Whenever I hear talk of Genji, it seems like the word "shallow" is its twin brother. I'm thinking of a couple of reviews I've read, and some comments in Bebpo's old thread from the japanese release.
My question is... why? Honestly. I'm not sure what qualifies as depth in games these days. I'm a big (2D) shooter nut, and I know that depth for us basically means how many ways you can up your score -- be it multipliers, chains or something else.
I don't know what signifies depth in a third person action title, though, but my guess based on the talk online would be combos. If it doesn't have combos, it seems the game is destined to be deemed "shallow". Personally, I don't see why. Genji doesn't have freeform 18-string combos, sure, but it does have chaining and I find what's addictive with the game is just that. Trying to go for as high a chain as possible, both in and out of Kamui (the game's slowdown feature). My personal record so far is a 100 kill chain with 120+ hits, and I'm always aiming for higher even though I hardly ever reach above 20 since the game isn't really built for comboing between areas like, say, Bujingai was. (Which, I guess, would be another argument for it being shallow?)
Anyway. How do you define depth in genres you like anyway? I'd like to know what you guys think and expand my knowledge!
Side note: It seems Bebpo's thread has half the internet believing Genji is a recycle-fest. Not so. It's true that you revisit the same geographical locations towards the end of the game, but they have been almost completely remodeled and redrawn so it hardly counts as recycling. </whine>
My question is... why? Honestly. I'm not sure what qualifies as depth in games these days. I'm a big (2D) shooter nut, and I know that depth for us basically means how many ways you can up your score -- be it multipliers, chains or something else.
I don't know what signifies depth in a third person action title, though, but my guess based on the talk online would be combos. If it doesn't have combos, it seems the game is destined to be deemed "shallow". Personally, I don't see why. Genji doesn't have freeform 18-string combos, sure, but it does have chaining and I find what's addictive with the game is just that. Trying to go for as high a chain as possible, both in and out of Kamui (the game's slowdown feature). My personal record so far is a 100 kill chain with 120+ hits, and I'm always aiming for higher even though I hardly ever reach above 20 since the game isn't really built for comboing between areas like, say, Bujingai was. (Which, I guess, would be another argument for it being shallow?)
Anyway. How do you define depth in genres you like anyway? I'd like to know what you guys think and expand my knowledge!
Side note: It seems Bebpo's thread has half the internet believing Genji is a recycle-fest. Not so. It's true that you revisit the same geographical locations towards the end of the game, but they have been almost completely remodeled and redrawn so it hardly counts as recycling. </whine>