

A place for killing motherfuckers in full 3D glory, its spiritual anchor being Hideki Kamiya's 2001 neoclassique.

Lament Of Innocence (or simply "Castlevania" in Japan - "MUCHI ACTION GAME," informs the back covercopy-paster wrote:PS2 3D Castlevania looks like boring shit. I tried Curse of Darkness on PCSX2 and boy the game has 3x dead airs than R-Type Final stage 1, rooms are huge but there's like 2 enemies onscreen WTF. Walk animation really sluggish and very slow too, Hector takes 10 years to run over 100 meters.
It won't wreck your shit like Ninja Gaiden but it puts up a pretty good fight. There's a reason I put it in the "FLASHY" section as opposed to the "CRUNCHY" one.Blinge wrote:isnt Otogi supposed to be mind-numbingly easy?
or otherwise dull ?
Getting better, but still a ton of stuff that isn't supported/has issues.Blinge wrote:unless og xbox emulation is a thing now ?
BIL wrote: "Small sack, LOTS OF CUM" - Nikola Tesla
Definitely counts. The almost top-down camera, zoomed out perspective is unusual for the genre but it's absolutely a 3D beat 'em up in the same vein as many of Platinum's games.Wonderful 101
It has dodge offsetting, which is always super fun.Astral Chain seems like it might age well.
As far as gun-focused games go, I tend to draw the line as soon as aim becomes more important than movement. Vanquish, Stranglehold, and Dead To Rights 1 all feel right at home in this thread. I think Max Payne is probably getting close the limit here, but it's pretty subjective by person.BareKnuckleRoo wrote:What doesn't count for this thread I wonder? Ranged combat can certainly be integral to a character action game (Vanquish certainly is both 3D character action as well as third person shooter) but where's the line?
I think we should leave it fairly loose for now - I was definitely thinking of stuff like Vanquish, ZOE and Armored Core as on-topic, too. Guns, missiles, and lockon lasers are no more of a disqualifier than they'd be in the Scrolling Action thread; neither is long-ranged combat, even ranging over vast distances, as long as it comes down to a comparable format of intense realtime action.BareKnuckleRoo wrote:What doesn't count for this thread I wonder? Ranged combat can certainly be integral to a character action game (Vanquish certainly is both 3D character action as well as third person shooter) but where's the line? Do RPG / grindy elements disqualify a game?
This makes sense to me. Mobility is an integral part of character action games; if you can just RPG element your way to victory and tank hits it feels like you're talking a different genre.Air Master Burst wrote:As far as gun-focused games go, I tend to draw the line as soon as aim becomes more important than movement.
Virtual On feels much more of a VS fighter than character action game, but I can't actually give a logical argument why that is given the movement is really in the same vein as Armored Core's arena mode. Yeah, I could see it being included.ETA: I almost listed Armored Core, feels like it should be here. Also probably Virtual On?
In the same vein, I was thinking Omega Boost might well fit too.I'd much rather read an excellent post about a 3D flight combat sim, comparable to the intensity of the thread's anchors, than have it vanish into the depths of some other topic.
I'm in 100% agreement, of course. I replayed Lament last winter and had my share of close calls and desperate fights before I KILLED THE NIGHT.BIL wrote:Lament Of Innocence (or simply "Castlevania" in Japan - "MUCHI ACTION GAME," informs the back cover) is a tragic case of a first-rate 3D combat engine stuck in boxy, flat, repetitive maps straight outta 1992. It's a crying shame that IGA was so busy slagging off the N64 Castlevanias while tonguing Kamiya's bung, he completely ignored the soaring lethal heights of KCET's games and turned in a pancake. Combine their perilous stage design with LOI's crisp battling, and you'd have a genuinely strong 3D portrayal of the classic CV Treachery Platformer.
Having said all this, I still like LOI. That combat engine really is DMC-calibre; it took a while for the rest of the industry to catch up to Kamiya, and this was one of the first to rival its precision face-shattering violence, as well as the joy of shaving past lethal blows with precision evades. It's a fine challenge too, at least on its upper "@crazy" difficulty - nothing too face-melting, just a good workout for the super-sharp controls.
