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Combat Overview
Добавлен 14 дек 2012
I cover action games - from hack'n slash, to beat'm ups, n even shooters
This is the place to be for it All in my series - Combat Overview
I got you covered✦
This is the place to be for it All in my series - Combat Overview
I got you covered✦
Streets of Rage 4 | Combat Overview
We finally made it to the end of lil SEGA theme. Some really strong highlights here that's for sure! But for now - we just need to wait. Don't know when those revival games will release but we'll be here to see what's next for these legendary series
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= MY TWITCH =
twitch.tv/o_uwu_o
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= TIMESTAMPS =
00:00 - intro
00:38 - basics
06:50 - defense
07:51 - HUD
12:06 - enemies
36:12 - my review
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#streetsofrage4 #actiongames #playstation #playstation #xbox #nintendoswitch #sega #streetsofrage #devilmaycry #kingdomhearts #ninjagaiden #bayonetta #capcom #platinumgames #konami #teamninja #hacknslash #beatemup #review #gameplay #analysis #tips #tipsandtricks #combatoverview...
▬ι═══════ﺤ
= MY TWITCH =
twitch.tv/o_uwu_o
▬ι═══════ﺤ
= TIMESTAMPS =
00:00 - intro
00:38 - basics
06:50 - defense
07:51 - HUD
12:06 - enemies
36:12 - my review
▬ι═══════ﺤ
#streetsofrage4 #actiongames #playstation #playstation #xbox #nintendoswitch #sega #streetsofrage #devilmaycry #kingdomhearts #ninjagaiden #bayonetta #capcom #platinumgames #konami #teamninja #hacknslash #beatemup #review #gameplay #analysis #tips #tipsandtricks #combatoverview...
Просмотров: 663
Видео
Golden Axe: Beast Rider | Combat Overview
Просмотров 3 тыс.14 дней назад
We continue our lil SEGA theme n next up is Golden Axe. This will be a massive shock but this is my 1st ever game into the series. I uuuuh sure picked A game to get into it ▬ι═══════ﺤ = MY TWITCH = twitch.tv/o_uwu_o ▬ι═══════ﺤ = TIMESTAMPS = 00:00 - intro 00:41 - basics 01:47 - defense 05:03 - HUD 07:05 - enemies 09:32 - my review ▬ι═══════ﺤ #goldenaxe #actiongames #playstation #ps3 #xbox #xbox...
Shinobi | Combat Overview
Просмотров 3,2 тыс.Месяц назад
If you nvr heard the soundtrack before. Do yourself a favor n do that NOW ▬ι═══════ﺤ = MY TWITCH = twitch.tv/o_uwu_o ▬ι═══════ﺤ = TIMESTAMPS = 00:00 - intro 00:45 - basics 03:25 - defense 04:28 - HUD 08:32 - enemies 21:20 - my review ▬ι═══════ﺤ #shinobi #actiongames #playstation #ps2 #hagane #nightshade #batmanarkhamknight #devilmaycry #kingdomhearts #ninjagaiden #bayonetta #capcom #platinumgam...
Kunitsu-Gami: Path of the Goddess | Combat Overview
Просмотров 2,4 тыс.Месяц назад
Ive been patiently waiting for this 1 to come out for over a yr now since its reveal. What really caught my interest was the fact its something entirely new n not just some safe bet to cash in on brand recognition. So I had to be there day 1 to see what kind of fresh ideas they had for us ▬ι═══════ﺤ = MY TWITCH = twitch.tv/o_uwu_o ▬ι═══════ﺤ = TIMESTAMPS = 00:00 - intro 00:44 - basics 01:54 - d...
Astral Chain | Combat Overview
Просмотров 2,7 тыс.Месяц назад
As of late there’s been a NOTICABLE trend at P*. Their most recent games have been all in on the summoner playstyle. I guess it started w scalebound huh? Even tho it nvr saw the light of day it’s influence must’ve stuck around for a feeeew yrs. ▬ι═══════ﺤ = MY TWITCH = twitch.tv/o_uwu_o ▬ι═══════ﺤ = TIMESTAMPS = 00:00 - intro 00:33 - basics 01:50 - defense 05:18 - HUD 13:10 - enemies 15:13 - my...
Castlevania: Curse of Darkness | Combat Overview
Просмотров 1,1 тыс.2 месяца назад
Well, let's move on to our next summoner action game. I just Know this idea can work but Chaos Legion made sure to make it the least fun thing possible. Now I've only heard good things about our next game so let's hope CoD can come through n deliver a solid time. Fingers crossed ▬ι═══════ﺤ = MY TWITCH = twitch.tv/o_uwu_o ▬ι═══════ﺤ = TIMESTAMPS = 00:00 - intro 00:41 - basics 01:38 - defense 02:...
Chaos Legion | Combat Overview
Просмотров 3,1 тыс.2 месяца назад
Chaos Legion is going to kick off our lil look into more summoner action games. I havent seen or heard any1 talk about this too much tho. So I’m going in blind but let’s find out for ourselves what we’ve been missing out on. ▬ι═══════ﺤ = MY TWITCH = twitch.tv/o_uwu_o ▬ι═══════ﺤ = TIMESTAMPS = 00:00 - intro 01:10 - basics 01:34 - defense 02:19 - HUD 03:59 - enemies 10:07 - my review ▬ι═══════ﺤ #...
Devil May Cry 3 | Combat Overview
Просмотров 2 тыс.3 месяца назад
The first game is an all time classic that many would study n use as their inspiration. The sequel was uuuh not what fans wanted n became a laughing stock of the series for many yrs to come. Now this third game decides to make a prequel n go back to the basics that made the 1st game so amazing while adding more to that solid formula. It’s safe to say that was the SMARTEST decision ever made bc ...
Devil May Cry 2 | Combat Overview
Просмотров 9644 месяца назад
DMC 2 really is the Simon’s Quest of the series Has some good ideas but the execution is preeeeetty off to put it nicely. Hmm I wonder how it would’ve turned out if Kamiya directed the sequel - who knows… But yo the ost is actually Really dem solid ▬ι═══════ﺤ = MY TWITCH = twitch.tv/o_uwu_o ▬ι═══════ﺤ = TIMESTAMPS = 00:00 - intro 00:38 - basics 04:52 - defense 05:41 - HUD 07:33 - enemies 12:04 ...
Devil May Cry 1 | Combat Overview
Просмотров 1,6 тыс.4 месяца назад
The last time I finished DMC1 was waaaay back on the ps3 collection. So it's been at LEAST 10yrs since I last played this n I gotta say - it's even better than I remember. Hope you enjoy ▬ι═══════ﺤ = MY TWITCH = twitch.tv/o_uwu_o ▬ι═══════ﺤ = TIMESTAMPS = 00:00 - intro 00:38 - basics 05:26 - defense 06:16 - HUD 08:59 - enemies 23:32 - my review ▬ι═══════ﺤ #devilmaycry #actiongames #ps2 #playsta...
