Do it like Bayonetta did. The only way to one-up that would be giving fast forward/rewind options too, but I wouldn't really even ask for something like that (it is sort of weird). I'm fine with a loading screen if the cutscene masked part of load time. It's FINE.
Most of my runs don't allow for that, but for those that would, I'd enjoy being able to skip to what I like. Hell, it would be useful for skipping straight to various areas of the game for testing purposes without needing saves for all of them.
I've been trying hard to think of suggestions for the SP game. But with each installment I have felt generally very satisfied and trust SSM to do the job right.
I do think each title has been a tad rushed and there has been some content that I would have like to have seen. I hope this time around they get to add in everything they had going.
Might be more honest to present them as ideas than suggestions as they do not listen. Also, this will be among the places where critique is voiced for anything and everything they do.
>trust them to do the right thing
>they put in MP
A bad start. Nevermind the mistakes of the past entries. My SP evaluations should cover all that for you well enough.
Some more than others.
>content you would like to have seen
Such as? The devil is in the details, friend.
"Won't happen. Can't happen." - Hermes
As before, I'll cover 'Zeus' (MP) in the MP ideas thread perhaps Saturday night, but more likely Sunday. I don't believe they've shown jack that would force me to give more coverage in this thread. *thinks* Yep. King Leonidas 300 DLC is a MP costume.
The only way this would related to us is if the NG+1 for MP champions in SP (with alternate foe layout) made it into the game. I suppose there is the stupid 'social game' they have going on with some in-game unlockables (absolutely horse s*** way to promote the game). I can't wait to see how DLC is abused next.
I'd already seen two videos (shared at GFAQs) confirming what I already knew. CoO OP stuns are in GoW:A. You can just spam the kick to lock foes.
Another video shows this (and some terrible play) before showing hidden chests at about a minute in.
The next had a surprise.
0:33 Parry to Valor. Haven't seen that since GoW1. Does this mean we'll get parry to Plume back as well?
1:03 Pretty well confirmed air s1-s3 are as they have been since GoWII. Another video showed air t1 as it has been since GoW1.
1:08 Odd that CoC forced them away like this.
1:18 Yep. Just looks like Hermes Stomp to me. Hopefully the 'Rush' allows for 'Thrust' to Valor or Plume aside from evade canceling into antoher (as in GoW1). They should wise up and give us Achilles' Flip back (evade and X).
1:31 Combo'd to death.
1:46 Odd (MP?) orb drops.
TUGOWU Comprehensive Thread updated: http://www.gamespot.com/unions/TUGOWU/forums/29208
0:30 So o,o,o,o is a string rather than an infinite? "o1" through "o3" being all the same and "o4" being perhaps a bit stronger with knockback?
2:25 Even the parry stuns them.
2:44 Didn't look to effective, but I imagine it was.
2:54 I was hoping to see the heavy counter this time. I wonder if there are WW counters. Perhaps not.
3:00 L3+R3 to activate rage? That implies it isn't automatic anymore rather than the rage dump special being done as such...Clearly this isn't so.
3:13 As I thought. Amusing explosion.
4:50 Square mashing triumphs.
More demo gameplay.
1:00 No knockback on S (light stun). Not going to be amazing and without bomb laying for such a motion, I question the utility. It doubt they'll even compensate with damage.
1:03 Air juggle with circle spam (Sword) then square spam.
1:08 I can't tell if 'rage' OH caused an explosion on impact, but I'm going to hazard a guess and say, "No". Pity. If it did... that would be a nice extra (I'd still want alt.OH and OH redirection though).
1:10 Tether counts as a hit...but does it deal damage? If one damage, that would be swell for some testing. If no damage, that's quite abusable for hit count even if exceedingly slow.
1:12 Tether to toss for collision/ring-out.
1:16 Looked like he was in the air during this Tether pull into grab (which would allow for some new abuses).
1:31 Feels like the CG should have caused a knockback here, but perhaps the Satyr Captain is mimicing the Minotaurs of GoWIII who would slide in some cases or be knocked back in others. Shouldn't take long to get figured with some hands-on.
1:36 Just doesn't seem like the CG is causing knockback on this foe. Hopefully that's not a sign of removal for knockback on the move itself (that would be bad). This into circle spam (Sword) for a juggle into mid-grab.j
1:45 Yep. Air combo into air-to-ground Tether for ground OS. Too bad this chap didn't use OH or air OS on the Captain (nor the heavy or even WW counter *if it has one*).
