Moderator: JC Denton
by icycalm » 25 Sep 2012 19:37
by icycalm » 25 Sep 2012 22:10
by Lord Knight » 26 Sep 2012 01:50
by icycalm » 26 Sep 2012 02:33
I wrote:There is one boss who attacks you with an electric guitar at some point, but there's nothing special about either the way he looks or his attacks, and the guitar ends up being a gimmick that even degrades the game by making the gameworld look silly. So basically the only ones who are going to be impressed by him are those who lack an aesthetic sense to such a degree, that they can't see he sticks out from the DMC setting like a sore thumb.
by icycalm » 26 Sep 2012 02:37
by icycalm » 26 Sep 2012 02:47
by Lord Knight » 26 Sep 2012 03:20
by icycalm » 28 Sep 2012 21:18
Lord Knight wrote:Another small fix: "3's most memorable and well-designed boss is the very first one you encounter, a multi-headed hydra-like thing."
The first boss was actually a big grim reaper enemy, which I had totally forgotten about, and the second one was a Cerberus.
Lord Knight wrote:I find it interesting that you say "and Ninja Gaiden aside there was simply no better 3D action system in existence around this game's release, circa 2005" about a game that puts emphasis on its scoring system
Lord Knight wrote:The difference is that here, in DMC3's case, it was not the whole experience that was better than the competition but only one single aspect.
by icycalm » 28 Sep 2012 21:42
S.A Renegade wrote:Before I go on, I'd like to say that I don't really understand your continued assertion that I hardly pay attention to anything but the mechanics, that I'm blind as a bat, etc. I don't agree with this. First of all, if that were true, I would have never given such a high score to games like Ace Attorney or Ghost Trick, which BARELY even qualify as games if you look at them from a purely mechanical perspective (they are closer to visual novels than games). And yet I love these games due to their story, characters, art, music, general style and personality. By the same token, games like Killer7 that, had I reviewed based purely on mechanics, I would've probably given a straight F because of how bad they are, I ended up giving a mediocre score because the art, atmosphere and setting elevate it somewhat.
There are many, many other instances of me talking about things that have nothing to do with mechanics. Just off the top of my head: blasting Star Ocean 4 for not having pair endings like its predecessors (as well as dedicating tons of paragraphs blasting the characters and not using a certain song for a certain dungeon), noting that two of the main reasons why Bioshock is good are the amazing setting and atmosphere, regularly trashing western games for having ugly characters and generally poor art design compared to jap games, regularly complaining that I'm tired of generic medieval fantasy settings and that I prefer other settings like futuristic or contemporary much more. I even regularly commit your so-called animu wanking of name-dropping character designers, music composers and voice actors. So no, I don't agree that I'm blind and hardly pay attention to anything but mechanics.
I wrote:As for the "blind as bats" comment, note that it was written before I had read too many of your reviews. And it is true that in quite a few of them the aesthetic aspects weigh heavily --- as they should. But in others, such as for instance the Ninja Gaiden 3 and Bayonetta reviews, it's not mentioned at all. It's like these games have no artwork, no graphics, no setting and stage designs for you -- hell, they don't even seem to have bosses as far as you are concerned. So I would say that, in this matter, both your reviews and Shepton's are a little uneven, to say the least. The original DMC and Ninja Gaiden had some of the most spectacular environments, stage designs and boss fights ever -- on top of their unprecedented combat mechanics -- and yet, by reading your reviews, I get no idea of how their successors fare in these regards -- which for me are very important, as can be seen in my recent DMC3 review, a game I found impossible to properly enjoy because its environment seems like an endless, featureless dungeon and its boss fights utterly fucking suck.
Anyway, I am going to clear all this up in the forum eventually. If any of this seems useful to you, take it, and ignore the rest. What is in your reviews is mostly excellent, so I am not so much concerned about what isn't. I am only mentioning it for the sake of thoroughness, and to justify the fact that I won't be able to feature all of your content on my frontpage, as I'd like to.