Samurai Jack: Battle Through Time | Combat Overview
Просмотров 2,6 тыс.4 месяца назад
This is long overdue. Always felt this game was the perfect way to start off the channel. Ppl knew something was here since it's made by ex-team ninja devs n all but not many out there to dig deep enough into it. Well, I tried my best back then but uuuuh it was pretty spotty haha Well, that's why we're back to do the job right this time before it's delisted from all storefronts. It's the least ...
Rise of the Ronin | Combat Overview
Просмотров 2,5 тыс.5 месяцев назад
It’s my favorite time of the yr bc we’re back looking at our 3rd annual TN game! I’m always hyped to see what they got for us. Especially since they went w the whole open world route. Thats waaaaay out of their norm so im curious how they pull it off. Side note - I’m taking a liiiil break after this 1 Super fun game that I wanna keep playing so I’ll be back soon enough ▬ι═══════ﺤ = MY TWITCH = ...
Samurai Western | Combat Overview
Просмотров 7985 месяцев назад
With this game finally covered. Imma disappear for awhile to play rise of the ronin. Just gonna take my time to enjoy my 1st playthrough so sit tight for a liiil bit until I come back w a video for you guys! ▬ι═══════ﺤ = MY TWITCH = twitch.tv/o_uwu_o ▬ι═══════ﺤ = TIMESTAMPS = 00:00 - intro 00:34 - basics 01:18 - defense 02:20 - HUD 04:14 - enemies 07:07 - my review ▬ι═══════ﺤ #samuraiwestern #a...
Rising Zan: The Samurai Gunman | Combat Overview
Просмотров 8985 месяцев назад
I'm finally looking into it! This is one of those mystery games to me. Would only see it get mentioned but neeeever seen actual gameplay til now. N let me tell yuh - its a ride you wont forget ▬ι═══════ﺤ = MY TWITCH = twitch.tv/o_uwu_o ▬ι═══════ﺤ = TIMESTAMPS = 00:00 - intro 00:37 - basics 01:37 - defense 03:15 - HUD 05:18 - enemies 11:36 - my review ▬ι═══════ﺤ #risingzansamuraigunman #actionga...
The Dishwasher: Vampire Smile | Combat Overview
Просмотров 1,5 тыс.6 месяцев назад
I was pretty dem surprised by this 1. I nvr heard about it til veeery recently n thats ALL thanks to you guys! There’s some familiar stuff going on here so lets hurry up n check out one of the earlist 2D indie action games around ▬ι═══════ﺤ = MY TWITCH = twitch.tv/o_uwu_o ▬ι═══════ﺤ = TIMESTAMPS = 00:00 - intro 00:30 - basics 02:47 - defense 03:57 - HUD 05:23 - enemies 09:03 - my review ▬ι═════...
Neptunia x SENRAN KAGURA: Ninja Wars | Combat Overview
Просмотров 8057 месяцев назад
Neptunia x SENRAN KAGURA: Ninja Wars | Combat Overview
Kingdom Hearts 3 + Re Mind | Combat Overview
Просмотров 6077 месяцев назад
Kingdom Hearts 3 Re Mind | Combat Overview
KIngdom Hearts 1 Final Mix | Combat Overview
Просмотров 1 тыс.7 месяцев назад
KIngdom Hearts 1 Final Mix | Combat Overview
Kingdom Hearts 2 Final Mix | Combat Overview
Просмотров 2,3 тыс.8 месяцев назад
Kingdom Hearts 2 Final Mix | Combat Overview
The Nightmare Before Christmas: Oogie's Revenge | Combat Overview
Просмотров 7308 месяцев назад
The Nightmare Before Christmas: Oogie's Revenge | Combat Overview
Marvel's Spider-Man 2 | Combat Overview
Просмотров 7388 месяцев назад
Marvel's Spider-Man 2 | Combat Overview
Spider-Man: Web of Shadows | Combat Overview
Просмотров 1,7 тыс.9 месяцев назад
Spider-Man: Web of Shadows | Combat Overview
Hellboy Web of Wyrd | Combat Overview
Просмотров 9629 месяцев назад
Hellboy Web of Wyrd | Combat Overview
Evil Dead: Regeneration | Combat Overview
Просмотров 50210 месяцев назад
Evil Dead: Regeneration | Combat Overview
Sekiro: Shadows Die Twice | Combat Overview
Просмотров 2 тыс.10 месяцев назад
Sekiro: Shadows Die Twice | Combat Overview
One of my favorite niche hack n slash game and I'm waiting for the next game maybe Bikini Samurai Squad remake or Z3 wanted to see more lore about Vampiric Clan, The Whole series already on 20th Anniversary
if this game gets remade for consoles and pc i'll literally buy for it (sadly, nintendo being nintendo makes the game exclusive to switch)
Look, I know Chaos Legion is an adquired taste, but how is this a combat overview when you didn't talk about the abilities your character can perform depending on what legions are with you? Oh, I remember, you only used two of them. I'm glad to see more people pointing out how much is missing from the "combat overview".
This was sick! Bro and that smart guy call back!!!! Chefs kiss 👌
Man, what are these remixes? Can you give a link?
@@zhengistasbolatov8480 ruclips.net/video/r38Zz00SlLY/видео.htmlsi=SGbfHWJ9Z6d2yOdD Hopefully the link works! If it doesn’t then it’s called - Beats of Rage by GameChops
@@o_uwu_o Thank you so much!
Great video first and foremost, crazy how it can go 40 minutes and only barely touch on how huge the roster and Survival mode content actually are. The one thing I do wish was brought up though is the combo counter; in a vacuum I really love the risk and reward it creates of doing big damage and then cashing out for score to get lives but knowing when to cash that out since you lose the whole combo for being hit once, but the fact that every level can be full combo'd actually kind of bothers me since it becomes just a raw 1cc/routing-focused mechanic instead when it could've complimented all levels of play. Ultimately Survival makes it work the way I would prefer because of the level-based single screen structure and how you get Stars instead wish can matter heavily depending on your character.
@@goldglovegrappler1382 thank you glad you enjoyed! Riiiight? This is for axel BASE movelist alone. Just think of the amount of other strategies you can make when using different moves too. Ooooh yea the combo counter was fun to interact w. I’ve nvr really experimented w the scores of games before but since the trophy asked me to get s ranks I finally learned it. The way we play around it made me approach the game entiiiiirely different which was awesome! Ooooh man the amount of times I thought to just wait n make sure I get my combo points bc those extra lives in arcade are NEEDED haha I can see that for sure. Definitely felt like it made me seem like I had to play near perfect at times. Maybe if we got a percentage of the possible points if we got hit or something. So it won’t be AS harsh of a punishment sorta thing. Oh yea the first time playing the game survival mode was my favorite thing to play at the time. So I’m glad we all get our favorite things to dig into no matter mood
Dotemu, Lizardcube and Guard Crush Games did an incredible job of making it feel like not only the classic games but a natural advancement of the series in terms of combat and aesthetic. Whilst SOR2 will always be top of the pile for SOR games, this is a very very close 2nd. It is just that good. Excellent video breaking down the game. It honestly plays more like a fighting game with it's mechanics than any traditional side scrolling beat em up of the past but as a fan of both genres, I honestly love that about the game
@@WoTaWrEkK it's a work of art honestly. Just does everything pretty dem great n gives us a game that will Easily stand the test of time. Excited to see what these teams do next bc they did an amazing job here
Awesome channel concept, I've been watching your stuff for a while. It's surprising you haven't covered God Hand yet, which in my opinion has the best combat system ever designed for an action game, hope to see it in the future!
