And I'm back to the "This is Cool" discussion.
Took a quick look. Looks good. Seeing stuff I didn't think of and will be avoiding spoiling anything more though. (A minor suggestion would be to fade the text out for each part so it doesn't obscure in-game text.) You ever consider making montage footage for the site?
> being the police
I think it could've been done more fun. Having the only real enemy-type being monsters, with humanoids not really adding much, most police work was just talking and walking. Would've been more interesting if they were chases or just unique fighting scenarios with unique elements to them i.e. protection missions.
I haven't gotten around to playing the game on 'Hard Mode' but what was in there for protection missions was light work compared to the regular fighting that I am curious how you think they could improve it? You probably "optimal win stratted" this out immediately but the charging of the core crystal (?) / power grid is quite an engaging affair when you don't detach from the charging stage element. Kinda like a stationary version of the escort scenario having your Legions scattered all over the place fending off the onslaught of enemies. I think it would have been way cooler
to force the player to fight this way.
Going further, for a sequel in protection missions it would be cool if you pass/fail rescuing someone they could give you items or fight alongside you, although given how much portal jumping your character does it makes sense they have to item give.
You played Batman: Origins? That one had pretty decent detective moments imo.
Don't think so. What did it do exactly? (I played one of the Batman games for XBOX360 and didn't think that much of it due to the combat system to continue with the franchise. The roof-top running and gliding were pretty sweet though.)
Personally, I think it would be cool if Platinum could build a player profile from the player's actions and design a boss fight (maybe even an arena with certain stage elements) around that.
> noah prime
I think he might be one of my favourite final bosses now. Guy is tough, you have to use everything at your disposal and mostly: everything works on him. You can use stuns, items, parries, blade mode, perfect call - it all works. Think that's very cool.
He is tough... Despite what I focused on in the OP I was really impressed with progression of the stage flux and over-the-top radical changes in completely new fighting patterns for each phase for the boss. And stabbing with the heavy sword + Axe Legion to leave a timed-exploding shard and hitting with a heavy blow right as the explosion goes off to stun him was exceptionally cooler than anything I have seen in the genre this gen.
Gotta reiterate though how the Jenna fight really shines the best with attacks that feel more complimentary to the character like the wing-flapped laser beam rays.
Does something like that work here though? Most action games don't use a hub-like enviroment so it was pretty novel to see here, but I do feel there's a lot of room for improvement. Apparently the game was quite a success financially so we can expect some sort of sequel I'd reckon.
For chase sequences and possibly even better for arena ring-style multi-level combat where combatants enter more naturally from the "sides" (i.e. Ninja Gaiden 2's werewolf gladiatorial ring), it can.
AC's File 8 chase sequence being in a more circular-shaped 'open-area' level design allows you to naturally loop back to the scene of the crime, whereas if it was linear you'd fail-safe it. The best I can think of for other examples of chasing are Bloodrayne's and Super Mario Sunshine's chase scenarios: In Bloodrayne you trail a swamp crawler and have to chase after it in a semi-linear path in an outdoors area. You run across rooftops and pole wires; you fall in the water accidentally or even purposefully whereby you incur damage running through it; you can activate heat vision to keep the target in track if your natural line-of-sight gets interrupted -- masterclass stuff. In Super Mario Sunshine in Noki Bay you work your way up a cliff-side of jutting structures of a water fall. You reach the top and jump back down into the water. Repeat.
Back to AC, it's pretty slick how well-incorporated the IRIS scanner is to help navigate in flames instead of having the 'Point B' marker omnipresent. However, coolness-wise, I thought the excess use of on-fire environments felt emotionally exploitative. For navigating higher ground, I had a few moments where I'd think the Legion could latch onto a higher floor story to pull the player upwards but instead you're stuck on doing flat plane movement.