I think Platinum has been a shit studio for the better part of their existence tbh. They were good with the first Bayonetta and Vanquish, and then with some external projects like NieR. But most of the times what they release is budget trash. I respect them for MG Rising since it was apparently being cooked up in mere months. But on a personal level I didn't like the game, it looked awful, level design was horrible and the gameplay wasn't that good too imo (terrible weapon system, no evade button etc).
I don't see why this studio is so revered. Okay, 2 of their first 4 games were good (I didn't like Mad World and Anarchy Reigns), then according to their fans they needed to get a shot at every IP out there. All their games I played, let it be Bayonetta, Vanquish, Transformers, MG Rising... even NieR.. they all use the same slow mo gimmick that got tiresome to me. And with Babylon and TMNT they created outright stinkers. And Bayonetta hasn't really become much improved from the first game onward.
Really, those guys were better off as Clover Studios with Capcoms backing. I know Capcom closed them, but Capcom itself has reinvented itself since and creates excellent games PG can only dream of.
Maybe. Although, I think we may still differ on what exactly defines "bad" and "unresponsive" controls for either of us. Out of curiosity, can you give me a example of a specific modern game that's "stiff", "obtuse" and/or "unresponsive" in your view?(...)
I think we are closer in opinion than you think about this and that there is a misunderstanding happening here lol.
(...)
Here is what's happening: you are speaking about gameplay design, whereas I'm talking about gameplay feel. In your case, PS2 B-tier games are fine conceptually because it breeds creativity. That part I'm fine with. However, in my specific case I don't feel like they are fine in control scheme, because it makes 'random Namco action game' feel like crap to control. It has been proven that controls don't need to have any bearing on difficulty, because you can create a difficult video game without it needing to control in an obtuse, unresponsive, or stiff manner.
If anything, a developer purposefully using bad controls and making their game unresponsive in today's age, as a crutch to make a game more difficult, means it is a skill issue for them because they couldn't figure out how to do it without mucking up the controls.
So...try to explain what is "art" for you ?It's hard to take it seriously when looking at the plot of the Bayonetta series.
The unfortunate thing is that aside from some B-tier Japanese action and anime games out there, the other examples I would give are games that still went on to be successful in spite of their bad controls, i.e. Witcher 3, where even Witcher fans were saying 'yea the controls aren't great, but the storytelling is amazing'. However, the usual rebuttal I'm met with when that game is brought up is 'well, it must be good if it sold well' which is an odd form of justification.Maybe. Although, I think we may still differ on what exactly defines "bad" and "unresponsive" controls for either of us. Out of curiosity, can you give me a example of a specific modern game that's "stiff", "obtuse" and/or "unresponsive" in your view?
I dunno. Sometimes innovation or new ideas may get introduced under seemingly "obnoxious" or "obstructive" control schemes. But, hey, what do I know.
He wasn't involved in that afaikMy gut feeling is that this was the game that was the last straw for him:
It feels like he wants to be looked at and treated like a "Kojima", but I just don't see it happening...not to discredit his achievements and past works.Hideki Kamiya is a great game director but he is a creative, he doesn't do market research or listens to shareholders he just makes what he wants to make.
he taught everything he could about game design at Platinum,i wish the best for him and this company continues to deliver quality games.
also Kamiya clearly stayed to complete Bayonetta since after Wonderful 101 his other proyect was cancelled(and Scalebound), its not going to be easy to find a good partner willing to give him the resources to make what he wants, but if he thinks its the best choice its valid as any
I know he wasn’t involved in Babylon’s Fall. I’m saying I think that was the final nail in the coffin for his views on the company as a whole.He wasn't involved in that afaik
He supervised Astral Chain and the Bayonetta games
You really can't attribute 2B to him though, at least not entirely. Give Yoko Taro some credit as well, the man knows ass.
Agreed.
See that right there is the problem, is not a case if the parry being hard to do, or needing time to get good at it. Thanks for the passive aggression. Its the fact it is not necessary, several buttons go unused so the lack of simply dedicating a button to party is just STUPID…Thus is confounded by the times you go to parry only for a attack to come out instead. This isnt a skill issue or another passive aggressive retort about how it needs to be learnt or whatever other cope that comes out, its simply a unnecessary and poor implementation.As someone who played MGR as of recent; I will assert there is definitely nothing wrong with the mapping of the parry button and its system. It requires some practice to get good at it. I can understand some just aren't willing to take the path and invest the time to get there. Perfect counters are really satisfying. Especially, since they do a x1.5 damage return on a foe. The part with the sub-weapon system is them perhaps trying to pay homage to the arsenal/inventory rotation in the mainline MGS series. Same deal with the "stealth" sections, I guess.
I'm legit not surprised people are praising it these days. The game got somewhat snubbed by critics and has great gameplay depth with good replayability.