@@TechniqueSan Oh dem that's awesome to hear! Glad you like what we have here N ooooh man God Hand is on the list. I've been doing community polls n its been an option there. It ALMOST won too but I think it'll get its own video sooner rather than later. So I'm really looking fwrd to that
You aren't weak. Maybe a little at the start but you get stronger than most legions. Mashing? Maybe Malice's Force attack but that's it. All assists have i-frames. The grind is nowhere near as bad as people claim. AAA+ ranking on stage 7 is worth 20 million a run, at around 7 mins. Ground Zero counter the metal soldiers on Side B. Easily build 5 million. Beat the stage fulfilling the AAA+ requirements for a 4x multiplier. Hatred's assist doesnt work on every enemy. The only bosses it works on are stage 2, 3, 4, 6 (though those are regular special enemies), 8 and 12. The basic green spiders don't have much too them but plenty of others do. The monster generators can be near instantly defeated by Malice in sniper mode by hitting the metal spike atop them. The enemies aren't tanky sponges. This is a common beginner complaint with no knowledge of the mechanics. They can be weak to metal or organic type attacks or wiped out by counters hits. The boost in the English version is actually irrelevant.
Love love love what you're doing there man. It's a great idea to revisit the titles that you may have even done an Overview on to see how it holds up esp. if at the time the overview was made in less than ideal circumstances i.e. either you were feeling under pressure/stress from IRL or whatever that took away from the interest to go for a deeper dive into the nitty gritty. A change in the general mindset of a player can be another reason as these kinda games have a lot of depth and nuance going for em that can be difficult to parse through in short time as well. Another plausible instance could just be if said game received more updates in the meanwhile that shook things up and SoR4 is certainly a game that was supported by it's devs and changed over it's lifespan in oddly enough both quite subtle and dramatic fashion (some SoR4 fans still prefer the older versions of the game in terms of overall balance and I cannot blame em for such as I do understand where they're coming from and I also miss em partly myself as well). Either way I dig the idea of 'Combat RE-Overview'. Regarding Blitz:- In terms of input, I think the double forward/towards input is fine and works as intended as well. It's very much a legacy input for beat em ups in general and SoR as well (since SoR3 I think) so I'm sure both players old and new didn't have much issues having that input back in for that move. I get what you're saying when you say that the input could've been a 'Forward->Down->DownForward' or it's many shortcut variations that FGs themselves have been doing for a very long time as this input kinda sucks ass and slow but in FGs Dragon Punch type moves usually are rewarded w/ I-Frames for the moves (yes I know that isn't always the case for instance SF3 was shit on for having non invincible but still the same input demanding DPs outside of EX DP) but my point is not a single Blitz attack in this game have I frame to it (maybe outside of Shiva who's just playing a different game compared to everyone else playing SoR4.. similar to how the Blueguy players in DMC are playing the Blueguy instead of playing DMC if you ask me). Add on the part that those Blitz moves recovery are extremely punishable esp. evidently so on the higher difficulties unless you cancel em but that has it's own cost and risks associated w/ it so it's not really as spammable as one might think mostly outside of the standard base difficulty. That all being said anyone else reading this should try out 'Final Fight LNS Ultimate' a F2P fanmade love letter to the golden era of old school capcom beat em ups w/ an insane amount of characters to play around w/ which along w/ a much faster pace and amped up difficulty/overall challenge of the game does have those input motions and makes em work (for the most part). SoR4 is a great comeback/revival for the series w/ the only real complaint that I've seen time and time again is the "WHY NO UNIVERSAL RUNNING??" issue from the people as people expected a SoR game post SoR3 to have that. Instead SoR4 asks of the player to think in the moment and both creatively and proactively solve the issues of closing the gap in other fashion (for example the jump special that ya didn't know what to do w/ Axel is a great gap closer for him that also OTGs). SoR4 wants to go after the SoR2 type of pace which is highly considered as the best SoR game of all time if not one of the best in the genre straight up as well while updating it w/ few modern tricks of it's own i.e. leaning more into the combo madness insanity that most beat em ups shy away from as if not handled properly then the game runs into the risk of becoming an auto pilot combo machine. SoR4 does have those moments as well but thanks to the very brilliant constant Risk-Reward evaluation in managing the specials and their cost along w/ recovering said green health, SoR4 also puts heavy emphasis on positioning, spacing, mindful and intentional play. The enemy line up is among the all time greats w/ mostly hits and very very few duds (not a fan of Goro, Grabhappy Taser Cop & Koobo) which even includes the bosses. Seriously beat em ups are just way way better in terms of enemy design than the majority of 3D action games so I just feel like I'm hallucinating whenever I see people say shit like "DMC3 has great enemy design" like IN WHAT WORLD BRO. Like if ya gotta praise a DMC game for having great enemy design across the board then maybe just stick w/ the Original Devil May Cry. My only issue w/ enemy design in SoR4 would be that on harder difficulties like say for Mania and above, they break their own rules and behaviour tendencies which doesn't sit right w/ me esp. if said game also expects a 'No Damage' requirement from it's player either through it's mechanics and systems at play or through the end of the stage/campaign rankings. Also they love to TIMEOUT the combo meter in those difficulties as well so you better know how to get to em or make em cum to ya (gap closing moves become more important). This is the reason why I consider Ninja Gaiden's approach to be extremely ahead of the curve cause it completely understands that and proceeds to disregard that shit almost entirely, focusing on having probably the most BS, highly bloodthirsty n' dangerous, threatening, menacing, challenging enemies who also are more than happy to break the rules w/ the expectations that the player WILL take a few hits and maybe die a few times but hopefully w/ enough time and experience will be capable of dishing that pain back at em at the least. My advice to anyone starting SoR4 but are getting frustrated w/ the cowardly behaviour from some of the enemies would be to turn your back against em even for a second and then watch em beeline for that ass only for you to hit em w/ a backattack (see it does has it's use outside of combos too! lol) and deny em that booty.