S.A Renegade wrote:The reason why I don't mention artwork, graphics, setting or stage designs in my Ninja Gaiden 3 and Bayonetta reviews is because these aspects are so, so, so secondary to my enjoyment of action games that I barely even find them worth mentioning (after reading your DMC3 review I know how important they are to you, and it's kind of funny just how different we are and how the way we treat these games is almost diametrically opposed). Generally speaking (since my goal is simply to talk about whatever I want rather than give a proper review of all aspects of a game) I will only talk about something if I feel strongly about it (either positively or negatively). For example, if I'm reviewing a game in a series that is known for exceptional music, and the music in the one I'm reviewing happens to be below the standards of what I expect, I'll note it. But if I'm reviewing a game in a series that has always had music so forgettable that I don't even notice it, I probably won't even say anything at all. This is the case when it comes to, say, the stories in action games. My reaction to almost all of them is usually "Meh.", and they have no bearing on my enjoyment of the games, so chances are I won't mention them.
Sure, it's definitely nice if an action game has good art, setting and whatnot, but to me this is just icing on the cake. It is not the reason I play these games, and as such, if these aspects aren't exceptional in one way or another I probably won't mention them.
Now, just so it's clear where I stand on this issue, I will comment on some of the things I disagree with on your DMC3 review:
>"you have the Scathing Accuracy guys to thank for it, with their "DMC3 this and that" spiel in every other 3D action game review, as if the goddamn thing were some kind of paragon example of the genre"
Yes it is. It's a masterpiece of the genre and the greatest action game of all time :)
>"over the span of a couple of nights"
This point illustrates to me just how differently we treat this genre. You played DMC3 once over the span of a couple of nights, I played it... maybe 8, 10 times over the span of hundreds and hundreds of hours? To me, playing an action game only once is completely missing the point of the game. It's akin to someone getting a fighting game and only playing the arcade or story mode. More on this in a bit...
>What's wrong with DMC3 is basically everything except the battle system (90+% of which was anyway inherited from Kamiya...)
If I read this I basically interpret it as saying that the game is awesome.
>"O rly? In that case you wouldn't mind if the entire game did, in fact, take place inside a single bare room, with infinite waves of enemies being thrown at you so you can PLAY THE GEAM'S GAEMPLAY forever to your heart's content?"
No, I wouldn't mind. Do you remember the Bloody Palace? If not, it was a mode which consisted of nothing but 100 identical arenas (or rooms, if you prefer) full of enemies to fight. You defeated the enemies and then progressed to the next room, where a new set of enemies awaited you. So on and so on for 100 rooms. Every 20 rooms or so there'd be a boss. That was it, and it was great. So no, I wouldn't mind. The game would be just as good. Maybe even better, since then they wouldn't have to waste resources on story, level design, characters and other unimportant stuff that isn't even that good in the first place and could concentrate on making the stuff that matters better, such as the controls, the moves, the enemies, the balance, and presenting worthwhile challenges to the player. In fact, you just gave me a great idea: what if there really was a DMC3 game that was nothing but 100 identical bare rooms each with its own set of difficult enemy challenges, all properly and meticulously balanced (because they wouldn't be wasting resources on other stuff), and to be able to advance to the next challenge you'd have to get an SS rank on the previous one? That game would be awesome. I would play it and love it. It would be kind of like the Trauma Center games which consist of nothing but individual stages to get XS rank on (although the most recent one ruined that a little by putting more emphasis on the story instead of the challenges). But again, you would probably hate it.
>"and it is time we agreed that stage design is a far more important aspect of a game, even an action game — and indeed especially those! — than the battle system, since the main reason we play videogames is to be immersed inside wildly imaginative and strikingly beautiful environments"
No, this is wrong. It's one of the reason we might play a game, but not the only one. Further, stage design is absolutely not the most important aspect of action games. The combat system, the enemy design, the difficulty and balance, these are the most important aspects. I think you might be confusing action games with action-adventure. It's easy to confuse the two these days because developers keep bloating what should be pure action games with unnecessary exploration elements, trinket finding, puzzles, and even RPG elements! But here's the thing, if a game puts special care and emphasis on its combat system, and is above all about fighting enemies and overcoming difficult skill-based challenges, it is an action game despite any unnecessary fluff that the developers may have added. And I think we can all agree that DMC, Bayonetta and Ninja Gaiden fall under the pure action game label. Now, for a game like Zelda (which is action-adventure), I would agree that the design of the dungeons is of great, and perhaps even paramount, importance. But that's because it's a different genre.
>"not to get good at pushing plastic buttons according to the dictates of obscure algorithms."
Except... that actually is indeed the reason. To tackle a set of well designed challenges (levels, stages, chapters, operations, rooms, whatever you want to call them) with the well designed tools that you are given (that is the battle system), and in doing so, learn, improve your skill with, and eventually reach a mastery of the system. THIS is the essence of the action game. This is what is fun about these games. This is the reason that I play them. From your humble beginnings getting killed over and over by the first boss on normal because you suck, all the way through your journey of mastery to the point where nothing is able to hit you on the hardest difficulty, where you manage to overcome all challenges perfectly with elegance and style, where you achieve a state of "flow" and it's as if you become one with the game and nothing can stop you. You call it autism, I call it fun.
>"and there's absolutely nothing in the entire game like that shape-shifting shadow-cat miniboss"
Actually those shadow cats are just regular enemies, not mini bosses. You end up fighting up to 3 of them at the same time in the hardest difficulty. Fun stuff. I agree with this point though, the enemies in DMC1 were better designed. That is one aspect in which DMC1 is superior.
>"3's most memorable and well-designed boss is the very first one you encounter, a multi-headed hydra-like thing, and even he can barely hold a candle to even the lamest of the bosses from the original"
Hydra thing...? Cerberus is a dog, not a hydra :P I disagree though, I think DMC3 had some really great bosses! Vergil is probably my favorite, with Agni & Rudra in second place, it was so overwhelming at first to have to fight both of them at the same time because you're not used to multi-tasking against enemies that difficult yet, fighting one while keeping your focus open to what the other is doing as well, and once you get better it becomes a really fun fight. As you said, Cerberus was also good, as was Beowulf, and I also really liked the fight against Lady (though I only really appreciated it once I started trying to SS rank it, but it's actually a really fun boss fight). You're right though, it did have some bad ones... the biggest offender being Arkham (also known as Disco Blob), Gigapede was lazy and boring too. So was the Leviathan's Heart.
>"It's like, at first I tried to vary my moves and mix them up a bit, because that's how you're supposed to enjoy DMC's fights, but since the mixing up is not necessary to defeat the enemies...for whom an "S" rank on a screen that's essentially situated OUTSIDE the game has any meaning."
What? How can you say that? The S rank is clearly a challenge that is situated inside the game. If I said something like "I'm gonna beat the game without upgrading my moves" or "Speed run with no energy tanks" in Metroid or "Level 1 solo character run" in an RPG, etc, THAT is a challenge situated outside of the game. But the ranking system is absolutely a part of the game and is (or should be) designed and balanced by the developers themselves. It's true that varying your moves isn't necessary to beat enemies, but that is because you act as if the ranking system doesn't exist. The fact that your ranking is tied to your style meter is an ingenious way to give you incentive to vary your moves rather than simply abusing a few really effective ones like how Ninja Gaiden is all about izuna drop, izuna drop, izuna drop, or UT, UT, UT with no reason to do much else most of the time (note that this doesn't mean I'm trashing Ninja Gaiden. It, along with DMC is one of the masterpieces of the genre). Not only does your style meter directly affect your rank, but it also affects the number of red orbs you get, which affect your rank, but it ALSO affects the speed at which you regenerate your devil orbs, which is important to effectively use the DT Flux to dispatch enemies effectively and keep battles from becoming long and drawn out (which, you guessed it, also affects your rank).
>"DMC3, then, is by no means the tough-as-nails game that the hype has made it out to be, and you can take my word for it that the original is even slightly harder — and Ninja Gaiden a little harder still than both of them (all at normal difficulty, of course)."
I agree with this, Ninja Gaiden was a little harder than both of them on normal difficulty. But there's your problem, normal difficulty is only a very small fraction of these games. What about hard? What about DMD/Master Ninja mode? What about SS ranking DMD? You're missing out on 80% of the fun. I guarantee you that SS ranking DMD in DMC3 is unbelievably hard.
You go on to say that you don't see anything special about the fighting mechanics and say that you didn't try three quarters of the moveset and furthermore only played the game once, and you don't see the genius of the style meter and how it improves the game, or great additions to the genre such as the ability to dodge three times in rapid succession before a recovery period (which Bayonetta later adopted and increased it to 5 times) and air dodges (which Bayonetta also adopted), or the slew of amazing combo potential opened up by the implementation of jump canceling.
>""BUT THE COMBAT SYSTEM REALLY BEGINS TO SHINE IF YOU REPLAY THE ENTIRE FUCKIN' GAME 16 TIMES AND TRY TO S-RANK EVERY TEDIOUS LITTLE COPY-PASTE FIGHT IT CONTAINS." Well, too bad I am never going to see that, because I am not enough of an autist to do anything as utterly ridiculous as that"
That's a shame :(
Anyway, sorry for writing such a long reply. It seems that the reason we play action games and the way we see the genre is fundamentally different. I doubt we can see eye to eye on these issues, but I just thought you'd appreciate me clarifying my stance since you seemed puzzled by it.
I wrote:I am only going to concentrate on this, because it's the main thing you are getting wrong, and all your other mistakes essentially stem from it:S.A. Renegade wrote:"not to get good at pushing plastic buttons according to the dictates of obscure algorithms."
Except... that actually is indeed the reason.
That is something only a cripple would say, if you think about it for a moment -- and I am fairly sure you are not a cripple, so you're making a big mistake here. I explained this in a 36-page essay in my first book, titled "On Why Scoring Sucks And Those Who defend It Are Aspies". Someone's ripped the essay and put it online, so if you don't mind the crappy image quality you can read it here:
http://imgur.com/a/q6BUr
And then check the 4-page thread on my forum in which I offer some clarifications:
http://culture.vg/forum/topic?f=16&t=3854
If you are still not getting it after all this... you probably never will. Just as you (and Shepton) don't seem to get that the "graphics" part of a game is inextricably connected to the aesthetic, and that resolution, number of polygons and colors etc. is under no circumstances something separate from art quality -- as you explicitly state in your Nocturne review. In all these issues, you have not searched deep enough, you have not thought deeply enough, and your ideas on them could seriously have come from a random gamefaqs poster. In a way it's cute, but in another way it's sad too, considering that, even though you've spent so many hours with videogames, you still can't seem to grasp anything fundamental about them. It's not about the button-pressing, man -- it has never been about that. Don't let your somewhat lower aesthetic standards blind you to something so obvious, yet so important, as that. Art is, and has always been -- and will always be -- about beauty. And if you don't think that videogames are art you need to read this:
http://insomnia.ac/commentary/on_the_ge ... art_games/
I wrote:BUT, to get back to the lower-level issue of whether or not you should talk a lot about aesthetic aspects in an action game review -- obviously, as you say, you shouldn't talk about anything you don't feel like talking about, because if you did it would of course be bullshit. So, from my perspective, there's nothing wrong with you concetrating on the mechanical aspect. I cannot call such a review a review, as I explained, but I can take your mechanical analysis -- which will indeed be superior to mine -- and add it to my superior aesthetic analysis, and get an overall superior review -- an overall superior analysis of the game. So, regardless of what you make of all these essays I linked to you, I am perfectly capable of appreciating and profiting from what you have to bring to the table as regards the analysis of videogames -- and then whether or not we agree on higher theoretical issues becomes ultimately something of a moot point.
by icycalm » 28 Sep 2012 22:01
S.A. Renegade wrote:The reason why I don't mention artwork, graphics, setting or stage designs in my Ninja Gaiden 3 and Bayonetta reviews is because these aspects are so, so, so secondary to my enjoyment of action games that I barely even find them worth mentioning (after reading your DMC3 review I know how important they are to you, and it's kind of funny just how different we are and how the way we treat these games is almost diametrically opposed).