I don't, to be frank. I wasn't bothered by how FPS's played on the PS2. CoD, when it first introduced ADS, I perceived as a sweet addition, but it didn't detract my enjoyment from the other regular FPS's at the time. I find it that with most games it comes down to how flexible you are. I've read people/reviewers who flung shit at legitimately good games just because they posed a hurdle in terms of how they were supposed to apply themselves to some new mechanic.
It sounds more like some people expect games to accommodate their skill level and not the other way around (people readjusting their skill level to suit the game). Especially, when a game might come with a steep learning curve. Its no wonder that homogenity is a recurrent issue in modern gaming when people reject new gameplay mechanics that may require a different approach.
I guess we all have different ideas about what makes an appealing game and that's fine I suppose. It would be awfully boring if every third person action game would to take notes from Platinum's homework. The industry should have space for both "B-tier PS2" games and more polished action games.
I think part of it has to do with how they carry themselves. Kamiya interacts with social media in a more modern way than Kojima. He posts often, gets into arguments, blocks people, posts memes, etc.It feels like he wants to be looked at and treated like a "Kojima", but I just don't see it happening...not to discredit his achievements and past works.
Mmm no, KojiPro had the combat,the sword physics etc as shown off in their first trailer, what they didnt have was a ‘game’. THAT is why they passed it to Platinum.I mean they had to salvage the game from KojiPro who were too trash to do sword physics which is why Raiden doesn't have a sword in Ground Zeroes & had a limited dev period to fix it. With what we were given was good. I'll shit on PG* but let's not about some of their older efforts.
My intent wasn't to come off as passive aggressive, if that's how you read it, but I strongly disagree with you that its poorly implemented. I really think it was a genuinely cool approach and clever alternative take on it. After a while it becomes really dope to time it right. My only gripe is that the camera can some times screw you over.See that right there is the problem, is not a case if the parry being hard to do, or needing time to get good at it. Thanks for the passive aggression. Its the fact it is not necessary, several buttons go unused so the lack of simply dedicating a button to party is just STUPID…Thus is confounded by the times you go to parry only for a attack to come out instead. This isnt a skill issue or another passive aggressive retort about how it needs to be learnt or whatever other cope that comes out, its simply a unnecessary and poor implementation.
And again the weapon system being a throwback to earlier MGS is not a good enough reason for its inclusion, it wastes the shoulder buttons, and nostalgia or a throwback mechanic is an even poorer excuse for not having on the fly melee weapon switching…This game came out after DMC 1-4, there is ZERO excuse for this.
Death Stranding and TLOU part 2. Sony literally killed off one of the most beloved video game characters in the very beginning of the game. Whether you like the game or not, it was incredibly ballsy and unique way of storytelling. And you can't expect Sony to reinvent the wheel with every direct sequel. Pretty much all direct sequels perfect the formula of the first game. If Sony's franchise IP's continuously put out iterative sequel after sequel then I would agree. But right now, we know Sony Santa Monica, Naughty Dog, and Insomniac are all working on new IP'sBased. These days if you really want to make unique and creative things, to push gameplay genres forward you have to go indie. Even Sony which we love for their singleplayers has gone quite downhill with God of War Ragnarok and Spider-Man 2 clearly being copy-pasted expansions rather than genuine sequels. It's because they were afraid to do new things, and risk things. AAA is all about safety. Even the writing has to be safe, which is why they hire these pandering buffoons to write for their games. Whens the last time Sony did something rather unique?
Fair enough, I enjoyed the game for what its worth, MGS is my favourite franchise so all the spinoffs have some special place for me and for sure when it clicks and you get a perfect run with that excellent dynamic soundtrack it is crazy.My intent wasn't to come off as passive aggressive, if that's how you read it, but I strongly disagree with you that its poorly implemented. I really think it was a genuinely cool approach and clever alternative take on it. After a while it becomes really dope to time it right. My only gripe is that the camera can some times screw you over.
I guess the game isn't tailored to your liking.
it absolutely is .This isnt a skill issue
I mean you actually believe platinum is too dumb to figure out how to map an action to a button, instead of just accepting this is what they want the game to play like; the game will also never throw out an attack instead of a parry if you have the proper timing and input, it simply doesn't happen, so it is indeed a skill issueIts the fact it is not necessary, several buttons go unused so the lack of simply dedicating a button to party is just STUPID…Thus is confounded by the times you go to parry only for a attack to come out instead.
This is why you press forward and attack, because Raiden is always supposed to run forward, and attack, having a dedicated parry button completely defeats the purpose, this is also why the game doesn't really have combos, because all you need to think about is attacking and stopping the enemies attack for even bigger damage.“The core concept behind the character in Rising is that Raiden is always moving forward. We don’t want him hiding, dodging attacks, or rolling away. We always want him to meet attacks head on and move into a combo. “Even if he’s running towards enemies he is getting rid of bullets, even getting hit by them, but he is always moving forward. As a character, we didn’t want him to move back on anything. It was because of this direction of the character we went with this game design.”
