Vludi wrote: I appreciate the juggles and special attacks addition of the later games, but for me they are mostly gimmicks and not something that adds too much to the core gameplay of the genre
Juggles and combos depend on context, but special attacks not so. A special attack, if well designed, can be a swiss army knife that can be used for attacking at different angles, mobility, crowd control, etc. etc. A good example is Predators down up attack in AVP. It has just as much use as a mobility tool (simultaneously attacking forward while lunging out of reach of enemies attacking you from behind, or using it to emergency cancel a string to dodge out of the way of something) as it does as a simple combo extender or knock down move. Moves like that add a tremendous amount of variety and depth to the gameplay, rewarding you for using your head and approaching situations in much more creative and diverse ways.
Combos depend on context. Against a single target, combos are just a way of allowing you to increase your damage through extra skill. But during crowd control, they become a much more risk/reward and strategic element, forcing you to measure spacing vs damage and knockdown capacity when deciding on how to attack enemies and capitalize on damage.
Vludi wrote:Contrary to what you said, i think brawlers like Final Fight or WoF are more about defense than offense.
The line between offense and defense can be a blurry one, as at times a good offense is the only way to stay alive long term. But simply "dodging" swings by backing up or side stepping in a brawler, or blocking them in games that have that mechanic, is never as innately satisfying as weaving through patterns in an stg IMO. Brawlers complexity more revolves around spacing, which always has a balancing act of offense and defense. But my point is that the joy of the genre ultimately comes from hitting or slashing people in various ways, so the more ways you can do that, the better. Just like the more complex and varied the patterns are in a shmup, the better.
In my opinion, at least.
Vludi wrote:you guys say the game is too simple, but mastering the game even with its relatively limited moveset is easier said than done:
Again, I have no problem with the difficulty. The issue is that I don't find them fun enough to bother mastering. No offense to anyone who enjoys them, but I just can't get into that style of gameplay. Maybe one day I'll open up to it, but for now they mostly leave me cold because of the reasons and preferences I mentioned.
Vludi wrote:
Not to mention you have too use all your moveset to succeed, while in AvP for example you can 1cc the game with Linn just using the gun 90% of the time, ignoring the cool flashy air throws and the such.
This is debatable. My main experience is with Predator's and I find you'll definitely have an easier time if you master lunge jumps + down up kick + your various air options, rather then sticking with a single attack the whole game. That being said, part of the fun of the game is definitely that when you return on future playthroughs, absolutely mastering all these options gives the game
unfathomable depth. Learning to spot the windows to take advantage of the ten bajillion options you have available at any given time in a random, improvisation focused reflex game is absolutely joyful and doing so rewards you with the fastest and most absurdly stylish clears.
AVP is so good it almost gave me an existential crisis. Has mankind only ever achieved perfection in this one game? Is this truly the height of our accomplishments as a species? It seems so.
#AvpFanboy