock and Jump cancels.

(Unarmed) o1 - Block, Lock, Tether, Magic and Evade cancels.

(Unarmed) o1a *punch 1; switch* - Block, Lock, Tether, Magic and Evade cancels.

(Unarmed) o2 *punch 2* - Block, Lock, Tether, Magic and Evade cancels.

(Unarmed) o3 *punch 3; stun* -  Block, Lock, Tether, Magic and Evade cancels.

(Sword) o1 - Block, Tether, Jump, Magic and Evade cancels.

(Sword) o2 - Block, Tether, Jump, Magic and Evade cancels.

(Sword) o3 *stun* - Block, Tether, Jump, Magic and Evade cancels.

(Sword) o4 *stun/knockback* - Block, Tether, Jump, Magic and Evade cancels.

(Sword) O - Block, Lock, Tether, Jump, Magic and Evade cancels.

(Sword) o1a *switch; two hits that both bounce* - Jump and Tether cancels *great set-up for OH*

(Javelin) o1 - Block, Lock, Tether, Jump, Magic and Evade cancels.

(Javelin) O *trampling, knocback* - Block, Lock, Tether, Jump, Magic and Evade cancels.

Tether - ...

air s1 - Block, Lock *LC*, Magic and Tether cancels.

air s2 - Block, Lock *LC*, Magic and Tether cancels.

air s3 - Block, Lock *LC*, Magic and Tether cancels.

air t1 - Block, Lock *LC*, Magic and Tether cancels.

(Unarmed) air o1 - ...

(Sword) air o1 - Tether

(Sword) air O - ...

(Javelin) air o1 - 

(Javelin) air O - 

CoC - ...

TR - ...

L1+x - Tether and Magic cancels.

(Unarmed) L1+o - Lock and Magic cancels.

(Unarmed) L1+o,o - Lock, Magic and Evade cancels.

(Sword) L1+o - ...

(Javelin) L1+o - ...

air CoC - ...

air TR - ...

air L1+x - ...

(Unarmed) air L1+o - ...

(Sword) air L1+o - ...

(Javelin) air L1+o - ...

(counter) s6 - Block, Evade and Jump cancels.

(counter) Slash *knockback* (Sword) - Block, Evade, Magic and Jump cancels.

(counter) Uppercut *launch* (Unarmed) - Lock, Evade and Magic cancels.

(counter) Javelin O - Same

This still leaves s4b, s5, s6, t2, t3, counters, grabs, rage specials, Javelin, Sword, rage dump, AI boundaries, ring-out, forced locks, blocking/parrying, juggles, infinities, collisions, etc. to test.  Spell cancels, i-frame testing and more.

You can only land one bomb on a foe at once (even with multiple hits).  A Satyr Grunt will try to get its weapon back if you don't pick it up.  If hit with CG, they are confused about the weapon loss before going for it again.  Their grab doesn't seem to allow the others to dogpile on you.  Rage air CoC has the extra swing and Rage air TR leads to the extra hit.  Unarmed L1+o just knocks foes away (not quite knockback).  Sword L1+o can be moved even while locked with (R) it seems.  With (L) if not locked.  Managed to crash the demo.  Pulling the Sword from the ground with R1 is spotty, but it hurts those near you. There seem to be instances of delayed death glitches (after letting them recover from reversals that should kill).

One of the uses of Tether's slaps is to do weak hits that will build meter well before the target can die.  Battering Ram is the mid-grab (gold halo) and torso rip/headrip share the grab kill (red halo).  Tether square is slaps, X is CG, circle is Toss and triangle is Wrecking Ball.  Circle mashing still puts skulls against walls when you Battering Ram a wall (instant kill). Neither t1 nor air t1 seem to bounce targets anymore (not when grounded anyway).  Forced targeting is still a problem even beyond GoWIII (attacking is also an issue as it wants to tell you where to attack even with an analog saying otherwise).

Being able to just be in the air for an air-to-ground Tether pulling foes into air OS (or mid-grab/grab kill for halo cases) is a bit much.  Still seems to be i-frames in CG and many other grab variants.  Even OH slam perhaps.  Not sure about 'Tether'.  Weapon discards like the Sword and Javelin seem to have them.  Obviously magic.  Probably the rage dump. Battering Ram isn't too good for meter building and the extra hits fail to do this as well (lame).

There is a delay before you can sword toss (notable after getting the weapon from the ground). Like it is still being loaded.  You can block the grab attempt.  Pathetic.  Crashed the game again (during WB to OH infinite with rage just gained).  Because OH does hold on to Tether, the normal OH infinite is out while air OS infinite is about the same as usual (aside from falling faster, grabs being slower, targeting, etc.). I'll try rage dump on Satyr Captain, Fire Talos and Juggernaut. No signs of the CG to t0 or s6 I'd expected (I know I saw CG to t0 in a video *must have been a glitch*).

Now for Satyr Captain study. You can block the grab. Tether will always use CG when he cannot be grabbed.  I was able to work around the 'death animation' of the Satyr Captain by letting him recovery from red halo then using air grabs (taking him to gold halo) and glitch tossing *break out* him then air grab killing him (for orb drops) where he got up and died again.  I wonder if I can repeatedly launch and air OS for more orbs.  Lets find out.

...Try as I might, I kept getting different glitches.  Grabs are incredibly weak on the Satyr Captain. I've seen the Captain reach red halo and stay there now. The L3+R3 does one shot a fresh Satyr Captain.  Checkpoints are spotty.  I've had one for Satyr Captain, but also cases where it doesn't trigger.  I've seen Satyr Captains walk around with their red halo (wander) now as well.  There is NOTHING the Satyr Captain can do to escape LC.  It sets up OH and air OS easily.  Problem is, they're both pathetically weak.  At least he is super weak to juggling when off his feet.  See double bombs on Satyr Captain using L1+x.

Javelin Grunt time.  If I had not mentioned it already, Unarmed L1+o auto rushes if near a foe.  Apparently 'switches' can happen after s4b, s5 and even t2.  No switch special for Javelin. Javelin O can be buffered without o1 in some cases (out of an evade, on-landing, during Ascension, etc.).  It can also cancel "T". Using O during the start-up of Ascension allows a semi-Spike (GoW1 aerial knockback).  Using (L) and (R), I can usually ignore the lock just as with tossing the sword.  The L1+o air discard glitch for the Javelin doesn't allow for another discard sadly.  Because of how CG works now, you cannot use ground-to-air CG, air-to-air CG or air-to-ground CG.  Just ground-to-ground.  No mount for SP at all it seems.  Of upi dpn't do the mashing for the Charbydis, it kills you instantly.

Fire Talos time.   He has no long range (just medium) and cannot charge.  He is wide open to AI boundary abuse and ranged antics.  If you go above, he cannot follow.  Also, his Ares Inferno is based on damage progression (how near death he is).  You can skip this fight and the next on if you like.  Nothing is stopping you.  He is immune to Tether (no CG).  None of his moves are unblockable.  Not even Ares Inferno.  What's the point of telling us to evade or jump during a BLOCKABLE move?  Ridiculous.  They had better fix this.  It is VERY easy to game the system for MP orbs and L3+R3 likely one shots the Fire Talos too (when near enough death to recover and be gamed for full rage, he dies like the rest).  You can actually even parry Ares Inferno if you time it right.  Allowing a skilled case like that is fine (maybe even air blocking as a dirty trick), but regular ground blocks?  Come on.  Seems like you cannot 'switch' to the heavy javelin toss with s2, s3 or s4b.  Follows s5 and t2 fine.  You can just stand still and double jump through Ares Inferno.  Absolutely shameful.  I was going to go for a 2K hit combo to test the limit to the descriptors, but slipped up at 535 hits.  Oh well.

Juggernaut time.  Let's try for L3+R3.  Last hit of his club flurry is unblockable, but tires him out.  He stands and stomps (blockable).  If you block one of the first four swings, you interrupt him.  The fifth won't do it and the sixth is the ender.  Can't even air block it.  A true unblockable.  Half dead sees him break the club (might not be unblockable).  The grab is unblockable.  You cannot damage kill him in the demo, but if you get to full meter, you can rage dump to instant kill him.  Hit count will not work while he is in 'red halo' (likely to prevent easy mashing for high combos).  I'm pretty sure the L1+x gains a dropped bomb along with the searing core when in 'rage'.  Crashed the demo again.  Third time, I believe.  Might be linked to the auto-activation of rage.  Yay.

Satyr Grunt (Sword) - Has a 2x swing *close* and rushing slash *far*.

Satyr Grunt (Unarmed) - Has dropkick *close* and grab *close* (constant damage until escape and hurts him to escape).

Satyr Grunt (Javelin) -  Push *close* and vault *range*

Satyr Captain - 2x ranged whip *close*, Turning Slash *close*, Evade to grab for slap to overhead *counter*, block, rush to slap to overhead *ranged*

Fire Talos - Thrust *close*.  Double swing *close*.  Triple pound. *range*  Ares Inferno *two-third and one-third life*

Juggernaut - Club swing *close*.  Club flurry *close*.  Club shatter *half dead*.  Stomp *close*.  Backhand *close*.  Grab. *close*

Doing a grab only run shouldn't be hard.  Same for Unarmed only, Blades only, Javelin only and Sword only. Why not do NGR+, NBR+, PAIN+ and the like?  Let's give it a go, shall we?  Perhaps counter all day, every day  Stun lock abuse?  Sure.

Grab only time.  Slaps and CG were questionable territory.   I opted to avoid them.  Lots of WB and OH (some tossing) for the Grunts.  LC into air OS (or OH) until time for the QTE against the Captain.  Noticed that the heal/harm of LC works like the lever in Pandora where if you are closer to one side, it will pull to it.  If close to full break, back you go.  If close to half heal, it finishes it for you (when still holding L2 at least).  If close to full heal, it will continue.  Can't really do anything with Fire Talos.  Skipped.  Can't really do the Juggs like this either.  Lame.  Tested L3+R3 without stopping this time.  He...doesn't die.  The demo won't let him die without the QTE.

NGR+ time.   Plume grouping was just chipping.  Easier to just use Sword O.  If you go for rage, you can just mash square (or triangle), abuse CoC or TR, etc.  Not much to it.  Could just use L3+R3 on the Captain, but instead LC (or T) into square whoring (or triangle whoring) juggle.  PS button still pauses.  Pity.  Spear tosses were meh for ring-out here.  Easier to get the sword and let its mashing do the trick.  With rage one could destroy them all or use Valor to ring-out.  Parry whoring does the job as well (counter with Sword, Javelin, Unarmed and Blades should all do the trick). Circle whoring with the sword on Fire Talos.  Yep. Alternatively, square hits, maybe L1+x lockdown, rage for Valor/Spirit, etc.  Damage kill.  Decimate the Satyr Grunts with rage?  Or maybe ring-out.  Rage.  Juggs time.  Can't finish him without the QTE.  Just lock him with the sword or use some square hits and L1+x to tie him up until I have rage (then square whoring with some parries maybe).  Not much to it.  Just avoid the grab.

NOTE: The Sword Toss just seems to bounce off Fire Talos.

NBR+ time.  Lots of grabbing to abuse i-frames.  LC into slaps for rage and 't,t,t' whoring for QTE.  Toss everyone off the cliff (WB, OH, circle toss, etc.).  Pity about alt.OH and OH redirection.  Sword circle whoring.  Leap over Inferno.  QTE.  Rage antics for Grunts (rage dump, Valor, TR lvl2, etc.).  Managed to get beyond the Jugg trigger by keeping to the left side while being quick.  Cute.  Didn't let me skip it though (obviously).  Sword lock-down is fine to reach QTE.  Rage can be achieved easily enough for the same end.  Maybe even use magic for i-frames and decent damage.

Unarmed only.  Air Toss sword into distance.  Won't be allowing grabs for WW runs in this case.  I could disallow blocks on grounds of it being done by the Blades, but there is no need for all that.  Rush whoring, kick whoring, etc.  Really though, get them grouped along a wall and begin stomp into punches for repeated wall splats and decent damage over time.  Couldn't kill him with melee.  Just wasn't enough damage before recovery.  Tried his mid-grab (can aim it for the final toss *neat*).  Nevermind.  He eventually stops recovering, I guess.  You can let go of L2 too during the heal so long as it is almost done.  Rush for ring-out.  Kicks weren't working.  Dick kicking, rushes, etc.  Can't kill him like this (not reasonably).  QTE comes quick though.  Rush for ring-outs on trash.  Juggs gets the same business as Fire Talos.  This run would be more fun if it allowed things that don't show the blades (Battering Ram, some QTEs, Tosses, etc.).

Sword only.  Lots of O.  Some 'o,o,o,o'.  Can't really use the switch special like this.  I can use the counter though.  Get Captain in the corner for the same.  Lots of mid-grabs come up.  Curious.  Circle whoring or O for ring-outs.  Circle whoring for QTE or kill him fast enough for the damage kill.  More circle whoring for ring-outs.  More circle whoring for the QTE.  Simples.  Seems like I'm the only one to find the third EXP chest.  Rather than going straigh (or left for the other two chests), go right through the opening.

Javelin only.  First bit doesn't matter.  No javelin.  Get it.  Begin chucking them.  Use "O" for knockback with ring-out intended.  Apparently I can just tap (spear toss) and hold (heavy toss) and repeat while in the air to stay up for a VERY long time out of the reach of melee using foes and just pound them with spears (heavy ones stunning large targets and knocking away smaller ones).  This...will be exploitable as all Hell even without broken stuns.  Try it out on groups.  Works fine aside from pole vault hitting me when too low.  Use this technique to quickly spam light and heavy spears while keeping range on the off-screen Juggernaut.  Too easy.

Time for PAIN+.  Obviously I cannot lose upgrades.  Can't use any WWs (even Unarmed).  I'll avoid specials.  Counters are not allowed, but blocks are.  Grabs are fine.  Spells are not.  LC is off-limits.  No 'rage'.  Should be simple aside from holding off from landing hits when I get too close to filling meter.  No chests, but who needs them?  Going without taking a hit is the only way to pretend I ever needed them.   So lots of grabs, tosses, etc. to control the fight without getting too much rage (keeping back when it needed to cool down).  QTE kills where I could.  So long as I don't land any RAGE hits (even explosions *on other foes*), I'm fine.  Launches to OH or air OS on the Captain, but it is slow compared to just juggling him.  Tosses off the cliff.  Big surprise.  Slap him and parry.  Ignore Inferno (leap through).  Get QTE and finish him.  More tossing off a cliff.  Handle the Jugg like the Talos. Take breaks away when too close to 'rage'.

So what's left?  An attempt at damage testing, I suppose.

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#26 MrStarkiller
Member since 2008 • 18984 Posts

It takes 18 hits to kill a Satyr Grunt with s1.  With rage the whole time, it also takes 18 hits.  I don't see a reason to suspect any damage increase for the hits themselves.  If this were Easy, tradional s1 (2 damage) would be four damage and the Grunt would have a  72HP or less.  That's too high for a grunt.  If the values were set to Normal though, it would be about 36HP.  35HP is a number that is not unusual for a foe of this type.  I suspect that is accurate and that my s1 hits deal 2 damage each.  I need to figure out an odd numbered hit though (if not finding a 1 damage hit).  If the fire death explosions actually deal damage, it is probably only 1 damage (if any at all).  Air s1 is likely to be the same.  I expect similar damage conventions, so s2 should be the same, s3 should be double and air t1 should be 2/2.

Javelin o1 seems to be the same as s1.  And O too (so just gains heavy hits and trample rather than damage).  Wall collisions don't seem to do any damage at all.  Bad sign.  Think I found a sweet spot along the cliffs, but whatever.  Only way I've found to break 'Tether' is getting an obstacle between you and the 'agent'. The discard might be a 10 hit move (for one target) with one damage per hit.  Could CG deal 1 or even no damage?  Let's see here.  Game crash.  Seems like the Captain might have more than 100HP.  32 hits to kill with the spear toss.  So do they have 32HP or is this dealing ugly damage values? I'll go with the later for now.  Attacks like this are annoying.  Maybe some of the hits aren't even counting (not the first time for that).  WB/OH explosions (rage) might deal 5 damage.  Hard to say.

