Re: Lesser known 3d action games?
Posted: Fri Aug 21, 2020 1:29 am
Gekido: Urban Fighter
Niche Culture Journal | Anything ☯ Goes
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Looks fun. I never heard of it. When I go back home I'll try emulating it (I'm currently stationed at my summer home because I don't want to die of heat stroke lol. Though I haven't done much work on the website this past week compared to the previous one because I had to order some new hardware and install it at HQ.)
Taking damage is good
Ninja Gaiden has no scoring bonus for coming out of a fight unscathed and there’s a reason for this. Especially within its later entries, taking damage is part of the fight. Once you accept this, the games become a lot less frustrating to play. The whole concept of Ninja Gaiden is to die slower than your enemies. There’s plenty of minor projectiles, off screen grabs or stray bullets that will graze you.
Going for a no-damage run in Ninja Gaiden is possible, but it doesn’t promote skillful play or interesting combat, as each fight turns from a tense melee into a cowardly test of patience. So take that hit, take the risk, and don’t reload every time you are hit or have to use an item.
I disagree with them about the Izuna drop. I think you should spam the fuck out of Izuna, any chance you get. Especially If you consider yourself a real ninja, you only play on Very Hard & Higher. Don't be a Hero Ninja Dog Faggot! THOSE OTHER MODES DON"T FUCKING EXIST! Erase those joke lower difficulty levels from your mind or you'll never understand what truly makes Ninja Gaiden such a masterpiece.The dangers of the Izuna Drop
While exceptionally cool, the Izuna Drop is quite the trap. Generally unsafe upon landing, it’s damage output was also decreased over the subsequent games and abusing it will not teach you how to play Ninja Gaiden’s ever so important ground-game. Use it, but don’t abuse it!
It's fucking trash. There's no thought put into the mobs so you just murder through everything, everytime you power up a super move. Unlike in the The Takeover where it's a much better idea to save your supers & rages for when you really need it, so you use your gun to control hostile crowds instead.Xed51 wrote: ↑Fri Aug 21, 2020 10:46 amLooks fun. I never heard of it. When I go back home I'll try emulating it (I'm currently stationed at my summer home because I don't want to die of heat stroke lol. Though I haven't done much work on the website this past week compared to the previous one because I had to order some new hardware and install it at HQ.)
Apparently it also had a 2d sequel that got re-released a couple of years ago which also looks entertaining, though I am not as big a conoisseur of beat em ups like other people here so for all I know it might be trash
SOR4 may even be a 9 now after the latest DLC. It ain't as good as the SOR trilogy, but it's a damn good game and it almost feels like a 2d version of DMC & Ninja Gaiden combat.The Takeover= 7 out of 10
Streets of Rage 4= 8.5 out of 10
Fight N Rage= 9 out of 10
Although on Switch you can clearly see that I played SOR4 the most since I have over 70 hours in it and I'm still not bored.
I only have 20 hours in Fight N Rage.
5 hours in The Takeover. SOR4 has online mp & PVP which is why I played it the most. Fight N Rage only has couch co-op and it does have an arena mode similar to Guardian heroes. There's a ton of content to unlock in FNR, but SOR4 wins out for me coz it actually has online play. I have at least 10 people in my friends list that I met through SOR4. I also used to be in the top 20 of the SOR4 scoreboard when it first came out. (I was no. 17.)
Fight N Rage is the best designed game of the three, but only SOR4 allows me to show off my skills and play against other people in a death match.
The Takeover is the most accurate to the SOR lore & tone, but the game play is just merely good. The Takeover could easily be a 9 though if it didn't have to compete against Fight N Rage & SOR4.