@@ship05u it means so much you n every1 here enjoy this so much! Alot of work but dem is it worth it when we can look at it deeper the best we can. N man the less ideal circumstances is also being less exp'd at doing these in general haha bc those earlier videos definitely show their rough edges. They all played their part to get us where we are so I like em for what they are but I Do want to remake some of em oneday. Oooh yup updates to the game is also a huge thing. Those give the game a more realized vision. For sure double edged sword to cover games day 1 bc of that. Get to be one of the 1st to look at the game but it gets quickly dated bc these games Definitely evolve for the better over the yrs. Ooooh ok since that's a legacy input then most definitely it should be kept that way. I played the originals looong time ago so I forgot but you bring up a very good point there. Waitwaitwait Blitz have no s? WHUUU now that's news to me. I swear I read that in the tutorial but I could've misread but dem it must have some goooood range then to shut down big bens of all things haha Maaaaan I've been wanting to play FF LNS Ult for awhile. It just has EVERY beat em up roster in there plus lots of fighting game picks too. Definitely looking fwrd to playing that myself someday Everything you said about SOR4 is spot on. What a dem good game from top to bttm. You right huh the enemies in beat em ups are just waaaay better at being varied
@@o_uwu_o I can definitely tell there's a lot of effort involved for the whole thing. From having good personal skill level or ability to tackle the multiple difficulty levels leading to multiple playthroughs so much more of a time investment at the least and having a growing evolving understanding (goes for me as well ofc) of these abstract concepts that people often have difficulty putting it down in simpler terms. And that's the supposedly easy part of it I'd assume as writing the script, gathering footage for specifics and editing the overall vid would take up more from ya as well. So while we don't see eye to eye in some cases which is completely fine as there's a mutual respect back n' forth w/ both of our interests mostly align at spreading information and 'educating' others on the matter so they'd either know better to asses these things on their own by having the tools and knowledge to do so or would at least get interested in it and try em out themselves which would hopefully lead em to have a good fun time w/ these games as they are wonderfully made w/ lots of nuance, subtlety and depth going for em. Day 1 or early impressions of these kinda games are difficult to handle for those reasons as well but I'd say that they still have their place as well since we'd like to shoutout and give support to these games and the publishers who are willing to fund the passionate devs who work years of their lives over em just so that we can have a bit of fun. I agree that most attempts at a 'Definitive' review or analysis in those early days are gonna be very flawed and gets dated faster as you've said. I do remember Axel's blitz having a 'Low Profile' property to it which allows him to go under some incoming attacks like jabs and whatnot. Fairly sure Blitz doesn't have I frames to em as I have got hit out of it from enemies but then again the game has had multiple balance updates to it so I might be mixing up my older experiences w/ the game... or worse mixing it up w/ some other game LMAO (damn getting old huh). SoR4 devs are very particular in allowing which offensive and defensive moves to have I frames. it's for that reason I still am sure that Blitz don't have em else that could skew the risk-reward green health management part of the balance very easily. Looking forward to your take on FF LNS U (even the normal mode of that game can be pretty cheap and unfair for beginners that I think the creators have said it's real normal is Easy while the normal is the 'Arcade' normal experience) and whatever you wanna go for next really :) Just remember to take breaks here n' there and have a healthy balance going cause burnout's a mega bitch and a real pain in the ass.
This game is absolutely legendary. It's unfair how good this is compared to other beat em ups. So much insane depth, even a fair amount beyond what you covered here! This is the best 2D beat em up ever made in my opinion. And I'll be flabbergasted and positively shocked if I see one better in my lifetime.
@@theblobconsumes4859 dude it really is a TOUGH act to fllw. There's just so much work put into this game that just puts it on Anoooother lvl haha setting a pretty high bar for every1 else but we'll waiting for that day when another matches it. Now that'll be Something!
Its a lot of good fundamental beatemup tech in here too. Great vid. You gotta do a video on Scott Pilgrim
@@Sondi Thank you glad you enjoyed! It’s definitely on the list of games I wanna replay. That n the TMNT 07 gba game bc I thiiiiink it’s made by the same devs or some of the same crew at least maybe. That’s what I heard anyways but yea yea definitely will make a vid on em!
Great video
@@reinagonzales9248 Thank you!
Just shows how much you grown we can always grow and appreciate things we didn’t understand at the time
@@rockman642 Exactly! I couldn't have said it better myself. it's just always a nice thing to see that growth
SOR4 is just obligatory for a channel like this, glad you revised this one.
@@DragoonCenten it was worth every second too! Just an outstanding game top to bttm that is without a doubt a Must play.
Thanks for replying to me in your other video. Love that you are revisiting games and giving things another go. I too sometimes am unfair with some games, then end up loving them once I replay them. This channel is great. Really lets me know what I'm getting into and if a game is worth the money.
@@destinyserrano2409 of course of course! I try my best to reply to as many as I can when I have the time. First impressions can be reeeally tough to forget when playing games but when we come back to it after a good amount of time - who knows, just might be what we needed. I’m really glad it’s helping in that way bc man w these games any amount of in-depth info goes along way
Straight up, this game made me like beat'em ups, which was a genre of games that I never had any interest in for some reason: so much so, I got the platinum for this game a few days back and have been marathoning beat'em ups for the last few weeks and goddamn have I been missing out. Good video as always btw.
This game put the genre back on the map, gone are the days of brainless button mashing. We have DotEmu to thank.
@@darkvante2416 dude I'm glad you're here to tag along the ride. This genre is Full of awesome games w their own flavor n we're constantly getting new ones too that try their own thing! N thank you too glad you enjoyed the video
For my money this is the best beatemup of all time.
Throw Fight'N Rage up there with it. A few favorites worth checking out are Double Dragon Neon, Scott Pilgrim, River City Girls 2, God Hand, Yakuza 3, Yakuza Kiwami, Fist of The North Star Lost Paradise, and TMNT Shredder's Revenge.
@@lightspaceman5064 it’s - Really - Dem - Good Feel like we ALL can like it in some way bc it just offers soooooo much
@@DragoonCenten Dude yup fight n rage is another favorite of mine. When I mentioned the holy trinity it’s SOR4, Fight n Rage, n Sengoku 3. Those are my all time favorites! Double dragon neon I really need to get to one of these days but yo that’s a good list right there. I’ll be sure to get to em someday that’s for sure
This was such a half assed overview of the combat in kh3.
Really boring combat
@@toodreammy yea it's alright. After few yrs I see it more as a nice intro to the genre for newer players but otherwise it's pretty fine. Maybe the sequel improved on things tho
I still love this game, but I get why final fight fans aren’t fond of it, the narrative doesn’t exactly match up with the previous games all that well but for what we got it would’ve done nicely as a stand alone, love these mechanics
@@howlingwolffang2221 heck yea I'm just as surprised on those wild turns the story had! So for that alone I like it for being Out there.
You ever get the chance, play Clash of the Titans: PS3
@@howlingwolffang2221 will do! I'll add it to the list. Feel like it'll be a fun time to play that next to something like rygar on ps2
I have a feeling this is going to become one of my favourite channels.
@@cashstillrules well if it does - there's alot more stuff on the way! Glad you enjoyed
That thumbnail makes me wish that there was a 3D dishwasher game.
@@DynoSkrimisher Yooo I nvr thought about that. You have a million dollar idea right there! It would be so cool to see that style done in 3d huh? Would definitely be a 1 of a kind that's for sure
They are making s mew Golden Axe btw
@@pogoacct8611 oooh yup When I saw that reveal for all those new games I was hyped! Reason why I'm doing a lil theme of SEGA right now. Even tho this wasn't too strong of title I'm still interested in the series. So I'm looking fwrd to what's next
@o_uwu_o me too!! I hope they knock the new game out if the park Sega has so many unused IP
@@pogoacct8611 heck yea! I’m glad you’re hyped for it too bc seems some are worried which I can’t blame em. It’s a unknown how good it’ll come out but I’m hopeful
This channel is such a good idea. Theres another one like it called "CardADcgt- Building the deck" that no longer uploads :(
@@pogoacct8611 that sucks to hear - things just come up I suppose. But hey I'll try my best to fill that niche the best I can. So im glad you're enjoying what we have here
Great advice, great review. Though if we're talkin music and favorite tracks, I like Cool Corporation, such an eery sounding bop.
@@Slappy985 Thank you! Yeah this game is something special so any way I can help w the onboarding process to enjoy it is something I'd like to see Oooooh yup yup. I had to look it up to remind myself n this song is definitely up there for me too
Hey man, sick video. Idk if you'll see this comment but it's still worth a shot since it's been bugging me for the past few days. I didn't hear you mention it in the video, so that's why I'm commenting. You have any idea how to do the Rushing Guard Parry move? In the move list of the weapons, under the Rush Guard category, there's 3 moves listed. Light and Heavy (while rush guarding), which do those attacks with heavy tracking, but there's also a 3rd input. Which seems to be a counter/parry while rush guarding towards an attacking enemy. I can't for the life of me figure out how to pull it off. The game says you need to press Guard + Heavy Attack while rush guarding, but if i do that it just cancels the rush into the standstill Counter animation. And I can't understand from the demonstration video in the moves menu, what they're doing to pull it off. Maybe you have an idea.
@@drifterz9186 heey sorry for the late reply but let's see what we can figure out. Okok so from my muscle memory I hold a direction n guard which has us rushing guard right? N from there I hold all those inputs down to keep the momentum n just a hvy atk to parry. So maybe need to hold the left thumbstick down still? Hmmm I think I still have the game installed so I'll test it right now for yuh
@@drifterz9186 oooh okok so doing the parry out of the rushing guard will IMMEDIATELY cut your rushing guard short. Buuuut thing is we can delay when we parry. Can do it soon as we do rushing guard or wait til the veeeeery end of it. So that's how we get the distance to move in n theeen parry. So it's still quite a strict thing to land but the rushing guard will get us where we need to be so we can connect it. Hopefully that helps but if anymore questions I'll try my best to fllw up!
@@o_uwu_o Ah shit man, you actually answered. Thanks a lot for the input, seriously. I'll try what you said with parrying at the last possible frame of the rush guard and see if it works for me.
@@o_uwu_o Alright, i tried what you said, but still no luck. It always just cancels the rush guard into a normal counter instead of the rush guard counter (the counter animation while sliding). I can't figure out what i'm doing wrong. How come it works for you?
@@drifterz9186 oooh yupyup the way you described it is exactly how it works for me too! I’ll slide w rushing but once I use my counter - it’ll stop me in place to cancel rushing so I can do reg counter. Maybe when it connects does it look like it slides maybe but yupyup I also get stopped in place when I use counter. The ooone thing I’ll say is that there’s an upg to inc the window on counters. So once you pick that up it make a MASSIVE difference
You should make a video on Midnight Fight Express!
Yeah this game definitely needs some sort of remaster. Cause considering all thats here this can make for a decently fun game.
This game is so over hated
@@TheDrunkLawyer it's a very divisive game to put it lightly haha but if ppl are willing to look at it for what it provides. Then oooooh yea - this game is amazing
Dmc3/4/5 all have guard buttons…
Vivy...when she's taking rests from singing
@@vent3089 I had to look that up n oooh yea I can see the resemblance! Can be the unofficial tie in game bc whyyy not huh
@@o_uwu_o yup
I saw that you've played two Onimusha games, and they're both not even close to being the best Onimusha game. The best Oni game is "Onimusha 2: Samurai's Destiny". It has the best parry/counter attack in all of gaming history. I'm not even joking. I've played many games but Onimusha 2 & 3 have the best parry system and it's not even close. No other game can touch it. The parry in Oni 2, 3 is insanely over powered. The Royal Guard from DMC 3, 4, 5 is based on the Issen mechanic from Onimusha. The only other game that's close to Onimusha 2 is "Unsouled", which the creator himself said is based on Onimusha 2. So the only other game that isn't an Oni clone that has chain parry is Katana Kami: A way of the samurai story (and AC Brotherhood but, it's not the same). If you love parrying or counter attacking you're going to love these games, with Katana Kami being the shittiest one.
@@destinyserrano2409 oooh interesting. That passion you have for 2 is Exactly how I feel for 1. It's the 1st one I played so it got to me first haha! That game is just fundamental it is to everything so it's definitely a strong game to me. But thing about 2 being the best is what I heard alot before playing these myself. So I'm excited to see what I'm missing. About Unsouled. That game has been recommended quiiiiite alot by you guys. Seems like this is something I need to check out n SOON Katana kami looks fine enough. I'll definitely keep it in mind
You arent mentioning the titles in some of these games and the images are too small to read title
I really like your style of video, you always look at a game on it's own terms, only comparing it to something else when a mechaninc is broadly similar and always looking at combat systems in a way that makes me appreciate the design that is put into these games even more. And btw, you sold me on this game lmao
@@darkvante2416 That means alot to me thank you! I'm just glad these sorts of videos help others appreciate more action games. To me that's a win for everyone. YOO that's awesome! Well hope you have a fun time when you get around to it
Jez i thought i was one of the two people in the world that owned this game
i remember been excited for this game but then the reviews came out and i was not excite anymore
@@abiram3394 yeea seemed like this game was just put in a bad spot during development. But this is what we got n it didn't deliver sadly. Fingers crossed for the new game tho - I'll definitely be there to see what they have for us then
You should make a video about kamen rider memory of heroez
@@Abdullah-hz9iq maaan that's been on my list to play for a good bit too. I tried it a lil n thought it was super fun. I miiight have to find a chance to play it sooner rather than later
It seems like the orange attacks are the ones you can dodge, and the blue attacks are the ones you can parry. But since the game at the start associates those colors with vertical and horizontal attacks early on, it can get confusing for a player on higher difficulties where the indicators are turned off.
@@harlannguyen4048 yup exactly, we were taught that soooon as we start the game. But oddly enough they change the rules over time. Imagine if in Viewtiful Joe an enemy's low atk actually hit you high even tho the animation says otherwise. The hit boxes we have to avoid here don’t match the actual action of our enemies. Cool idea to avoid vertical n horizontal atks here but those inconsistencies break their rules lil too much for me is all. But at least that hellboy game did it better tho
Found my new favorite channel! I see why this game got the review it got back in the day 😬
@@marcgodley3064 Yoooo that’s awesome to hear thank you! N ooh yea I’ve always heard bad about it too n they were Definitely right. Fingers crossed for that upcoming GA game tho
Played the crap out of the demo for this game back in the day.