Satyr Grunts don't regain HP from recovery.  CG sort of feels like 4 damage right now.  I doubt these values are dead-on, but it gives an idea of the relation between the various damages one deals.  Does Sword toss really only deal 4 damage and stun?  I should mention that mid-grab is not accurate for the gold halo.  These are 'stuns' that damage isn't necessarily related to.  Not too sure how the system works, but Sword Toss works great to build that 'meter' up on foes that do have a stun state.  Sword Toss hits for weird damage.  Might be 1.5/1.5 or 2/2 or something like that.  Whatever, I don't feel like worry too much about being exact this early.  It'll be easier when I know the HP of foes for sure and have some damage values I know for a fact (more so knowing an odd damage case and an even case *better still, a 1 damage hit*).

So now o1 (Sword) is the same as s1 (BoC) too.  Cute.  Game crashed.  Let's test T (should be the same).  Maybe o3 and o4.  "o2" should be the same.  I've now seen a glitch where I take a WW from the ground and a Grunt passes by right after and also gets a weapon back.  Exploiting such a thing would grant lots of weapon discards.  Worked with a bit.  Not hard to do.  Just let him look confused and begin the sprinted timed such that when you are pulling out the weapon, he passes by (and gets a copy).  Only L1 at the lowest (start) of a climbing section seems to let go.  T is the same as s1.  No surprise there.  Air s3 should be twice as strong. Seems to be the case.  Air t1 should be like two s1's hitting at a time (2/2).  Just so.

t0 demoted to 3 damage?  So using it and s1, I can get my values more accurate.  35HP seems to be exactly what the Satyr Grunts have for HP.  Maybe it isn't just having an obstacle block Tether, but pulling foes into walls (wall collision) for the breakout.  t0 can hit twice, but I don't yet know if it is a weak hit and a strong one, a strong one and a fake one or two strong ones.  Seems like it might be two strong ones.  A callback to GoWII, it appears.  So t0 can hit twice, but usually just once.  I imagine Spirit will be in the same boat, just stronger still.  It would be frustrating to test though (have to be in rage and an unknown variable comes up *explosion*).  t3 should be 12 damage if it hits once.  Let's try. Game Crash.  Lovely.  Happens a lot with Wrecking Ball.  Seems like Valor is 8.  Rush might be 3 or 4 damage.  Needed to test more, but it crashed again.  I've had enough of that sort of thing for one session.  Don't know that I want or need to do the rest right now.  Too much bother.  I've got work soon anway.
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#27 MrStarkiller
Member since 2008 • 18984 Posts

I suppose it should be said again that 'gold halo' is not a mid-grab.  It is a stun state that only appear to occur based on WW hits (different hits lead to stun states at different rates and likely each foe has their own rate *needs testing*).  Let's test that on Grunts and Captains as Fire Talos and Juggernaut don't suffer from stuns (pity).  To note it, PAIN (because there likely will not be a PAIN+) shall not enjoy the use of this system as WWs will not be allowed.  NUR/NUR+ will have it though.  Have to test whether there is a shake-off aspect to the affect or it just builds with each hit (as with 'ice in Bayonetta' versus petrification in GoW).

From brief testing, it seems like how rapidly you land the hits DOES matter, so they do shake it off.  As for whether each has different rates (likely), that remains to be seen with further testing.   Game crashed during Javelin testing.  Lovely.  On to Sword and finally unarmed.  Due to how it wears off so quickly, I might not abe able to test some moves (left with "...").  Good God the meter needs reworking.  Some things that should give meter don't, not all hits take away meter, it stays too long for the wrong reasons, doesn't stay for the right ones, gives way too much for too little, doesn't have parry/evade accounted for yet, etc.  I can get full rage off each full HP grunt before they die and use rage dump on them to make them a chest and nothing can stop me during the i-frames of WB to OH infinite.  I can't cancel Tether with it, but WB releases them anyway.  We're not talking a rage for each fight, we're talking multiple per fight.  Their system is not designed for once every other fight at all.  It drops between fights as you should all be aware of, so this talk was nonsense.  Getting HP and MP refills will be all too easy like this even without chest.

Kind of annoying that we cannot evade forward or back while in Tether.  Targeting a corpse is bad.  L3+R3 targetting a WW in the ground is just silly.   Wall collision sticks out too far and there is too little of it in the demo build (I don't expect this to change).  Pretty easy to Tether into WB to OH infinite for full rage and dump (even on fresh targets then grab kill the weak one).  I want to see how many WW drops I can get from just one Satyr Grunt before it dies using the glitch I noted earlier with copying WWs.  Let's dupe.  Because of targeting, the GoWII technique for getting grabs (OH) to land on a Cerberus Seed is used.  That is to say, tossing foes away and aiming the grab towards them (away from the group).  So the duping.  Let's see here...as many as you can stand to farm.  Too bad the trick doesn't allow you to leave spares on the ground.  That would be nifty. The air L1+o with Unarmed fills rage.  An oversight, I believe.

Though it is easy enough to grab whore, I can now easily enough get foes to 'stun' quickly.  At least, the Satyr Grunt.  Time for the Satyr Captain.  Let us see if he is different in terms of resistance (number of hits for a 'stun' to take).  I've now seen the game target chests over my analog priority.  Lovely.  R1 objects of all kinds will not only pull Tether, but regular attacks if you're too close.  Not looking like there is a big difference between the stun requirement for Grunts and the Captain.  You can keep a foe locked with stun as the meter resets while they are in the gold halo.  No, it seems like Captains are exactly the same for stuns as Grunts.  Their 'stun grab' doesn't allow for an instant kill though.  Great for collisions.  Not being able to fight the Captain among Grunts is a bore.  Can't make use of this fact.

If it wasn't clear before, being in 'rage' makes t1 and air t1 regain their bounce proficiency.  Also, as before, it is quite easy to, even on these settings, keep a foe like this (or Juggs) alive in a state of recovery and falling back into red halo to regain full rage meter so that you can abuse it however you like (using dumps on other foes *instant killing them and getting HP drops*, just slapping, waiting and slapping again to keep the meter active while getting chance MP orb drops, etc.).  Again, all too easy.  I've now seen Blades hits cause stun, but it takes absurd amounts of hits to do, so whatever.  I'm not worrying about that.  Just note this.  Might be a rage property for all I know.  You can't land that many hits without letting the meter fill. The stun grab for Captain allows for a bounced state juggles with the likes of s1 right after it.  Same for Punch 3.  They're not high enough for OH with just s1, but 's,s' suffices.  I'm sure there are other cass where you down with a hit, but s1 can juggle out of it to get them airborne again.  Trick works with Uarmed o1 as well.  Just o,s,s,R1.  Works for toss (though that would also have the option of bouncing the foe off the wall).

Satyr Grunt *probably 35HP*

(Unarmed) o1 - N/A

(Unarmed) air o1 - 5

(Unarmed) Punch 1 - 5

(Unarmed) Punch 2 - 5

(Unarmed) Punch 3 - 5 *seems iffy*

(Unarmed) L1+o - 5

(Unarmed) air L1+o - N/A

(Unarmed) Counter - N/A

(Sword) o1 - 10

(Sword) o2 - 10

(Sword) o3 - 10

(Sword) o4 - 10

(Sword) air o1 - 7 *perhaps because of rapid hits*

(Sword) O - 15 hits? *not exact testing as I don't want to get into each hit or even just the ender*

(Sword) air O - 15 hits? *same deal; note that the downward swing and upperswing both have strong stuns*

(Sword) L1+o - 1

(Sword) air L1+o - 1

(Sword) Switch - 4 *hits, not uses*

(Sword) Counter -10 *?*

(Javelin) o1 - 10

(Javelin) air o1 - 10

(Javelin) O - 2

(Javelin) air O - 2

(Javelin) L1+o - N/A

(Javelin) air L1+o - N/A

 

Satyr Captain *perhaps 120HP; needs more testing*

-Same

I could and probably will test for approximate HP for the Captain, Fire Talos and Juggernaut.  Collisions and more as well. Maybe approximate worth (out of 100 units) each hit that fills the meter is worth.  Things for later.  I don't much want to be doing that now.  This testing was fruitful enough.  I need to sort out more about damage, HP, etc. before getting on with collisions.  Rage isn't matter that concerns itself with all this.

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#28 ClassyGent
Member since 2011 • 421 Posts
Cracking on nicely, I see.
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MrStarkiller

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#29 MrStarkiller
Member since 2008 • 18984 Posts
Naturally.  "This is what I do, my friend!" - Trusty Patches (Dark Souls)
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#30 MrStarkiller
Member since 2008 • 18984 Posts

So let's see here:

s1 - 2

s2 - 2

s3 - 4

s4a - 10

s4b - 2/2

s5 - 2/2

s6 - 8

t0 - 6/6

t1 - 3

t2 - 4/4

t3 - 12/12

T - 2

air s1 - 2

air s2 - 2

air s3 - 4

air t1 - 2/2

L1+s - 2/2/2/4 - rage hit - 20 *?*

air L1+s - Nine 1 damage attacks - rage hit - 3 *?*

L1+t - 2/5/5/8 *20* rage hit - 2 *?*

air L1+t - multiple light hits for 2 damage and an 8 damage ender - rage hit -2 *?*

L1+x - 4/3 *7* rage hit - ?

air L1+x - 4/3 rage hit -?

Counter - 8

Rage Dump - Instant kill *?*

WW pick-up - 4

(Unarmed) o1 -2

(Unarmed) air o1 - 2

(Unarmed) Punch 1 - 1

(Unarmed) Punch 2 - 1 *can only be input when punch 1 lands*

(Unarmed) Punch 3 - 1 *is actually just the second input swinging again when punch 2 lands*

(Unarmed) L1+o - 2

(Unarmed) air L1+o - 2

(Unarmed) Counter -2

(Sword) o1 - 2

(Sword) o2 - 2

(Sword) o3 - 2

(Sword) o4 - 2

(Sword) air o1 - 2

(Sword) O - 2 damage hits

(Sword) air O - 2 damage hits

(Sword) switch - 2/2

(Sword) Counter - 4

(Sword) L1+o - 2/2

(Sword) air L1+o - 2/2

(Javelin) o1 - 2

(Javelin) O - 2

(Javelin) L1+o - 1 per hit *about a limit of 10 hits per target tops*

(Javelin) air L1+o - 1 per hit

(Fire Spell) 11/5/14 (3 hits for 30 damage) *not too sure of the break down*

(Tether) CG - 0 damage for disarms - 5 damage otherwise

(Tether) s1 - 2

(Tether) s2 - 2

(Tether) WB - 5

(Tether) Toss - 3 *0 damage if it hits a wall* and 5 *out of BR*

(Tether) OH 'Slam' - 0 *u herd me*

(Tether) OH 'Pull' - 4

(Tether) air OS 'STRP' - 7

(Tether) air OS 'Slam' - 4

(Tether) Battering Ram - N/A *instant kill on walls; otherwise see 'Toss'*

(Tether) 720 spin -0

(Tether) Captain QTE - kill

(Tether) Torso rip/head rip - kill

(Tether) Talos QTE - kill

(Tether) Juggernaut QTE - kill

(Reversal) Unarmed Grunt grab - 5

(Reversal) Juggernaut grab - 10

(Rage explosion) Fire Kills - 0 *?*

(Rage explosion) t0 -5

(Rage explosion) t3 -5

(Rage explosion) WB - 5

(Rage explosion) OH - 5

(Rage explosion) Rage dump - 2 *?*

COLLISIONS

Walls - 0 damage

Object - N/A *not in demo*

Knockback - 0/0 *Target/Agent*

WB - 0/6

OH -  0/6

Battering Ram - 0/3 *repeat hits seem to be of lesser quality...perhaps one damage each; so 6 of them would be 8 damage*

Toss - 0/6

BR Toss - 0/15

720 toss - N/A *not testable as Captain spawns alone*

STRP - 0/0 *no surprise*

Slam - N/A *not testable*

 

So it seems like the Satyr Grunts have 36HP rather than 35HP as I had been assuming while using old figures.  It is going to help A LOT to know the exact HP and have a 1 damage attack (much less three in a row that cause stun status for early testing subjects).  I can certainly make use of this in future testing.

"s4a" is stronger than expected.  "t1" is nerfed.  "t0" and "t3" can hit twice for their primary (no whip back for t3 as a bit of extra damage).  Rage explosions seem uniform in damage.  "t2" got buffed.  The apparent difference between air and ground CoC is rather large.  Especially with the rage ender. Ground TR's rage hit?  A whopping two damage?  What? This can't be right.  Whatever.

It is possible rage is altering the damage of the specials (unlike Normals) and throwing things off.  I don't care enough to keep contending with it. I'm puzzled by the rage version of L1+x.  Rather than being 10(4/3/3) as expected, it reduced the total of all three hits landing to 6 damage.  Stuns more and longer...but weaker?  Not even on equal footing? For what it is worth, s5 can link to the Counter of Unarmed (probably the same for the Sword *tested it and no it doesn't do the counter*).

Another dozen crashes.  Lovely.  And collisions are ruined.  Not quite GoS bad, but even worse than GoWIII.  Pathetic. Bunch of grab cases to test.  I'll have to get enemy HP tested before I can test some of these.  That still leaves rage meter work.  I'm exceedingly disappointed with the collision nerfing.

So OH slam now deals a whopping ZERO damage.  If you want to use foes for OH based collisions/explosions, LC into OH to set-up the Slam without dealing damage and execute OH.  To break out of Tether, you will need a wall to drag the foe into though as you cannot just 'let go' (which is plain stupid).  Time to test Juggs and Captain.  Need their HP first.  At least until they reach "O" or how much HP after recovery to reach red halo (as the kids call it these days) again.  Not sure I can get the exact HP of either considering their recovery rate and my testing method's damage being too slow.  I'm going to go ahead and just settle for HP to 'O' as such.

May as well test the Fire Talos while I'm in the neighborhood.  51 damage until first 'AI' (Ares Inferno).  50 *?* for second 'AI'.  31 more for 'red halo'.  Recovers 16 HP from red halo.  HP to death isn't clear.   Something like 132HP to red halo, I suppose.  More than 18HP.  Less than 24HP at red halo before damage kill.  Let's see if I can narrow that down.  20HP at red halo.  If all this is correct, Fire Talos has 152HP.  It's possible I messed up somewhere and it is 150HP, but they've used an unusual value before, so I can't rule it out.

Now for Juggs.  56HP for club break.  66HP for red halo.  Recovers 11HP from red halo.  More than 36HP in red halo state.  I'll have to step up my damage dealing game.  I don't think I'm going to get teh full damgae value on him.  His death state doesn't work properly in the demo.  Oh well.  Got what I came for (damage of reversing his grab).  Something like 122HP to red halo for this foe.

Back to the Satyr Captain.  96 HP for red halo.  Recovers 16HP.  19 HP in red halo state before death.  So it has something like 115HP.  Tested stun state damage, OH and air OS. Hmmm, the damage that should be there from air OS (4) *very weak* is gone when you use LC to set it up.  I should retest the OH damage on Satyr Grunts without it then.  OH wasn't affected. Extra air OS after the first weren't either.  Landing s1 prior to OH out of LC unglitched it.  I'll have to retest the Grunt case anyway.   Bother, bother, bother.  Back to Grunt to finish my testing of damage (that I'm willing to put up with). Still no damage.

