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7/22/2025, 2:28:34 PM
>>716130978
Naraku is much better than every other area in IV combined, but I still wouldn't say it's very good. Using a contextual prompt to go up and down other areas just doesn't make use of 3D space, I should be able to manually control my character and jump to different elevations, that's making use of vertical exploration. Otherwise you're just playing a 2D game presented in 3D. It's the same for Nocturne's dungeons. In that you're just watching a cutscene to move the dungeon's position in one static shift, it's not happening in real-time like in Kabukicho's prison.
>they have more creative dungeons
Nocturne's level design is bad, like really fucking bad. 3 long linear tunnels that all have the first 5 rooms copy/pasted, with wholly identical tilesets and constant need for lightoma (which you get free off a demon, so it's just pointless busywork to go in and out of the menu to apply). 2.2 iterations of the Amala network, which are just blocky tunnels with a dozen unmarked warps that send you back to the start for more fun random encounters against demons you can't recruit. Shibuya, Ginza, and Ikubukuro cities, what have a dozen stores each with copy-pasted room layouts that each either have jack shit or maybe a chest with 2x medicine. White temple and yoyogi park, which are just super simple mazes stretched out with constant obnoxious teleports (something the game thinks is an okay gimmick to spam when it's just tedious and boring). Mantra and Nihilo headquarters, which are just generally visually uninteresting blocky corridors, barring the kaiwan shifting floor bits in between layers of Nihilo. Minufashiro, which is just garbage in relation to all the buildup it got; you just go in, walk along some spidery platforms, and watch as demons occasionally move around in the skybox. Underpass, which basically another tunnel horrible plagued by constant up-down ladder traversal, which is a massive pacebreaker throughout Nocturne.
Naraku is much better than every other area in IV combined, but I still wouldn't say it's very good. Using a contextual prompt to go up and down other areas just doesn't make use of 3D space, I should be able to manually control my character and jump to different elevations, that's making use of vertical exploration. Otherwise you're just playing a 2D game presented in 3D. It's the same for Nocturne's dungeons. In that you're just watching a cutscene to move the dungeon's position in one static shift, it's not happening in real-time like in Kabukicho's prison.
>they have more creative dungeons
Nocturne's level design is bad, like really fucking bad. 3 long linear tunnels that all have the first 5 rooms copy/pasted, with wholly identical tilesets and constant need for lightoma (which you get free off a demon, so it's just pointless busywork to go in and out of the menu to apply). 2.2 iterations of the Amala network, which are just blocky tunnels with a dozen unmarked warps that send you back to the start for more fun random encounters against demons you can't recruit. Shibuya, Ginza, and Ikubukuro cities, what have a dozen stores each with copy-pasted room layouts that each either have jack shit or maybe a chest with 2x medicine. White temple and yoyogi park, which are just super simple mazes stretched out with constant obnoxious teleports (something the game thinks is an okay gimmick to spam when it's just tedious and boring). Mantra and Nihilo headquarters, which are just generally visually uninteresting blocky corridors, barring the kaiwan shifting floor bits in between layers of Nihilo. Minufashiro, which is just garbage in relation to all the buildup it got; you just go in, walk along some spidery platforms, and watch as demons occasionally move around in the skybox. Underpass, which basically another tunnel horrible plagued by constant up-down ladder traversal, which is a massive pacebreaker throughout Nocturne.
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