cormack12
Gold Member
I think a lot of Sony first party games have really under rated combat options, and a lot of depth. I really don't think a lot of their games get the creit they are due. I attribute this to most players thinking of Sony games as single player games - basically you play it through on normal difficulty interact with a fair amount of the systems during your gameplay, complete the game and then shelf it. I think to get really explorre the depth you need to be one of those players who really engages with all facets of the combat, systems and mechanics. Most, if not all of their combat systems have a lot of options, support different gameplay styles and can be easy to use, but have so many layers of depth to actually master.
I was compelled to write this post after playing Spider-Man 2. While I am pretty bored of the 'endless waves', and finding the skills and abilities a bit overwhelming. But I'm starting to get a handle on them now (after being forced to tbh), and I was thinking of other games over the last few years that have been produced with the same underlying combat options. Stealth, combo, aggressive, passive, button masher, conservative and agressive playstyles all seem possible.
Am I mad, or is this a reasonable take? There seems ot be so many options, and I think they are games and systems where you get out what you put in. But if you choose to not, you're doing the combat design a disservice.
I was compelled to write this post after playing Spider-Man 2. While I am pretty bored of the 'endless waves', and finding the skills and abilities a bit overwhelming. But I'm starting to get a handle on them now (after being forced to tbh), and I was thinking of other games over the last few years that have been produced with the same underlying combat options. Stealth, combo, aggressive, passive, button masher, conservative and agressive playstyles all seem possible.
Am I mad, or is this a reasonable take? There seems ot be so many options, and I think they are games and systems where you get out what you put in. But if you choose to not, you're doing the combat design a disservice.