Hmm, you mind elaborating on the pistol not operating in the manner you'd like?
Oh about the muscle memory part, it took me a long time but I'm happy to say that it's mostly quite developed now and I can do most of what I want without concentrating too hard on what my fingers are doing.
I'm considering writing more posts discussing the combat stuff that the game doesn't teach you. The help section is surprisingly comprehensive but the game also has quite a few things you can perform which are either hidden or unintentional.
And actually, I think W101 seems closer to Bayo in terms of how the dodge feels and how you can hold it down to transform into the ball. I feel that AC deliberately tries to not hew too closely to the Bayo blueprint and in a way I'm glad it's that way.
Edit: Yea the silent protagonist thing is a really bad decision (especially when you reach the end) but apparently that's how Japan likes it. I think Taura said it is meant to be easier for the player to self-insert. Hopefully FF7 Remake will buck this 'tradition'.
I feel like there's a certain fluidness I usually expect from PlatinumGames' gameplay, but I don't feel it with the pistol...you're locked in place basically, and dance around as you're shooting it...I use the pistol in a lot of situations, but to me it just doesn't feel like something PlatinumGames made...if you told me they outsourced the pistol gameplay to a different developer, I'd believe it.
The Wonderful 101's dodge is fundamentally different than Bayo's dodging in that it's tied to a meter. To all those who bitch about Bayo being "dodge to win", TW101 goes like "nope, you can't do that or you run out of meter!" which I recall makes you stop being able to dodge or make Unite Morphs until it recharges 3 batteries in the meter, encouraging more strategic use of dodging and switching/making larger versions of the current Unite Morph.
Lol never understood the whole "self insert" thing in video games. Especially when a game is in third person. I personally like to play as someone else, with a different personality and motives to someone like myself.
For me it's the 'dancing' while shooting that makes it unmistakably Platinum. The way I see, it they always have a combat system that you can dig into fairly deep and tons of flashiness, be it via animations, choreography or particle and special effects.
I assume you were expecting something more like how Bayonetta/Dante (or more accurately, Nero) can strut around while shooting at enemies.
Oh in my mind, W101 has a nice parabolic arc when you dodge which feels similar to Bayo's whilst your dodge in AC is rather...'human' if you get what I mean.
I'm not very well versed in the mechanics of W101 sadly; never took the time to lab it properly. Would certainly welcome a port with better overall framerate (especially in the Vorkken fights, gosh).
Regardless, you aren't given as much leeway to chain dodges in AC as smoothly as in the other two games.
Yea I never understood the self insert thing, it's like when you're a kid you imagine yourself being one of those superheroes, shout their catch phrases and repeat their corny dialogue anyway, so why are video games different. Taura please!
Now that you mention it...yea that dancing while shooting does give it a Platinum feel.
Lol those Vorken fights must have at least 200 real-time models on the screen at the same time...cut em some slack there for the framerate being low there That actually gave the game to me this "next gen" feeling in that it was pushing the hardware to it's limits....but yea I think a hyptothetical Switch port of the game (please happen!) would have a smoother framerate overall
I think that's it. The dodge in AC was definitely more grounded.
I see re: the self insert thing. It's just odd to me I guess coming from PlatinumGames, who have a great reputation making interesting main characters in their previous games, but not every Platinum game needs to be a clone of the previous one...in time I think AC will grow on me more.
What I discovered recently there is Parry system that just like Bayonetta its ability you need to equip and works same as Bayonetta that you need to use left analog stick towards enemy when they about to attack you.
Nice!!!I wonder if IGA thought of the chain as a whip haha.
Now to wait and see where Yoko Taro places it in his list and more importantly, what words he has for AC.
Koji Igarashi's Top 5 Games of 2019
The director of Bloodstained: Ritual of the Night takes us through the games he managed to find time for in a busy 2019.www.giantbomb.com
I hope that's sarcasm because it sold more in 4 months than Bayonetta did in several yearsLooks like this game won't be getting a sequel with such poor sales figures.
Of course it's not sarcasm. Just look at how other games sold relative to Astral Chain. I mean, idk, maybe 100+K is good enough for Platinum to consider making a sequel.I hope that's sarcasm because it sold more in 4 months than Bayonetta did in several years
It's 1 million for a new IP in a niche genre. DMC V has sold 2.7 million and that's a well established IP. You're not making any sense at allOf course it's not sarcasm. Just look at how other games sold relative to Astral Chain. I mean, idk, maybe 100+K is good enough for Platinum to consider making a sequel.