I never understood the hype about Platinum games either. The only game I really like from them is MGS Rising. I usually start their games and after a very short time I'm just bored.I think Platinum has been a shit studio for the better part of their existence tbh. They were good with the first Bayonetta and Vanquish, and then with some external projects like NieR. But most of the times what they release is budget trash. I respect them for MG Rising since it was apparently being cooked up in mere months. But on a personal level I didn't like the game, it looked awful, level design was horrible and the gameplay wasn't that good too imo (terrible weapon system, no evade button etc).
I don't see why this studio is so revered. Okay, 2 of their first 4 games were good (I didn't like Mad World and Anarchy Reigns), then according to their fans they needed to get a shot at every IP out there. All their games I played, let it be Bayonetta, Vanquish, Transformers, MG Rising... even NieR.. they all use the same slow mo gimmick that got tiresome to me. And with Babylon and TMNT they created outright stinkers. And Bayonetta hasn't really become much improved from the first game onward.
Really, those guys were better off as Clover Studios with Capcoms backing. I know Capcom closed them, but Capcom itself has reinvented itself since and creates excellent games PG can only dream of.
Based. These days if you really want to make unique and creative things, to push gameplay genres forward you have to go indie. Even Sony which we love for their singleplayers has gone quite downhill with God of War Ragnarok and Spider-Man 2 clearly being copy-pasted expansions rather than genuine sequels. It's because they were afraid to do new things, and risk things. AAA is all about safety. Even the writing has to be safe, which is why they hire these pandering buffoons to write for their games. Whens the last time Sony did something rather unique?
Returnal…so pretty recentlyBased. These days if you really want to make unique and creative things, to push gameplay genres forward you have to go indie. Even Sony which we love for their singleplayers has gone quite downhill with God of War Ragnarok and Spider-Man 2 clearly being copy-pasted expansions rather than genuine sequels. It's because they were afraid to do new things, and risk things. AAA is all about safety. Even the writing has to be safe, which is why they hire these pandering buffoons to write for their games. Whens the last time Sony did something rather unique?
Based. These days if you really want to make unique and creative things, to push gameplay genres forward you have to go indie. Even Sony which we love for their singleplayers has gone quite downhill with God of War Ragnarok and Spider-Man 2 clearly being copy-pasted expansions rather than genuine sequels. It's because they were afraid to do new things, and risk things. AAA is all about safety. Even the writing has to be safe, which is why they hire these pandering buffoons to write for their games. Whens the last time Sony did something rather unique?
Indeed, MG Rising is one of my favorite games, Vanquish is a great game... Bayonetta is very overrated... Nier Automata is good... But I agree with that slow motion effect... And I hate it with my being wonderful 101, it seems like a very stupid game to me... In plot and in the ost.
Transformes was a big... MEH... And I got a PS4 version... I never pass the second scenario... Because was so boring.
1 game in 3 years is really not enough.Returnal…so pretty recently
They’ve not really released that many games in that time tho tbh1 game in 3 years is really not enough.
Kamiya, Fav Game?
This game was ass since first announcementMy gut feeling is that this was the game that was the last straw for him:
Agreed.
Ahhh so always moving forward means next to no combos, no weapon switching on the fly etc etc, yes because that makes TOTAL sense. Fuck off. Its poor design through and through.it absolutely is .
I mean you actually believe platinum is too dumb to figure out how to map an action to a button, instead of just accepting this is what they want the game to play like; the game will also never throw out an attack instead of a parry if you have the proper timing and input, it simply doesn't happen, so it is indeed a skill issue
I mean they literally explained the reasoning:
This is why you press forward and attack, because Raiden is always supposed to run forward, and attack, having a dedicated parry button completely defeats the purpose, this is also why the game doesn't really have combos, because all you need to think about is attacking and stopping the enemies attack for even bigger damage.
You wanting a dedicated button doesn't change any of that, you're free not to like it of course, but it's not "stupid".
I see you got badly triggered by something and have lost the ability for a reasonable discussion, so there's no point in discussing this any further; good day.Fuck off
Returnal which is pretty recent?Based. These days if you really want to make unique and creative things, to push gameplay genres forward you have to go indie. Even Sony which we love for their singleplayers has gone quite downhill with God of War Ragnarok and Spider-Man 2 clearly being copy-pasted expansions rather than genuine sequels. It's because they were afraid to do new things, and risk things. AAA is all about safety. Even the writing has to be safe, which is why they hire these pandering buffoons to write for their games. Whens the last time Sony did something rather unique?