S.A. Renegade wrote:Sure, it's definitely nice if an action game has good art, setting and whatnot, but to me this is just icing on the cake. It is not the reason I play these games
S.A. Renegade wrote:Yes it is. It's a masterpiece of the genre and the greatest action game of all time :)
S.A. Renegade wrote:You played DMC3 once over the span of a couple of nights, I played it... maybe 8, 10 times over the span of hundreds and hundreds of hours?
S.A. Renegade wrote:To me, playing an action game only once is completely missing the point of the game.
S.A. Renegade wrote:>What's wrong with DMC3 is basically everything except the battle system (90+% of which was anyway inherited from Kamiya...)
If I read this I basically interpret it as saying that the game is awesome.
S.A. Renegade wrote:Do you remember the Bloody Palace? If not, it was a mode which consisted of nothing but 100 identical arenas (or rooms, if you prefer) full of enemies to fight. You defeated the enemies and then progressed to the next room, where a new set of enemies awaited you. So on and so on for 100 rooms. Every 20 rooms or so there'd be a boss. That was it, and it was great. So no, I wouldn't mind. The game would be just as good. Maybe even better, since then they wouldn't have to waste resources on story, level design, characters and other unimportant stuff that isn't even that good in the first place and could concentrate on making the stuff that matters better, such as the controls, the moves, the enemies, the balance, and presenting worthwhile challenges to the player. In fact, you just gave me a great idea: what if there really was a DMC3 game that was nothing but 100 identical bare rooms each with its own set of difficult enemy challenges, all properly and meticulously balanced (because they wouldn't be wasting resources on other stuff), and to be able to advance to the next challenge you'd have to get an SS rank on the previous one? That game would be awesome. I would play it and love it. It would be kind of like the Trauma Center games which consist of nothing but individual stages to get XS rank on (although the most recent one ruined that a little by putting more emphasis on the story instead of the challenges). But again, you would probably hate it.
S.A. Renegade wrote:And I think we can all agree that DMC, Bayonetta and Ninja Gaiden fall under the pure action game label.
S.A. Renegade wrote:I would agree that the design of the dungeons is of great, and perhaps even paramount, importance. But that's because it's a different genre.
S.A. Renegade wrote:>"It's like, at first I tried to vary my moves and mix them up a bit, because that's how you're supposed to enjoy DMC's fights, but since the mixing up is not necessary to defeat the enemies...for whom an "S" rank on a screen that's essentially situated OUTSIDE the game has any meaning."
What? How can you say that? The S rank is clearly a challenge that is situated inside the game.
Schopenhauer wrote:How different a painting looks when seen in a good light, as compared with some dark corner! Just in the same way, the impression made by a masterpiece varies with the capacity of the mind to understand it.
by Diamond Dawg » 28 Sep 2012 23:27
S.A. Renegade wrote:No, I wouldn't mind. Do you remember the Bloody Palace? If not, it was a mode which consisted of nothing but 100 identical arenas (or rooms, if you prefer) full of enemies to fight. You defeated the enemies and then progressed to the next room, where a new set of enemies awaited you. So on and so on for 100 rooms. Every 20 rooms or so there'd be a boss. That was it, and it was great.
S.A. Renegade wrote:Actually those shadow cats are just regular enemies, not mini bosses.
S.A. Renegade wrote:What about DMD/Master Ninja mode? What about SS ranking DMD? You're missing out on 80% of the fun. I guarantee you that SS ranking DMD in DMC3 is unbelievably hard.
S.A. Renegade wrote:and you don't see the genius of the style meter and how it improves the game, or great additions to the genre such as the ability to dodge three times in rapid succession before a recovery period (which Bayonetta later adopted and increased it to 5 times) and air dodges (which Bayonetta also adopted), or the slew of amazing combo potential opened up by the implementation of jump canceling.
by icycalm » 28 Sep 2012 23:44
by icycalm » 28 Sep 2012 23:48
by icycalm » 29 Sep 2012 05:08