Apparently Toss and BR Toss deal different damages.  Also, wall collisions cancel damage from both.  So that's nice.  Not only are wall collisions dealing zero damage, they can prevent damage in cases where the damage is dealt upon impact with the surface (rather than the instant the move is done).  I can't help but notice we cannot change the reticul of lock to other foes using (L) or (R) right now.  That's no good.  BR toss apparently deals 15 damage via collision versus the regular toss dealing only 6 damage. Also, hit detection for LC is iffy (misses a lot when too close).  Nevermind, (R) does move the reticule, just does not always work.  Curious.  Reversal of Grunt grab has no collision (no damage to test).

Individual hits that would net you rage DO NOT stack if you land said hit on multiple targets (decreased value in hitting groups versus just focusing on one to get rage).  It feels like rage halves (or worse) the value of rage gains with your attacks, but not grabs. *this doesn't alter 'rage' moves* Also, single inputs that land multiple times do not give extra rage either.

Because of OH dealing 0 damage and the wall collision from a toss dealing 0 damage while setting up OH and both netting you 10 of 100 units of rage (50 units needed for the auto-activation and 100 for rage dump and chance for MP orb drops), you can abuse the system yet again.  Even a near death foes can be abuse as needed for an HP chest (if not a chance at some MP).  Absurd.  Also, if it wasn't clear before, you cannot 'rage dump' while you are in the air.

Such a shame we don't have full control over our targeting (especially with grabs).  When you CAN wrestle control away and toss foes where you want them desite the efforts of the game...simply divine.  Heavenly, even.  A whole new world.  This said, combo hit count doesn't seem to drop when spamming world weapon attacks (even as they hit nothing).  Let's try for 2K hits before putting the demo to rest, shall we?  Javelin spam time.  Abusing the system on Fire Talos.

Just go on the rocks just beyond his reach and spam Javelin o1 over and over and over again (once he has used his second AI).  He won't be able to attack you up there as his triple pound will get interrupted by his red halo which will glitch out.  Mash for 2K hits.  Simple.  Amusing that the hit count remembers the last few numbers.  Doesn't tell you how much each descriptor is worth.  Maybe it is just my TV though.  Not all of the screen is visible on my set-up.  I'm tempted to go to 10K, but they've never done anything at that point (100K and beyond for GoWII and GoWIII).  I don't plan on mashing circle all damn day and don't have a turbo controller for the job.  That test will have to wait.  As with older entries, the last proper descriptor is "Impossible".

RAGE METER BUILD

s1 - 5

s2 - 5

s3 - 5

s4a -10

s4b - 5

s5 - 5

s6 - 10

t0 -2.5

t1 - 2.5

t2 - 2.5

t3 -2.5

T - 10

air s1 -5

air s2 - 5

air s3 - 5

air t1 - 5

L1+s - 2.5 per hit *special case that gains per hit and per foe hit in a given strike; worth 0 per hit with rage*

air L1+s - 5

L1+t - 2.5/2.5/10 *rage hit does nothing*

air L1+t - 2.5 per small hit and 5 for the ender

L1+x - 5

air L1+x - 5

Counter - 10

Rage Dump - Uses full meter up

(Unarmed) o1 - 0

(Unarmed) air o1 - 0

(Unarmed) Punch 1 - 0

(Unarmed) Punch 2 - 0

(Unarmed) Punch 3 - 0

(Unarmed) L1+o - 0

(Unarmed) air L1+o - 2.5

(Unarmed) Counter - 0

(Sword) o1 - 0

(Sword) o2 - 0

(Sword) o3 - 0

(Sword) o4 - 0

(Sword) air o1 - 0

(Sword) O - 0

(Sword) air O - 0

(Sword) switch - 0

(Sword) Counter - 0

(Sword) L1+o - 0

(Sword) air L1+o - 0

(Javelin) o1 - 0

(Javelin) O - 0

(Javelin) L1+o - 0

(Javelin) air L1+o - 0

(Tether) CG - 10

(Tether) s1 - 5

(Tether) s2 - 5

(Tether) WB - 10

(Tether) Toss - 10

(Tether) OH 'Slam' - 10

(Tether) OH 'Pull' - 0

(Tether) air OS 'STRP' - 10

(Tether) air OS 'Slam' - 0

(Tether) Battering Ram - 0

(Tether) BR toss - 0

(Tether) 720 spin - 0

(Tether) Captain QTE -20

(Tether) Captain CG - 0

(Tether) Torso rip/head rip - 10

(Tether) Talos QTE - 100 *probably just for the demo*

(Tether) Juggernaut QTE - 0 *likely a demo oversight*

(Reversal) Unarmed Grunt grab - 0

(Reversal) Juggernaut grab - 0

(Fire Spell) 0

 

RAGE METER LOSS

NOTE: Not sure I want to test this.  Like damage values of enemy attacks, this would be a bother.

Just know that not doing jack drops it, doing most grabs will pause it (not the Tether state), taking most hits will drop it, fire spell pauses it, etc.

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#31 MrStarkiller
Member since 2008 • 18984 Posts

Have to update the main posts with newer info from SP demo testing, new demo news, etc.  Won't try too hard with MP coverage though.

http://www.gametrailers.com/videos/svdrv2/god-of-war--ascension-game-director-interview

This besides the Manticore video.

Should be a 30 minute video.  This isn't 30 minutes.  Let's see here:

0:02 Magaera QTE.  Looks almost like they're implying she has the life cycle.

0:05 Looks like juggling of Satyr Grunts in a prison (Tartarus, I imagine).  The next monster (boss) doesn't look like Charbydis.  Curious.  Then it seems to show what might be a Hecatoncheir.

0:07 Kratos in the prison with re-skinned Satyr Grunts.  Gets hit by Hecatoncheir much like with Colossus. Then fighting with more Satyrs in this prison of the Furies.  Head rips one.  Crash landing.

0:13 Yep.  Re-skinned Satyr Grunts in a prison as they told us long ago.  Not sure why we have a gold aura on the Blades.  That was only for the BoA in their godly state.  Very strange that the stun state is coming up from Blades strikes.  Change to the stun system, I take it.  That or they're using a possession for 'stunning blades' (gold).  Very unlikely.

0:24 All done?  Guess there won't be much changes to the SP beyond the next demo, eh?

0:29 Brood of the creature from before.  Reminds me of Skorpius and Scylla.  Tether into grab kill.  Hades Nymph toss.  Too bad they don't seem to explode.  The bright green isn't for me.

0:30 Back in my day, we actually controlled these segments.

0:32 There's the creature.  Could be a number of different beasts from Tartarus.  Hard to guess.

0:50 Cyclops Berserker coming up the rear with a...steal club?

0:53 I have no idea what I'm looking at here.

1:03 What the f***?  Weird looking re-skin of Satyr Grunts.

1:13 Cyclops time.  Standing awfully erect.  More like GoS/CoO. Still a Berserker with that kick to punch move.

1:19 I was thinking this was just part of Hecatoncheir somehow, but I'm not sure...

1:23 Yeah, it was definitely not part of it, but is certainly some sort of other boss.  Is it an original character or their version of something like Kampe?  Lamia shouldn't be here.  It looks male though.  Can't be Echidna as such either.  What male monster is there that isn't just made up? Kampe is tied to Echidna who is tied to Python. I don't know.  Apollo on the Omphalos Stone takes her out with arrows apparently.  I don't remember that.  Sybaris is also tied to Kampe, but Delphi too.  Lots of relations between these gals.  Ties to Scylla as well.  And none of this relates to his clearly male monster (that has a brood).

1:39 So now the WW discard can charge into the uppercut?  Seems to cause knockbacks in this case.  As for the talk of this large corpse...amusing.  Who is it?

1:52 Kratos in bondage.  I'm sure some will be pleased.

2:16 You bet your ass, son.  I'll crush them all.  No mercy.

2:39 Gold orbs?  Rage?  Doesn't keep with the system they've made though.  Fuel for WWs?  I remember in MP they spoke of a 30 second time limit, but SP didn't seem to have a limit for them.

2:44 Jailer with back-up.

2:47 More trash.  I was hoping for the walls to be closing in in classic fashion.

2:59 Smashes through to find...a MP champion...

3:29 Three to four times a fight?  The whole fight...or more times than noted with 'rage dumping'.  This is absurd.  Magaera is just chilling out above this area?  Odd.

3:35 I don't know about this 'strategy' talk for it, but I do know it is too readily abused and that it locks away what was already there before giving it back to appear useful while not actually doing what a 'rage' does in GoW history of mechanics.

3:41 Cyclops Desert King gut split?  Too bad entrails don't fall out.  Where's the eye pull?  This is a Berserker.  I want that eye to come out.

3:57 There are supposed to be three.  Is one of them dead in this entry?  Also, they were allies of the Olympians in the Great War.  Is that being changed?  What's going on here?  Who the Hell is this 'jailer' thing we're dealing with in the opening?

NOTE: I really get the feeling I'm going to grow weary of the 'Grunts', when I normally don't feel that way.

---

First 30 minutes of GoW:A : http://www.gametrailers.com/videos/lxquf7/god-of-war--ascension-opening-gameplay

1:09 Talk of Primordials?  Unexpected.  Who's who in all this?

1:44 Best not be implying that was Nyx taking a killing blow.

2:08 Exactly why didn't they find this to be an offense?

2:32 Why did he turn on him (after the fight)?  How are Furies going to overpower something stronger than any titan if we're going to bring them down?  This reminds me of the Fates.

3:00 Yes.  A prison build upon him.  Very amusing.

3:50 Looking pretty out of it, Kratos.  Better get your game face on, son.

4:30 Magaera speaks.  Let's hear what this silly woman has to say before we kill her and all her 'friends' (sisters).

4:49 Ah, so these creatures are the 'spawn' her of breasts.  I'd forgotten they intended for her to have this ability.

5:05 "Baby, you got real ugly" - Ash

5:13 Repeated slaps.  The worst offense.  There is only one way to settle this now.  She must die for our honor.

5:29 I suppose this is an early tutorial of promptless QTEs.

5:40 This is what you get for not using your mouth properly in battle.  Should have learned from Guts.

5:49 Base Blades.

6:03 This is just embarassing now.  Look her talk all this noise as a Kratos in a weakened state from years before he had real power...wakes up and slaps her around.  Not doing a good job establishing the Furies as big time with this.

6:22 ...Mother of God.  So weak...running away from base Kratos.  This is sad to behold.

6:25 Ares is some manner of hot shot to these fools?

6:33 Cringe worthy.  Might as well start screaming "F*** YOOOOUUUUUU!" as Poison did in DmC.

6:40 So a variant on Hades Nymph.  They don't fly well though.

6:52 He (Lord Ares?) is a fool to watch you what?  Woman, I cannot understand you.  Speak properly if you must speak at all.

6:57 Hard to see, but you can hear the activation of rage and see the rage locked moves.  We have it from the start.  "Now there is no hope." - Kratos *PAIN is going to be a real f***ing PAIN thanks to the no rage condition*

7:01 Ended with s4a?  What?

7:05 He seems to be skipping potential hidden stuff.

7:06 This is NOT how she should be behaving.  This is extremely off-putting.  You don't build them up to be a big deal and make them look like a joke in the same few minutes of the game.  There is no way these stooges are the final fight.  Nemesis?  Nyx? *too much*  Orcos can't be it.  Who?

7:19 Did she think the fall would do us in?  Is she completely clueless?  Now we know how we got here at least.

7:44 That explains the weird grunts (that are just re-skinned Satyr Grunts).

7:54 Looking real tough for all of a full second before getting Tethered and slapped like momma bear.

8:07 Without 'magic', there is no 'explosion' to our WB and such.  We need 'fire' for that.  This said, could we perhaps NOT select magic for the full game to keep clean of elemental influence if we so choose?  Better still, not have rage at all?  If rage is a base ability and it doesn't act like rage...and without elements it has no special perks, should we even restrict it based on the name?  I'm unsure.

8:17 More moves out of the charge.  Nice.  Too bad it didn't do jack.

8:30 Yep.  Just eat those drop kicks all day.

8:44 Kratos smash?

9:13 So more moves have the disarm ability?  Do they also deal zero damage when disarming?  Sort of funny how he just uppercuts him away to take his sword.  Toasty into Yoink.

9:14 WW draw is not an attack now?  Pushed him away in a really awkward slide though.

9:29 Where's the reticule?

9:22 WW Sword is dropping EXP per hit?  I'm convinced that there is a case where WWs only last 30 seconds as things are now.  No way they can be like in the demo and have this ability too.

9:32 My money says this was unintended.  He had grab targetting issues and just rolled with it.  But maybe he just wanted a less efficient approach after using a discard designed for causing stun state.

9:50 Way to PoP whore, devs.

9:52 Kicked his weapon right out of his hands.  Cute.

10:25 Really not liking the dialogue so far.

11:11 Ring-out?  "I love it!" - Gene

11:28 Wasn't the point that oathbreakers don't just die here?  Is she touched in the head?  Why did the sisters leave this idiot with us?  She clearly didn't get the memo about how business is done.  With her performance so far, she's not fit to be our guard.  She is the reason we escaped at all.

11:35 Why are they not exploding like before?

11:44 The hardest enemy yet for this lad is one you can grab kill instantly.  Lovely.

12:16 That explains it.  A mutation on the body of the Hecatoncheir *I hate this pronunciation*.

12:58 This fight would be more interesting if the shifting meant we could be rung out if not careful. They wouldn't dare.  They don't have the stomache for it.

13:06 No EXP orbs for hits with the Sword WW on the boss.

13:22 So now we only have Valor for a counter hit or does it come back for Fire Rage?

13:26 I wonder if all this is blockable.  The demo made it seem like they would do something so silly.

14:04 Reminds me of Hippocampus (Leviathan) minus the ability to actually scale walls *downgrade*.

14:30 Dont tell me that is the only move it has here...

15:46 God, she's annoying.  And that fight was a bad joke.  That's going to be super boring and tedious for challenge runs.  Just air slaps over and over again.

15:56 Borrowed this from GoS.

16:07 Ugh.  I'm just not into this.

16:28 Enslaved set a bad example.

17:00 Reminds me of the view while shimmying along Cronos in GoW1.  Didn't mention it earlier,  but why is she missing an arm again?  She had one in the early showings, I thought.

17:15 It was not me, it was the bird.  I wish it had been me though.  Classic GoW would be me leaping to the chain and getting the ledge as I cause the guy to plummet to his death.

17:53 They finally have Javelin tosses and the first thing they do?  Friendly fire.  Color me unimpressed for their big intro.

18:40 None of them dropped their Javelin?  Really?  At least their melee got updated.

19:38 >giving us EXP from that

Come now.

20:47 Ring-out all day, every day.

20:52 There's the reticule.

21:09 This is just getting ridiculous.  What is this big clown doing?

21:49 Odd death 'disappearances'.

21:56 Kratos upskirt.  10/10.  GOTY.

NOTE: I hope they're quite proud of the joke they've made of this series thus far.

22:08 Going a way other than what is intended looks funny.

23:24 Some new moves for it.

23:51 So stun state for the ride?  With the old system I could abuse this, but this new one?  I'm not so sure.

23:56 His light hits should be sending enemies flying.

24:25 So much for a mini-boss.  What a chump.

25:26 Now we've got this moron from MP in canon.  What jackass put this in the SP?

25:41 ...I'm sorely tempted to whore the ellipsis in reaction to this.

25:52 In another parallel with the Hippocampus, we have this happening.

26:02 What killed Deimos is merely a transition for Kratos even at this point.  Telling.  Reminds me of Freddy vs Jason.

26:38 I wish this was on a higher setting.  It isn't nearly aggressive enough to get attacks in before being finished off.

27:45 At least here is some spice, but he sure isn't very aggresive.

28:28 The rule of three again, is it?

29:43 How nice of them to turn off the HUD and QTE prompts.  I wonder if we'll have the option in the retail version.

30:13 And now the Head is infected as she just watches us.

~This seemed like shallow spectacle to me (even for a tutorial boss/area).  It really feels like I'm between GoS and GoWIII in terms of quality.