That has more to do with the PC port being terrible I believe. I didn't get it, because I happen to have an xbox one x (me and three more people) where you can play NGB and NG2 at 4k60fps out of the box. The new port has the sigma versions which I am not too fond of. (Sigma 1 is good, I'm just more used to Black. Sigma 2 is boring because it plays more like devil may cry, where there's fewer enemies that take a lot more hits to kill. I like DMC for what it is, when that's the name of the game I'm signing up for, but I prefer the original version of NG2.)In reality, Ninja Gaiden is a D-tier franchise when compared to Le Current Decade. Just look at NG MC's metacritic scores. NG is getting crucified on Steam. DAMMMN, people really don't like Ninja Gaiden.
Give it a chance. RE is the most similar to OG NG2, in terms of violence at least and RE is non-stop action. That's actually the reason why I don't like it as much as the first two. RE is so action focused that the level designs are literal arenas where you can't move forward until you kill everything.I still have not played 3RE,
I heard the bitching, it doesn't seem to be any different from the console ports. PC faggots are just being whiny bitches, as usual. It's why I fucking hate the PC scene. They're babies. I hate playing crossplay with Pc fags coz Pc motherfuckers are always cheating with aimbots & wallhacks.That has more to do with the PC port being terrible I believe.
Do they? I'm fucking playing on Very Hard, I'm killing shit in 3 hits as soon as I delimb them. I also spam Izuna drop any chance I get though.The enemies just keep on coming if you kill them fast enough so you won't even be bothered that you only see 5 enemies at a time. It's noticeable since NG2 360 had Dynasty Warriors hordes but at least the Sigma 2's ai is still aggressive as fuck on Very Hard & higher to the point that it doesn't matter.Sigma 2 is boring because it plays more like devil may cry, where there's fewer enemies that take a lot more hits to kill
Yeah well Samurai Jack game is made by studio which core team is some ex-Itagaki people since NG1-2 days, including Katsunori Ehara who was with Itagaki since DoA1.
A lot of things that will help are in the early leveling unlocks. So i suggest focusing on purchasing mobility and abilities over combo string additions when unlocking. Things such as the Sliding Guard and Double Jump are very much necessary. You'll find that especially on difficulties such as Samurai that Sliding Guard and its attacks are very useful for both mobility and damage.
For example, Sliding Guard > Light Attack for Sword, Fists, and Hammers are good attacks. For sword especially it does as much damage as Jack's Jump > Heavy downward strike but is very quick and agile. So you can basically go Sliding Guard (Towards or to side of enemy) > Light Attack > Sliding Guard (Away From Enemy) > Light Attack. Also helps tremendously if you have attack aim on (it is by default).
Fist's Sliding Guard > Light Attack is almost as strong as Sword's, but the problem is jack lifts into the air during it, this can get you some distance and speed with no enemies around, but there are moments where he might attack an enemy who's not killed with the attack and or fall in front of another enemy behind the killed one, then he'll hang momentarily in the air as the enemy collision is holding him in the air.
Hammer's Sliding Guard > Light Attack has slow recovery but is two strong hits WITH auto guard enabled throughout the animation.
Other general things to try and keep in mind depending on the enemy is look for launching attack strings such as Sword's Light > Light > Heavy, and from there you can jump and do an air combo where your downward strike will have an aoe effect to surrounding enemies.
I'd also recommend leveling those three weapons when you can. Don't bother with clubs, I can't think of anyone who has found any value out of them that can't easily be outclassed by one of the four other weapons.
Also, the Hammer kiai is probably the best Kiai in the game in *most* situations. Where Fist kiai, while similar in attack type, typically does less damage than the hammer. Sword kiai, requires Level 4 to get as much or more damage than the Hammer's, same for Polearm kiai. And like I said, Clubs can be ignored - the kiai typically does slightly more damage than the Fist and never as much damage as the Hammer it's replicating.
Also, don't forget your projectiles. Reapers are the best in most situations. Piercing arrows work great in 2D areas as they go through enemies and hit multiple times. Guns you generally should only use for Giant Beetle enemies and poison slugs.
