Dark Souls 3 Review & Roundup

Once you finish Dark Souls 3, what’s your opinion on it as a whole?

First half of the game is really easy. Like, did From decide to put in an actual difficulty curve this time? Starts getting hard at the cathedral of the deep or the catacombs of Carthus, and gets legitimately hard at Irithyl. Also way too many bonfires for the first half of the game. Cathedral of the Deep is where they start reusing bonfires and they do it to amazing effect, with one central bonfire and tons upon tons of shortcuts. Continue reading

Most Unique Fighting Game Characters

Which fighting characters do you think have the most unique mechanics and why? Feel free to elaborate on each character as well.

You realize this list is going to be like, entirely guilty gear characters?

Lemme think.

Eddie comes to mind immediately, because he has control of a character separate from himself whose every move is controlled by releasing buttons rather than pressing them.

Arakune from Blazblue has a similar mechanic, except he needs to curse opponents, then he’s capable of releasing buttons to summon insect projectiles from all over the screen.

Ramlethal has 3d beat em up style attacks on her punch and kick buttons and remote swords that can be deployed and reeled in

Leo whitefang has a mode where he turns backwards and seriously can’t block or throw, but he can dash throw you and has a bunch of amazing normals with throw invincibility, also a counter move that beats your attacks.

Dhalsim, especially SFV dhalsim. There’ve been clones of him in a lot of other games, but it’s still a rare achetype.

Johnny needs to power up his mist finer by using coins that are a limited resource, and he can stick opponents with a cloud that makes his mist finer unblockable.

Crow in Rising Thunder had a super fucked up pressure game where he can continually hit people with normals, cancel them into close projectile tosses, then do a jumpin, mixup, and repeat until he lands a hit and confirm into a combo.

Jigglypuff is a highly mobile, small, short range poke based character. That’s weird by itself, then jiggs has an instant kill move.

Snake can launch projectiles directly on top of himself, plant mines in the ground, and stick opponents to extend combos or kill them, plus has a ridiculously good drill that can be used in combos and for (weak, but scary) pressure.

Bedman can perform moves, then have a duplicate of himself repeat them later on.

Venom can lay down pool balls and get them to rebound off each other.

Robo-ky has a heat meter and spends tension differently than the rest of the cast. Wants to build up heat and keep it close to the top, but also can blow himself up if he overdoes it.

Peacock has a ton of unique projectile tricks and extremely unique combo paths that rely on setting up projectiles to drop mid-combo.

Ice Climbers, they have the craziest chaingrabs, handoffs, desync tactics, and an infinite.

Yoshi. He’s Yoshi.

Peach, hovering and turnip projectiles for the craziest setups you’ll ever see.

Pikachu, just look at axe and capitulize. This character is nuts.

Magneto in MVC2.

FANG, a slow slow projectile that you can’t block, but which poisons you? Weirdness.

Elphelt, stance dancing weirdness, unblockables, grenades.

Beowolf, can hold opponents, carry them around, hype meter, stance/setup weirdness,

Bishamon, reversal-only DP, weird projectile

Fox/Falco

Kevin from Garou, Also B Jenet

Urien/Oro

Vega SFV

Doctor Strange

Phoenix Wright

Hakumen, weird meter, weird combos, weird counters

Juri, weird fireball

M Bison, head press

Zappa

Definitely others in games I haven’t played. Out of space.

Is it wrong for me to criticize 2D fighting games for being too similar? reasoning: they all carry the same fundamentals and to me personally makes less unique. also for the piece do 3D fighters suffer from this at all?

Yes. Stop.

I can’t say anything about 3d fighting games, I don’t understand them, I can’t play them, but you’re absolutely wrong for criticizing 2d fighting games for being too similar.

C’mon, you gonna criticize FPS games for all having the same fundamentals? or RTS? or Beat ’em up games? Platformers?

