![]() Enemies and how they attack the player and how the games encounters escalate n what not. What the mechanics are, their practical uses, the different key states of combat encounters, that sort of ting. ![]() That one is more about what's left for the player to celebrate in the systems.Īll of it should start tho from layers 1- to whatever. The performance art side of these games, which is the straight up using the game as a toy (kind of like StealthgamerBR's dishonored vids, or yeah DMC4 combo vids, is a more free form version of straight up player expression that the game invites, but isn't necessarily grading or challenging you on in the same. ![]() Like to me there is the total depth a game has (non redundant interactions), and the relevant depth: the stuff you actually will need to know for pragmatic reasons like beating the game or performing well in the criteria of the games scoring system. I think systems have entire layers that get ignored/downplayed for one thing or another. You can cheese to s rank is like.i mean yeah, but you can do that in better action titles too to a point.Ĭombat videos, skill videos are a high light of what the games depth is.Ĭlick to shrink.Tbh the complexity n depth of a games systems is a lot of unexplored ground for action titles n games in general. Think the convo about Astral Chain should just be about the sheer lack of tools, like no enemy mixing, and some of the stuff like that. And not necessarily focus on the stuff that is unoptimized or the lower end of the skill level. Not saying Astral Chain is anything to write home about, it's a far cry from DMC or the first Bayonetta, but there is a pretty good reason people use the footage of people good at the game to defend the gameplay. With the stuff in the combo vid both highlighting what tools you have, the flexibility said tools have, and the part of the replayability/skill ceiling to chase in teh game. Even Astral Chain there are still other good uses, even optimized uses. But that's not the optimized way to play the game, it's not the most efficient. If the only way to judge deep games was exclusively how you get to the finish line, then any game has a quick way to success. Click to shrink.Combat videos, skill videos are a high light of what the games depth is.
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