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#32 MrStarkiller
Member since 2008 • 18984 Posts
Interesting settings. Language choices are odd. I could skip a cutscene. Lovely. Should have tried it earlier using select. Pause menu works. Main screen is weapon upgrades (Items). Displays spin. Cute. There are seven things other than the BoC. That allows for four spells and three relics/items. Rage might not be considered a relic at all then. Just a mechanic. Even still, our 'no rage' rule will apply. Artifcacts are next. Eyes, Feathers and EXP are noted. Oh, the main menu had two stones other than SP. I presume that allows for MP and Extras. No other screens are shown (things like your stats for instance). Moves seem to be covered in the 'Item' section in terms of unlocks, but that's it. *checks* Ah, triangle to inspect for moveslist. I'll continue after work.

Hotel: >turn off during cutscenes
Good question. *tests* Nope. Let's testing the pre-menu cutscene. X skips it. PS button pauses cutscenes (rather than letting them play as you attend other matters). Boo!

>hope
I don't hold out much.

---

ITEMS

NOTE: We start with 0EXP, 5 GE and 5FF.

Blades of Chaos (lvl1)

3K EXP for lvl2. Rest are not noted yet. Perhaps after an upgrade.

lvl2 - Unlock Parry, new moves and increased damage.

lvl3 - Unlock 'triangle' combo, upgraded launcher and increased damage.

lvl4 - Unlock evade attacks and increased damage.

lvl5 - Upgrade rage meter and increased damage.

So does this imply we don't parry until lvl2 or we don't get counters until then? New moves are not specified, but likely CoC and the like. Triangle combo? We talking 't,t,t' unlocked (for rage)? Upgraded launcher? A special or is "T" somehow better? Evade attacks? As in more than one? Hopefully not Athena's Wrath. Achilles' Flip is desired. An evading WW Unarmed would mess up rapid rolling though. Rage meter upgraded in what way? More of it? I imagine 1.0 for lvl1 and 3.0 for lvl5 for the damage modifier (as usual).

While inspecting the weapon, you can manipulate it with (R), but not to the degree I recall from GoWIII. No zoom and such.

Olympic Fury - Square string (s,s,s,s) *the ender can be called 'Fury'*
Olympic Fury - Air s,s,s *air Fury, I suppose regarding s3...*
Bravery of Hercules - t1 (so they've named t1 "Bravery"...cute)
Bravery of Hercules - air t1 ('Disscension' is now "air Bravery")
Olympic Ascension - T
Plume of Prometheus - s,s,t (Plume being 't0')
Icarus Lift - Double jump
Hyperion Charge - L3? *so not done by Unarmed WW?*
Hyperion Ram - (sprint) Square input.
Hyperion Slam - (sprint) Triangle input *ground pound rather than a launcher*
Hyperion Uppercut - (sprint) Circle input (WW specific?) *knockback now*
Spartan Escape - (R) *evade*
Orion's Harpoon - ...They forgot about OS and call Tether (in general) OH...

NOTE: Twelve moves remain unknown. No WWs to look at for a move list as is. Let's continue.

Restarting from checkpoint at the start puts me at before the cutscene. No preview or trial of moves yet. Pity. Start is slow. The new menu look doesn't match old GoWs regarding upgrading. You can dodge left/right. I've let her hit me repeatedly. She can't kill me. Doesn't matter which direction you dodge. Slight recovery time between 'evades'. There is a checkpoint at the point where she drops down. Amusing. Square and triangle are the same right now (until the last hit). Attacks cancel evades, but not the other way around (not well anyway). Evade early? Attack and evade again shortly after, I suppose. With this silly segment out of the way...

So the uppercut is now O (to be expected). Air o1 chains not into the weapon switch, but to O even with a non-held input. "s2" and "s3" still lead to the punch (that can still chain into more) though. 's,s,O' leads to a punch into the uppercut (with a whiff). I'll have to test that on foes later. There are no 'lock' cancels in this part of the game (no LC for that). No spell at start, so no cancels with it to test. He won't do air Tether without attacking first (cancel into it). Odd.

NOTE: Nice upskirt shot for kicking at the screen and using select. We lack our specials.

The whole time Magaera was ranting about how she would "not be ruined by a mortal" (like a broken record). Can't test a bunch of stuff from where I am now, so I need to press on. Hitting pots counts for pursue after T. The uppercut cannot do this. Each EXP orb from a vase is worth 5EXP (stable). Not really planning on doing EXP testing right now *if at all* though. Invisible collision where the columns land to block your path. Air o1 gives a bit of vertical height.

Parasites have no unblockables. Their OS and air OS are like with Hades Nymphs. You can stay in the air (slowly falling) and air OS whore to toss them around at each other. Launches and the like produce a state like in GoS *no value*. No parry at lvl1. That's a first. Second (and beyond) playthrough of the area with first fight against Parasites doesn't repeat Magaera dialogue each time. No flying ability (all attacks are off the ground though).

Enemies are not keen on attacking ledge hanging Kratos. No rage meter gain from evade still. L1+o (like Evades) keeps the combo meter paused. The shockwave for it and sprinting t1 (Smash) goes through surfaces quite well. OS kills on Parasites isn't worth nay rage. Our rage meter is halved (lvl5 must unlock the full version that can do L3+R3 or allow for MP orb drops). That should help limit things a bit, but what if people get lvl5 and it was like in the old demo? Seems too OP.

As stated in previous coverage, "s6" is just "Fury" rather than "Valor" in 's,s,s,s,s,s'. If you want Valor, we likely need the parry counter in this entry. You can do Spirit after s5. We don't have lvl3 BoC, so t2 is locked even in rage. The 'punch 1' will go to punch 2 and 3 even if you whiff all of it now (so long as you whiff near enough foes while aiming in their general direction). I'll test rage worth and such later, but early testing shows Unarmed hits not gathering any. You can aim tosses with (L) *entirely manual*.

A silly note and hidden EXP chest. Lame to not be able to skip some of these cutscenes. The checkpoint is BEFORE this crap. Restarting means you have to watch it over and over again. Hope there is another after killing him, because I need to do testing. Wall collisions do damage now. No checkpoint for the whole fight. Not ideal for testing. I'll take my business elsewhere. I know there are greener pastures. Tether pull into wall collision still breaks it. Certain cases don't seem to cause rage to build anymore. More testing later on that front. CG doesn't force WW drops now. o1, O and sprinting o1 do.

Minor Grunts bring the return of the aim assist that the demo technique is needed to regain control from. Tether evade whoring for i-frames and AI breaking still works. These Minor Grunts don't have a charging slash (just a double and a single). So they're even less of a threat than in the demo. The stun of o1 is downgraded (light stun). Duping glitch for WWs still works. Shame that the holes in the walls from foes breaking in don't have chests hidden.

I had Magaera insult her creation as it was being born in one restart of the cutscene. Because air OS moves off away from the ground while swinging them and it takes a different amount of HP, you can just infinitely repeat air OS on all foes (never touching the ground). Now that's progress. Let's move on to better places to do testing though.

Using air o1, I got atop the object without using Tether, but it didn't let me go beyond that...other than going OoB and dying. Neat visuals.

Certain hits of Sword WW drop EXP orbs. Cute. Seems to have an evading O move that is essentially the counter from the demo. Checkpoint after pulling the platform down. Another stupid note. I was able to break the camera at the first HP chest area by leaping away from the ladder (top) and going around the corner with diving moves. It fixes itself in certain places. Just hold down on the ladder to slide down. Another checkpoint against three Infected Humans. Ring-out on them, but not for us. Better than invisible walls for everyone.

Her creation of the infect Honky Tonk arm boss is a cutscene we can skip. Checkpoint at Honky Tonk fight start. I'll probably use the previous checkpoint for rage, damage and other tests (mostly). We'll see. Honky Tonk's ranged attack is unblockable. No EXP for WW chops on it. His back left/right stab is the same in that regard. The AoE isn't as big as it looks, but it can be deceptive. His 'drag' for center stabs doesn't hurt us. His attack seems to stuff evade i-frames, so you have to clear it. Death screen says some foes can counter tether. He likes to taunt after most attacks. He gets stuck after missing stabs. Gold orbs are for rage. Sword Toss won't hit him. When close, he can stab the leftside, sweep the right and sweep across to the right (all blockable). Lots of HP orbs for getting it dizzy. Forces the slow-mo camera each time that happens. First QTE is 's,s,s'.

Again drops HP orbs at dizzy state. Has stab/sweep for either side. Stabs coves and gets stuck (good opening). His tells are huge, so lead on the cove stab, leap out (or i-frame evade through) and whoop him. Seems like EXP drain works on this phase. I can abuse this to farm XP, but it will take a LONG time to get lvl5. Might be worth it. No EXP or hit count during dizzy state (that would make this way too easy). He has a center stab again. You can i-frame evade through his attacks. No blockables this time. Seems like each hit of the Sword is 1EXP. This would take a long, long time. Too long even for me. QTE is 't,x' L1+R1. Sword toss still didn't work.

Stupid sliding section. No checkpoint for it. Not until after it says 'the Sewers'. Note talks about some noise that would imply Kratos isn't even part human (which can't be right). Once on a wall, you cannot get down until you climb off of 'wall mode' and then you can leap back down. Blocking doesn't drop you out of it like the old demo (for the lowest point). They refuse to let me kill myself. Very limited control in navigation.

Found the Prisoner's Oath stone. Infinite Rage. Seems like some tosses in some spots will glitch kill foes. Checkpoint at Javelin users. Sweet spot on stairwell by gate. They have more Satyr-like attack strings now. You can recollect the stone, but the game recall you got it even upon restart. Ring-outs are not being prevented much at all (good). Javelin is NOT unlimited use anymore. The air freefall trick is gone. Air Discard into spam is gone. You get 10 spear tosses. It may or may not remember how many you use per checkpoint. I'll test that later. Sword for now.

Next section forces slow walk. Bleh.

Foes don't reliably drop their weapons. Stun system is pretty different. Expect testing on that later. Fight a bit. Upskirt. Silly puzzle. Cyclops Berserker. Checkpoint. Lots of new attacks. Stomp is blockable. Rest are not. Getting behind him and slightly outside stomp AoE range works fine. Luring the charge and abusing the opening hasn't changed (GoWIII was good for this). Ah, what a useful lad. EXP farming with Sword WW works on him and he loops to dizzy state quickly without dying. Lots of EXP and not as slow as the other method. Still slow though. Sword o3 no longer has strong hit stun.

lvl2 BoC

Spartan's Revenge - L1+x (parry as a special *MP influence*)

Cyclone of Fury - S

CoF (air) - S

CoF is just CoC, but on a new input. Amusing. The air version is Apollo's Offensive. Hit properties on both are weak even for the final hits. Evading O for Sword has a strong stun. Parry doesn't work on ANYTHING he does. It's the MP parry now (heresy). Doesn't work in the air. Sword Toss does lots of stun damage. Finally. A convenient glitch from the old demo. It cannot get up out of dizzy state and won't die, so I can keep spamming the O flurry for EXP. This will take a long time, but I can get to lvl5 like this. I'll probably have to delay the rest of testing to do this though. I won't likely do it again to test damage and the like, because this is a pain in the ass. Might as well watch other stuff while I mash circle.

Cyclops Berserker riding hasn't changed aside from it never shaking you off. Annoying we can't call it off (or Tether).

lvl3 BoC

Spirit of Hercules - t,t,t *rage* (t2 unlocked and t3 as Spirit)
Valor of Hercules - t,t,s *rage* (it does nothing as s6 is missing in the demo)
Olympic Ascension - T *it literally does more damage beyond the modifier*
Falling Helios - air T *basically as it was in GoW1*

NOTE: I believe it as 5K for lvl3. Something like 13K to get to lvl4. Don't know how lvl5 will require. 15K? 20K? God, I hope not. This process is insanely slow. I'll probably not have lvl4 BoC before going to sleep.

>Brilliant
Isn't it just? Gets us nice and bloody if you leave it alone though.

>exploitable
Maybe. We need a proper HJ or IJ to do anything with that though. Though we could maybe air o1 (Unarmed) to get slight vertical before a forward dive to clear a ledge (if only just barely unable to clear *and the ledge mechanic isn't working*). Conditional.

>no return
Not at lvl1. lvl2 has the MP parry. No air version (obviously). The stupid stance and everything. It's hideous. Haven't tried it on regular foes yet. Been grinding for MAX BoC. It says it can 'return' projectiles, but I sense it won't be able to return petrification. The parry counter might only be making an opening 'stun'. I'd have to see it in action first. lvl2 also had CoC as a ground light held input (only) and the air version of that input was for Apollo's Offensive (GoW1 moves returning). One can only hope we get LotF back, but the fire spell might be playing at that role. It's weird to be at lvl3 and not have a single L1+face button special for the Blades. L1+x is the parry and that doesn't count to me. Timed blocks are out. lvl4 doesn't speak of getting new ones. lvl5 only notes rage. Surely they aren't skipping those inputs. That would be bizarre.

>only exploit fixed
There were more. Some fixed, some not and some added.

>but not all
Correct. Just the one's not done in the game's engine without touch-ups. Cutscene cutscenes, if you will. Just press select if it feels like a cutscene and check your options.

>dah God Killah
Nephilim May Fly.

>outside PAIN+
Outside challenge runs. Still can't believe Valor wasn't there as 's6' even for the sequence it is named for. Hell, even 's4a' (Fury) wasn't there. The square input after t2 did NOTHING. That can't be right.

>throwback to GoW1
Could be. What else would one call the inclusion of Apollo's Offensive and Falling Helios? Maybe they'll wise up and give us GoWIII ground TR that can be charged for 'Rising Helios'. Fire spell already resembles LotF. It's the new moves that I don't like that much. Because of the sprint, certain attacks that were 'Unarmed' before, are now default (BoC)...but they don't count as such (rage build-up)...so I say we treat them as WW territory for PAIN/PAIN+. They're not that great anyway.

lvl4 BoC

Athena's Wrath - (R),S
Rising Helios - (R),T
Apollo's Ascension - (R),X

All this and no talk of Achilles' Flip? Are they f***ing with me? Let's what we've got. AW is just "Fury" (s4a)... Rising Helios is what it says, but without the plume ender. Apollo's Ascension is just that. These moves just aren't giving rage meter or canceling... 25K for lvl5. Are you f***ing kidding me? Jesus Christ. This is going to take me all night (after work).

I've had enough. I'm using a slower, automatic method. I can't be around the whole time anyway, so this can get things done while I'm gone. Looks like Sword (R),O is going to save the day. It's slower, but should get the job done by the time I get home and without myself having to mash for 5+ hours. If I had a turbo controller, I'd fix X and O down so it kept mashing them together for the orb milking process.

I'll post 'cancel' testing results soon enough. I'll likely gloss over higher level testing for moves of lvl3 or higher (maybe skip it altogether). I just don't want to mess with it when I don't know what has changed between demos. Makes me wish I had been patient and done this in a different run (after other tests were finished), but the Cyclops taking this glitched dizzy state (unkillable) isn't something I can reproduce at will, so it's now or never, I feel. Themed runs, challenge runs, damage testing, rage testing, stun testing, etc. will follow before long. Some tactical coverage, though it isn't exactly necessary.
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#33 MrStarkiller
Member since 2008 • 18984 Posts
Excruciatingly slow orb drain from GoW1 returns. Lovely. I was only 1K off before I had to leave. I've come back to 52K+. Let's see here.

lvl5 BoC

Athena's Blessing - Rage Upgrade
Athena's Revenge - N/A *what?*

Says MP orbs release while rage is active for the former. The latter is increased 'stun amount' done to enemies. And here Hotel was asking what Athena had done for us (lately). Dohohoho. What a saint. So the rage meter is now beyond the limits as in the old demo, but in this demo...you CANNOT fill it, so I cannot use the former gift of MP drops nor test rage dump. There were no L1+face button specials in the classic sense. Very suspicious, indeed. Time to murder with the Cyclops, finish it off and reach a checkpoint. I need to test at least the parry (and stuns) in combat.