2d Fighting games are the most diverse genre I know of, because they have nothing else to fall back on. They can’t diversify by having different stories, different levels. Those aspects are barely a part of the experience. So they’ve had to diversify through making the characters and systems all unique.

http://xenozipnotes.blogspot.com.au/2010/08/fighting-game-mechanics.html
http://lowfierce.blogspot.com/2009/01/combat-systems.html

Here’s two lists of fighting game mechanics. These don’t cover what mechanics individual characters have, which would make a new list 5-10 times as long. Do you think there’s another genre with a list this big?

The fundamental strategy in every fighting game can vary a fair amount, between street fighter with a heavy emphasis on the ground game and block/throw, KoF with a faster game pace and a real high/low mixup game due to hops, anime fighters with air dashing and bullshit pressure games but also tons of defensive options, skullgirls and marvel with ridiculous combo games and team composition.

Consider just the range of projectiles in fighting games and the differentiation between how they’re deployed, how they move, and what function they serve. Do you see that much range in first person shooter games? in action platformer games? in Mobas?

Individual characters in fighting games are so dissimilar that people have trouble jumping between them.

Bloodborne 2 Ideas

If they were to make a sequel to bloodborne, what improvements or new features would you want the developers to include?

Make the blood vial use animation longer.

Assuming Joseph Anderson is correct and the new blood vial system exists to force you to fight through enemies on the way back through the stage instead of running past them, then it might make sense to have a blood meter of some kind that fills up as you kill enemies, granting blood vials in a manner similar to bonus humanity in the original dark souls. This avoids having to spend souls on blood vials, and side steps random drop chance, not to mention keeps with the theme of the game. Probably not a perfect solution though, as it still allows/forces players to grind (and not even as effectively, given you can’t drop a huge number of souls on bloodvials, though you could have that as a backup) vials back up before challenging an area.

The real design goal here is to have players spawn with all their vials, since that’s what they use to get through the level, and want to kill every enemy, by tying progression to enemies in some way. The obvious solution is to gate progression until enemies are dead, like devil may cry, except that doesn’t fit the tone of the series. A less obvious solution is to make enemies better roadblocks, like in a lot of classic 2d games, such as castlevania or ninja gaiden. This way getting around them is as risky, or a riskier, proposition than fighting them straight up. Trouble is, that’s hard to implement in a game that is specifically designed to have longer drawn-out combat. Because enemies don’t deal damage on contact, you want players to hug up next to enemies sometimes, not get hurt slashing at them due to hitbox oddities, and enemies to have actual startup to their weapon swing animations so they’re fair.

Maybe one solution is to start players off with 10-15 vials and an empty blood meter on spawn unconditionally. This being true even if they warp. Then have it so killing enemies in the level fills up the blood meter, and instead of pressing up to regain silver bullets, they press it to convert blood meter into vials. Could upgrade your vial/meter capacity over the game.

The hunter’s dream is destroyed in the first BB presumably, so just have levelups/warps at the damn lanterns. Also resting to reset the level/vials. Teleporting to another area to perform common functions like leveling up is a terrible idea. I know they want to have the whole homey feeling of the nexus, but it’s a pain in the ass.

Link the damn world together. I loved the forbidden woods skip in 1.0, even if I permanently hard locked my game using it. Also don’t allow warping from anywhere to anywhere for the first half of the game.

Have more effects tied to insight. Have new enemies appear, new enemy attacks. Have them pop up around 5 insight, more at 10, and so on.

Remove the frenzy causing mini-mother-brain enemies completely. I’ve never been able to beat one without getting frenzied, I’ve lost a ton of souls to these enemies. They don’t feel fair at all.

Skip on the chalice dungeons, reintegrate the enemies into the main game, or flesh them out into more their own areas instead of being cookie cutter reassembly of parts. I know the design goal was to make something replayable, but that just doesn’t work.

Perhaps Chalice Dungeons could take the role of the side areas you normally explore, and be set up more blatantly as side quest things available to you during the main game, with a lower bar to entry and more obvious rewards for entering them.

Beast Blood pellet’s effect should drain more slowly.

More areas should match central yharnum’s interconnectedness, use of enemy patrols, and in some cases enemy count.