Oh.... okay then, my badIt's 1 million for a new IP in a niche genre. DMC V has sold 2.7 million and that's a well established IP. You're not making any sense at all
Of course it's not sarcasm. Just look at how other games sold relative to Astral Chain. I mean, idk, maybe 100+K is good enough for Platinum to consider making a sequel.
Fair enoughOh.... okay then, my bad
1 million for a third party game on a Nintendo system isn’t poor sales figuresLooks like this game won't be getting a sequel with such poor sales figures.
Man, you guys need to cut him some slack, I'm sure he misread the number as seen in this message:1 million for a third party game on a Nintendo system isn’t poor sales figures
But yea in comparison to Bayonetta which sold a similar number over a longer period on PS360 (I think that million included discounted copies too), I'd say Astral Chain succeeded in appealing to more people from an aesthetic point of view.I mean, idk, maybe 100+K is good enough for Platinum to consider making a sequel.
Yeah true.Man, you guys need to cut him some slack, I'm sure he misread the number as seen in this message:
BTW, though I only replied to your message, it was also addressed in general to the previous replies (hence "you guys") as well, I just came by at the time when your message was the latest.Yeah true.
And I wasn't attacking himBTW, though I only replied to your message, it was also addressed in general to the previous replies (hence "you guys") as well, I just came by at the time when your message was the latest.
I think he didn't defend himself very well with his replies and that one message I quoted got lost in the understandable rush to celebrate AC's million milestone.
How to Legion Offset (default button mappings shown): (...)
Astral Chain’s combat system is much more tactical compare to Bayonetta, it’s less about pulling off long combo and more about using tools you have to deal with different type of enemies. Akira’s Dodge is much more “human”, you can’t really abuse it same way you can with Bayonetta and Automata.Man, that's awesome. This game's combat system sometimes gets a bad rap online for being shallow but I think it's very shortsighted. There's definitely potential for some impressive tech and I'm glad to see things like that starting to surface. Keep up the good work.
Astral Chain’s combat system is much more tactical compare to Bayonetta, it’s less about pulling off long combo and more about using tools you have to deal with different type of enemies. Akira’s Dodge is much more “human”, you can’t really abuse it same way you can with Bayonetta and Automata.
You can check my Twitter timeline to go down the rabbit hole. It's literally all AC clips (mostly techniques with a few dumb clips) and replies to the few people who are actually interested in learning the stuff on display.Man, that's awesome. This game's combat system sometimes gets a bad rap online for being shallow but I think it's very shortsighted. There's definitely potential for some impressive tech and I'm glad to see things like that starting to surface. Keep up the good work.
Well, what I've shown is mostly unintended by PlatinumGames and I'd assume most of you play the game as Taura envisioned it.NICE!!! You went crazy deep dive in to the combat system, I put 90 hours in to the game and seeing your footage I feel like I haven't fully mastered the combat yet.
Hey Drayzher, welcome to Neogaf!Hawks Eclipse
I think it is not superfluous, having registered to keep abreast of the publications. It is good to see that more people are interested in the Astral Chain system xD
My English provided by the Google translator is so horrible, that although I have something important to say, probably nobody will understand it haha.Hey Drayzher, welcome to Neogaf!
Thanks for joining up. I look forward to seeing your clips and stuff
I saw a very good player, one of those who make "Combo mad" videos and I was struck by a technique that I use, but I did not get it, so I assumed that it had happened by chance wanting to do another type of tactic . However, open as I am striking and I incorporate it into the video: (min 02:54)
So I started studying all their applications so they can see them. It is worth mentioning that the technique cannot go through a normal "combo offset", the continuity is destroyed. The only way that offset assimilates it, is by performing it as a secondary weapon action to the main combo. And then upon returning, they will maintain continuity smoothly. It is also possible to interrupt it with a "Perfect Call" without breaking the offset, but remember to do it with the change of weapon. It can also be done at the end of knockouts by reincorporating it with the launch of some "Skill" to preserve the offset:
Yes, in that video you see exactly all the things that I can never do. My hands don't work when it comes to improvising so much haha. Uh it's a shame that you can't go too often, in case I was feeling a bit adrift with all this, since not many people comment or understand itThat repeated sword thing is new for me, and his combo video is really nice, so thanks for sharing it here!
Anyway, I won't be experimenting in Astral Chain for some time so it'll be up to you to continue the adventure
I'm sure you can do the combos if you spend a bit of time practising.Yes, in that video you see exactly all the things that I can never do. My hands don't work when it comes to improvising so much haha. Uh it's a shame that you can't go too often, in case I was feeling a bit adrift with all this, since not many people comment or understand it