NOTE: Feels like they gave us infinite 'riding' for this bit just for the demo. As soon as all foes die, he automatically gets finished off.

You don't have to climb up to reach the grapple point. You can double jump, attack and cancel into Tether. Stupid MP champion part. Anyway, too tired to go on with testing. More tomorrow.

>thanks
I've no need of it.

>missing specials
Curious stuff.

>not the same
True. No air CoC this time. Not a huge fan of the move, but it is a staple. Plenty of other multi-hit moves to waste time on though. Apollo's Offensive without the bounce or HJ isn't worthwhile though...and Falling Helios doesn't compare to BoE's lvl2 air TR. Just as lvl2 TR on the ground was a better Rising Helios. Hell, BoE lvl2 CoC for ground mashing with extra hits was a good move that has been lost for no good reason.

---

So then, another Honky Tonk arm encounter. Smashes us through walls and L1+R1 mashing to begin fight.

Far rightside options. I'll note attacks from our perspective (not his).

Left arm smashes into wall, then right arm swats ground and drags to the left. The game calls Unarmed "Spartan Kick" and notes that it can disarm certain foes (just not super reliably). Seems you can evade through them, but the active attack frames last long enough to hit you coming out of them if you get stuck along the body. Better to get around over over the attack. Not blockable. He will keep attacking even if you leave the area and the withdraw of the left hand attack on the wall will count as an attack too.

His wall splat grab (L1+R1) can be reversed for HP orbs. You can evade through. His fall into dizzy state is an attack (just like Colossus). It's blockable. Seems to miss when too near his body (the grab that is). We can buffer air T and air S through each other (but not air S from the animation of air S *same for air T*). I don't think reversing it hurts him though (beyond a cosmetic thing). Leaves him wide open if he whiffs it. Not reversing it just keeps doing damage until you do (doesn't take much to reverse it and I don't think you get hurt for being caught, so it's harmless). You can be whiff hit by the grab, but it isn't huge damage (on Normal). Might be a Skorpius case (but gives us HP back and is quick to reverse). Pretty sure that is what you can block. Being able to evade through it is nice too.

NOTE: Ascension looks more like the T of CoH at this point. Might have changed with lvl3. Also, if it wasn't obvious, watch for the part that glows to know what attacks he'll use.

He has a 'half-area' sweep that cannot be blocked (tends to do it after the hand smash string). You can evade through, outrange or leap over. Phase ends drop HP as usual. He can be made to follow you around rather than attack if you quick roll around. Likes to taunt still.

We don't get EXP orbs from wailing on him with the Sword (probably no Sword Toss hit again *foes that don't suffer stuns likely exercise immunity*). His finger collisions can block your quick roll path. Wall stab, to ground stab to slide. The first two can be evades through. The third too probably, but the active attack frames are long (and it drags you like some of his other moves *rather than letting you pass through*). If you keep away after the first stab, he won't do the rest. If you allow the second, he will do the slide. He can hit close to his body with the 'slide' despite appearance. Entirely blockable attack string.

He always prefers falling on the right first (then the left). Left is the same as right in terms of combat. Fighting along the green lines (divides his attack areas up) is suggestible. If you keep switching over the line, he can only use the sweep to attack.

In the center he likes to pin you in (you can get outside this *he will use the arm nearest you to sweep your way*) No matter what, whatever way he sweeps, he will move there (even if you aren't there). He tends to 'pin' in when you're in the circle (rather than outside it but still centered *sweeps more that way*). Damage can break the pin even if not enough to dizzy him. He likes to taunt after that. The pin isn't an attack, but just a set-up. Inside it, blockable right or left side stabs. Back-center is immune to this attack. You have about three stabs before he'll break out for a sweep (air block to defend *too fast to clear*). The stupid parry works on his ground stabs. HA! Ah, you CAN escape the pin without sufficient damage. Just keep running around the hands to work around collision. Maybe jump while doing so to wiggle around then get clear of the sweep. Alright, I tested it. He loses the invisible collision during his stabs, so you can get out of the pin during them. Note this well. Just remember he quickly decides to sweep when you escape.

QTE is "O" mashing. No damage suffered for failure. Quicker than waiting for him to wake up.

Parasite back-up for i-frames and tossing at him. Very finite. Rightside attack is a splat and stab (entirely blockable). So his help and his attack...all blockable. He still has the half arena sweep. His leftside is the same as phase 1 (so less wise to do battle on). His grab can't reach you in the leftcorner nearest the camera (foreground). Neat. Again, large opening. His...bug spray at the start targets where you are...so go to the extreme right (foreground) and they fall to their death. No EXP from what I can see. Silly. If you allow them to spawn, they won't be suffering friendly fire from him (super lame) nor respawns *farming*. He is hard to hit with them unless really exposed. Seems harder to get around the pin collision collapse in this phase (had to roll through). Falls on the left no matter what (as expected).

Phase three gives him the Phase 2 rightside attacks for he left. So now he only has blockables other than the 'sweep'. No center attacks. How sad. Extreme rightside negates spawn of his back-up as before. He will now start retreating to make more spawns after awhile. Doesn't matter with the trick noted. This phase is a joke. Best to put him out of his misery. Before the QTE, I let him spawn more help to see what would happen if I went to grab him (targeting issues, but I got through it). First RBP sequence (random). *3x* Simples. Demo ends.

---END Run 1---

Alright, now to try to work with this new dummy account and set-up shop for distribution (late as I am). I suppose I should try to get the Javelin and see if it remembers number of uses with checkpoints. Rage, stun, cancel, damage *collision too*, focus runs, challenge runs *NGR+, NBR+, NUR+, Blades Only, WW *one* only, NCR, PAIN+, etc.*. I'll do 'fun' for now. I don't feel like testing damage, rage or stun yet (though that would help).
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#34 MrStarkiller
Member since 2008 • 18984 Posts

CANCEL TESTING (for lack of Magic and Lock *remember this*):

s1 - Block, Tether, Jump and Evade cancels.

s2 - Block, Tether, Jump and Evade cancels.

s3 - Block, Tether, Jump and Evade cancels.

s4a - Block, Tether *new*, Jump and Evade cancels.

s4b *rage* - Block, Jump and Evade cancels.

s5 *rage* - Block, Jump and Evade cancels.

s6 *rage* - Refer to "s4a".

t1 - Block, Tether, Jump and Evade cancels. *rage bounce*

t2 *rage; bounce* - Need lvl3 (?)

t3 *rage; bounce* - Block, Tether, Jump and Evade cancels.

t0 - Block and Evade cancels. *brief dedicated animations right before impact*

T - Jump cancels. *short dedicated animation during start-up of slow version*

L3 - Tether and Jump cancels.

(sprint) s1 - Evade cancel. *can be spammed repeatedly*

(sprint) t1 - ...

(sprint) o1 - ...

(Unarmed) o1 - Block and Tether cancels. *no longer evade cancels*

(Unarmed) o1a *punch 1; switch* - Block, Tether and Evade cancels.

(Unarmed) o2 *punch 2* - Block, Tether and Evade cancels.

(Unarmed) o3 *punch 3; stun* - Block, Tether and Evade cancels.

(Unarmed) O - ...

(Sword) o1 - Block, Tether, Jump and Evade cancels.

(Sword) o2 - Block, Tether, Jump and Evade cancels.

(Sword) o3 *stun* - Block, Tether, Jump and Evade cancels.

(Sword) o4 *stun/knockback* - Block, Tether, Jump and Evade cancels.

(Sword) O - Block, Tether, Jump and Evade cancels.

(Sword) o1a *switch; two hits that both bounce* - ...

(Sword) Evade O - Block cancel. *knockback*

(Javelin) o1 - Block and Evade cancels.

(Javelin) O *trampling, knocback* - ...

Tether - ...

air s1 - Block Tether cancels.

air s2 - Block and Tether cancels.

air s3 - Block and Tether cancels.

air t1 - Block and Tether cancels.

(Unarmed) air o1 - ...

(Sword) air o1 - Block and Tether cancels

(Sword) air O - ...

(Javelin) air o1 - ...

(Javelin) air O - ...

CoC (S) - ... *air S, air T and all the evades are the same*

L1+x (Parry) - ...

(Unarmed) L1+o - Evade and Tether cancels.

(Sword) L1+o - ...

(Javelin) L1+o - ...

(Unarmed) air L1+o - ...

(Sword) air L1+o - ...

(Javelin) air L1+o - ...

(counter) Spartan Revenge - ... *there goes variety for a strict, focused and bad counter*

NOTE: I blame MP for all this (as usual). It is, after all, the MP parry he uses now, yes?

---

Besides the enemy HP, damage, etc. testing ahead (along with rage and stun), I'll be note some attacks. Parasites have two blockables. Infected Humans that are unarmed don't ever seem to grab, so just the dropkick. Sword users lost their charge and gain a simple slash. Sad for them. Javelin guys got a flipping attack like a proper Satyr and a Javelin toss (still have the push). Already covered the boss encounters. Cyclops had the classic chase into kick to punch. Gained a bunch of unblockable swings and a blockable stomp (like Juggernaut).

Second run (and beyond) testing continues with challenge runs and the like to make things interesting for me. First, to keep it simple, NUR+ (basically vanilla). Next NGR+ NUR+. Followed by NBR+ NUR+. Unarmed Only. Then Sword. Then Javelin testing (as much as one can). PAIN+.

---Round 2---

Grab whoring on Parasites. Tether to WB to OH to WB (repeat) on Infect Humans. This is laughably easy (as one should expect). Ring-out and grab whore. Evade through the center attack, 's,s,s,s' block cancel and repeat for rage so I can use 's,s,s,s,s,t' over and over for the grab. Get in cove, wait for opening sweep (always does this), leap out as he makes for the stab, slap his hands silly until dizzy. Grab.

Ignore the controls while sliding (begrudgingly guide to avoid whatever is in the way). Climb. Sidle. Ring-out (all dem grabs). The trick with (R) and (L) to ignore targeting during tosses around multiple foes works well here. Chain yank Slow walk. Loads of ring-outs and grab kills. It annoys me that we cannot be rung-out here for playing foolishly. Or anywhere so far. It's idiot proof and I don't like it. Grapple away. Pull lever.

Tug. Square whore and evade cancel away from attacks (baiting kick/punch from range works fine). With rage, plume whore (good for stuns like this) or sword toss (with a few more hits) to make dizzy. Ride. Crush everyone. Tug. Grapple. Again. Failed the mini-game for the wall crush on purpose to see what would happen. It just hangs us there and waits for us to press x to try again. Perhaps a mechanic they use elsewhere.

Get to the front center and spam 's,s,s,s' with block cancel while he sets up for pin (and stab). Get 'rage' quick enough for 's,s,s,s,s,t' to repel him and whore it for dizzy state. On a higher setting, I might have to block or evade through his attacks. Not here though. If it came to it, I would squeeze around the 'pin' as noted in earlier coverage. Grab for Phase 2. Retain my rage by roll whoring (as one would to keep hit count) at the extreme right (letting his Parasites ring-out), evade to the center to bait 'pin' for more of the same (he tries to sweep, I clear away then return to center as planned), he gets dizzy from more Spirit, grab him for Phase 3. One can land extra hits while he is dizzy to have 'rage' coming out of the mini-game. Extreme right roll whoring to keep rage and make his help die off before they can fight, close distance when he does, more whoring, block as needed, he gets dizzy, grab finish. 2easy.

NGR+ NUR+

My plume whoring brings all the Parasites to the yard.  I was using 's,s,s,s' with block cancels to get rage before destroying with 's,s,s,s,s,t' before I realized they infinitely respawn until you do a Tether (so I pulled one into a wall before killing it).  I'm going to contend that picking up a WW is a 'grab', so I won't be using the Sword Toss or any WWs beyond the punches.  Plume and move for Parasite group.  Honky Tonk as before (entirely).  Plume whore the Infected Humans for rage and then Spirit whore.  Plume and evade as necessary (watch for super armor from Grunts).  Cyclops Berserker as before.  Honky Tonky encounter 2 exactly as before.

NBR+ NUR+

Pretty much as before.  I don't really have much need for blocking yet.  The only notable being the lack of block canceling of 's,s,s,s', instead evade cancels.

Unarmed (WW) Only

This doesn't technically rule out grabs or blocks, but I don't know how I feel about repeat tactics for the most part, so, this time, I'll disallow grabs (but allow blocking) *grab reversals are fine*.  Though Sprint light and physical are both part of the BoC, they act like WW unarmed hits (no rage build-up and physical), so I'll allow them.  Technically punches are allowed, but I have to go through possible DQs to get to them...but they're so stylish, I just might do it for fun.  Damn them for changing air o1 from a set-up for them, to the stupid dedicated launcher (without a pursue).

A cheap way for the first fight is to ground pound (two versions) through the wall until all parasites die.  But really, the ground special is great for hurting the group and lets you evade cancel (lovely).  For lack of quick access to punches, lots of pound and evade cancel with foes grouped against a wall for stun locking.  Sword chaps could fight through, so I thought it better to disarm them before doing the same.  DEM UPPERCUTS (for ring-out).  More smash and evade for Parasites.

Honky Tonk got the same treatment as usual, but with 'air o1' to O over and over.  Baiting the center grab was important for keeping control (he gets a bit too excited with stabs otherwise).  Just a grind, really.  The next phase was nothing special.  Just couldn't attack the arm in the cove from the 'center'.  Could leap over the stab sometimes, but it wasn't consistent.

Uppercuts for ring-outs.  More uppercuts and some slam/evade antics.  Run around him, hop if need be, but mostly a lot of air t1 to O to chip away for dizzy state.  Lots more of this 'stomp to uppercut' approach, but with the old tactic of baiting 'pin and stabs'.  This time though, I opted to land the hit string while baiting a stab, then moving to the other side to keep landing hits.  I found that I could phase through his hands with the dive (typical of Hermes Stomp) and then wait out the sweep before beating on his fingers while waiting to repeat the process.  Phase 2.  Same.  Phase 3.  Bait attack, get on other side, usual stomp to uppercut approach and repeat.  Simples.

I'll do Sword, Javelin (as much as you can, anyway) and PAIN+ tomorrow.  I'm tired now.  Time to watch some videos.  I'll make rounds later as well.

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#35 MrStarkiller
Member since 2008 • 18984 Posts
gent: >keep it going
Of course.

---

Sword Only

Seems the evades being attack canceled can help speed up the Magaera slapping bit a second or so.  Speed tactics.  At any rate, skip the trash fights, wish the Infected Human bit was a skippable cutscene, grab murder until I can acquire a Sword to start the run.  Flurries are nice, but not too safe without evade cancels.  Evade attacks are nice for it.  Simple hit strings work good.  Can't set-up the air normals.  Can't use Sword Toss without more Swords around before having to fight again, but need non-Sword hits to disarm, so only pickups would be allowed.  We don't technically block with the Sword, but it seems fine.

Boring circle mashing is easily the safest approach.  Honky Tonk as before, but with air normal whoring.  Same for the second stage.  What was the point of 'the Sewers' getting a name, if it is just a climbing section (one short case)?  Why not expand it to be more interesting?  Ring-outs via o4 or (R),O on Javelin users.  More for the Honky Tonk tumbling building chunk bit.

Evade attacks stun the Cyclops, but not through all of his attacks.  Better to circle mash while going around him or even air normal whore.  Sword Toss would speed it up, but whatever.  Same Honky Tonk handling as before, but with ground normal whoring and some air normals (for when he taunts mostly *spice things up*).  Force his spawns to instant death.  Nothing new to report really.

Javelin testing

The talk of 'in media res' bothers me as the opening fight is a joke (small concern) and we have lvl1 crap (larger concern).  All this and we're killing 'Furies' who are being built up (like the Fates) as beyond the Olympians and Titans.  Yet the events of future games still happen (we struggle and the deities don't seem phased by our feats).  Ridiculous.

