I gave
Wanted: Dead a crack today for silly impulsive reasons. Ended up playing couple hours of alright
Police Brutality Action Game combat - which might be good at the very end of the upgrade tree - then getting lost in a bizarre interstitial fever dream after reaching the hub area, culminating in an endless ramen-eating rhythm minigame that effectively softlocks you from starting Mission 2 if you have a decent vestige of genre muscle memory.
Weird as fuck, confused-ass title that can't decide if it wants to be bloody east-west cop action, goofy slice-of-life character study, literal mystery anime, memes memes memes, or Switch-farming minigame fluff. All through the lens of a five-buck localization + VO job.
Strikes me as as a 'Punk' game, akin to SUDA51, SWERY65, or select Mikami works with a dash of Kojima pop media / philosophy - take it or leave it, but it's certainly lower on the ladder than all of those. Imma leave it.
Volteccer_Jack wrote:So, first, I think the ability to intuitively weave combos without needing to memorize NG's absurd combo lists is an improvement. Second, while the weapons losing 'character' is IMO a reasonable complaint on Normal/Hard, I think that's where it ends. On MN/UN, I'm acutely aware of every string I do, why I do it, and what limitations I'm under due to my equipped weapon.
The variety is good in its own right, but I don't think it outweighs the loss of the more rigid precision demanded by the first two. That stuff defined the series and gave it an identity relative to DMC and GoW, before the genre receded into Mostly Platinum.
And viable combo strings being reduced to some subset on higher difficulties is nothing new - I suppose RE provides a few more options given its breadth, but similarly boils down to favouring whichever moves give you a tactical delimb or other useful property.
Volteccer_Jack wrote:Just don't agree with this at all. NG2 is more random and messy, but most of the time that can't compete with the methodical killing intent of RE's enemies. The more prominent scoring system is tied directly to your upgrades, feeding back into that fight for survival. Even the relatively tame fights become a race to get ahead for the sake of preparing against future threats. Playing MN/UN for the first time, the thought of what I would need to get through Days 7/8 was always in the back of my mind. It also helps that you get a hard limit of 5 'healing items' for the entire playthrough, instead of chugging them in every boss fight.
I can't excuse the more rough edges like IS ninja spam, but I like what 2 was going for with aggressive mixup game, high enemy count, and iframe abuse. It's not refined enough to hit the quality bar set by Black, but the moments that it works are pure edge of your seat KMF.
Optimizing your gameplay for more power gain was was always a factor on account of combo / ET / UT essence bonuses, particularly on higher difficulties where you want to rush the top-level moveset for a viable weapon. I do prefer the checkpoint refill style, but heals erode your progress all the same assuming that you're not farming currency in the cases that allow it.
Hahaha alright that's pretty good too
Volteccer_Jack wrote:No but seriously, NGB and NG2 are about 50% longer than they should be, and both the story and gameplay suffer badly because of it. DMC3 and 4 have exactly the same problem. You get through 60% of the game and the story should be over, but then you have to play through a bunch of pointless recycled filler content while the story just starts making shit up to prolong the game. Of all these games, NG2 does it the worst: Ryu arrives at a large stairway. All of the main villains, and the central plot device, are gathered in one spot, the top of the stairway. The bad guys deploy their forces to stop Ryu. Ryu battles what seems like the entire Black Spider ninja clan, so much so that your Xbox 360 is fighting for its life alongside Ryu. Ryu finally kills them all and reaches the top...and the bad guys are just like "LOL you thought you were gonna fight us? Have fun playing literal hours of recycled content before you get to fight the villain!" Then you trudge through a stage copy-pasted from NGB and a literal wasteland of repeat bossfights and not a single interesting or fun thing happens until the final set of bossfights, which obviously should have just been atop those stairs.
By tying itself to its story, Razor's Edge achieves what NGB/NG2 couldn't: good pacing.
I don't consider NG2's plot much to write home about; it suffers from the inevitable-i-guess RE5/6 power creep + globetrotting escalation after razing hell from Satan upward in Black, but is otherwise solid enough framing for crazy action. I enjoyed the nostalgia stage for the fights and Muramasa moment, but agree that the temple stairs were a wasted opportunity to kick off the climax proper.
If anything I favour the relative minimalism of the first game, since the revenge mission setup is baggage-free and allows Ryu to speak with actions instead of words for the most part. 2/RE call back to the NES games more in their content, but I think 1 better hits the 'ninja cinema' vibe of short to-the-point interstitials that show off cool ninja stuff and keep the plotting relatively terse. The silent sword-drawing tension preceding each Alma encounter is worth a thousand words about macguffins and prophecies in my book.
3's pacing is consistent, but I have to accept that I'm playing DoA Gaiden to appreciate it. Seeing the Master Ninja in the passenger seat, exhibiting fee-fees, and
having a goddamn face because the broader setting necessitates it, is an adjustment to put it lightly