Hey, ini of Cooliniau here !! While I can find certain key points in this video understandable when regarding the NA release... I think it would have been worth it to: - Cover how the actual physical Lock-On works and its benefits for melee combat (ie. letting you quickly loop ground melee attacks) - Cover the "Enchant" stat of the Legions, since those primarily increase the base moveset pool of Sieg & thus the combo potential, and... - Dedicate a somewhat lengthy section of the video to the Japanese version of Chaos Legion, as the playthrough experience is far-FAR better. I've honestly been having a blast with playing & figuring out the game's mechanics as well as combo play around the 1st half of 2024, and I find that what the NA Team did for Chaos Legion's release in that area of the world was pretty effin' detrimental in the long run. EXP Points & Enemy HP + Endurance are obviously handled better in the JP ver. as you implied in the video-however, this in my POV does wonders for actually experimenting with the different Legions and seeing whichever one sticks with you. It's BECAUSE EXP Points being easier to obtain + enemies not taking 1 billion years to die that I was able to have the good time I'm describing here. I plan on uploading some more videos on it soon, but I currently have 2 videos up that showcase what I've been looking into in regards to combat. While I don't find the enemy design to be absolutely *crazy*, I still find it good that most of them have their own quirks we'd have to deal with-which lends itself well to varied encounters whenever the game decides to pool a bunch of them together. I'd say the most standout enemy to me mechanics-wise would be the regular Knight that we see during Stage 10 and up-their moveset seems pretty interesting to me. But yes, really I'm glad more people are discovering the game-however, I'd also want to make sure we find out + share on as much as it does manage to do as well. Things get rather cool on the Sieg side of things than some folks realize !! - ini
From a random person on the internet, i find it heartening that there are folks so enamored and intrigued by lesser-talked about games to the point they want to look in more detail on what makes things tick. Wish you well and good luck in further research and recordings.
The grind is really not as bad as people make it out to be. I can max everything in around an hour using the stage 7 side B method. And by the time I get there I already have tons of stuff leveled due to counter hits and good gameplay. The enemies do not take long to kill. They have weaknesses and counter hits destroy them. Maybe at the very start there is one large type that takes longer than most but even then it's not even that bad.
This has the same problem as dmc 2 and is a prime example of why enemies are very important for action game you can have the most fun mechanics and moves in a game but if the enemies are not fun to fight or just sandbags what’s really the point the enemy should always be based around mechanics of a game and should pose an actual threat
I don't think enemy design on it's own is the issue in DMC2 (yes bosses are an another story but the overall lesser demons I mean) but rather the playable characters are just far too strong that they just steamroll through whatever comes in the way and yes even in DMD. DMC games always had a weird time in terms of balance esp. the more highly well regarded ones. Sure the enemy AI could and should've been more aggressive, polished up and what not but at least DMC2 suffered through dev hell situation. There is not a single excuse for DMC3/3SE which I consider to have the worst enemy design in the series to the point where it even holds back the potential of how great DMC3's young Dante can be.
@@rockman642 Yup exactly! No matter what type of action game it is - the 1 criteria that can be used on any of em is enemy design. It’s why I always make it a major to look at how they push the player to find some new strategy to approach em. So it’s no surprise why the games w the more layered n aggressive enemies are my favorite
@@ship05u I know this is a hot take but the enemy line up in 3 is pretty solid (besides the fallen). The reason why I think so is bc they do a good job to solve the problem you mentioned about dmc2 n that’s how Dante’s overpowered abilites arent kept in check by very demanding enemies. In 3 they get that done through hyper armor n that’s a smart idea. It will let enemies break through your hits punishing players for mindless mashing n not paying attention - which is sorely missed from dmc2 enemy design. I’ve been playing SOR4 a lot n I’ve noticed a lot of similarities to its encounters. We got the ifrsme jump n all which is hype but it’s more than that. Once you pay attention to the enemies n bosses - it hits you that they ALL have hyper armor. N it’s the same answer we needed to make players stop flailing w no thought n actually know who to prioritize, how to properly crowd control, n know what defensive option is possible to use in the current enemy grouping. You don’t want players always doing jump ins w no counters from enemies - so here’s Donovan. Then the big enemies like goro, sugar, n big bens all rushing you down w armor on. N of course bosses have armor pretty much at all times n are only vulnerable to hit stun after you punish specific atks which is Exactly how Vergil works in 3. So I think hyper armor is a very good way to make players think about what they toss out n actually learn enemy patterns. Bc once the player doesn’t have to respect their options - it becomes a mind numbing mash fest like dmc2.
