>>11963829
>>11963837
The bad parts in SOR4 was that they did not understand the game logic properly. They thought that the fight system was all about using specials to not get hit. It took several patches to make it so you can use specials to break out of stunlock, in the initial version if an enemy did a combo you had to eat the entire thing.
But even worse is that you can only use specials to break out of stuns. In SOR2 different enemies have different stun durations, with heroes and some bosses having very short stuns and other mooks having very long ones. The implication of this is that when a Donovan does a jab,jab, uppercut combo, you can punch back against him because your stun ends before he does the next second attack. It's also why you can't combo some bosses; they have shorter stun periods and will hit back or block between your punches (Bear and Shiva comes to mind).
This logic is COMPLETELY MISSING in SOR4.
Feels like all of SOR4 is designed around "do not get hit, ever", which also works together with the combo bonus system. I'll admit that getting through an entire level with a combo carried from beginning to end is cathartic (especially when it gives you like 6 extra lives), but it doesn't make for a good beat'em up.
the presentation in SOR4 was all sorts of awesome though, you even had a Galsia turning Super Saiyan, and the Y twins idolizing their dad and had stained glass murals of him etc.
>>11963841
SOR2 had bosses turn invincible too, SOR4 just made it more visible. I did dislike how they go "enraged" and get a bunch of annoying extra attacks, Barbon was especially bad with his quadriple swinging kick.
The final boss was fine IMO, and you can cheese it super easily since weapons don't break on him for some reason, so if you brought over a mace from the castle section you can kill it in seconds.
Or for extra fun use the SOR1 characters super while it has both legs on the ground, it nearly one shots the thing.