KLan

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SHH Evading & Weapons...? Just me?

Post by KLan on Mon Feb 13, 2012 1:01 am

Floodclaw wrote:Western-style action game? You DO know that Resident Evil is Japanese, right?

And your point is? Are you saying RE4/5 are traditional Japanese survival horror? :roll:
RE5 resembles games like call of duty more than its own predecessors.

Augophthalmoses wrote:bla bla bla

Combat in SH1-4 = stand in the same place and press one button to attack. Simple and effective.
SH:H combat = so broken each normal enemies feels about as difficult as a SH1-4 boss. The first enemy in the game, nurses, can take away half your damn HP since it strikes you like 20 times in a row without a break. Is that normal? No. Needlers and their undodgeable attacks. Super-unreactive "finishers" that don't work 90% of the time. "Dodges" that are about as effective as standing still. Right.
I couldn't care less about combat. I couldn't care less if SH1-4 had no enemies except for the few bosses. I play SH for the story, not for combat, end of story. If you like combat that much go and play RE5 and shoot all the zombies to your heart's content for all I care. Like I said, to each his own. You like SHH for its combat, I hate it, end of story.
 
 
 
 
 
 

devil hunter

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SHH Evading & Weapons...? Just me?

Post by devil hunter on Mon Feb 13, 2012 4:03 am

I don't see how RE 5 resembles Call of Duty. Also, there was no need to reply to Augo and Flood like that.

But anyways, combat in SH games was never good. I think that the combat in Homecoming was an improvement, but it was too much focused around it.

Now you have Downpour. Downpour has combat similar to the one of the earlier SH games. They took the best from all the games and blended it into what you see in gameplay videos. What I like about combat and gameplay of Downpour is that the emphasis is on survival and exploration.
You only have one weapon, weapons can break, enemies can block and dodge your attacks, are stronger and faster than you etc. When it rains it's better to run and hide, the game actually encourages you to do that.
 
 
 
 
 
 

Augophthalmoses

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SHH Evading & Weapons...? Just me?

Post by Augophthalmoses on Mon Feb 13, 2012 7:14 am

It just requires practice. On your end it sounds more like you having problems adjusting than the combat system. Dodging works better when you realize you have to time your dodges. Not pound on the button every time you get attacked. You have to learn when to attack and when to dodge. I like that approach because it adds more strategy then simply walk up and wail on a monster like in the old games.

If you're going to have fighting in the games you may as well have it brushed up. Not restrict to the same barebones formula just because some fans think "that's the way Silent Hill is supposed to be!"

Where's the fun in that? How does it change up strategy to keep things fresh? It doesn't. That's why evolution is needed. But the key here isn't dumbing down the fighting mechanics. It's having multiple difficulty levels like the old games. At this point it seems they're necessary. That why those who only play Silent Hill games for the story (which I can never understand why anybody would...) can adjust the game to be as easy as they like while people who want more of a challenge can crank things up.

I just don't get where some people got this idea that Silent Hill is this completely artsy video game series that has never been about fighting and never should be when it's been a part of the franchise since the very beginning. When all is said and done it's still a video game regardless of how much artistic influence it has or how much psychology is crammed into it. I want to be given things to do in said game because it's a game. The series doesn't need to be held back from evolving just because fans are too latched onto the design of the earlier games.
boo
 
 
 
 
 

clips7

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SHH Evading & Weapons...? Just me?

Post by clips7 on Sat Feb 18, 2012 8:58 am

I see what you mean, i just always felt the fighting felt awkward in homecoming...you're right in that the combat always need to evolve and improve, but i felt it just wasn't implemented properly. And it must've been an issue since whenever you mention Homecoming the issue of combat always seems to come up.

I appreciate Homecoming trying to improve upon the formula tho, you always have to try, but like i've mentioned before, whenever you went into your fighting stance, the combat felt like the enemies zeroed-in on you on an invisible rail and at times felt like a 2-d fighting game...it just wasn't good and add to the fact that the game had choppy animations to boot. I liked how the combat was handled in Siren Bloodcurse in that it wasn't perfect, but it felt more natural and satisfying and even the animation of the characters were one that seemed like they swinging their weapons in a desperate attemp to stop the shibito.
Knowledge, Wisdom and Understanding....these are the basic fundamentals of life....

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