@@o_uwu_o Oh not at all man, I wouldn't consider anyone calling DMC3 enemy design as pretty solid or good as a hot take but rather on the contrary I was the one giving a hot take there even though it might feel like you're on that instead because of how recently it's been somewhat in the discourse for DMC3 but I've been saying that for a very long time along w/ catching a lot of shit from DMC fans (read: Itsuno fanboys), most of whom likely have never stepped out of 3SE Normal mode (assuming they've even finished that). This is gonna be a long one and I hope you can get some sweet cookies going. Maybe get text to speech going and put it behind as ya do other shit or something Idk lol. I haven't seen your vid on DMC3 either so I won't be going over your take on 3s approach to enemy design. If you or anyone else for that matter enjoy the way things are in DMC3 then all the power to ya but this is coming from someone who has played this game mostly on DMD doing challenge runs over the years and only for the recent past 2 maybe 2 & a half years I've abandoned DMC3 altogether. That being said if I feel like it then I might go and put up an entire recorded run for a new game DMD perfect S run in 3 or maybe a simple NG+ perfect S run most preferably w/o using the top tier shit as I just find em boring plus depending on how much I wanna deal w/ 3s endless barrage of bullshit again. It's not that DMC3's Young Dante isn't overpowered either, in fact he is more OP than DMC2 version but in a very different ways even w/o Style Switcher or having access to his entire moveset. His framedata is significantly better (probably the best in the Itsuno Trilogy and yes I am not counting DMC2 as part of his games) where Dante has a lot of cancel windows in his moves which helps him to either retreat or continue his offense much more smoothly compared to DMC2 Dante who has heavy commitment on his move's recovery frames and even the start up frames. 3s Dante's guns on their own aren't even close to being as good as DMC2s counterparts but w/ GS and little bit of gunswitch cancelling tech, he can outperform DMC2 Dante in terms of sheer firepower. There's a reason why Artemis is S tier along w/ Shotgun in GS and I would consider Spiral as one of the best guns he's ever had to the point Itsuno and his team never gave Dante a long range quick shot piercing high damage option ever again. And this is the 2nd weakest overall but weakest Style/Stance of the Major 4. 3s Royal Guard is the most broken thing in the entirety of the series thanks to the Roll Guarding/Roll Release which can trivializes the entire game on it's own alone. RG was meant to be a dance b/w risk vs reward where high risk ballsy reads were supposed to be rewarded by being almost invincible (Dante can't block Acid waters from Leviathan that's it) while being able to dish out insane amounts of damage via releases even on DMD (Not to mention how easy it is build up Rage for those big time releases). The Roll tech completely skews the risk vs reward routine and makes the whole thing a low risk extremely high reward kind of situation. Itsuno and his team knew about I frames interacting w/ Guard allowing for perfect/royal blocks or releases which is why Jump Guarding/Releases stayed as I think that's much more fair overall as not all attacks connect for that as the window for even the most shallow jump guard/release is so short that you may as well do it as it was intended in the first place instead but rather Jumping unlike Roll isn't as safe of an option having as much I frames to it. Another instance of Iframes+Block/Release that remained after 3 is the 'Wake Up' residual I frames part where if Dante gets knocked down by an enemy hit then he can switch over to RG in 4 and easily get a Block/Release out as he wakes up and I'd consider that to be fair as well since it's such a situational thing. RG in 3 also makes 3s Dante's framedata in terms of adding cancel windows to his moves even much more better so it's just insane overall. 3s SM is alright. Overall I'd consider it as the most well balanced Style/Stance for Dante given the other ones where it's either RG levels of dumb OP or GS levels of meh pass. SM gives more options for the player in terms of not just more aggressive moves but also depending on the Devil Arm, more utility as well. Makes certain trash weapons much better like Cerberus and Nevan while not exactly pushing already mad broken tier weapons like Beowulf or AnR over the edge either though I'd say AnR gains a lot more w/ SM than Beowulf which might skew the edge for that weapon instead in terms of which one's the most stupid and dumbest weapon for Dante. Rebellion is the middle of the road, all rounder exceptional weapon that's always great to have in any loadout w/ or w/o SM so I think they've done a wonderful job for Dante's new signature weapon for players to flock to Rebellion when in doubt which shows that the team is very capable of understanding how to do weapon balancing right but they do drop the ball for other devil arms esp. Cerberus.. 3s Trickster is often highly regarded and is an extremely good high tier Style as well but what holds it back is that it lacks the offensive capabilities offered by the other 3 Major Styles/Stances. Though one may argue that TS safety would instead allow players to be even more aggressive just like RG but RG essentially does TS's job but better and then some as while having a lot of I frames on TS moves is insanely strong, every Perfect/Royal Block has it and on top of it Dante can almost block anything outside of the exception I've mentioned above. If Roll Tech wasn't a thing then TS would be valued higher. I still find this Style the most fun in the game as the mobility it allows is such a fun time to mess around w/. I don't even have to mention a whole lot about DT explosion/flux/bomb. It's dumb and even the devs recognize it as such that's why thankfully we haven't seen this awful mechanic return w/ one JUST ONE good thing going for it (that is it can juggle DT'd enemies allowing advanced players to link up relaunches or get specific set ups going). Only counterbalancing measure to DTE is that it requires a few seconds to cook it up and that DT gain for such which is piss easy as DMC3 showers DT gain even for doing dumb shit like just rolling near an enemy w/o the last second evade part. Imagine asking players to not just be holding on 1 button (Lock On) for most of the times but also telling em that hey you can also hold onto that DT button for a BIG BOOM which some Styles like TS or GS even need for how dumb DMD can get, oh and w/ GS you'd also be holding another button so that's a potential 3 fingers on one hand holding shit down.. how is that like even healthy for the hands at all in terms of ergonomics and how does a competent game dev even think that is Okay to do. Speaking of dumb design choices, there's no way to get rid of a charged up DTE unless you literally have to pause the game, let go of the hold and resume in an active fight... In terms of Balance overall, DMC3 is not exactly well balanced either not in the slightest. This is w/o even getting to the blueguy who's even more OP than Dante although arguably so but this isn't the conversation around him so I'm more than happy to leave him out. /P1
So 3s Dante is extremely capable and w/ the right loadout, he's even more broken than any other version of the character (yes even the Sin DT doesn't compare as that has it's clear limitations.. but the hat might be a different story though lmao DMCV and some might say DRI from 4s Dante also being up there). Then what about the enemy design that I find to be so bad that I call it out as such. Simply put, 3s enemies are not only the most annoying enemies I've seen in an action game but they also have stupid hitboxes going for their moves esp. on DMD. 3s enemy line up is basically either easy combo fodder or annoying dumb shit and there's little to no in between. You've only mentioned Fallen as being annoying and yes they are but also the worst example of Flying Bastard who goes through level geometry enemy type in the series. There's also dullahans who already has DULL in their very name as they feel so out of place in a fast paced game as DMC3 that they may as well be from a completely different game. Fans endlessly whine about CC enemies in DmC meanwhile enemies like Dullahans which cannot be attacked from the front at all regardless of any weapon and it bounces off everything is fine. They're the most boring enemy to fight as there's literally not much to do against them outside of get that ass approach and hope you don't get chipped by their BS spiny shield else say goodbye to the 'No Damage' part. Soul Eaters are an enemy which exists just to break one of the so called rules for DMC3 in 'Off camera pacification'. They also are an enemy which are very anti Lock On in a game that heavily revolves around Lock On as they want players to let go of lock on to look away from em then either use their attacks that hit in the back or DTE fart bomb em. The Arachnids are extremely annoying even though I do agree that enemies having armour isn't a bad thing at all but the problem w/ those bitches aren't that they got armour no it's that they are very mobile, attack fast and show up in groups w/ a potential big mama version of em in there. They also have stupid and