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Which do you prefer: a focus on enemies or a focus on you?
DMC1 gives the player enemies, each with a wide variety of attacks, and the best way to defeat them is to figure out their patterns, and learn how to deal with each of them.
DMC3 on the other hand, has enemies with rather narrower repertoire, but gives you lots of different weapons to fight them with.
Which type of game do you prefer? Don't restrict yourself to action games. I like to think that Persona 3 tends to fall into the first category (for most bosses) whereas Etrian Odyssey is in the second (many viable party builds with the exception of the post-game), for example.
Personally I find myself liking the former more. I do like the process of planning skillbuilds, but having lots of options makes it very difficult for me to choose between them, and once I get attached to one style I find it hard to switch to another.
I tend to fall in the latter I'd say. I usually find myself annoyed at having to fight enemies and bosses where I'm almost forced to have to fight them only one way. I like being able to select my own attacks and defenses and taking on things on my own way.
To me it depends on the game. If it's an action game, I want variety in the enemies because my own character is relatively static throughout the playthrough. RPGs are usually the opposite -- focusing on building your character typically means that you can ignore some attributes of your enemies.
Doesn't Megaman, at least the old ones, hit both categories though?
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Dusdais ashamed of this postSLC, UTRegistered Userregular
edited June 2008
I'm going to take the borderline banal (banalous? Is that a word?) approach and say that I prefer a good balance of both. MGS3 is a fantastic example of what I mean.
You can get by soldiers in one of dozens of ways, each more creative than the last. Hell, I've played through the game twice, and just yesterday came up with a creative mix of dropping a dirty magazine laced with a side of live cobra. And yet, at the same time, the soldiers themselves (and the environment) are complex enough in their tactics to keep me on my toes.
The bosses, too. There are no less than four ways to kill The End, one of which involves leaving the game alone for a week.
You can have a wide variety of enemies, as wide as you like, but if it eventually just boils down to "Strafe to the left while shooting" in order to beat them, the game will probably get boring.
I think some of the best games I've played in regard to solving both these problems are RPGs. Final Fantasys IV through FFXII, Skies of Arcadia, Lost Odyssey... all give you myriad options for dealing with your problems. You can either take them down tactically, using status effects and your own special moves, or you can just grind up and overpower them.
I think FFX and Lost Odyssey probably did this best, since so much of the game was dependent upon how you equipped your party.
And not just your own party, but almost all the enemies you face, especially bosses, will come at you with different elements, different attack styles, different vulnerabilities.
In short, if you think you can only have one or the other, you're wrong. Look at the first Viewtiful Joe, or P.N.03, or Gladius. So many tools, so many enemies, not enough time.
The bosses, too. There are no less than four ways to kill The End, one of which involves leaving the game alone for a week.
Powered on and everything?
Don't let any environmental nuts hear that.
No you save and come back in a week then you find Snake waking up and finding that the End died of old age. Cause every time you save its supposed to be like Snake is sleeping.
The bosses, too. There are no less than four ways to kill The End, one of which involves leaving the game alone for a week.
Powered on and everything?
Don't let any environmental nuts hear that.
No you save and come back in a week then you find Snake waking up and finding that the End died of old age. Cause every time you save its supposed to be like Snake is sleeping.
Oh OK, I thought you meant like Mewtwo in Melee (whom I unlocked by just leaving the GC running for 24 hours).
The bosses, too. There are no less than four ways to kill The End, one of which involves leaving the game alone for a week.
Powered on and everything?
Don't let any environmental nuts hear that.
No you save and come back in a week then you find Snake waking up and finding that the End died of old age. Cause every time you save its supposed to be like Snake is sleeping.
Ironic considering that you're suppposed to have less time than that to complete the mission. Then again, that's hardly the worst timeshifting that the series does.
DMC1 gives the player enemies, each with a wide variety of attacks, and the best way to defeat them is to figure out their patterns, and learn how to deal with each of them.
DMC3 on the other hand, has enemies with rather narrower repertoire, but gives you lots of different weapons to fight them with.
I hate to answer the question without choosing one or the other, but I think the answer to that is to have both. Try to think back to your typical simplified SNES games where the typical format was to have a large quantity of the enemies with the more "narrower repertoire" as you so eloquently put it. To mix it up, the end of the stage would likely contain a boss, which usually involved some pattern to figure out in order to defeat it.
At the end of the day though, games are primarily about pattern memorization, usually with a slowly inclining difficulty level.
The bosses, too. There are no less than four ways to kill The End, one of which involves leaving the game alone for a week.
Powered on and everything?
Don't let any environmental nuts hear that.
No you save and come back in a week then you find Snake waking up and finding that the End died of old age. Cause every time you save its supposed to be like Snake is sleeping.
Ironic considering that you're suppposed to have less time than that to complete the mission. Then again, that's hardly the worst timeshifting that the series does.
Well there wasn't really a hard timelimit in the game. Certainly not like MGS1. It was just stop Volgin before he completes the Shagohod.
I'm a HUGE fan of player customization. The more a game lets me customize my character to suite my playstyle and make him (or her!) a beautiful and unique snowflake, the better.
If I could choose between a game with a static playable character and 100 enemies or a game with a single enemy and 100 different ways to customize my character, I'd choose the ladder every time.
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Doesn't Megaman, at least the old ones, hit both categories though?
Can trade TF2 items or whatever else you're interested in. PM me.
You can get by soldiers in one of dozens of ways, each more creative than the last. Hell, I've played through the game twice, and just yesterday came up with a creative mix of dropping a dirty magazine laced with a side of live cobra. And yet, at the same time, the soldiers themselves (and the environment) are complex enough in their tactics to keep me on my toes.
The bosses, too. There are no less than four ways to kill The End, one of which involves leaving the game alone for a week.
You can have a wide variety of enemies, as wide as you like, but if it eventually just boils down to "Strafe to the left while shooting" in order to beat them, the game will probably get boring.
I think some of the best games I've played in regard to solving both these problems are RPGs. Final Fantasys IV through FFXII, Skies of Arcadia, Lost Odyssey... all give you myriad options for dealing with your problems. You can either take them down tactically, using status effects and your own special moves, or you can just grind up and overpower them.
I think FFX and Lost Odyssey probably did this best, since so much of the game was dependent upon how you equipped your party.
And not just your own party, but almost all the enemies you face, especially bosses, will come at you with different elements, different attack styles, different vulnerabilities.
In short, if you think you can only have one or the other, you're wrong. Look at the first Viewtiful Joe, or P.N.03, or Gladius. So many tools, so many enemies, not enough time.
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Don't let any environmental nuts hear that.
I never asked for this!
Ironic considering that you're suppposed to have less time than that to complete the mission. Then again, that's hardly the worst timeshifting that the series does.
I hate to answer the question without choosing one or the other, but I think the answer to that is to have both. Try to think back to your typical simplified SNES games where the typical format was to have a large quantity of the enemies with the more "narrower repertoire" as you so eloquently put it. To mix it up, the end of the stage would likely contain a boss, which usually involved some pattern to figure out in order to defeat it.
At the end of the day though, games are primarily about pattern memorization, usually with a slowly inclining difficulty level.
Well there wasn't really a hard timelimit in the game. Certainly not like MGS1. It was just stop Volgin before he completes the Shagohod.
I never asked for this!
This works, as long as the game is short and high on other merits, like production value. See: God of War 2.
This is also why I hate strategy games.
If I could choose between a game with a static playable character and 100 enemies or a game with a single enemy and 100 different ways to customize my character, I'd choose the ladder every time.