If you've seen BlazBlue RR, I feel they really nailed their movelists (unfortunately most everything else about the game they didn't nail, but that's beside the point). Maybe there's some more unique stuff I'm missing, but without a training mode it's hard to explore. And that first one stops mattering anyway once you figure out using ground chain after launcher since that appears to just always be better. It feels like the only real differences between characters are who can keep going after an air chain, who can combo off of throws and raw tags, and what specials/supers can be comboed into. If somehow they actually are, then don't save 'em for so late in the game lest people get bored and leave before they ever see them.Īnd what really stands out to me is that everyone feels pretty much the same, right down to mostly using the same combos. I can see there's a little more later in the skill tree, but I'm guessing these aren't gonna be massive game changers. And combo-wise it doesn't feel like there's very much room to improvise and discover stuff. There's not a whole lot to do at neutral, you're pretty much just gonna poke with either ground chain or forward all the time, with the occasional throw. So we've got ground chain, forward, sweep, launcher into air chain, and throw, plus one special and three supers. Actually, that'd be best, since everyone feeling too samey is an issue I'll get into next. Not sure what sort of generic category to put here, but perhaps instead of something generic you could try and have something more unique for each character. If it negates chip damage, this would go a long way towards making it possible for underleveled characters to stand a chance as long as you're good enough. Tap right when attacks hit: Just Defend! I think a JD mechanic would fit in well here to raise the skill ceiling without complicating controls. : Jump, possibly / for direction but if you really want to avoid diagonals it could just always jump forward. But if this were to be the only control scheme you'd have room to add more things, and as I'll get into in a bit I do think there needs to be more things. If we leave it at that, this can just be an option to pick while leaving the existing control scheme in the game too for whichever players prefer. If I may suggest a possible alternate control scheme, here's what I'd go with:ĭivide the screen into left and right half, all actions now use just one finger and are dependent on which side of the screen you touch. I've found that sometimes my block gets read as a jab and it doesn't always give me throw when I want it. Alrightish, but I don't really like the two finger block or throw.
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