I think Souls is kind of shallow so God of War being a "lite" version of it makes it very shallow for me.
Though I also want to say a game being shallow doesn't make it bad. Sometimes simplicity can be more enjoyable. Sometimes I don't want to memorise a thousand combos. I don't want people to accuse me of shitting on God of War or Dark Souls both are great games. The combat is just shallow in my opinion but it works in those games.
resonance of fate is so deep you need to be good at math to play it.
The combat of Resonance of Fate employs the "tri-Attack Battle system", which involves a mixture of real-time and turn-based controls. During each character's turn, the player can move around and perform actions, limited by the number of action points. The turn ends when the player attacks or all action points are exhausted. Initiating an attack employs a charging system; once a target is selected, the attack charges up until the meter is full and the attack is unleashed. Players can also choose to charge up the attack multiple times, for a more powerful attack. The time needed to charge depends on the proximity of the enemy. Closer enemies require less charge time but it renders the player more vulnerable to attack. Enemies also require charge to attack and battle strategy involves interrupting their charges. There are two damage types in the game. The first is "scratch damage", which is only dealt by sub-machine guns. Scratch damage accumulates quickly, but cannot kill an opponent. Scratch damage must be converted into "direct damage", using pistols and grenades on an enemy with scratch damage to defeat it
Hot take o'clock?Monster Hunter.
I'd say if you have a Switch, gen Gen Ultimate. I think the combat is a little deeper in the legacy titles (particularly Gen with the Styles/Artes system) than World. World is still great though and much easier to get into. Legacy is an... acquired taste.
I'd agree with you, I just know we're in the minority haha. Gen Ult the culmination of everything great about MonHun imo. However, if you've never played the series before, it's probably best to start with World. It's just so much more accessible and almost as good ;)Hot take o'clock?
Gen Ultimate is the GOAT Monster Hunter game. I've played every game in the series since 2009 (Freedom Unite was my first). Gen Ultimate is the culmination of every classic MH game. 4U is close behind it, but GU is just too good.
This ain't a knock on World, btw.
Sure, valuing different things is kind of the nature of opinion. I could have qualified my statements as them simply being my opinion, but I didn't really see the need to since video game discussion is pretty much all about opinion. Despite that, I'm sorry if I came across a little strong.Or maybe quality is relative in this instance and we value different things. But hey, I was the one who initally said SM was worse than GoW so this one's on me...
I think God of War's combat is good, but far from great.
SM is just straight up average and unsatisfying for me. Higher difficulties make GoW an utter and complete chore so I absolutely agree with you there, the game is incredibly boring when played in hard mode. Spider Man on the other hand had me avoiding combat whenever possible because I just didn't find it impactful at all, it just felt completely hollow and unsatisfying even if it was mechanically competent so I doubt I'll even try replaying it a higher difficulty since the combat was just completely uninteresting. GoW took alot of clues from Souls games (which I personally love) that made it closer to what I like than what SM had to offer.
Neither is any kind of hallmark of quality, though, I'll agree with you there. Urban Reign is where I draw the line, it's the baseline for where great combat begins for me. Any game with combat worse than Urban Reign isn't worth taking into consideration for it's combat.
But you literally do that.Definitely Nioh, it's not a game where you only press square for attack and triangle for strong attack.
Even for someone like myself whose favorite game is FF, it's a little early to call FF7R one of your favorites when it's not even out yet. From what I've seen, it has as much depth as it needs to have.Because apparently all of my favorites are completely "shallow" combat systems.
Like......what do you want from me man?
The offending comment was that FF7R looks "shallow".
Uh......ok bro.
So is depth usually found in combo systems in your view?I think Souls is kind of shallow so God of War being a "lite" version of it makes it very shallow for me.
Though I also want to say a game being shallow doesn't make it bad. Sometimes simplicity can be more enjoyable. Sometimes I don't want to memorise a thousand combos. I don't want people to accuse me of shitting on God of War or Dark Souls both are great games. The combat is just shallow in my opinion but it works in those games.
So is depth usually found in combo systems in your view?
Edit: Let me try to add something here. There seemed to be 2 kinds of depth that people are advocating for in the thread.
One is depth of execution. This results from the game requiring precise careful input to succeed. This might also be decisionmaking in a small timescale. The cleaner the gameplay, the cleaner the fight, the the deeper the execution.
The other is depth of decisionmaking: the game offers the player many meaningful decisions, either before or during combat. The better the decisions, the cleaner the gameplay the cleaner the fight.