Unlock Caryll Runes sooner, and don’t put their device in an optional area. I honestly missed it until late in my first playthrough.

Do something to differentiate sets of armor. Maybe have weight be directly tied to the armor you’re currently wearing rather than a character stat. So you can have light armors that make you faster, heavy armors that make you slower, and your overall speed is determined as an average of these. Avoids hitting the endgame where you can wear heavy armors like they’re nothing that happens in other souls games. Don’t make the weight differences too much. Add actual damage resistance to the heavy armors too so they don’t suck. Keep poise based on weapons/attacks, so characters still get stunlocked easy in PVP and by enemies.

Have an undizzy-like combo system like reverse-poise where a meter fills up as you take hits in a combo, then once it’s full you’re allowed to cancel your hitstun into a roll/quickstep. Heavier armor makes the meter smaller or fill faster.

Am I the only one who found the rope molotovs to not be very useful? I don’t really understand their intended function honestly.

Have brainsuckers drop insight if they suck one out of you. Also do something about the stunlock effect Joseph Anderson mentioned. Probably let you roll out of their special knockdown.

The Blood Tinge and Arcane stats were disappointing in my experience. Especially because the various spell items had such high stat requirements, but weren’t very useful.

Might make sense to have a higher QS bullet max and to limit parry range/effectiveness. Parries are kind of messed up in every souls game though. They’re high risk/high reward, but extremely polarizing since you can shut down enemies doing nothing but parries. Might make sense to only have specific types of attacks be parryable in a future game, so you gotta watch out for those ones, and normally defend against the others. QS sidearms kinda suck for normal use.

Don’t have anything as confusing and poorly connected as bloodstarved beast to the upper ward, to vicar amelia. I got lost there in replaying (bought the expensive key first time, was better experience).

Have an actual beast transformation this time, tie it to consuming too many blood vials, add drawbacks like frenzy. Add another mechanic to heal beast buildup.

Vanquish better without regen health?

Would Vanquish be better without regenerating health?

Here’s a curveball answer: No.

You’d need to change a lot of things in addition to health to make it work without health regeneration. If you remove regenerating health and left the rest of the game as-is, it would not work, would not be playable. The reason for this is because the game is so lethal and enemy bullets are largely hitscan. If you remove regenerating health, then you won’t have enough health to survive the level, unless you’re extremely good at locking enemies down pre-emptively, which is a skill no one would be able to develop in a game like this unless they were doggedly persistent.

You cannot reliably avoid damage from enemy gunfire, you have no real defense against incoming damage, and the levels require you to move into harm’s way in order to progress. Despite Vanquish adding dodging, rocket boosting, and cigarettes, the game is still largely about intentionally absorbing damage in order to output damage to enemies, then healing your damage off before going another round. Enemies take damage permanently, unlike you, so you can whittle them down no matter what position you’re in or how bad it gets. Every enemy is designed to be able to kill you from full health.

Every enemy and level is designed under the assumption that the player has an infinite supply of healing items available to them everywhere. For this reason, even if you replaced the regenerating health system with health packs, players are likely to run out, or not be able to cross the gap to the next heal. It would generate a lot of random deaths for no good reason.

How could you make it work? One proposal I have is to treat hitscan weapons from enemies more like slow moving lasers, like the ones you avoid in DMC or other games. Imagine the player can see the target points where guns are being aimed at him, maybe the guns have actual laser targeting, and you need to avoid those as they close in on you. Going with more of a Nier-esque bullet hell route might also be viable, but not fit the theme as well.

The exact health system I’m unsure about. You could treat it like MGR, have a limited number of collectible healing powerups that are dropped from enemies/environment, maybe dark souls it up a little and require you to manually use them. So effectively you have what’s technically a longer health bar that has to be manually managed instead of infinite reservoirs of health waiting to be tapped into. I mean, this is what Ninja Gaiden did, and that was lethal as all hell.

I mean, if you were really careful and adjusted a lot of the game, yeah it could work and possibly be better, but as-is, it’s the best solution we have for the type of game Vanquish is.

