RE4 mercenaries is about getting those juicy combo bonuses and capitalizing on them BIG with grenades and sniper rifle shots. You need to kill and kill fast, as there are no limits to the number of enemies, only time is the limit. It's better if you keep your combo chain going though it's very much ok to have several big chains and not just one. It's very limited and not much scored because of:Squire Grooktook wrote:Mercenaries mode basically boils down to playing the game exactly the same as RE4 Mercenaries, except now you're spamming parry qte counters (AKA the LEAST interesting new addition).
- how simple it is
- how shitty the inventory is, constantly stopping the action
- the lack of content (4 maps, 5 characters)
RE6 scoring system is based on RE5 Reunion, so scoring is all about:
- having a 150 combo (mandatory). Unlike 5, there are more than 150 enemies on each map but the game ends at 150
- killing the boss(es) at the end (also mandatory). Keeping the boss(es) alive and dealing with their attacks while keeping the combo going is very important as the bonus points you get from a boss for killing it at the end is phenomenal. In some map, you absolutely need to know where some of the enemies spawn as keeping 3 or more bosses alive will seriously affect how long you need to wait for another basic enemy to reach you.
- ending the game with as much time as possible left on the clock by maximizing kills through melee attacks. Order of importance is: "grenade de grace" > counter > coup de grace > standard melee. Here it's a small deviation compared to 5 since in 5, every melee kills is worth +5 sec no matter the technique used.
So it's very different than 4. You actually don't care about the combo bonuses at all as they award (a very minor amount of) points only for the first 10 kills of your chain (so you just need to break one, at the very beginning, and only if you lose less than 5 seconds in the process).
You never use grenades outside coup de grace setup and you only use sniper rifles for specific setup and dealing damage to bosses. Aiming is not a very important skill to have in 6. There's actually a way to reach very high scores without even touching your right stick/mouse outside moving the camera around.
It's more played than 4 for scoring but still much less than 5 since it's:
- a lot easier (you've got a ton of time for keeping your chain going, enemies are less agressive, the playable characters are much more mobile, ending the chain properly doesn't require perfect routing)
- less proactive than 5 (you're fishing for counters a lot)
- less technical (inventory management is a lot simpler, no such thing as using items on the floor to evade incoming attacks, no RNG when it comes to mutation)
I don't agree on the complex part. You very rarely perform a combo of more than 6 inputs (not the case of the DMCs at all) being mostly X Y and timing in 3D Ninja Gaidens is incredibly lenient, being for performing string hits or even stuff like Sabaki, Steel on Bone, Cicada Surge. I'd say the most complex input might be OLUT and it's still a lot easier than some basic stuffs in DMC like Reving, Jump cancelling, Just releases etc. Being good in the Team Ninja games is all about crowd control, AI behavior manipulation, positioning, using on field resources smartly (most notably the souls)... A lot of patience as well for the hardest stuff (soloing those ultimate trials, you gotta wait for entire minutes at time, just running around, before landing a single hit). But comboing? Most 3D beat'em up I know offer harder/stricter inputs.Air Master Burst wrote:Ninja Gaiden also has a much bigger emphasis on memorizing strict (and often complex) combo chains, while DMC lets you improvise more. Part of why I never really got on with 3D Ninja Gaiden games; I don't even trust belt-scrollers with more than 3 buttons.
That ridiculous NG3 move list gives me fucking anxiety.
The skills you need in DMC depend on the game (the first one put a lot more emphasis on positionning), but timing is always key cause your defensive moves are universal (and very strong) and your offensive options are very complex. The allure of the DMCs is all about mastering your playable character. The attraction of the Ninja Gaidens comes entirelly from tactically dealing with those encounters.