In dark souls, you can damage the boss almost 90% of the time - but, if you button mash, the boss' combos will kill you first. But why design your boss like that? Even dark souls, known for its notorious difficulty, doesn't do cheap bs like this. Clawed ninjas have insane health, endless combos, AND can throw kunai bombs? Really? Why not give the kunai bombs to the weaker ninjas instead to balance it out? Spell caster has insane one-hit kill grab, one-hit kill spells, AND can teleport to grab you? Huh? Like the bosses, these grabs have literally less than a quarter of a second "warning".ģ) Some bosses arbitrarily have constant invulnerability frames, so basically you can only damage them if the game decides that it will allow you to damage it. Who was this game made for, Captain America? Spider-Man? Master Chief? Did you design this game for those who have bullet-time perception?Ģ) Enemies are overloaded and over-tuned. And then there's the fact that almost all fatal grab attacks have literally maybe 60 MILLISECONDS of warning. Constant one-hit kill grabs that have 10,000 year-long animations, making your eyes glaze over after watching it for the 1 millionth time. Constant grabbing that takes you out of the action. Here are the issues:ġ) One-hit kill grabs. It's like brilliant team was assigned to creating Ryu and his move sets and mechanics, and then another much dumber team was assigned to creating the enemies, bosses, and the difficulty. Every other mode is stupidly easy, and then there's this leap to dumb, cheap, and frustrating. Beat the games on MNM, so I "got gud", don't tell me to get gud. Unlimited protentional at the time, but now just a terrible game. This could've been the Doom 2016 of hack and slash. Instead, the devs absolutely destroyed this series with bafflingly terrible decisions with every sequel. The Ninja Gaiden franchise could have been one of the biggest hack and slash games this world has seen.
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