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chacobo

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chacobo

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@rocketblast0063: but..it is made by one guy though? at least put together by one guy? Using store assets or third party software (that you can legally purchase) is also something that can be done by one person, ultimately the game feeling good and having the scripting it does and the design underlying it all is the effort that isn't just bought.

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chacobo

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@genericbrotagonist: ehh...kingdom hearts has like 9 complete games and still has a disastrous web of a story under Nomura, i can't imagine what these games look like before they're finished, so whatever fever dream he had of Versus XIII, it wasn't going to wind up that good, it would be flashy for sure - and FFXV is now that flashy after all those updates - but there is nothing about that narrative that would have hit the same beats the same way Tabata did as he's proven with the other games he worked on the story for - meaning not Third Birthday.

Nomura and Square Enix had a barely complete mess and had to piece it together under someone else. I don't really blame Nomura, there was clearly some bad mismanagement that continues to this day. By the end of Royal Edition though, it was one of my favourite games out of Square in a long, long time. There is more I wanted to see out of the story - as I do out of basically ever game I play - but only because they did such a good job of making me interested in the world and characters that I just wanted to play more and more.

Tabata clearly understands the business and how to make games, his team loves him and he frankly deserves better than to be pushed around on a project that was some frankenstein's monster thing for like 5 years.

I am enjoying KH3 a lot, but unlike XV there's not a second in those cutscenes where I am going to feel or care about anyone in an actual emotional way instead of just curiosity of how the story will go.

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chacobo

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@topcyclist: The same people have always hated on this series while it always has really good design that other games should learn from, even KH1 in 2002 really only had DMC1 and Onimusha 1 before it as comparable games - 2 games that excelled in their combat, replayability and progression. All 3 of those games haven't aged nearly as well as their sequels because they were always the ones leading the way for games that felt good to play. I'll always prefer the fast combat with style because Japan also came out with Dark Souls and Godhand and Dragons Dogma, and showed that weighty deliberate combat can be done right too. I think this game having a real personality and style means there are people that will latch onto it to hate it and take in things that are safer and boring instead.

Don't get perturbed by the hate, those people can't stand seeing these games get praise and rewards and genuine enjoyment, so you just have to play the game as you were always going to ¯\_(ツ)_/¯

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@topcyclist: I think people are used to slower clunkier combat like GOW2018 or something, and for whatever reason, don't think that in the first hour of the game, you wouldn't have every aspect of the combat like all the different weapons, summons, spells and special moves that these games have. It's impossible to take the criticism that this is "boring" in that case.

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god after that lifeless anthem quick look (since that is definitely what that trashfire is going to be at launch), even though the giant bomb community has the worst takes on Kingdom Hearts and turn into complete babies when they're proven wrong, this game is just more and more exciting. I wish more games would learn from good third person character action stuff going on. It's gonna be so much fun and finally something that will stick with me.

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@jijipose: you know i'd forgotten just how much angel/demon and mechanical stuff as well as themes that DmC took from Bayonetta... just makes that game even worse in retrospect because it didn't even come close to handling it as well as Bayonetta, which is a game with a pretty nonsensical story in itself but at least tries to have some fun.

That weapon link to finisher thing in the reboot is another cool thing, as well as a visual indicator for charged attacks (which other DMC games have it's just way more subtle) but the lack of all the other stuff that Nero Dante and Vergil can use (the vergil DLC in the reboot is just god awful) is what makes me way more positive about DMCV coming back with style and weapon switching, max exceed, an incredibly smart and natural development of Nero's playstyle and a brand new character that plays like nothing else in action games. (although maybe some comparisons can be made to Chaos Legion and Folklore) but Shadow and Griffon are active with their own health bars and cooldowns and stuff.

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@xshinobi: they wanted to make DmC2 originally, but realized that thing was unsalvagable and decided to continue the real games instead. I'm very glad they did and they took the only couple of respectable design decisions that reboot did and put it in 5 anyway. Those things being the training room and uhh..I guess that's it actually. They do the zoom in thing on final enemy hit which it would be better without, and the announcer voice on style rank changes which thankfully you can also turn off.

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Too much like classic DMC is exactly what I want to hear, it's the best action game coming back. That reboot was garbage and will hopefully just get forgotten about now and Nero's more weighty approach is the same from 4. I do hope they add Turbo mode at launch though.

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@passingthrough: it's not challenging, and bloating the world with little fun VISUAL details but poorly implementing basically any way of interacting with it is sign of a bad game. It's so obvious to see the problems with this game, and is absurd to deny it. Even avid defenders of the game accept that the actual game part of the game is the weakest.