![]() People saying this is about as good as SOR4 are seriously of questionable taste. ![]() There is no denying the quality of the package in it's entirety. That being said, the movement, look, sound, all seems to be there. Controls are overlapping too much, moves lack impact, enemies are too spongy, AI is questionable, (I'm playing on the hardest difficulty) and the things the player can do really don't do much to impress upon the player what moves work with what enemies, etc. I will keep playing it and seeing what I get, but so far, the game just feels really squishy. What Luis and Fonzie and whomever was left to help out, were able to achieve is really commendable. I can see what people might enjoy, and I'm happy people are enjoying themselves, but I'm not really impressed with the gameplay. Well, I just played a couple games of the Arcade mode, and I can say definitively, this is not doing it for me. To WM's credit, they seem to have leaned heavily on the Original Mode content, and that might be the best thing to have done, as the combat is really limited. They were certain that the how's and why's of beat 'em ups were not a major concern, and I assured them, early on, this was a shortsighted way to go about making this type of game. I'll be the first to say that I will be really hard on this game, because the tone going into the project was so matter of fact. That's why I signed up, to play a good beat 'em up. I personally don't care about a beat 'em up that isn't trying to be a good beat 'em up, first and foremost. Ultimately, if the conversation is going to be about what Paprium does well that is not beat 'em up related, then I am good with that, I don't have to waste my time. They were simpler to play, but much more tightly paced and designed. Some of the beat em ups that are most well respected are as a result of a strong combination of all these elements, but there are no well-regarded beat em ups that don't have, in some part, strong design, and that goes for Konami stuff as well, which were more about pacing and the ebb and flow of their combat sequences. But great gameplay coupled with great aesthetics and great sound really make a game stand the test of time. I said that stringing together combat segments in non-descript locations doesn't really work if the combat itself isn't really engaging. It's more of a matter of the effort being way skewed towards aesthetics and presentation, and less on game play, and this is something that I addressed right when the game was being announced. That's not to say Paprium is devoid of any quality. You can't really get much if the game is just good looking. You can get past the aesthetics, if the game play is good, rewarding, engaging, and expressive. A good beat em up is good regardless of looks. There's a frigging map like this was Phantasy Star or some shit.The point isn't that aesthetics aren't important at all, it's that it's the least of the concern. Your posts are formative Sega-Jorge so thanks, but anyway, if that's so, why bother trying to make something more than vectorized hitboxes then? Galsia could have been 2-3 changing-color coded rectangles and gameplay would be 100% the same (also SoR would have taken less space than Columns and the benefit per cart would have been higher, considering flash shortage at that time)Īlso what Devil N maybe implied about this possibly actually not really being a beat'em up in the end, very interesting and I think some of the mid/long term analisys around the game could well tend a bit towards that.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |