Search Results
7/27/2025, 12:37:54 PM
>>532856273
>casualized, like modern God of War
GoW 2018 nearly filtered me on "Give Me God of War" difficulty. I swear, that game was brutal. I remember clearly in 2020 sitting on the couch hiding my face in my hands, whispering to myself something about how I fucking can't play this game and I'm done. The first hours especially were brutal.
>game fails to challenge you
fr
>salvage XVI
IF their approach to the heir of XVI as an action game remains similar, and their bet is on improving the action mechanics of XVI, not adding any RPG elements, then I say - add (A) a system of elemental reactions and (B) a system of differences between the elements, expressed in action form.
(A) The system of elemental reactions is what allows you to play not reactively, studying enemy weaknesses, but proactively, combining elements with different effects and thereby achieving better results in the game. This system, if configured properly, will not limit the player's freedom, but will encourage experimentation with reactions. What Genshin did in its own combat system is a revolution, but Genshin is cattle feed developed by Chinese psychologists specializing in gambling and FOMO, not a vgame, so even its combat system can't salvage it. But if you take this gem of an elemental reaction system and use it in a normal game, I expect great results and new Vanillebeginning in the gaming industry.
(B) As for the system of differences between elements expressed in action mechanics, everything is simple: no one prevents you from making air spells such that they have a grouping effect, Shiva's moves can freeze enemies, Titan's magic casts can work like Dante's shotgun instead of a pistol, and so on. XVI partially follows this scheme, since some Siva's spells freeze enemies, but it takes very timid steps in this direction. The point is the uniqueness of each element can be expressed in action form, rather than in numerical form or in the form of traditional RPG status effects.
>casualized, like modern God of War
GoW 2018 nearly filtered me on "Give Me God of War" difficulty. I swear, that game was brutal. I remember clearly in 2020 sitting on the couch hiding my face in my hands, whispering to myself something about how I fucking can't play this game and I'm done. The first hours especially were brutal.
>game fails to challenge you
fr
>salvage XVI
IF their approach to the heir of XVI as an action game remains similar, and their bet is on improving the action mechanics of XVI, not adding any RPG elements, then I say - add (A) a system of elemental reactions and (B) a system of differences between the elements, expressed in action form.
(A) The system of elemental reactions is what allows you to play not reactively, studying enemy weaknesses, but proactively, combining elements with different effects and thereby achieving better results in the game. This system, if configured properly, will not limit the player's freedom, but will encourage experimentation with reactions. What Genshin did in its own combat system is a revolution, but Genshin is cattle feed developed by Chinese psychologists specializing in gambling and FOMO, not a vgame, so even its combat system can't salvage it. But if you take this gem of an elemental reaction system and use it in a normal game, I expect great results and new Vanillebeginning in the gaming industry.
(B) As for the system of differences between elements expressed in action mechanics, everything is simple: no one prevents you from making air spells such that they have a grouping effect, Shiva's moves can freeze enemies, Titan's magic casts can work like Dante's shotgun instead of a pistol, and so on. XVI partially follows this scheme, since some Siva's spells freeze enemies, but it takes very timid steps in this direction. The point is the uniqueness of each element can be expressed in action form, rather than in numerical form or in the form of traditional RPG status effects.
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