Xrd thoughts

http://www.gamefaqs.com/boards/730873-guilty-gear-xrd-sign-/70952891 This thread. Oh Lord.

I was discussing Xrd last night with that friend who’s way better at fighting games than I am.

His sense is that the new characters have a skewed ratio for effort versus reward, except for bedman who is as hard as a guilty gear character typically is. Leo is okay, because he’s easy, but not great as a character, where Sin and Elphelt are just derp.

His other remarks are that Daisuke Ishiwatari being put in charge of Xrd after another guy did AC lead to a lot of dinosaur-like decisions designwise, like danger time being put in because Daisuke liked the button mash sequences in Samurai Shodown. Also the general reversion to a lot of #reload moves which aren’t as versatile and cool as the AC moves.

His other remark is that he hates the Roman Cancel slowdown, because it makes the game more positional, set-play, knowledge based rather than reads and footsies.

His comparison is between how YRC is used in Xrd now to how FRC was used in GG AC: YRC is used to force respect and both players can react to it trivially, FRC is used to create opportunities that you must act on RIGHT NOW. So one creates mixups, one shuts down your opponent’s options and gives them a chance to react to yours.

Human reaction time is a constant we have to design around and consider carefully, both the average (18 frames), and the upper limits of it (13 frames).

That’s the unique thing about fighting games, frequently occurring unreactable decisions multiple times a second. You don’t really get that in other genres. In RTS, you have hidden information and micro, so there’s counterplay, but in actual encounters, most micro maneuvers don’t really counter your opponent, they’re more about efficiency. You focusing on a fight raises the efficiency of your troops, which helps in critical encounters. In FPS, it seems like there’d be a stronger opportunity for counterplay, but the counters are also soft. Because both of you can shoot and hit successfully at the same time without impeding each other, it’s again about efficiency. The counters are soft, based on terrain and weapon choice. About getting your opponent into a range where you can DPS them really well but they can’t DPS you as well.

And in fighting games, that stuff is a delicate balance, to make a game that has it all and makes it all work. His base point is, the current designers don’t really know what they’re doing and the game is only good because it’s built on top of a rock-solid foundation.

The thread is whatever, a lot of ad hominem insults towards Mike Z, but some people make legitimate arguments for and against his points, and that’s pretty alright. I disagree with some parts of Mike Z’s post, but that’s alright. I mostly cite it in my articles as where games criticism could be. It’s making intelligent evidence-based arguments, which is way better than a lot of other stuff. People won’t agree with all of it, but that’s fine. At least we’re having an intelligent conversation about game design.

What’s 3D Castlevania look like?

If you could make the next 3D castlevania how would i play like? People often say it should be like dark souls but, what about platforming? Or do you like how they did in the “Lords of Shadow” games?

I would normally answer that seriously, Dark Souls is 3d castlevania. Like, Castlevania 3’s emphasis on commitment to attacks and enemy placement plus SotN’s non-linearity, but you got me with the platforming bit.

I don’t think lords of shadow is related to the series in any way.

I mean, I’d make it play like dark souls except you can jump with the interaction button, and instead of shortcuts being blocked off by one-way gates that become two way when you open them, they’d be blocked off at junction points between paths by obstacles you can only clear with a power up.

Powerups would probably include double jump (press jump again to divekick), a charge superjump, slide, dash, free movement underwater, wall kick, and backdash. In retrospect, there actually aren’t many powerups that let you clear obstacles.

Additionally would probably have subweapons instead of items, and those would be fueled by hearts (with the actual heart economics adjusted to make sense). The dagger and firebomb would stay in their existing roles, but made more powerful relatively (axe replacing firebomb perhaps). The Dagger can hit at a range, where the firebomb/axe can hit for more damage and be thrown in an arc (maybe have a feature where holding the item button down displays the trajectory of the weapon before you throw it by releasing the button). Holy water would be added, making a large AOE on the ground that stuns enemies who pass through. Cross would fly parallel to the ground, be a bit larger than a person, flying to the target, then back. This should allow it to hit multiple enemies on the way. Could also fly a set distance, then fly back once it reached that distance or hit a wall. Does not care where the player is when flying back, always returns the direction it came. Stopwatch stays the same, or is nerfed accordingly. Would probably only allow you to hold 20 hearts at a time, and add a stockpile up to 90-200 for extra hearts.

