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Achilles cuts through ranks of temple guard.
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Apollo wasn't trying very hard there was he...
boss scene animations and QTE.
What was he doing, trying to poke Achilles?
Why can't they make a game something like Assassin's Creed combined with Mount and blade Concept? I'm Dreaming for that day
apollo voice isnt that david hemblen from earths final conflict
weird how willingly that statues arm let achilles go. Really poor animations, hopefully something they'll adjust, but I can't say I'm holding my breath for this one. It has potential hidden in there though.
This is a big MAYBE.
Poor man's GOW?
Bad cutscene animation.
Doesn't Appolo use the bow? lol
Wow, statues coming to life!, that's new
Try using a boss less common then the f*cking start button
Ya this game isn't exactly "next gen". Come on Koei, its 2010. Games with more depth and better combat choreography were being made 11 years ago. Its time to take your games to the next level.
As to the boss battle. somethign tells me the final product will have those minons constantly bothering you.
yea, nobody is gonna care enough to read that or come back to see the response to a post.
ok u type to much plain and simple
5. Make sure to add player variety: Now, I understand that this is an early development in progress, however based off of past performances, what the player was given was extremely limited. A mere six single button combos? That is not what anyone wants to play; instead, the player wants to be able to utilize tactics for their enemies. My purpose in stating the number of combos was to give perspective as to the variety given to the player; in earlier installments of Dynasty Warriors, there would be multiple ways to deal with enemies with whatever combos you had. The combos themselves would usually look cool, and each have a different target. Now, when you consider it, this game seems as if it should have more variety in that aspect. I believe you are increasing that with the finishing moves, however, you must make sure that your player is able to attack foes at will. By this, I mean you stab the one guy, then you do a roll around the other and strike his helm. (or skull) And then, guard against the other guy. Then, you perform a combo which will strike at three sides, hitting three different foes (Rather, box to right, triangle to left, box to forward.) and then finish it with an all around attack. Ha, I got carried away. But, as I said previously, the thing that I think this game needs most is variety.
4. Make better A.I.: I noticed that the standard A.I. of the opponents in this game is much better than a Dynasty Warriors game. That is a great start to adjustments. The A.I. keeps you locked in constant combat. But as I noticed, they weren't in a hurry to do so. While I assume their equipment was quite heavy, they should have been running to you in order to pin you in place, so the boss could attack the character with greater ease, effectively engaging the player with difficulty.
It looks as if it has much, much more variety than the Dynasty Warriors series, however, there are various things which I believe the developers should do in order to secure buyers. 1. Work on the animations. The graphics are great, in my opinion, however the fact that the boss could rotate without an animation made it look silly.
2. Add difficulty: That boss was just way too easy. He would throw you back, but not follow up with an attack to put you down. He did a meager amount of damage to the player when he hit (In fact, the player hurt the enemy more when he damaged him than the boss did to the player.) and then didn't follow up with an attack to do a lot of damage. That is bad, it doesn't get the player to think about how to avoid his attacks, it is more like: Oh no, he hit me again. Now I must run in a straight line to get four (however many) hits, only to be kicked again, and again, and repeat. In order to engage the player, it is a good idea to add difficulty. I can see many opportunities with opponents such as those, too. It is a shame.
3. Don't overpower the player: The player is a mostly normal human, from the looks of it, who is heavily armored despite. Despite battling a god (It was a statue, I know.) he defeated it with great ease. That should not happen. The player needs to become engaged by planning, and memorizing. Add patterns to the bosses in order to do this, it worked with Demon's Souls, it made them quite powerful but in the end, easy to take out.