C'mon someone had to say it folks..
No they didn't...wtf???
Unbelievable.
Minor thing from the quick look, the slow-motion view of the Uruk's when you analyse them in battle looks fucking awesome.
Can they get hit in that state, or does the background become window-dressing?
The developers likely thought this was a good time to poke fun at boring tutorials with a joke, which, fair enough, some people who I respect enjoyed, although Im curious if that enjoyment was sarcastic or sincere.
The thing that saddens me the most about this is is one of the most clever and memorable moments in the game. Contextually it makes sense and it adds emotional weight to the scene.
That Into the Pit challenge (kill 50 orcs that relentlessly group around you, with a bonus for hitting a 100x combo) w/o any button prompts was good times.
Much like with Batman, anyone who values difficulty with these games should turn button/FX prompts, enemy outlines, and the like completely off. Makes it that much more meaningful to pay proper attention to enemy animations when you're surrounded by 20 fools, instead of waiting for the shiny prompt. You also don't get the anti-counter prompt if there's a captain with that sort of attack, so paying attention to intel becomes more important.
Much like with Batman, anyone who values difficulty with these games should turn button/FX prompts, enemy outlines, and the like completely off. Makes it that much more meaningful to pay proper attention to enemy animations when you're surrounded by 20 fools, instead of waiting for the shiny prompt. You also don't get the anti-counter prompt if there's a captain with that sort of attack, so paying attention to intel becomes more important.
There have been numerous times I've been wowed by how smooth the animation transitions are. From countering, to the brutal finishers, to the downed finishers, to jumping over dudes. Very well done.One thing I love is when you do a finishing move on a downed enemy and then someone else attacks you if you hit the 'counter' button the main character seamlessly transitions from his finishing move to the counter. It looks extremely natural.
That Into the Pit challenge (kill 50 orcs that relentlessly group around you, with a bonus for hitting a 100x combo) w/o any button prompts was good times.
Much like with Batman, anyone who values difficulty with these games should turn button/FX prompts, enemy outlines, and the like completely off. Makes it that much more meaningful to pay proper attention to enemy animations when you're surrounded by 20 fools, instead of waiting for the shiny prompt. You also don't get the anti-counter prompt if there's a captain with that sort of attack, so paying attention to intel becomes more important.
There have been numerous times I've been wowed by how smooth the animation transitions are. From countering, to the brutal finishers, to the downed finishers, to jumping over dudes. Very well done.
I love the double parry; where the wraith comes out of you to parry the second enemy. Awesome.Even sheathing your sword looks badass.
Yah. Bought it yesterday. Most of the content was on disc just FYI.
Totally agree. Unlike Batman though, I don't think turning these things off makes the game that much more difficult. Game does a great job of subtle visual clues
Is the camera control good enough to keep a decent view of the enemies within range to be countered? If it is I'll turn prompts off
At first I was annoyed that I could get hit during finshers (Arkham games have spoiled me in this regard), but when I did a seamless counter, even though it stopped the finisher, it was great. I've still got a lot of the mechanics to work out but that's part of the fun. I'll give turning off prompts a go. Like Batman the challenge is in playing with style and looking like a boss rather than spamming the same moves over and over again even if it was easier.I've been playing about three hours now, really liking it. I don't mind how narrowly focussed it is, it's kinda refreshing to not have to chat with a lot of NPCs and solve puzzles.
Sometimes it's fun just to kick ass- loving the stealth as well; as simple as it is.
One thing I love is when you do a finishing move on a downed enemy and then someone else attacks you if you hit the 'counter' button the main character seamlessly transitions from his finishing move to the counter. It looks extremely natural.
And I've said it before- don't be afraid to try turning off the button cues during combat. It makes it more immersive, and the game gives you enough visual cues to know when to counter without needing big buttons floating in the air- give it a shot!
There have been numerous times I've been wowed by how smooth the animation transitions are. From countering, to the brutal finishers, to the downed finishers, to jumping over dudes. Very well done.
I can sort of see what he's getting at, but I vehemently disagree that Mordor gets it wrong. I think a key element is being missed here, namely the fact that the entire tutorial is a series of hard swings between the mundane and the violent. I'll spoiler tag them, but the intro is basically as follows:
-Talion finds his son's sword, broken by an Uruk's counterattack
-Family moment where Talion teaches his son about countering blows.
-Talion tells his son "you're not a soldier yet"
-Talion's son is forced into real combat during the attack
-Sneak up on your wife to give her flowers and kiss her
-Sneak up on the Uruks hunting for your wife to kill them
And this is, honestly, the biggest one, the line that should really hammer home why the tutorial is the way it is:
-After sneaking up on her, Talion insists that they'll move "soon," which his wife playfully mocks. She then says something to the effect of "you've been saying that forever"
-Right before being murdered, she says "We'll be together soon, my love. Forever"
While I agree that using the same animations might not totally be the best idea, I feel like this article misses some of the story here. Mordor isn't exactly literature, but the opening is a nice little series of dichotomies presented as a tutorial.
At first I was annoyed that I could get hit during finshers (Arkham games have spoiled me in this regard), but when I did a seamless counter, even though it stopped the finisher, it was great. I've still got a lot of the mechanics to work out but that's part of the fun. I'll give turning off prompts a go. Like Batman the challenge is in playing with style and looking like a boss rather than spamming the same moves over and over again even if it was easier.
Even when you turn the prompts off there's still a very noticeable white flash over the attackers head when you're meant to counter, so it's not like you're looking for subtle 'tells'.
This article has to be a satire piece. I mean I don't even own the game but I saw the intro in Boogie2998's video so I'm aware of the scene he is talking about. I actually thought the scene was well done and pretty cool? Who is this Zach guy who wrote this piece? Because I think he may have a few more issues than the tutorial in SoM does...
That's because you left "FX" on. Turn off both prompts and FX.
This article has to be a satire piece. I mean I don't even own the game but I saw the intro in Boogie2998's video so I'm aware of the scene he is talking about. I actually thought the scene was well done and pretty cool? Who is this Zach guy who wrote this piece? Because I think he may have a few more issues than the tutorial in SoM does...
This game really is a great Arkham game. I keep imagining how they could incorporate Nemesis into Batman.
There's the usuals breaking out of Arkham, sure, but it'd be sweet to see "normal" crooks start to get a following and either become mob bosses in their own right or, if they were mentally unstable, becoming minor Bat villains themselves.
I guess you'd have to come up with a reason they're not killing Bats when they defeat him though.