3:19 So this shows circle spam with Javelin isn't a string? So the 'strong' toss must have been a held input. Discard was already known to us. I'll have to make an update for this. Javelin provides Spear Toss/Anger, DR-lite (no trampling) and 'Barrage' as it is now.
3:28 Rush certainly has knockback. The kick too (obviously).
3:32 Stomp into ground circle spam (Unarmed).
4:16 I didn't expect this to be open to a parry interupt (though the special property of the attack seems to keep going).
NOTE: This parry may well return to GoW1 form in that it won't have i-frames. Mind this well.
5:18 Getting grabbed is at least good (for the AI) to drain your rage. Doesn't even reward with any upon escape.
5:32 I'm getting annoyed with all these parry counters that are just light (Valor). Why wouldn't you experiment with the other input options? I just don't get the mentality that prevents such links.
0:38 "Physical Attack" doesn't really describe it when you have a WW...
1:03 WAT. I-frames during the Discards it would seem.
1:05 I actually started to laugh out loud (I know, right?) when I saw Battering Ram. I guess we should expect collisions to be like in GoWIII with no return to form on balancing for higher settings (rather than learning from the obvous fixes I suggested). I've contacted Papy about this, collision as a system, petrification (again), the rage meter (again) and OP stuns (again). With the return of 'ram', we can expect rams into walls for instant kills of the foe along with mashing the grab button (now R1) to keep pounding their head into the wall *maybe it remains circle input though* for extra hits *though it should orb milk...we get i-frames during that instead...which should be reversed*.
1:50 So far no signs of an (R),t *maybe (R),S and/or (R),T* evade special. That's good. Hopefully it is a return to GoW1 on that front as well. (R),x is welcome as Achilles Flip.
2:21 The invisible wall seems just high enough to prevent the ring-out. Perhaps if done just a bit higher...
2:27 Seems quite possible this might be some GoWIII hijinks with some foes open to ring-out in a given location, but not others as it was with Trial 2 of Erebus regarding Minotaurs (no ring-out through wall) and Sentries (ring-out allowed). A magic filter specific to the fight. Not to say foe specific, just area specific. I didn't approve then and I don't approve now.
2:42 I don't remember that chest being there. Is this yet another chest? This demo sure has a lot of these.
4:27 Not being able to target where the 'Barrage' goes isn't ideal. Seems a bit lacking in range too.
4:49 The 'wrecking ball' with rage had an explosion, but that is likely just because of the death animation of the foe used for it.
4:55 No ring-out bonus in SP. No signs of hits or EXP bonuses for grab kills even over 10+ hits. Curious.
6:25 Seems like even 'fire rage' BoC hits cannot do anything to the Fire Talos during its 'fire aura' (before 'Inferno' dives).
6:32 That's a questionable hit box...reminds me of Geryon just a little.
7:26 So the Wrecking Ball will cause the explosion during rage. Possible that OH might get it too. Perhaps even 'ram' (during a wall collsion).
7:32 Did...did he have i-frames during the Tether blade toss animation? Because if so, that's hilarious. I won't be reporting that to Papy. The HP didn't seem to go down, so it doesn't appear to just be a case of tanking, super armor, phase frames or whatever you want to call it. I appreciate that damage to the player is low on the demo's settings (Easy), but I should have been able to notice a small change in life.
8:55 It was bound to happen eventually...
0:46 What...the f***? The old held light input with a fire bomb on a non-dying target without fire rage? "What treachery is this?" - Kratos
1:06 Weird double jump.
1:19 Didn't look like TR left a bomb for another explosion. Curious. Just t0 and t3 then?
1:22 Of course, it has the cross-swipe as a follow-up now (during rage) rather than the option to charge for what amounts to Rising Helios.
8:20 Finally someone shoots a heavy foe with it. *watches* IT. DOES. NOTHING.
1:00 I suppose it's possible the difference between the directed "S" and the 'sweeping' "S" is the order in sequence. I don't know that I recall the sweep happening without being after "s2" or the 'single' being anything other than a stand alone. I'd have to watch for this carefully (maybe review old footage). I'd rather just test directly...
2:30 Air CoC has been altered.
5:30 Weapon switch animation put on air TR? What the Hell?