Perhaps the good example of a game that requires deep decisionmaking is FFT. Build a good party, making good decisions and win. There is a wide variety of options that underpin those choices.
A good example of execution depth is Nioh. High skill cap, with cleaner play leading to cleaner fights, take for example "crusher" achievements.
It's about time scale. Large time-scale: macro-level strategy is decisionmaking.Executions plays into decision making.
You see this all the time in fighting games- do you take a chance and try out a difficult move with better rewards but a higher chance of screwing up? Or the easier but safer move?
Using Nioh again, using Ki Flux would grant you more stamina, but are you confident in pulling it off in the middle of a Hino Emma boss fight?
It's about time scale. Large time-scale: macro-level strategy is decisionmaking.
Small time-scale choices, reactions telegraph-reading is more execution. Obviously lines blur. That's why FFT is a good example of depth of decisionmaking--no time limit.
I think the backlash with GoW´s combat happens when people try to put it in the same group as DMC or Bayo: These are high complexity-high depth games, while GoW I´d say is medium/high complexity-medium depth. Also, high range games are often focused on gameplay while games in lower complexity/depth ranges tend to focus on other stuff. In GoW, several design decissions that directly affect the core of the combat system were taken for narrative or artistic reasons (like the camera or removing the jump) and if you´ve seen or read any interviews with the director of the game the narrative was front and center the focus of the game. For comparison, look at any interview with Hugo Martin (creative director for Doom 2016 & Eternal) and how his focus is on gameplay, even when he´s talking about the narrative component of the game.I meant "not problematic" in the sense that the problems it does have aren't enough to "ruin" the game's combat. There's obviously problems with it.
Very shallow is hyperbole, though. It's not super deep, but "very shallow" is pushing it. It's souls-lite, basically.
Complexity and depth are different things and none of them are subjective like some people are saying. Complexity can be measured by the number of available options, while depth can be ascertained by looking only at the meaningful options. For example:
The player moveset is only one part of many that must be considered when looking at depth and complexity.
- Imagine a game where you only have 2 attacks: Punch and Kick. Total available options = 2. Low complexity.
- Punch hits high and kick hits low, while enemies can also block high or low. Both attacks are meaningful, so at this point there is some depth in the system.
- It turns out that the developers decided to only use enemies that block low, so kicks become completely useless. The punch is now the only meaningful option, so even though the number of options remain the same, the depth of the system is in fact lower.
- You also have a special move that works just like the punch in every way. Does this increase depth? I´d say it doesn´t: You just have to use punches or the special move regardless of anything. You have to keep using anything but kicks, there´s no decission to be made, at most there´s a predefined method.
- The developers see this and make it so the special move knocks down enemies, while everything else stays the same. The system now has more depth, as you may have to decide between repeatedly punching an enemy to kill it or knocking it down to be able to defend against a different one, or have time to heal, or escape...
Even something so "simple" at a first glance as Dark Souls can have a lot of depth. Souls games present a million different situations depending on your equipment/build, enemy types, enemy layouts, level design...They force you to think about range, strength of your attacks , enemy HP, positioning...This is not something Souls invented and can be clearly seen everywhere like in the original and the updated DOOM games or even in really old games like Mega Man.
On the other hand, you have games which are much more complex like the original God Of War, but where there´s no depth at all due to the same combo being more than enough to get you through the game. Xenoblade 2 presents a lot of different mechanics and systems but you just end up repeating the same inputs regardless of what´s happening in the game. These are games where complexity failed in making the combat system deeper.
The depth-complexity ratio can take many values: You can have games with low complexity and high depth (Splatoon, Souls), high complexity and high depth (DMC, Bayonetta), something in the middle (DOOM2016, MGR), high complexity and very high depth (Astral Chain, TW101)...This applies to all genres, for example I´d say Portal is a game with low complexity but very high depth, while GTA has high complexity but very low depth.
I think the backlash with GoW´s combat happens when people try to put it in the same group as DMC or Bayo: These are high complexity-high depth games, while GoW I´d say is medium/high complexity-medium depth. Also, high range games are often focused on gameplay while games in lower complexity/depth ranges tend to focus on other stuff. In GoW, several design decissions that directly affect the core of the combat system were taken for narrative or artistic reasons (like the camera or removing the jump) and if you´ve seen or read any interviews with the director of the game the narrative was front and center the focus of the game. For comparison, look at any interview with Hugo Martin (creative director for Doom 2016 & Eternal) and how his focus is on gameplay, even when he´s talking about the narrative component of the game.