![]() ![]() ![]() It's weak but FAST so it has the service of letting you link between combos to keep the score active. The one button gunfire helps avoid this because this attack is essentially a frame one attack. If you don't attack an enemy within the span of 4 seconds, your multiplier resets to 0. The score system is based on how long you can keep it active. THIS IS MORE IMPORTANT THAN MOST PEOPLE SEEM TO REALIZE. "would you keep the guns? (one button to shoot?)" Obviously Bayonetta 3 should have something more to offer but at that point I can't exactly imagine what sort of new mechanic we could throw in. So yeah, I will say revert the combat system to Bayonetta 1 but keep all the QoL changes that 2 had (remove instant-death QTEs, reduce those dumb mini game segments). ![]() I could go on about how the combo system should be rewarding for players who want to juggle enemies but at most all I'll say is Bayonetta 1 handled that so much better. It's only after you beat it will the game then unlock the ranking system once again to encourage anyone to play the game again and do better. Too often new players get so easily sour when they earn a stone reward on the very first level, not realizing that Bayonetta is a game meant to be replayed so hiding the ranking system the first time you play the game would be a good idea. And then when you unlock Hard mode, that's when the ranking system is presented. I feel like PlatinumGames could take what they did with Astral Chain and make it where playing the game on Easy and Normal difficult doesn't give you a ranking but instead a participation reward. I could easily say "just revert everything back to how Bayonetta 1 did it" but it should be more than just that. ![]() To make this work though would require a lot of reworking. The easiest option to get through the game was more often than not the better option to go with. Basically, there is no high risk/high reward gameplay in Bayonetta 2. My biggest problem with Bayonetta 2 was that they focused too much on making the game easier for new players but removed the fundamentals that made the game worth exploring for the skillful players. I think the most important thing they SHOULD do is to try and strike a good balance between making a game easily accessible for new players without sacrificing the good stuff that makes experienced players enjoy the game more. Nintendo is just publishing the game.Īnyway, for this discussion, there's so much I want to say about what PlatinumGames can do to improve on the game. You keep inferring that Nintendo is the one working on Bayonetta 3. The Jump might get reworked to be something like how kirby hovers.ītw Bayonetta 3 is going to be most likely the goodest shit, but it will try to differentiate itself from DMC5 Would you keep the guns? (one button to shoot?) So I think Fast RMX is to F-Zero what Bayonetta 2 is to Bayonetta 3, if that makes sense.Īre they even going to keep the same scoring system? as in you feel bad, when you do poorly and feel good when you do well? I feel like maybe there could be some tricks to use to make it rewarding without making you feel bad, or maybe that's part of the game? For example fire emblem awakening, Bayonetta 2, SMT4, Breath of the wild. I think all their franchises got a game where they streamline everything before they rework it. The latter half of switch is Donkey kong 3D, the sequel to breath of the wild, Bayonetta 3, Metroid prime 4, F-Zero (I think it's coming) Now that the switch already has Paper mario, fire emblem, shin megami tensei 5, cadence of hyrule. I don't think Metroid prime 4 will be a metroidvania, I think it will look more like the Crysis series In this way Nintendo acts as a gateway for triple a games.Īnyways, Paper mario was reworked into a gamey puzzle game that isn't punishingįire emblem became a social sim (And removed the weapon triangle) In an effort to bring more people to play video games, Nintendo is currently reworking all their franchises. ![]()
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