6:34 Life Cycle doing jack against non-launchable targets. I wonder if it would have full effect on Captains. Nobody has tested it yet.
6:39 They put super armor on Ascension's pursue so you don't get knocked out of it...rather than giving its i-frames back.
6:44 And there's the directed held input again (in the air now). Could really be that S is that move, but S (after s2, s3 and s4) is the sweep. What would Rush be then? I doubt these players or inputting L1+X for a sprint before tapping light attack, but maybe L1+X itself is the rush? Or its tied to the Unarmed? Perhaps it is held "O" on the ground. That would explain a little. I doubt you can use an air 'sweep', but that remains to be tested. I watched the meter to see if 'Olympic Slash' eats meter to lay a bomb and...nope. It's possible Olympic Slash might get the defacto role of armor buster if Thera's Bane style armor turns up. If it allows for more than that, I'd expect fire rage to factor (especially with t0/t3). We'll see.
8:36 Extra hits traded for a bigger arc finale in CoC lvl2?
10:42 "Juggernaut"? So they've given an official dub for the 'Elephantaur' as such, eh? Noted.
5:17 It just seems so unlikey that these players are all thinking to use held inputs...
5:46 First person I've seen get a false OS on a GENERAL GRAB CONDITION foe. Or maybe they're no longer simply as such you and you need Tether for some grabs, but 'red halo' for the finishers (making them a dizzy condition foe).
NOTE: This guy had me remembering an old line ("You are so dumb. So dumb, for real."). Good God. Square? Square, square, square? Square!
1:16 Oh God. I had a horrible thought. I'm trying to remember seeing 's,s,s,s,s,s' without fire rage rather than this 's,s,s,s' with the last hit being the 'sweep' (Charge). God I hope I'm just forgetting something. Did they gimp us more than I previously thought for the 'rage'? I thought they just took away "t2" preventing the fast path to Spirit, but maybe...without rage...you can only have 's,s,s,s' (leading to Charge as an ender with s1, s2 and s3), t0 and t1 (with 'Slash' as "S"). Also, T obviously (nevermind air s1, s2, s3, t1 and "S" *new to the air for Blades*).
With 'rage', Valor and Spirit are made available along with "t2", "s4" and "s5". IF I'm not just imagining things and these casuals are somehow all conciously avoiding Valor without rage while using held inputs...that would be swell, but I doubt it. So when in rage you can use 's,s,s,s,s,t' or 's,s,s,s,s,s' or 't,t,s' or 't,t,t', but not without it...if I'm not mistaken. I'll question Papy about it (implying he would answer even if he knew what I was talking about).
NOTE: I very much doubt this would allow for 's,s,s,t' leading to Spirit just because "s3" without rage leads to an "s4b" (s4a being the traditional s4 with rage now before chaining to s5 and eventually s6 or t3). Traditonally "s3" to heavy leads to "t0" (Plume). To further spell this out, in PAIN/PAIN+ (no rage), we would have just 's,s,s,s', 's,s,s,t', 's,s,t', 't,s,s,s', 't,s,s,t' and 't,s,t' due to having the BoE "t1" and the lock of the other moves without rage. What do we even gain with BoC upgrades in this entry? Just power? Would they dare to make it (rage) an upgrade like in GoW1? I'd laugh. Imagine if you start with just these simple strings and that is it. At lvl2 you gain CoC, rage and parry counters. At lvl3 you might gain "t2" for rage and "S" as a move. Maybe this is the MAX now and you get TR too. It's possible. If there were an evade attack (there will be), it would be at about this point that we get it. Each upgrade would be a big jump in power to match the modifier difference between lvlMIN and lvlMAX for the Blades in the past (1.0 to 3.0 *lvl2 would be 2.0 in this case*). After seeing more footage, I can confirm you won't get Spirit at all without rage.
1:27 Should I take it to mean that these circle inputs are not held inputs either? That the kick is just circle? That the stomp is just circle in the air? The punches just chain after Stomp or 'Rush' maybe? I'm trying to remember seeing them come from nowhere. It's hard to recall. I'll watch for it.
11:47 So you can hit bigger targets with Life Cycle, but only when they aren't already attacking will it slow them? Noted. Better than what I saw previously.
1:16 Another example of random MP orb generation out of fire attacks...maybe it's something that happens when at MAX meter and landing hits rather than just for having 'fire rage' active?