I guess I'll try to use Javelin O for ring-outs, then test having 9 or less (rather than 10) Javelins after a checkpoint (hoping it forgets and gives you 10).  Nevermind about O.  It couldn't ring them out.  Worthless.  Spam spears, toss with one left, keep one with 9 at the end.  Yep.  It remember how much you had left.  I'll save it for Honky Tonk just to see if it does jack to him or the Cyclops.  Managed to get the supposedly fixed grab kill while not holding a foe glitch with an Infected Human falling over the edge with red halo while I did the Tether.  Held input has strong stun, but won't fight through the Berserker's attacks.  Not great for stunning even with the discard.  Not looking good.  Super nerfed.  It does absolutely NOTHING.  Run aborted.  It can't hit Honky Tonk (as I feared).

PAIN+

Boy, oh boy.  I can't wait to have to stop laying down a beating to let the 'rage' meter cool down.  I don't think it even does anything for vanilla grabs, but, on principle, I'll pretend it does and stop short of it (block whore to let it fade away because evades maintain meter).  Most of this will be a repeat though.

I can grab with impunity on Parasites.  Air OS doesn't build rage, so infinite use of that on Minor Grunts when I can't just toss for ring-out (without building too much meter).  Hmmm, toss nor WB build meter any more either.  OH does though.  Grab kill doesn't either.  Seems most of my grab options won't cause meter to build.  Grab whoring run?  Grab whoring run.

Honky Tonk gets 2x 's,s,s,s' before I lay off, bait more center stabs (cooling off) and repeat.  Lay off the attack when the gold orbs fill me up.  Nothing special.  Just slow.  Ah, but plume whoring (just landing it rather than the square hits) is faster for damage (because t0 can hit twice in this entry and heavy hits don't tend to be worth much in rage).  Good, good.  Ring-outs galore.  Repeated t0 (and just that) while keeping medium range on the Cyclops Berserker.  Did't build meter fast and let me get him to dizzy state fast enough.  Honky Tonk handling like usual, but with t0 to chip him. 2easy.
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#36 ClassyGent
Member since 2011 • 421 Posts

See you picked up on the pronunciation of honky Tonkin, too.

 I'll throw a vid together quite soon. Only had a single play through so far. 

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#37 MrStarkiller
Member since 2008 • 18984 Posts

>picked up on their pronunciation

It was off-putting, so I had to make it more tolerable with a term for trashy places for trashy people.  Honky Tonk, it is.

>video soon

Good, good.

>single playthrough

Took me a few days to do the firstime through thanks to testing, farming and work.

---

I'll start by seeing how this attire differs from General Kratos now that I have a nice high quality picture of the model used in GoWII (aside from cutscene *CGI* references). He's missing part of the bandaging on the backs of his hands (the old models had this even in GoW1). His shin guards are different and he is missing a wrap below the knee on his right leg. Sandals don't seem right either. His sash is a bit off, but his skirt is clearly wrong (armor remnants from the Fallen God attire *port of GoWIII*). Missing right arm bandages as well. Now let's check with cutscenes from the time of killing his family. *checks* Yep. All they had to do was reference their own material and yet here we are. All this besides the physique change.

NOTE: Their silly 'ashes' ad glosses over something. Captain Kratos didn't transition to Ghost of Sparta through the curse. He was the Fist of Ares...General Kratos when he lost the armor and began sacking temples, razing villages, murdering 'innocents' (men, women, children, elderly, etc.) and all that jazz. He led his men in the name of his master, Lord Ares. And he did it proudly. They pretend like the atrocities of that time never happened (while forgetting his time as a Spartan Captain weren't exactly all roses either).

Upon review, his wife's depiction has changed quite a bit and I don't much care for that. Old CGI cutscenes, old models and the concept art make clear how she was meant to look, but they've altered it beyond 'dressing' to suit their new actress (VA), I'd surmise. They would have been better off staying consistent on two fronts with a face like that. Going back to Kratos, the hand wrapping business can be overlooked as in cutscenes that was not part of the look (it could go either way). The Blades themselves seem fine though. The 'wraps' under the chains look more like armor than bandages, which would negate the true nature of his bondage to Ares (seared to the flesh). This is more like his gift from Athena (lacking the same brutality).

Anyway, on to testing. Rage first. Then stuns. Followed by damage (the longest part). I don't intend (for now) to do lvl2+ work for stuns or damage. I already know that the majority of gained abilities do not grant rage and there is no unlock courtesy of Athena even at MAX for a chance of rage drops or slight increases to 'rage worth' per hit or anything like that. About the only test I would need to do is the parry/counter, which I expect the former to gain no rage and probably not the latter either. This leaving just light attacks with large gains, heavy with weak gains and perhaps just OH among grabs giving rage (but maybe not dealing damage). The expected modifiers are 1.0, 1.5, 2.0, 2.5 and 3.0 while "T" shall need retesting at lvl3 (because of a damage boost unique to it). I'd rather not test multi-hit attacks and as things are now, I might just get my wish. Mostly. For now.

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#38 MrStarkiller
Member since 2008 • 18984 Posts

I suppose I should test again to confirm that some moves (like t0) get their proper hit properties back when in 'rage' while I'm at it. As before, I'll consider this halved meter '50' units (with the lvl5 version at 100) just to make more sense of results. It takes about 6 OH to get rage. More than 5 suggests it is less than 10 units, but still more than 5 units (would take 10). I'll need ot test other abilities to help figure out more exactly what the value is. As with regular evades, Tether evades will pause the rage meter (so it not only offers absolute protection and turns off AI, but will effortlessly keep the meter where it was). Seems like WW hits don't build meter, but they don't drop it either. Obviously grabs pause the meter too. Just like the hit counter. The block of foes doesn't stop rage meter building, though it seems to (as one might expect) stop damage. Convenient.

Took 27 s1 hits to get rage when they block. 13 hits when they don't. So they entirely block damage, but partial block rage build-up as such? That could make testing somewhat annoying. I imagine it is 4 units per hit if unblocked. I assume 2 units per hit when it is blocked. Seems like even missed WW attacks pause the meter. Sadly, not if you block or jump cancel. The rarity of their block is annoying me. I think the proper total for the s1 hits in rage would have been 25 if I had not block canceled too early on some as it seems like 'rage' is given AFTER damage is dealt, so you cancel early and not get it. They cannot block the Sword Toss. I'll go with this then. I cannot test 'rage' moves for 'rage' worth without the other half the meter which is only there for lvl5 and doesn't work in the demo. So, "N/A". Moves like Ascension trump super armor of the likes of the Grunt attacks.

Same rules seem to apply about landing a single hit on multiple foes or a multi-hit single input (so long as one lands, you get the rage units, but no extra for more hits on more targets). Hmmm, seems like air t1 might not play by that rule. t0 on a dizzy (red or gold) target didn't build meter (for Grunt). Odd. Oh, it's just low rage build. Forget that. It can, however, hit multiple targets for rage build on each. It's obviously better for damage and stun though. Managed to glitch a Grunt into trudging in 'Tether' state into walls until I killed him. Tether slaps don't get the same perk as t0. Pity. Seems like s4a doesn't either.

s1 - 4 *worth one less unit*

s2 - 4

s3 - 4

s4a - 10 *worth two more*

s4b *rage* - N/A

s5 *rage* - N/A

s6 *rage* - N/A *s4a now*

t1 - 5 *lost rage bounce*

t2 *rage bounce?; need lvl3 to test* - N/A

t3 *rage bounce* - N/A

t0 *rage bounce* - 2 *?*

T - 6 *worth two less*

air s1 - 4

air s2 - 4

air s3 - 4

air t1 *rage bounce* - 2.5/2.5

L3 - ...

(sprint) s1 - 0

(sprint) t1 - 0

(sprint) o1 - 0

(Unarmed) o1 - 0

(Unarmed) o1a - 0

(Unarmed) o2 - 0

(Unarmed) o3 - 0

(Unarmed) O - 0

(Sword) o1 - 0

(Sword) o2 - 0

(Sword) o3 - 0

(Sword) o4 *stun/knockback* - 0

(Sword) O - 0

(Sword) o1a - 0

(Sword) Evade O *knockback* - 0

(Javelin) o1 - 0

(Javelin) O *trampling, strong stun* - 0

Tether - ...

(Unarmed) air o1 - 0

(Sword) air o1 - 0

(Sword) air O - 0

(Javelin) air o1 - 0

(Javelin) air O - 0

L1+x (Parry) - Need lvl2 to test *maybe later*

(counter) Spartan Revenge - *testing later maybe*

(Unarmed) L1+o - 0

(Sword) L1+o - 0

(Javelin) L1+o - 0

(Unarmed) air L1+o - 0

(Sword) air L1+o - 0

(Javelin) air L1+o - 0

(Tether) CG - 0

(Tether) s1 - 5

(Tether) s2 - 5

(Tether) WB - 0

(Tether) Toss - 0

(Tether) OH 'Slam' - 10

(Tether) air OS 'STRP' - 0

(Tether) Battering Ram - 0 *none for wall smashes either*

(Tether) Parasite OS - 0

(Tether) Torso rip/head rip - 0

(Tether) Cyclops Berserker QTE - 0

(Tether) Honky Tonk QTE 1 - 25

(Tether) Honky Tonk QTE 2 - 0 *even if there was any, we lose it by the time sliding is done*

(Tether) Honky Tonk QTE 3 - 0

(Tether) Honky Tonk QTE 4 - 0

(Tether) Honky Tonk QTE 5 - 0 *as with case 2, but because the demo ends*

(Reversal) Honky Tonk grab - 4

---

That's all I have time for now that I've been called in for a long shift. Not sure I'll be able to do stun testing until Thursday (at earliest). Latest being Sunday. Damage after that. Again, not so much interested in testing for damage dealt to us right now.

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#39 MrStarkiller
Member since 2008 • 18984 Posts

I'll link the videos later with an edit.

Let's see here:

0:09 Do they seriously have a globe in his house?  Why would he have that even if they knew the world was round?  It isn't even round in GoW's universe as there is an 'edge' and it is a flat disc being held up by Atlas.

0:13 So we going to get the newly made up Omega ring of his wife as a possession now?

0:44 Sure is a lot of rehashing in this trailer so far.

0:53 I guess they did get the sash wrong.  It wasn't supposed to have any pattern on it yet.

0:58 Orcos plays a dangerous game with what seems like it would be Emphousa.

1:00 Trip to Delphi.

1:07 Can't quite tell if the jaw got changed.

1:08 The Python 'machine'.

1:10 I don't recall Spartans only having one general (just as they had two kings).  GoW's version differs.  Imagine that.

1:14 Probably that huge Centaur statue.

1:18 Not sure where this is, but it has 'classic Atlas' statue.

1:24 Initial encounter where Magaera attacks at Sparta (along with the others, I'm sure).

1:25 Castor (and Pollux), I presume.

1:27 Still more of the shaming of Magaera (end of our chase, I imagine).

1:29 Charbydis fought on land, I see.  We seem to have 'lightning blades' by this point.

1:33 Life Cycle.

1:46 Alecto or Tisiphone.  One or the other.  Effective at binding, I see.

Other video now:

0:25 I hope that 'liontauress' with a bow isn't their version of Artemis.  They talked about making her like this early on.  At any rate, she lacks her famous (in GoW) Blade.

0:34 Old Cyclops Berserker and Aphrodite.  Kratos using t1 with a club on his back just before that.

0:36 Emphousa.

1:44 Artemis concept art (among others *Ares at the bottom*), I presume.

1:47 I do hope this wasn't an early intent to make Charbydis look like a gorgon or make Stheno a sea monster.  It looks like two fighters are going at it (maybe one was meant to be Artemis).

1:48 Early Furies art, I take it.

2:21 Probably Furies (and others *including Kratos*) again.  You can see the flayed/skinless Centaur concept art of GoW1 in the background.

3:08 Neat looking move in the background (more than likely dropped).  Not sure what he's talking about regarding making WWs work with the Blades, as they each only have on move that strings with the Blades and only in one way (sometimes borrowed from a pre-existing move), so what's so hard about it?

3:18 Not a 'spear' (Javelin), not always 'goats' (Satyrs) *Infected Humans are re-skins* and they don't drop jack on death.

3:35 Likely o1 for Club.  Same as MP.

3:44 Definitely got a nerf since that build.

3:45 It doesn't have an ender either.  Removed long ago (before the E3 build).  There are no WW upgrades, for those  who haven't kept up.

4:10 So just 'grunts', eh?  I suppose I won't need to worry about testing Honky Tonk, Parasites, etc.  I do know that more beyond the Satyr Grunt/Infect Human have it though.

4:31 Giving Emphousa a hard time.

4:45 Cutesy.

5:05 Ruining them, rather. Thanks MP.

5:20 >new
GoS.

---

Honky Tonk: >centaur
What you refer to was not a Centaur.

>gorgon
That wasn't a gorgon.

>Stheno should be in this
But isn't looking like she will be.

Ignorance: >gigantic gorgon
I wouldn't like it as such.  I don't think it is meant to be a gorgon despite the hair.  More creatures in Greek Myth have this besides the gorgons.

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#40 MrStarkiller
Member since 2008 • 18984 Posts
Parasites seem to have 10HP. Infected Humans at 35HP. I'll get to Honky Tonk and Cyclops Berserker later.

I won't be able to be exact with stuns in terms of units as I can't make a guess about their possible worth per foe. Thus just noting how many hits in rapid succession it takes to cause the state. It doesn't appear to apply to Parasites or Honky Tonk. Cyclops Berserker's 'dizzy' (stun) seems damage based mostly, but stun does work around that though...it's possible some case are negligible (beyond my testing), but I'll just note them with a 0.

Bah, the area won't work. The guy I'd be testing on cannot be 'stunned' and his back-up can't be tested on well thanks to the bad checkpoint. Let's move this to the next chance they give for such things. Three Infected Humans.

Looking like stun options are extremely limited (like rage building). Bad. Just bad. I wonder if all foes that can be stunned have the same total. That would mean two quick t0's would dizzy the Cyclops Berserker even if the damage to cause this wasn't enough. I'll have to test that. Not likely the case as I've seen a Sword Toss fail to stun in one use, but maybe one of its two hits didn't land? Hard to say. Slight AoE on the Sword Toss impact. Catches groups in dizzy. There seems to be a case where t0/t3 can allow for rage build-up on other moves. It takes 5 quick s1s after landing one t0 (2 hits), but that would imply 10 quick s1s should do it too, yet that isn't the case. I'm not sure what's going on here, but some moves can gain stun (after t0 anyway), while others don't seem to have the potential.

I've seen infinitely dizzy Grunts and even 'wandering' Grunts in 'dizzy' state now. CG didn't cause stun state before killing targets, but when t0 was done before it, the foe near the CG impact was stunned. I'm not sure what to make of this nonsense with stuns in general. The system isn't as clear as before. It might have been too OP previously, but now it feels extremely iffy. Seems the Cyclops is beyond 'stuns' aside from Sword Toss. Things aren't as accurate as I'd like, but I don't think I can help that here.

s1 - 0

s2 - 0

s3 - 0

s4a - 0

s4b *rage* - 0

s5 *rage* - 0

s6 *rage* - see: s4a

t1 - 0

t2 *rage bounce?; need lvl3 to test* - ...

t3 *rage bounce* - 4 *?*

t0 *rage bounce* - 4 *each use can hit twice*

T - 0

air s1 - 0

air s2 - 0

air s3 - 0

air t1 *rage bounce* - 0

L3 - ...

(sprint) s1 - 0

(sprint) t1 - 0

(sprint) o1 - 0

(Unarmed) o1 - 0

(Unarmed) o1a - 0 *only evade cancels and the first hit strings to the rest now*

(Unarmed) o2 - 0

(Unarmed) o3 - 2 *good luck landing two of these back to back*

(Unarmed) O - 0

(Sword) o1 - 0

(Sword) o2 - 0

(Sword) o3 - 0

(Sword) o4 *stun/knockback* - 0

(Sword) O - 0

(Sword) o1a - 0

(Sword) Evade O *knockback* - 0

(Javelin) o1 - 0

(Javelin) O *trampling, strong stun* - 0

Tether - ...