And despite the criminally flat castle design, it actually does pack in a pretty entertaining Easter Egg hunt for the 100% map completion.
As always, Michiru Yamane elevates proceedings with another classic OST, haunting and catchy with an intriguing shade of oldschool electronica alongside yearning ballads and thunderous boss BGMs.
Oh yes. Proto-DMC in a cowboy hat. Zan even has his own equivalents of a devil trigger and stinger.BareKnuckleRoo wrote:Rising Zan: The Samurai Gunman definitely counts, too.
I'd actually put God Hand in this category.Air Master Burst wrote:3D Beat-Em-Ups like Urban Reign
RegalSin wrote:You can't even drive across the country Naked anymore
Why kill the fight when you can KILL THE NIGHT?Mortificator wrote:I replayed Lament last winter and had my share of close calls and desperate fights before I KILLED THE NIGHT.
Shinobi ps2 is well worth playing. It was my gateway drug into the genre. Even before Devil May Cry 3 SE stole my heart, I was ninja flipping, wall running and dash kill-chaining in Shinobi.Lethe wrote:What makes God Hand a FLASHY and not a CRUNCHY? It is a hybrid, but much more biased towards making good reads than hitting all the buttons.
I really should get around to playing Shinobi PS2...
This is pretty legit as it can easily qualify as both, but because of the way the auto difficulty tuning works I get the impression they were more concerned with making me feel like a total badass than just straight up kicking my ass.Lethe wrote:What makes God Hand a FLASHY and not a CRUNCHY? It is a hybrid, but much more biased towards making good reads than hitting all the buttons.
I really should get around to playing Shinobi PS2...
Well sure, if you're fighting one dude and have the luxury of that. On KMS Hard there's almost no way to crowd control that doesn't involve a counter hit, besides something like Rocket Upper poking, or just low-profile cheesing everything.Air Master Burst wrote:ETA: Also the RIDICULOUS number of available moves, some of very dubious utility, all able to be strung together in just about any order you'd like. Once you get the combat rhythm down you can breeze through it with the right combo, even with the difficulty meter maxed. It's mostly just about trying different cool-looking combos.
I remember it being pretty fucking hard! Took me most of the summer of 06 to pull off. Apparently the Japanese version has a novelty "useless" roulette attack that doesn't make the sign fall off, but no idea if it actually helps or not as I never had a modded PS2.Lethe wrote:Well sure, if you're fighting one dude and have the luxury of that. On KMS Hard there's almost no way to crowd control that doesn't involve a counter hit, besides something like Rocket Upper poking, or just low-profile cheesing everything.
I'd actually be very interested to hear how tough GH KMS is considered to be among Aktion Hardgamers. I don't have the requisite skill/experience to judge.
The sequel is much closer to a traditional musou game, with attacks having far more range and sweep to them, feeling far more like they mow down crowds. It's kind of a guilty pleasure of mine; I'm not sure it's actually a good game or not, but musou flavored Hokuto no Ken is amusing enough for me not to care I guess. As far as I know, there's lots of people who prefer the first game over the sequel because the first game is so unique and unlike a musou game.Sima Tuna wrote:Fist of the North Star: Ken's Rage is not a musou game!
It's also true on Normal once you hit level Die. I think GH could have used a 4th difficulty; make Normal cap at rank 3, make Hard the one that can go from rank 1 to Die, and Very Hard the one permanently at Die. The problem is that enemies feel radically different at level Die, to the point where you're playing a different game, and there's no real effective way to rank control the game as dodging well rapidly ups the meter (burning roulettes to grovel repeatedly doesn't feel that effective, and also frankly isn't fun). Specifically, many moves have useful properties such as launch, juggle, etc, that no longer apply to enemies at level Die on normal hits. You gotta fish for counter hits to get those suddenly. Crowd control in GH is already difficult as it is and learning to do so effectively requires serious execution compared to other 3D beat 'em ups, even before level Die.Lethe wrote:On KMS Hard there's almost no way to crowd control that doesn't involve a counter hit, besides something like Rocket Upper poking, or just low-profile cheesing everything.