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8/2/2025, 9:36:13 PM
>>717097583
Estival is a severely mixed bag on a gameplay level. It learned several good lessons from Shinovi and one bad one, but said bad one is almost game ruining. The good directly addresses the structure and repetitive nature of the series - Estival's general structure is MUCH more streamlined than Shinovi despite its larger cast, and it throws in a bunch of tertiary mechanics from wall running to shrine hunting to combat tech like mechs and firebombs. It was an attempt to grow and diversify the series' gameplay foundations.
And yet, it's those very foundations that Estival fucks up beyond redemption. For some godforsaken reason the devs decided to rebalance the gameplay around multiplayer and it resulted in massive drawbacks to the feeling of the core gameplay. Gone were things like unlimited dashes on characters like Hikage and Ikaruga, many cancels were outright removed so combos felt commital to a fault, and said combos felt both slower and weaker because hyperarmor was cranked up on enemies so heavy hitters like Yozakura and Yomi were left almost unplayable. Say what you will about SK's prowess as an action game but at least the pre-Estival games got the most foundational shit like hit feedback generally right, and that's the kind of stuff that Estival fucked up. Two steps forward, one huge ass leap backwards.
Estival is a severely mixed bag on a gameplay level. It learned several good lessons from Shinovi and one bad one, but said bad one is almost game ruining. The good directly addresses the structure and repetitive nature of the series - Estival's general structure is MUCH more streamlined than Shinovi despite its larger cast, and it throws in a bunch of tertiary mechanics from wall running to shrine hunting to combat tech like mechs and firebombs. It was an attempt to grow and diversify the series' gameplay foundations.
And yet, it's those very foundations that Estival fucks up beyond redemption. For some godforsaken reason the devs decided to rebalance the gameplay around multiplayer and it resulted in massive drawbacks to the feeling of the core gameplay. Gone were things like unlimited dashes on characters like Hikage and Ikaruga, many cancels were outright removed so combos felt commital to a fault, and said combos felt both slower and weaker because hyperarmor was cranked up on enemies so heavy hitters like Yozakura and Yomi were left almost unplayable. Say what you will about SK's prowess as an action game but at least the pre-Estival games got the most foundational shit like hit feedback generally right, and that's the kind of stuff that Estival fucked up. Two steps forward, one huge ass leap backwards.
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