Maybe an estus flask or blood vial equivalent on triangle, since that worked really well for dark souls, and castlevania never had as good a health or healing system. The old games had hidden chicken, which is a basic knowledge test, the newer ones let you heal in menus, which is lame.

It might make sense to have enemies deal damage on contact, and knock the player back more. These would allow them to block the player’s path more effectively, which is part of what made classic castlevania enemies work so well. They were simultaneously a threat and roadblock, so getting past them was as dangerous as fighting them directly. Dark Souls enemies are easily ran past in comparison.

Rouge-like Elements

what do you think of rouge-like elements in game (mainly just perma-death and procedural generation) ?

I prefer Beige-like elements. Rouge isn’t my color.

For serious though, I’m not really a fan of procedurally generated content or perma-death. I believe I’ve spoken on this before. Despite not being a fan, I recognize they have their place and deserve to exist.

I think proc-gen content, especially if it’s swapped out every time you die, results in an experience where all the content is dispensable. Like, there’s less of a shared experience between people, and on some level you may have only been lucky to win because you got an easier set of levels.

I feel like these types of games are less definitive experiences that I can finish and more just random content of questionable quality.

That and Proc-Gen, as of yet, can’t generate levels better than human creators. We already have troubles with level design. The art is dead among human designers; how could we possibly quantify our level design knowledge into precise sets of instructions for the computer to randomly vary and achieve something up to par when humans who think they know what they’re doing already have a tough time with that?

The upshot of proc-gen is of course that when you vary challenges randomly, it prevents memorization, and requires mastery of the actual skill. At least in theory. It also means that players can’t act with confidence, because they never know if they’ll be thrown a curveball, and that they can’t overcome a curveball that kills them.

Maybe a good design for a future roguelike is extra lives? And not letting you get more than 3 or 5, so if you mess up, you can learn from your mistakes when something curveballs you, but if you suck, then you gotta try again from the top, and the limit prevents you from simply stockpiling lives or grinding them.

Survival Horror Tank Controls

Thoughts on the good ol’ tank control survival horrors of the past?

I never played any of them, but from a control and production standpoint it’s really obvious why they did it.

From a production standpoint, the original playstation 1 wasn’t really that powerful. To get around these limitations they employed the old trick of prerendering graphics using more complex computers, then drawing them as static backgrounds from fixed camera angles (which devil may cry later went on to imitate, being originally a resident evil game, except because it was on a more powerful system, the camera could afford to rotate). This meant that they could have really nice looking backgrounds and high fidelity character models at the same time, with the limitation that the camera could not rotate, it was stuck in the same position.

Previous to the playstation, cameras couldn’t freely rotate on older hardware. A lot of the 3d camera conventions we have today didn’t exist because they were just figuring out the rules. This meant they didn’t know the modern solution of preserving movement directional orientation across camera cuts by temporarily mapping the controller to continue moving the character in the same direction in world space as long as that direction is held on the controller (you’ll see this in the DMC series). This means if you cross a camera cut, and the angle is shifted 180 degrees or close to it, you might end up going back the direction you came, and going across the cut again, ending up in a loop of transitioning between the two rooms. In 2d games, they were usually strictly oriented to a plane, so this problem didn’t come up, your directional orientation was always preserved across cuts.

So what’s a solution to this? Having forward move the character forward in world space irrespective of camera orientation. ie. tank controls.

Of course in retrospect, that shit is jank as fuck, but it’s probably all that occurred to them at the time. In retrospect, it has the apparent benefit of making it hard to avoid enemies, but it’s debatable how helpful that is or how much that adds to the game. Having weird and counter-intuitive control schemes can sometimes help a game, like God Hand, but it depends on context. I haven’t played these games, so I can’t really testify as to whether it works for them. I doubt it does, but I don’t really know.