#1 Posted by CalistoCoon -
#2 Posted by Phantom0708 -
Not trolling at all, I seriously mean it, practice parrying
Xbox live GT is Devilwillcry42
My name is Kanji Tatsumi, you said I like dudes, prepare to die.
#3 Posted by Tention -
my game collection:
#4 Posted by orpheus_telos84 -
Double Cheese Deluxe, in a penguin tux.
:::...PSN and Steam: extintion84...:::
#5 Posted by Dicer7 -
Learn how to parry dude blocking would not suit this game.
I used to think not having a block button was a bad design choice but after spending more time with the demo and getting used to the game's style and controls I now agree that blocking would only hinder the gameplay. This isn't a game that wants players to "turtle" their way through battles. It's non-stop action where you're meant to be constantly on the offensive. Besides, parrying becomes very simple once you get the timing down.
#6 Posted by Solidusword -
"A strong man doesn't need to read the future. He makes his own."
#7 Posted by treten -
The camera IS bad in this game and you will only not notice this, when you'll play it in a way that avoids reliance on it. Try to fight against a couple of soldiers (at least three) once without slicing them apart immediately and try parrying stuff or do purposeful evade slashes. Since the parry relies heavily on you pressing into the right direction, you will miss a lot because of the chaotic camera in such situations, which even manages to mess up things, when you're only fighting against a single enemy as soon, as you get near a wall. Also it is totally annoying, that it always shows Raiden in front view, when you did a finisher, which is really disorienting and not seldom lets you lose track of enemies. The same goes for the evade slash, which, for what it is, has an overly complicated input which as well will get mixed up too often with a normal slash, thanks to the camera and the game not being able to decide which enemy to focus on outside of the lock-on. All of this stuff only works well, when you're fighting one enemy at a time without others interfering, or cannon fodder (which is the only type of enemy in the demo but sure won't be in the finished game) for which you don't have to rely on these game mechanics since you can dispose of them immediately.
The game would seriously benefit from an evade button or, more importantly, the same input for parrying Bayonetta had. There wasn't a chance for stuff to get mixed up with other crap because of double layered input schemes in that game. As it is, with inputs relying on direction, an iffy camera and the control scheme having all those double layered commands, which always tend to let stuff come out you didn't want to do, it tends to feel really sloppy at times which just isn't good for a game that expects precision from you.
I really love Bayonetta and Vanquish especially for their as good as flawless control schemes. MGR though just doesn't feel that refined in the slightest way and seriously, these actions you have in MGR don't differ from those you had in Bayonetta. Just the way you have to input them is a chore in comparison, since they obviously wanted to make room for the slicing gimmick on the controller (which btw. also doesn't feel as good as it should because of the angle tending to get messed up at times, when you let go of the analogue stick...).