1:18 DAT HITBOX
3:32 A pity that crane hook isn't an environmental thing for us to impale foes on. That would be real f***ing neat-o.
4:02 Fire exploision out of OS (Slam) confirmed.
4:07 So he did OH (explosion) to Wrecking Ball (explosion) to OH again (no explosion for some reason). All while Tethered. Before another Wrecking Ball.
NOTE: Infinite OH might get blocked for 'Slam' types even on those that bounce like these chaps purely because of Tether, but you can still OH, WB, OH, WB, etc. with explosions abound. Trying to seal away the infinites, perhaps? We shall see about that...
6:21 A series of fire death explosions knock around a Grunt before a Tether comes out as an OH. Neat.
NOTE: Pity Tether seems to automatically activate during an OH such that the foe is tied down after it, so no OH infinites even on this sort of foe without WB as the set-up for the next one. All the more reason to find a cliff to toss this trash off. This besides using them for collisions (hopefully not static, but with Battering Ram returning...), exploisions, etc. Just as with alt.OH as a held input, I would have liked a way to control Tether in the 'tethered' state (releasing it). Also, OH redirection, but I suppose WB is a variant of that...
0:58 Getting hit doesn't even break Tether? Curious.
2:07 A rare sight (OH on the Captain).
6:12 No sells the weapon switch special of the Sword.
6:15 I'm thinking that the animation is just weird, because this is likely just a jump to a delayed Icarus Lift rather than what it looked like at first (enemy step). But some of the other jumps were clean. Are we seeing GoW get some DMC/Bayo? Seems very exploitable if that is the case. Exploitable for skipping fights especially, I should think. There was a second during the jump that he seemed to be attacking with s1, so maybe it was like GoW1 with the attack erasing jump history, but more extreme in that it looked like x,x,s,x,x (rapidly done such that little height was gained).
6:25 Surprising that you can jump cancel out of the weapon switch special.
9:23 Did the attack miss or clip him without phasing him? I can see it going either way, but his HP bar isn't on camera...
5:15 What a super obvious 'tell'. He still got hit.
5:19 's,s,o,o,o' (Unarmed), I presume. Amusing wall splat.
5:35 A shame that moves like this don't cause collision damage to the agent (when slammed against walls). That would remind me of Wolverine's lovely Action game. That title had some good ideas I still suggest GoW learn from (aside from more respectable titles like Bayonetta, NG and DMC). SWFU and DI had a few things going for them too. Perhaps in a later entry.
5:51 So is its wake-up attack to evade into the 'Tether' for yank to 2x hit combo (the second hit avoidable even if caught)?
5:58 CG to t0? That's new. So does this confirm CG to s6...or would it be CG to s4b (Charge)? I know we can get Valor without rage through the parry counter...would this be another way around the lack of s4(a) and s5? Possibly.
9:56 "t0" to quick T.
9:58 ..."s1" to quick T? Is "T" just 'quick' these days? No slow version?
11:36 o3 and o4 of the Sword stun...
13:50 So...they never break out of this variant of 'grab select'? I don't agree with this decision. Having them try to struggle out (tugging back, some evading, some even attacking, etc. during it...that would be neat).
1:59 Why make the initial hit of ground TR bounce? Make it more broken?
6:03 Wall splat after Ram confirmed.
7:43 You can parry the ground explosions. Noted. Can you just block them? Maybe. I wouldn't put it past the devs...
1:02 Odd that the Grunt was not bounced by t1 here.
2:04 Rush used, but he bounced off even while hitting the target. Looks a bit strange.
7:06 Signs of GoWIII AI abuse (maybe even boundary abuse)...
8:41 TOASTY! *Unarmed parry counter is an MK style uppercut*
Kratos: "YOU GOIN' TO JAIL NOW!" *uppercut*
But seriously, they go flying gayly through the air and even twirly in slow motion with LOTS of time to do the OH he followed up with. That's glorious. Way better than Argo's Rise from GoWIII (despite a lack of i-frames *I presume*).
2:15 A good deal of MP recovery from orbs on this setting.
2:39 Caught in Life Cycle like the Grunts. Captains just float around.
6:26 Life Cycle catching Fire Talos during non-attack cycle.
6:51 You can slow him during fire aura, but can you time it out? I do wonder...
1:30 With all things considered, vanilla runs look like they'll be absolute jokes even on VH in this entry...
1:38 Why did CoC sweep the Captain?