Overall the game plays in a fun way but feels very unfinished with a lot of the basic
combat mechanics working well but being rather hard to figure out what there actually doing.
Dynasty Warriors 9 has also had a bit of an overhaul with how
its combat mechanics work.
Not exact matches
The mix with Monster Hunter
mechanics works in the end, as the part MMO, part hunting - game
combat system delivers some depth and interesting twists.
Okay
combat, some neat spell effects, okay levels, a protection
mechanic that
works, upgradeable powers, spells and special items, and protracted cutscenes that revel in being overly dramatic (that's a positive in my book), make Knight's Contract utterly unremarkable.
Its really a very simple game with a solid
combat system with a few niggling
mechanics that just never
worked.
The core platforming and action - oriented
combat work well, as does the seasonal shifting
mechanic.
We also see
combat and a brief look at how the companion
mechanic will
work.
Last February's Nioh, a new IP from Koei Tecmo that suffered a lengthy development, turned out to be a rather stellar game that coupled the systems of a Souls game with the deep
combat mechanics from Team Ninja's past
work — which includes Ninja Gaiden and Dead or Alive.
As you mention, from one point of view the aesthetics are not something gamers had seen before, and from a design point of view the close
combat mechanics were a new approach since we didn't
work with any existing models.
This can make
combat in the beginning hours of the game a little awkward, and while there are alternate control schemes, ultimately it behooves you to learn how to play as the developer intended, because play testing has no doubt revealed that this control scheme
works best given all the complex
mechanics at
work in the game.
What's great about the
combat and other
mechanics in the game is that they lean towards the easy - to - learn difficult - to - master mentality of games such as Kirby's Epic Yarn or more notably Bayonetta and Lollipop Chainsaw, where you could blitz through the game without much trouble but if you really want to look good and «do it right» then you need to
work at it.
I've spent some time
working on balance, but if the
combat mechanics are redesigned (which I really, really hope they will, as a wargamer), I will save my time and wait until the patch is released instead (and mod something else).
Once again, vehicular
combat was something never before seen in an FPS, and for a first - time incorporation into a game, Bungie
worked wonders with the driving
mechanics.
Once you layer that over the
combat and stealth systems, you've got a pretty robust set of
mechanics to
work with that simply feel good.
It was very plain to me that the team has put a great deal of
work into the core
combat mechanics of Battletech.
The new action camera in Guild Wars 2 most definitely emphasises the action aspects of its hybrid
combat mechanics, I'm super-excited about Blade & Soul's quirky
combat system, and Crowfall's team has been
working on a punishing action
combat system too.
The web rush
mechanic works really well in this version and is extremely useful in
combat.
It's very much a matter of mastering the
mechanics of
combat and
working out the puzzles as soon as possible.
It sounds like a buggering lot of
work for a single man to take on, fortunately Avil is tough as balls and has the wherewithal to parkour his way around the city and show off the games terrific
combat mechanics to make sure he's not even breaking a sweat.
That might totally suck if it weren't for the solid
mechanics behind each of these activities, but Atelier's solid «Synthesis» system — which allows you to alchemize and customize a truly ridiculous amount of items — and fast - paced, satisfying
combat ensure that
working for the government is a lot more fun in this game than it ever could be in reality.
That
work includes improving the feel of
combat as well as which inputs take priority to make
combat feel less clunky, making different weapon identities feel more distinct, and striking a balance between action - based
mechanics to keep skill in
combat vital and RPG
mechanics to make progression feel rewarding.
There's no way to quickly check out a specific
mechanic that I wanted to brush up on, so if I wanted to understand how the game's melee
combat works, then I would have to boot up the cutscene from the very beginning and mash on the cross button until I came across what I wanted to see.
The game design is laid out and we're
working on the initial setup of the game
mechanics like the
combat system so that battles are as intense and engaging as possible and like the character creation process.
While there may be some very light
combat mechanics, you will have to
work to avoid confrontation.
Our game engine is operational and we are
working to complete the physics sandbox, from which all of our
combat mechanics will emerge!
Between the easy - to - execute combos, cinematic cut - ins on «Lethal Blaze» attacks that run the gamut from awe - inspiring to adorable, and assist
mechanics that allow for up to six onscreen characters at a time, the development team at EXAMU — best known for their
work on the popular Arcana Heart series — ensures that
combat stays fast and flashy.
Between easy - to - execute combos, cinematic cut - ins on «Lethal Blaze» attacks that run the gamut from awe - inspiring to adorable, and assist
mechanics that allow for up to six onscreen characters at a time, the development team at EXAMU — best known for their
work on the popular Arcana Heart series — ensures that
combat stays fast and flashy.
I have to admit that we're still
working mostly on the physics part, and the character part is still not ready - but we hope that we will start
working on character representation in vehicles soon (probably right after movement and
combat mechanics).
The character
combat borrowed cinematic camera
work from the «Devil May Cry» series while the shooting
mechanic came from twin joystick arcade shooters such as Robotron and Smash TV.
Experience
working on 3rd person action / adventure games, demonstrating major contributions in the areas of hero control schemes, enemy design, navigation
mechanics, and
combat.
ArtCraft Entertainment has shown a promising ability to adapt to feedback, rethinking their original animation locking
mechanic that bogged down the game's original
combat model and
working constantly to iterate and improve on a crafting system that may finally live up to the Star Wars Galaxies legacy, successfully revitalizing the magic of MMOs long gone.