So I've had the game for a week and am on my third play though, doing normal - hard and now very hard. I haven't bought the 2 dlc yet, are they worth the price ?
It depends on how much you like the game. The amount of content doesn't really justify the price unless you really liked the base game.
Yep. My exact experience with the game.
Game is amazing on normal-hard-very hard just playing naturally
but when you go for trophies/ranks is when the game shows its true face, which is alot less attractive than your initial experiences.
Fatal flaw #2 of the parrying mechanic. With the first being that it requires a directional input combined with how the camera works.
This first became apparent to me in VR mission 19. I was trying to perfect parry the sword guys to stun them for the Zandatsu finishes. Through this attempt I had a similar experience as you. I would do the parry input outside of what the game recognized as an acceptable "range" for the move so instead I got an attack. Unfortunately this range was within the range of the enemies sword attack so I'd still get hit by their move.
I adapted by walking closer before doing the move after baiting it, but it's still an annoying occurrence within the game mechanics and really soured me on the maneuver as a whole. At least in its current form.(requiring a directional and being contextual based on the actions of the enemies)
I've never had the problem with parries not triggering, it's more an issue of Raiden parrying when I don't want him to. I found VR19 pretty easy once I figured out that sword cyborgs run faster than hammer cyborgs, saving me the trouble of doing any crowd control on that level.
The biggest issues with the parry mechanic in the game are how it works in large crowds, especially on later difficulties when enemies get more aggressive (or the Sam DLC where the enemies are hyperaggressive and your attacks don't do hitstun), and how it interacts with the camera. The "acceptable" parry window is quite large and it's very lenient on distancing or direction, but if multiple enemy types are attacking simultaneously it's very plausible for attack A to start before attack B but attack B will hit before attack A, which is very problematic if they're coming from two directions or if they hit at very similar times. It's very easy to parry in the wrong direction or need to parry very quickly in succession on something that wasn't meant to be parried that way. This issue is exacerbated in the Sam DLC since he can't evade cancel the parry and exit the mob around him like Raiden can. The camera also tends to screw you over a lot on parries since I think it wants to change directions to signal an enemy's attack animation or something. Really it's hard to say definitively what the faults of the game are because all of them are atleast tangentially related to the shit camera, so I don't know what will go away once the camera is fixed.
Hit the nail on the head. Fighting Monsoon is like playing a game of Warioware. You're forced to play all his stupid minigames and attack him only when the game decides it's ok for you to. and when the game says stop you have no choice but to stop. Doing anything else is counterproductive and you'll be punished for it.
Monsoon is easily the worst boss in the game to me. Which is sad since he looked like the most interesting in the pre-release trailers.
I think Monsoon improves a ton on higher difficulties since he gets attack variations on his strings, or if you try to fight him without the em grenade or sai, but there is very little you can do in that encounter. His design was meant to make the player feel like they're doing more than they actually are, and show them that they've mastered the parry mechanic while the bladewolf encounter was meant to teach it. Parrying attack strings or the smoke bit or the lorentz force is pretty simplistic and sort of boring if you're trying to s-rank him, but it does show a new player the possibilities of the mechanic without much of an execution barrier. He's not a bad boss, just not a particularly deep one. Being not as tough as he looks is sort of his role in the game
Sam and Armstrong are my favorites as they're both the most free form to me. Sam has alot of different methods and approaches and I love how Armstrong is all about just going full on offensive while recognizing and reacting to whatever move he throws out. Fantastic way to end the game being able to just go all out on a boss.
Sundowner is cool but the helicopter ruins it. Another design decision I hate about this game. Bullets seem to serve no other fucking purpose than to deny you the No Damage bonus and your sole defense against them is Ninja Run, which is almost never a good option in combat.
I think Excelsus is fun and he has my favorite song in the game. Mistral is boring and gimmicky though.(Her encounter is basically "Tripods are fucking dicks")
Monsoon is like the giant bosses in Bayonetta but way more limiting and tedious than any of those.
Ninja run is tremendously useful in a ton of situations, since both ninja run attacks are very good, but you're right that bullets in general make no sense in the game. They shouldn't have done damage since it doesn't match with the lore and really serve no mechanical purpose. Bullets and RPGs need a rethink.
The helicopter on Sundowner dies to a single rocket so it wasn't a big issue for my S-rank run (just shoot it whenever Sundowner puts the shields up), and I think it adds flavor. The biggest issue with that one was him dying too easily and the BP requirement for the S-rank. Maybe make it so that I can't get him past a certain health if the shields are up or just make the shields fall off when he gets to a certain health threshold. Fighting his first form is just boring.
I have the some complaints for Excelsus as you did against Monsoon. You spend most of the fight sitting around waiting for it to do stuff and trying to S-rank it is just stupid since it all relies on the laser bit. The camera not being shit on that fight actually surprised me.
Same. By a country mile.
Bayonetta to me represents the best of what the studio is capable of, while Rising to me is Platinum at their worst.
Its production values far exceed those of Mad World and probably Anarchy, but I'm not sure I like its game design over those two. No actually I'm pretty sure I don't
MGR is a very unfinished game mechanically, and I can't really make judgements on how it compares to Bayo or NG since it's so rough around the edges, since I don't know if the stuff I dislike is unfinished or just stupid. I want to see them flesh it out in a sequel, because this game had a lot of good design choices and I think their heads were in the right place, and it's still my favorite action game since Bayonetta (not a lot of choice in that regard).
It doesn't get better.
If you want to enjoy Rising my best advice is to ignore the ranking system, VR missions and trophy pack.
I envy all the people that just played it for what it was and walked away.
The game peaked for me around my second playthrough on Very Hard, since I got to play around with all the mechanics and see new enemy configurations.
VR missions are uninteresting and tedious for the most part, though I think you should attempt 18 and 19 a couple of times just to share in the misery. 17 is completely pointless and is the hardest one to boot.
If you're going to S-rank, do it on Revengeance since it's actually easier than on other difficulties because the god parry solves so much of the game. Enemies doing more damage is sort of moot since you can't get hit, and if they attack harder it's better because you get more chances to god parry.
"Hard" is the canonical game, I think, since everything else is obviously lacking in polish. Might be worth playing if you like challenges but most of the "solutions" are sort of silly.