(Unarmed) air o1 - 0

(Sword) air o1 - 0

(Sword) air O - 0

(Javelin) air o1 - 0

(Javelin) air O - 0

L1+x (Parry) - ...

(counter) Spartan Revenge - *testing later maybe*

(Unarmed) L1+o - 0

(Sword) L1+o - 1

(Javelin) L1+o - 0

(Unarmed) air L1+o - 0

(Sword) air L1+o - 1

(Javelin) air L1+o - 0

(Tether) CG - 0

(Tether) s1 - 0 *5 on non-Tethered target*

(Tether) s2 - see: s1

(Tether) WB - 0 *against others it seems like 2-4 depending on speed*

(Tether) Toss - 0

(Tether) OH 'Slam' - see: WB

(Tether) air OS 'STRP' - see: WB *good luck landing these*

(Tether) Battering Ram - 0

---

>missed all this
Oh?

>pause cutscenes
Yes. I'd rather have the PS button as an option to let the (unskippable) cutscene play out while I attend other matters.

>pleased with this
I might have been, if the 'classic' parry was what you gain at lvl2, but that's not what they did. It's nice for PAIN+, but crap for about every other run (as we lose parries for them too). Why couldn't rage also be lvl2 like in GoW1? It's because they wanted to de-emphasize the 'old' and put focus on what they've done to the system (their bastardization efforts). There wasn't much hope for them allowing one to ignore their stupid 'auto-rage' (that isn't even a f***ing rage to begin with) and the bulls*** elemental variants needed for specials, proper hit properties, etc.

>usually annoyed with these
GoW1's was fine as it was the jump input which you cannot do out of an evade anyway (not without an attack cancel). Achilles' Flip was good for this and the set-up option while not being too risky. The input issue isn't so severe here as these are done with a HELD input, not a tap while coming out of an evade. The problem I instead cite is that the true Athena's Wrath was never made good (instead, they gave up and just made it Fury which might also be 'Valor' in this game *having it for THREE uniquely named moves) and it could have been, they didn't bring back the best evade, they gave us a sprint appropriate case and the 'rush' is no good. Their selection, implementation, etc. could have been so very much better.

>turn moves off
I wish you could also try before you buy (if not selling back *but that's obviously too easy to exploit*)...like Bayonetta.

>say the latter
Seems like there just aren't parries without lvl2.

>get this a lot
Yep. She's just especially obnoxious. Gratingly so.

>perfect evade scrapped
In regards to getting anything for it? Yes. No rage meter building, no special gains of any sort really. Even DmC found a way to reward it that might have suited GoW for MAX BoC (but no need to make it THAT overpowered). We had Bayonetta for an example of making evades offensive and defensive, but that wasn't heeded either. They were too focused on their stupid, mandated, milking scheme.

>rage only
Yes.

>unskippable cutscene before checkpoint
Absolutely unforgivable.

>somewhat
Yeah, about that...rather than being OP, most of the things noted as such are simply the polar opposite now (absolute garbage). Our options to get rage or stun are severely limited and tastelessly done. Rather than encouraging the least used moves, they're rewarding people for using the same bulls*** they've relied on since the first game (mash light *rage* and plume *stun*). F***ing stupid asses should have released this back in August (and take their 'feedback' like men).

>always enjoyable
Too much so. There just isn't enough challenge, so it needs a crutch like foes ringing us out or make it possible to wander off the stage to your death. Honky Tonk encounter one could be much more interesting with the moving platform if you could actually be flung off with a hit or leave the ground while it moves around only to land on nothing. Instead, boringly safe all of the time. Their alternative 'hit conditions' (lesser versions of bounce, knockback, etc.)...the corruption of GoS spread. It's all gone to s*** and collisions with it. Nerfed straight to Hell.

>good for lots of hits trophy
It would be if they didn't disable hit count for most of these cases with an exploitable, unkillable dizzy state foe. It's sort of like how they disable EXP drops on foes that infinitely respawn after you kill enough of them (GoW1 did this, but descriptor bonuses were a work around for that *especially petrification*).

>wise
But too limited, too weak while not infinite, too incapable of building stun (or rage), unable to hit the boss, etc. Rather than being too good (old demo), it is too terrible (new demo). This happened a lot in their 'tuning' process. As I've said, "B-Team" is being too generous.

>stun exploits fixed
With a hammer. They went too far. As I noted, many cases that had 'strong stuns' and didn't need them did lose them. That's good. Some that did need them (and more notable cases like knockback), lost them. Worse though would be truly strong stuns that cannot lock down like in the past, but I suppose that just prevents absolute locking of the likes of Cyclops. Forgivable, quite unlike making t1, t0, etc. not so hot for set-up. Hell, even with 'rage', t1 doesn't bounce now.

>which one was this
(R),x. (R),t was Athena's Wrath. Making that safer with a cancel option, making the shockwave semi-homing or have higher hit properties (stun build-up or rage even), etc. would give it utility if not just making each shockwave a light bit of damage that can travel through obstructions (utility enough). They just never really tried to make it work. It's hard enough to even aim that damn move and they want to make it crap while it takes up our evade into quick heavy option? Well, they made it a held input, so that won't happen, but they made the heavy in question weak and lacking in set-up while unable to have a 'quick' version. So...good job?

>makes sense
Yep. Also the potentially game breaking nature of lvl5 for MP drops, rage dump (HP and instant kill with damage perk and i-frames) and stuns (which I'll have to test now that I've worked with default stuns). You see, problem is, I CANNOT get lvl5 BoC in a reasonable time frame by means of the Cyclops Berserker and use it on a foe that actually has a stun state. They don't let you just kill the Berserker when riding it or let it toss you off (implying I didn't choose the wording on purpose). So really, I guess I cannot test to see how effective stuns become. But then, they could be THREE TIMES stronger and it wouldn't matter as the damage to stun ratio is such that you will kill them before they reach stun state most of the time. Your only hope is Sword Toss in a vanilla run where you run around upgrading the BoC (not sure why you would do this and not just go for damage kills). I guess with lvl5, the non-buffed Punch 3 of Unarmed WW would be a contender. Maybe. Theoretically.

>dev decision
It would be neat if it were their call to put crashes in. Jokes aside, I'm sure it's the executives at work again (putting it on some crap movie of theirs, not just releasing the demos sensibly, forcing MP, dumb social games, DLC abuses (patch abuse in the future), etc.

>how annoying
Very annoying. WHY is that back? GoWII fixed it. What conceivable reason is there to ever want to do this again? There isn't one.

>breaking games for us
Not her first rodeo on that front.

>little use
LotF of GoW1 was quality. GoWIII's selection for the BoE was pretty much all good regarding block variants. The evade, switch and held were pretty crap though. Beyond fighting, some specials had glitching utility. At any rate, the specials are said to be tied to elements, so expect L1+s and L1+t to return for each one, but slightly different (perhaps just for the ender of each, damage dealt and hit properties). Multi-hit attacks would only be welcomed by me for ice. I don't feel I should have to explain that.

>can't wait
I'm "GMG" anyway. As for the move, none of the WWs are listed in the movelist section. It's another oversight along with the missing 'menu' for total time, total kills, total orbs, highest combo, total deaths, grab kills, etc. to verify what the player has been doing. I'd like that list of things to expand to cover parries/blocks performed, perfect evades done, chests opened, etc. (telling on players who might think to break rules).

>rage required
As before, we have s1, s2, s3 and t1 of the classic moveset. Well, "t1" from GoWIII/GoS. Said move is weaker (nerfed) *maybe this demo changes that* and lacks the hit property of a bounce (even in rage in this build). "s2" and "s3" chain into t0 (Plume) just fine. "s3" can lead into their new 's4a' (Fury) which seems to replace Valor in this build (entirely whereas s6 still existed in rage after s5 or t2 in the other). You need lvl3 to get "t2" (for stringing to s6 or t3 quickly), but it also has to be in rage (which will anger many). "t3" can be accessed at lvl1 with the 'long' route (after "s5"), but 's4b' (original s4) and "s5" require rage. Problem with this build's "t2" is that it doesn't string to s4a or s6 despite the game claiming to unlock Valor (even noting the input).

>become Prototype
The moment they made Magaera a parasite hive. Despite being the 'brawler' of the sisters, she is running away all the time (not at all like Ares as initially implied) and summoning aid? She's become an inferior Theseus (GoWII). She doesn't even back up her creations (in the demo). I don't expect that Parasites will be able to actively infect NPCs (meaning we could stop it to simply things or allow it for some other purpose *more exp and the like*). Nevermind them being more interesting by infecting higher level foes. That would be truly neat, but won't happen. Too much work for something that isn't their focus (SP). Missed opportunity.

>suck anyway
It cannot hit the boss and does piss for damage, but the stun is extremely strong (not so useful for trash you can already grab, but against a Berserker, that speeds things along).

>so you know
Why not name each area and save me the trouble of having to make it up as a I go for a run skeleton? Lazy asses. I'll only have their checkpoints for reference at this rate (no talk of a guide for that purpose either).

>after killing Furies
>why any surprise about Ares
Why would they tolerate our existence, not fear us, etc.? It doesn't make sense. They mock us like we're nothing even after GoWII when we kill the Fates and they know we did. One could argue only Gaia and Zeus knew...but then, why did they act like it wasn't a thing that happened?

>why they choose Kratos to kill Ares
...

>doesn't sound enjoyable
The good news is that most attacks don't build meter and the heavier cases don't build appreciable amounts while you can block (rather than evade) to defend while letting the meter drain *or opt to purposefully take a hit to instantly lose meter*. The bad news is that this is a s*** system for challenge runners and vanilla players. Nobody wins.

---

I will use 'kill' even when that doesn't apply sometimes just because I can do as I please. Who is going to argue? This said, let's start. I'd do lvl5 testing, but that seems like a pain in the ass as I won't have anything but Honky Tonk and Parasites to work with.

Maybe after all this, I'll set-up lvl5, get Honky Tonk dizzy, let him recover, figure out how much damage it takes to get him to dizzy state again and work with that for testing. If it isn't enough for a full use of a move, it won't be useful and I'll need him healthy for testing (which would make it take longer). Sure are a lot of attacks with nerfs in damage.

Boy, oh boy do I like being able to aim my tosses in defiance of targeting using the (L) and (R) trick. Same for a bit better control of who I Tether using it. Managed to spare the pacifst Infect Human and proceed without killing the last of his kind. Tried to bring him to the upper level, but he left the platform before I could air OS him up there.

s1 - 2

s2 - 2

s3 - 2 *two points weaker than previous build*

s4a - 4 *six point weaker than previous build*

s4b *rage* - 2/2

s5 *rage* - 2/2

s6 *rage* - 6 *treated like a unique move; Valor was two points stronger than this*

t1 - 4 *one point stronger than the previous build, two weaker than normal*

t2 *rage bounce?; need lvl3 to test* - ...

t3 *rage bounce* - 2/9/9 *primary hits twice like GoWII, but three points weaker for each; this build adds a hit for the 'whip' motion as in some older entries*

t0 *rage bounce* - 4/4 *hits twice like GoWII, but two points weaker for each*

T - 2 *lvl3 perk should make it worth more than 4 damage when I get there*

air s1 - 2

air s2 - 2

air s3 - 2 *two points weaker*

air t1 *rage bounce* - 1.5/1.5 *0.5 weaker for each hit*

L3 - ...

(sprint) s1 - 2

(sprint) t1 - 2

(sprint) o1 - 2

L1+x (Parry) - Need lvl2 to test *maybe later*

(counter) Spartan Revenge - *testing later maybe*

(Unarmed) o1 - 2

(Unarmed) o1a - 1

(Unarmed) o2 - 1

(Unarmed) o3 - 1

(Unarmed) O - 2

(Unarmed) air o1 - 2

(Unarmed) L1+o - 2

(Unarmed) air L1+o - 2

(Sword) o1 - 2

(Sword) o2 - 2

(Sword) o3 - 2

(Sword) o4 *stun/knockback* - 2

(Sword) O - 2 damage hits

(Sword) o1a - 2/2

(Sword) Evade O *knockback* - 2

(Sword) air o1 - 2

(Sword) air O - 2 damage hits

(Sword) L1+o - 4 *now a single hit rather than two 2 damage hits*

(Sword) air L1+o - 4
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#41 MrStarkiller
Member since 2008 • 18984 Posts
---

>buried in the bickering
An afternoon delight, it is.

>lvl1 parry without returns
That's GoW1 talk. GoW:A did as away with that as of this demo build. Now it's just a block. CoO had a lvl1 parry. This doesn't.

>haven't done it since GoW1
Rage? This hardly counts as the same thing, but they seem to like calling it by that, so I'll humor them. Being forced into it (auto-activation) is part of the issue. Having it take away from non-rage state is another matter entirely. It isn't 'adding', it is taking away and giving back. They've made the whole system worse to accommodate this nonsense.

>accidental inputs
Which a held input fixes (I believe CoO used that too). The issue rests with the moves themselves not being worth a damn.

>buy everything
Unnecessary encouraging of farming, chest collecting, etc. Action bogged down by the conventions of other genres.

>no big loss
It isn't just losing 'perfect' parry, it is losing parry entirely. What they leave (for those not doing NUR or higher) is a horrible bastardization born of the MP's particular flavor of cancer.

>play video games
I'll believe it when I see it. And what they 'play', I'm sure they don't do well at. Bunch of filthy ...do I even have to say it?

>dizzy
In the old games, 'dizzy' was just a "O" state where they would briefly be open to a grab, while 'wander' was when they kept going, but had a "O". General was when you could grab them whenever. I've yet to see a foe with an intended 'wander' state among foes. Gold halo is 'dizzy' from stun (specific unit on attacks) while red halo is 'grab kill' (dizzy in old sense) from damage enough to bring them near death. Attacks that 'stun' (stagger if it helps to differentiate) as with heavy attacks (t0, t1, etc.) don't necessarily provide high stun build-up. "t0" does, but "t1" doesn't. The weakest move (punch string) has better 'stun build-up' than most moves while only having decent stagger (against Minor Grunts) with the last hit (which seems to negate blocks of Sword users).

>probably would have worked on it more
And could have fixed it if they released the demo when the build was made (August). This is entirely the fault of MP focus.

>loss of knockback
"t0", "t3" and other such moves caused bounce with heavy stun (stagger). Not knockback. "s6" caused knockback (the real one), but they removed it in this build and replaced it with Fury even for 's6' (but forgot to replace it for 's6' after 't2' and left nothing instead). Knockback was best for causing attack (rather than grab) based collisions, re-positioning, wall splat/collision abuse, causing ring-out, etc. Losing it is a blow to combat as a whole. All these pretender 'knockbacks' added are just annoying reminders of their stupidity.

>don't need them at all
You cannot 'knockback' a Cyclops to begin with. I'm not referring to 'pushing back' a foe, I'm referring to sending them flying backwards specifically (off the ground). It's a minor launch with more horizontal movement (blasting foes away). As for locking Cyclops, losing 'knockback' doesn't stop the stun lock at all. It just means you have less moves that cause heavy stun. Making heavy stun not interrupt their attacks (just their neutral state) was a way to prevent absolute locks, but they dropped 'knockback' as a separate concern from this.

>launch
Bounce is a minor launch. Not entirely the same, but closely related. And "t1" doesn't even have it with 'rage'. Air t1 does, but it got nerfed in damage and was cheated for stun value as compared to other moves at its level.

>of course
I'm da boss.

>sister
Yes, one of the three Furies.

>silly rabbit
Trix are for prostitots. As the gent has said in the past.

>breaking down
An old exercise in futility one can engage in time to time.