^^^ i just repost this stuff as back up in case anyone interested playing, don't mind me :PMy personal tier list would be the following:
S: Hammer
A: Sword, Fist
B: Pole
C: Clubs
In terms of projectiles:
S: Reapers, Piercing Arrows
A: Explosive Arrows
B: Handgun, Machine Gun, Normal Arrow
C: Kaiken, Shuriken
Hammer is mostly up there for one attack and one attack only, that with Just Guard Cancelling is pretty much the only attack you need for most of the game: Sliding Guard > Light Attack.The Kiai is a viable Kiai for most of the enemies in the game except for maybe 5 at most. I believe the Ancient King is one of the enemies where the Pole's damage output outdoes the damage output of the Hammer. It's Lv 4 Kiai being burst damage with a high AOE makes it easily the best Kiai overall.
Sword and Fist can stand up to Hammer, but Sword requires the Great Samurai Warrior's Sword to really help it match the power of the Ancient Hammer. However, Sword can be very viable with Light Heavy combo string into air juggle is good for the harder zombies that bury under ground, ending it with the downward heavy slash helps as it does a small bit of AOE to do damage to enemies crowding you. It's sliding guard > light attack doesn't have auto guard like the hammer but it won't flinch to hits and is very fast. It also is just as damaging as the jump > heavy slash, for the speed/damage ratio it's quite good plus going from a guarding stance into it helps with deflections and the like. Lv 4 Sword Kiai does as much or most times more damage than a Lv 4 Hammer Kiai. However, it doesn't do burst damage so some enemies *might* break out of the hit stun, and it requires proper control with the lock-on system to direct the attacks for maximum damage. Fist's Sliding Guard > Light attack is good for big enemies like the giant beetles where their body collider prevents Jack from getting into the air after the first hit, allowing him to really deal fast and heavy damage should you not have a hammer available.
Fist's only biggest problem is it's the weakest Lv 4 Kiai in the game, in every situation the Kiai will be beat by a Level 4 Hammer Kiai. It's sliding guard > Light attack while technically giving you the fastest movement by distance, can be glitchy as Jack will hover in front of an enemy. The glitch being caused by body collision preventing him from reseting to the ground. Its best features are the 360 motion > Heavy attack which is his Tatsumaki that hits multiple times and has near full auto guard. If you also get a counter hit parry he'll really do the damage. His 360 motion > Light attack is the Shoryuken which while doing a lot of damage, but it is easily and often blocked - contradicting to the attack's description which marks it as unblockable, with a lot of recovery to it.
Pole basically is a weaker sword. Even the most damaging version of Pole (Josephine's Parasol) doesn't help too much. It's not bad, but it's not as amazing as Hammer or Sword, and the Lv 4 Kiai is on average worse damage output than either Sword or Hammer given the same situation, and takes longer to perform than either. I often haven't gotten much better use from it than given the same situation with my hammer's sliding guard > light attack or sword kit.
Clubs should be sold. It's the only real value you can get out of them. The Kiai is only slightly more damage than the Fist's, even when at Level 4. And the most damaging club is a 3-star club. It's outclassed by every other weapon.
I don't feel like going into as much detail in regard to the projectiles, as I think the list is pretty obvious. In short: Charged Piercing Arrows are the weakness for Demongo, and they are especially good in 2D sections as they'll go through most enemies on/off the screen - hitting multiple times. Reapers are sticky bombs that do damage on hit and then have a second small AOE explosion, good for crowd control and the alien slugs (including Lazarus). Speaking of Lazarus, i omitted the shock projectiles as they're only really great for the Lazarus to my knowledge, and the shock projectiles will go through him as well so you have to have your distance on point in order to do damage with them. Explosive Arrows are marked as high damage only due to the AOE but commonly it's honestly comparable damage to an uncharged piercing arrow. Handguns and machineguns just have too little stability and often break really fast, however they're still good for the alien slugs and the beetles when in tight situations.