lingering hitboxes on their attacks that makes it so that you'd be better off having double jump/Air Hike against em. As if those weren't enough already if you kill any of the little ones the WRONG way they spawn in baby spiders gang which if you get caught in and don't have any DT or are charging DTE or something then well say goodbye to that 'No Damage' again. Oh and on top of it all they got Armour which gets even more dumber when they DT esp the big mama and they can cling on walls to shoot a stunning web which also DAMAGES like WTF why. I hate them and no I do not care if they got elemental weakness to Fire as players shouldn't be shoehorned into picking specific loadouts just to deal w/ em and that is the issue I have w/ enemy design at large for DMC3 as some loadouts can absolutely trivialize certain enemies while for other loadouts well you do what you can boy. Enigmas are awful and that's all I have to say, they also are capable of breaking the offcam rule on a frequent basis. Speaking of breaking said 'rule', Bloodgoyles also love to do that. DMC3 enemies outside of the designated combo fodders are full of just one dimensional annoying ass enemies who get worse to deal w/ if they happen to DT so then the fight against those uninteresting enemies drags on EVEN LONGER. This makes the 2nd half of the campaign even more of a slog to go through because on both VH/DMD, the enemy waves gets remixed w/ less and less combo fodders showing up. I don't even wanna get to the bosses part of the equation. You thought I'd spare the combo fodder enemies? Abyss combo breaks, Pride can just block for a long ass time if ya let him so play on his rules plus they show up only to make everyone else DT faster as they're so squishy even DT'd so you're forced to ignore em in DMD to go for higher priority targets, Lust can kindly just go fuck themselves w/ their Lusticuts and dodges having I frames (THE most annoying enemy that should not exist in a game where Styling is a focus as this enemy exists solely to cuck Dante's attempts to do any cool shit if he's present), Greed can spawn more Lusts or even a gang of em for all you challenge enjoyers out there, Chess pieces are boring to fight against as they've got one maybe two attacks and fully armoured so I guess JC on their head for a half a min or 2 mins if they DT. The horse piece is the most annoying and has stupid hitboxes esp. on his jump attacks as well cause why not then on top of that one of them can even heal themself or the others along w/ a summoner piece who can just bring up chesspieces like COMEON DMC3 what the actual fuck dude. I didn't go too much into the Styleplay side of things as you know most of these enemies aren't even launchable or if they are then they are pain in the ass to juggle and do cool combos upon like the damn spiders and the stoned goyles. Literally only Sloth is that one enemy that is the least cunty of the bunch but even he is capable of just instantly Teleporting and attacking from offcam WITHOUT ANY CUE (yes I have it on tape). Audio cues in this game overall are fucked over by the Dev team's priority to force me to listen to the godawful 'Taste the Blood' for more than half of the game constantly (Divine Hate slaps hard though) on top Dante going 'EEEEYAA' 'HYAAA' 'HAHAHAHAHAHAHAA BREAKDOWN' 'ARE YOU READYYYY' 'WOOOO' and such like what the fuck was wrong w/ this dude just having normal but visceral grunts like in the OG DMC?? even the blueguy in the same fucking game has more grunts than voice lines.. So Audio wise it's a clusterfuck of noise to even focus properly on the audio cues at times. How about Visual cues for enemy attacks? Most of them are solid are very readable even among all the chaos so great job on that one Itsuno and team. We both know how important Cues are in both audio and visual for enemy design and DMC3 just says NAH to that spitting in the amount of work OG puts down in those regard while taking a lazy shortcut in offcam pacification mechanic instead which isn't even consistent in this very fucking game plus encourages shitty habits for the player. Some may say 'Oh it adds more strategy to the game' yeah it does but AT WHAT COST, you're encouraging players to pay less attention to the audio cues and visual cues so you can have enemies pacified if they're not on the screen?? Are they demons who want Dante's head on a platter or some fucking Diva who gets upset that the camera and the spotlight is not on them? It's not like I want the Vanilla NG2 off cam Exploding Kunai bukake treatment for DMC games but seriously this is still awful. I'm skipping a lot still but I understand this shit is long enough already and no this ain't my college thesis on this old ass game. Long story short, the biggest disappointment in terms of enemy design for this game for me is that they don't even facilitate Styleplay for Dante a whole lot despite DMC3's longtime reputation of being a 'CUHRAZYYY Stylish Action game which just shits out Combo Mads and FreeStyles on a daily basis' and as such hold him from shining (That plus the godawful loadouts and leveling system restricting Dante which thankfully have been abandoned since). Also, there's a reason why DMC3 combos or FreeStyle vids mostly go for those few combo fodder enemy types in the familiar same old missions and spots. Enemies in this game are not designed w/ JC and I'd say not even Aerial Sytleplay in mind and it shows which I should clarify as not exactly being a bad thing on it's own. Enemies in this game almost feels like they're trying to do their best to APE the OG's ideas on enemy design among others to recapture that same energy (3 loves to copy the idea behind Shadow's design of shooting enemy first then expose vulnerability) but unlike OG they miss the devil in the details so bad. So it's the worst of both worlds where DMC games after 3 have enemy designs ..well designed around JC in mind from the get go (most notably DMC4 & DmC) to allow/facilitate Styleplay more while the OG DMC still surpasses this game in terms of fair and reasonable challenging enemies. All DMC3 can do is carryover the DMC2's lazy western dev approach of inflating health values and their damage numbers for the sake of difficulty which can still work for Styleplay in a very limited capacity (Sloths) but sucks for literally everything else. Plus it's such an awful way to go about DMD when it's predecessor (The OG) has shown how smartly it can be done which thankfully DMC4 learns from along w/ DmC to a degree. Like who's out there going "you know what I actually wanted that Fallen to become 3x more tanky plus having armour on top of her angelic shielding cause that'd be really fun and challenging :)". It's the middle of the road uncommitted enemy design of DMC3 that makes DMC3 age the worst despite of just how great 3s Dante and his overall moveset is. Almost the entirety of enemy design (plus DMD) is dragging him down. DMC3 Dante deserves better than this and this is coming from someone who is not even the biggest fan of this version of Dante. DMC3 is a SSS game as in 'Sloth Style Simulator' game. Oh and lastly, I'd consider SoR4 as a much better designed game overall (yes even in it's current state) so I'd say comparing those 2 is just not very fair to DMC3 ya know ;). Just the amount of work and effort put alone in it's Mr. X's Nightmare DLC puts any DMC entry's DLC to shame despite being a much smaller studio having significantly much less resources to work w/ (only possible exception being DmC DE but that isn't exactly a DLC).
would recommend you give the game another visit a lot of your concerns have been addressed and there's some new modes(Survival and VS) and characters. Actually a hidden gem of a game tbh
To this day I still train Kenjutsu while listening to this game OST, and it has been about a decade.
@@hanayaseth thats some serious dedication right there thats awesome! Hey if I had to listen to an OST for that long - I think you made a pretty dem good pick
Awesome.
How does one dodge Golden Axe on the Genesis??
@@blumiu2426 I knoooow I know I have to fix that n SOON! I have the genesis collection n luckily the first 3 games are all there. So I’ll be sure to make a weekend out of it to marathon those games. Sounds like a pretty solid time to me
Man, this channel is a blessing, so nice to see this kinda content presented in such a nice way.
@@darkvante2416 I appreciate the kind words thank you! Maaaan took awhile to get better at this bit by bit so I’m glad you’re enjoying what we have going on here
I haven't played BR because of all the negative sentiment but I've played the four beat em ups and to be honest they do mostly lean on the presentation, creative setting, and mount mechanic. III has some ideas but the controls are a little awkward, and Revenge of Death Adder is gorgeous and has some decent mechanical improvements but I wouldn't hold it in the same esteem as its best contemporaries. The first one is iconic but basic in a way even SoR1 isn't, and II is just kind of there.
@@goldglovegrappler1382 that’s the similar summary I’ve heard too. That overall they’re pretty standard mechanically but man their setting, characters, music, n just overall Cool factor to it all is why it’s such an awesome franchise. N that right there sounds pretty dem awesome to me! I’ll have to marathon the other games one of these days that’s for sure