>pain in the behind
Maybe. Sometimes.

>let it drain before it activates or let it activate and then wait
The same time before it drains (I believe), you just have more to wait for with the latter. Taking a hit doesn't necessarily force the meter to start going down, just takes varying chunks away.

NOTE: Damage testing is about done, but I had boring testing of the HP values for Berserker and Honky Tonk remaining. Not sure I'll bother trying to contend with lvl5 BoC testing. We'll see.

SBK: >Valor counter
They should put that back into the game. Period.

>pretty bad
About covers it.

>gone green
[rage intensifies]

>roll kills
He does have such a move, but the evade is more a 'dodge kill'.

>they've nerfed
About everything, really. My damage coverage (what is available so far), stun coverage and rage coverage help make that clear. I'll be doing the HP testing that remains before releasing the other part of the damage testing. Shouldn't take me too long. Maybe two hours or so once I get started. We shall see.

>the Wraiths
If there are any. Seems like Empusa was meant to take on their traits, but ended up veering into Satyr territory.

>was the weakest to date
And yet it was still 'too good'. Thus being nerfed further.

>didn't have Athena's Blessing
True, true.

>rage intensification
RAGE MIND

>no logical pattern
Just encouraging Plume with stuns (and damage) and light attacks for 'rage' (and with other options suffering nerfs, you could say the gap between them and those moves has been closed somewhat anyway). So t0 whoring and light mashing are being encouraged. What lovely use of mechanics. What a failure of design/execution.

Silver: >consensus
>full game
From vets? Not great.

>greatly disappointing
It's hard to disappoint those with low expectations, but they've managed it so far.

>unbalanced mess
That's the 'Action' (GoW core) at work. Action games are not supposed to be balanced and MP is. Their souls are at odds.

>graphics
Maybe so. I've no eye for it. No ear for sound. I did not notice the bland remix of classic GoW tracks and the super low volume for music compared to everything else though.

>lighting effects
If that was their focus, they failed to surpass GoWIII there too. That's one thing it did well (that few would dispute).

>control
What specific issues would you cite?

>parrying
Taking away (loosely) timed parry was a foolish mistake. They would have been wiser to just copy GoW1's system (returning to basics). That holds true for a lot of what they've done with the system. Sprint should have been able to chain into a grab for 'mount' (HC of GoS). It should also have allowed a rush with knockback that could chain beyond that (or cancel) like Hermes Rush.

Tether would be better as a special (L1+x) along with the Tether specific grab options *lvl2* as targeting issues will crop up and even (L) and (R) won't save it when it targets f***ing chests, levers, dead bodies, etc. despite your inputs (along with the issue GoWIII already had with targeting). Just have regular grab (OS) for R1 as such (and let it keep it's own OH *that does damage, allows for some infinities, can become alt.OH, etc.). That could have the grab select option for minor grunts (used in all past entries). Kratos is a very personal kind of guy and the more grab options (or even melee attacks), the better. Really, GoW is a very grab happy Action game. Far more so than most. So we would have:

-(Sprint) R1 - HC/mount
-(mount) s1 - Punches
-(mount) t1 - Double Axe Handle
-(mount) R1 *or o1* - Toss
-(air) L3 - Air Sprint *downward dive, non-attack without extra inputs*
-(Air Sprint) R1 - HC/mount
-R1 - OS
-(OS) s1 - Varies *probably 360 toss*
-(OS) t1 - Varies *probably instant kill case like head rip, torso rip, etc.*
-(OS) o1 - Varies *orb milk hits leading to instant kill when near enough death*
-(OS) x1 - Varies *probably a toss, but possibly a launcher*
-(ground-to-air) o1 - OH
-(ground-to-air) O - alt.OH *for specific lesser foes with the three types used in GoWII*
-(air) R1 - air OS
-L1+x - Tether
-(Tether) s1/s2 - Slaps
-(Tether) t1 - WB
-(Tether) o1 - Toss *though it should be switched with CG*
-(Tether) x1 - CG *would be better with old properties while allowing quick inputs to cause CG in all old cases from GoWIII*
-(Tether) (R) - Evade
NOTE: Something like air Tether seems like an even higher level upgrade.

>not as good as the Fleece
Naturally.

>miss the Wings
Stheno could have given us such a thing (along with a petrification spell and melee weapons).

---

I'll test Javelin after Tether and collisions. Berserk and Honky Tonk as I go. To note it, Infected Humans reach grab kill/red halo at 5 HP remaining (30 damage dealt). Toss doesn't work well at all when aimed at stairs. CG downhill (downstairs) can hit twice in one use (double damage). Toss cannot lead into red halo.

OH is still 0 damage and still gains lots of rage. We just lack a 0 damage set-up for it right now. I'm able to use T to OH and pull along a wall for a wall collision break-out and repeat to farm rage, but it isn't infinite nor as safe as the old case from the previous demo. Wall collisions are still 0 damage, but the Toss recognizes the wall when dealing damage unlike before (ending that loop of wall toss to OH for rage farming). Hits that disarm still deal damage it would seem.

We don't have 'knockback' (welcome back to GoS), so no knockback collisions. *granted that the previous build had them dealing no damage anyway* Had a glitch with Javelin held input not coming out and wasting ammo. Yeah, it keeps happening. Pretty sure I got '5' damage from the held case before it stopped letting me use heavy Javelin tosses though. I'll have to approximate Cyclops attacks at around 15 damage. Can't really test it. Grapples seem more scripted than before (only works one way). Hit detection during 'pin' is really bad. Hit box/collision is awful too. Cancels (block/evade) for s4a don't work as reliably as they should.

Honky Tonk S1P1 is 40HP. S1P2 is 56HP. Letting him recover gives him 12HP. S2P1 is 37HP. S2P2 is 35HP. Letting him recover gives him 12HP. Cyclops Berserker has 125HP to dizzy state. Recovers to 10HP. Apparently the 'shield is a weapon of protection that can stun enemies on discard' (according to the game). Some attacks don't work on S3 Honky Tonky it seems (or at least they have even more trouble actually counting even when they do connect).

I'm afraid the issue with hit detection is so severe, I cannot properly test Stage 3. Figures might be a little off. Honky Tonk S3P1 has 60HP and recovers to 15HP. S3P2 has 60HP and recovers to 15HP. S3P3 has 39HP and recovers to15HP. 12-15 damage to make it recoil during 'pin'. I would give an exact value, but so often hits were dropped despite making impact (not counting for damage), I wasn't getting consistent results. I'm thinking 12 though.

(Javelin) o1 - 1 *one unit weaker*

(Javelin) O *trampling, strong stun* - 5 *3 points stronger*

(Javelin) air o1 - 1

(Javelin) air O - 5

(Javelin) L1+o - 3 damage per hit *up two points; same for 'dump'*

(Javelin) air L1+o - 3 damage per hit

Tether - 0

(Tether) CG - 10 *5 points stronger*

(Tether) s1 - 2

(Tether) s2 - 2

(Tether) WB - 7

(Tether) Toss - 10 *up seven points*

(Tether) OH 'Slam' - 0

(Tether) air OS 'STRP' - 7

(Tether) Battering Ram - 0 *kill if combined with wall collision*

(Tether) BR Toss - 8 *strangely difficult to pin down*

(Tether) Parasite OS - kill

(Tether) Torso rip/head rip - kill

(Tether) Cyclops Berserker QTE - kill

(Tether) Honky Tonk QTE 1 - kill

(Tether) Honky Tonk QTE 2 - kill

(Tether) Honky Tonk QTE 3 - kill

(Tether) Honky Tonk QTE 4 - kill

(Tether) Honky Tonk QTE 5 - kill

(Reversal) Honky Tonk grab - 0

COLLISIONS

Walls - 0 damage

Object - N/A *not in demo*

WB - 0/6 *Target/Agent*

OH - 0/6

Battering Ram - 0/3 *repeat hits seem to be of lesser quality...perhaps one damage each; so 6 of them would be 8 damage*

Toss - 0/15 *bump to BR Toss status; extremely inconsistent*

BR Toss - 0/5 *drop by ten points; inconsistent*

Parasite toss - 0/5

STRP - 0/0
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#42 MrStarkiller
Member since 2008 • 18984 Posts
I'll have to put a bunch of coverage in spoiler tags, add video links, etc. while updating the main post later.  Don't feel like it right now.
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#43 ClassyGent
Member since 2011 • 421 Posts
You don't look like it either.
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#44 solidsarlo
Member since 2009 • 118 Posts
I have the game and am playing through Vanilla H right now. I started a "Veteran Run Coverage" thread on the GameFAQs side but it seems like y'all are having nothing to do with the board and it's high traffic right now. I am too lazy to copy and paste what I already have as well so once I get down to a VH run proper and we have a run skeleton I will fill in.
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#45 MrStarkiller
Member since 2008 • 18984 Posts

gent: >don't look like it

Nor will it.  Post-release means I'm done here.  "And I'm glad it's over." - Senior Coon

solid: >vanilla H

Should be nice and boring.

>veteran run coverage

You best do us proud.  Starting such a thing up on your own for a first run after going this long without playing and so little in the way of challenge runs is more than a little bold.

>nothing to do with

I've got four more pages of topics from the past to go through before I refresh and comb over from where I've left off.  My territory stretches beyond GFAQs.  This along with viewing multiple full playthroughs, reviews, etc. to learn what I can whilst waiting to get the game second hand (to deny them profit in their personal venture into MP).

>run skeleton

Might be a bit before that happens, lad.  I don't tend to make them right away.  Without a guide, I'll have to make it as I go while making up names for areas now and then (not my first rodeo on that front).  Vanilla VH doesn't necessarily call for run coverage.  Hell, I don't know that I'd bother for NUR+ (though I probably should).  PAIN (or PAIN+ if we make the distinction)?  Certainly.

I was speaking with SBK about it.  You see, 'rage' in this is NOT 'rage' in the old definition though called as such.  It also activates automatically.  No Power % increase, no tanking, no Armor % increase, etc.  It does grant some extra moves (mostly what we used to have normally).  It is had from the start and isn't a 'relic' (back to being tied to Blades in a sense...while being a base ability).  Would we allow this 'rage' for PAIN while denying it for PAIN+?  We can't take away the parry as that is already gone in a NUR or higher.  Obviously we deny the items/relics for even PAIN.  Magic (MP) use as well.

IF we deny 'rage' for even PAIN, there would be no 'plus'.  I say this as a reminder of my testing in the other demos regarding what moves build rage, what keeps the meter from dropping, what drops it, how quickly it begins to drain, etc.  Runs where I had to use moves that wouldn't build too much rage too quickly and I had to let it cool off at times (annoying). Is this how it shall be?  Seems that way.

Back to 'element' talk.  I've not heard of one using 'vanilla' Blades beyond having obtained 'fire'.  From then on we are stuck using one element or another.  I don't know exactly what each does (with regards to speed, damage, etc.) beyond specials (NUR eliminates this mostly) and altered s4a/s6 and t0/t3.  I'm betting we cannot disable elements in our runs, so...how do we handle this with the rules?  We can't very well have an official run for each element (unofficial is fine).  Shall we pick one to stick with?  Fire as it's moves are most typical of regular Blades anyway?  Just do that without allowing for 'rage'?  It gets 'rage orbs' for damage kills, so that could be annoying to manage.  I doubt we'll be able to find exploits to get away from each (or progress without them).  Ice for seemingly being terrible and giving useless EXP?  Lightning for MP orbs we can't use?  Soul for HP orbs and soul distractions (not really the most challenging call to make)?

If indeed we cannot avoid elements and must stick with one, I elect 'Fire'.  PAIN allowing for 'rage'.  PAIN+ not allowing for it.  Again, I don't view this 'rage' as the real deal, but it shouldn't be allowed for 'plus' while the regular one shouldn't be so damned annoying as to force one to manage the meter like we shall have to.  I'd love it if we could stick to vanilla somehow, but I don't see that happening.  Going from Fire to Ice to Lightning to Soul would be silly.  Having all might be okay for PAIN, but not PAIN+ (just 'fire')  What say you, boys?  To spell it out, I'm suggesting:

 

PAIN

-NUR

-NER

-NCR

-All elements allowed

-Blades only *no WWs*

-No Magic *MP spending*

-No Relics

-Rage allowed

PAIN+

-NUR

-NER

-NCR

-Fire only *once obtained*

-Blades only

-No Magic

-No Relics

-No Rage (activation is fine so long as you don't land 'rage' hits *let it cool off*)

 

NOTE: Regarding WWs, SBK and I discussed the matter of picking them up off the ground just for the purpose of discarding them without actually using them on foes (for defense or offense).  We agreed that this is something we could allow.  Again, just so long as no damage is dealt to a foe nor damage negated with it (Shield block).  To simply remove them from the field.  However, with playtesting, one might find it is fine to just ignore them (and deal with it).  I could see it going both ways (left to personal feeling as with not fighting everything).  As for 'sprint' moves, I feel they're too closely linked to unarmed WW, but they're available even without them.  I believe they are listed as BoC moves despite appearances.  What say you lot?  Also up to the player?  Because sprinting o1 would allow for some lovely ring-outs and disarms.  Disallowing that specifically as it is on the same input as WW attacks would resolve this, but then another WW-esque attack is on heavy.  It just feels cleaner to disallow all sprint attacks (the sprint itself is fine, but who would use it?).

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#46 MrAssassin83
Member since 2011 • 359 Posts
Jesus, all I want is to learn how to upgrade BoC to lvl 5 in the demo & Iget this? Bah, good detail. We should clear the rules of PAIN & NUR in a smaller thread.
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#47 MrStarkiller
Member since 2008 • 18984 Posts

Should have checked threads focused on that.  You were on gow3forums and you came here.

>clear the rules

It's already well and settled.  The noted applies.  'Fire' was chosen for PAIN+ as the element for official runs.  You can use other elements exclusively for unofficial runs as it suits you (and spice any of these up with the HP drain artifact).

I've acquired a great many games I've intended to have for a long while now (got them relatively cheap), but GoW:A (used) alludes me for now.  I have multiple vendors that will contact me when they finally get one though (as I check online on the side).

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#48 MrAssassin83
Member since 2011 • 359 Posts
I find no threads discussing this...
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#49 MrStarkiller
Member since 2008 • 18984 Posts
GFAQs threads for it shouldn't be that hard to find, this one is obvious, gow3forums has a thread for it (SP ideas) in the GoW:A section, vet board has one (I don't think alt.TUGOWU does), PSU has one (same deals with gow3forums), etc.  The matter of farming in that case is known beyond even vet circles.  Wasn't hard to devise.
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#50 solidsarlo
Member since 2009 • 118 Posts

>clear the rules

It's already well and settled.  The noted applies.  'Fire' was chosen for PAIN+ as the element for official runs.  You can use other elements exclusively for unofficial runs as it suits you (and spice any of these up with the HP drain artifact).

 

MrStarkiller

So it's settled then.

 I've been scooting my way through the game again trying to get the platinum since I haven't had any real time to play the game lately. I will respond more in depth in other threads as more questions arise. Probably going straight away NUR+. 

EDIT: Since I am playing through easy mode to get the trophy I did a bit of messing around to see how useless our new "petrification" ice spell actually is. Satyrs can easily be shattered but you only have enough time for 2 with full s attacks. Given how poorly this performed and its unavailability on NUR and higher I found this quite bothersome. The big beef now being that the casual game is too casual for casuals trying to clear the Trial of Archimedes on NORMAL.

 But I digress... Next I tried the club going by my GoW2/Hulk logic of big swing, big smash. Club breaks nothing that is frozen and swings too slowly to be a viable option for any scenario. Damage output is terrible with it as well (even on Easy settings mind you). 

 So that's my two cents and with three more you'd have a nickel.

 After spending some more time on VH and higher I'll make more notes of things I found useful, though there doesn't appear to be much outside the relics. Orkos' thing absolutely annihilates.