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TalkBack / Re: Miyamoto: 'Zelda is Bland'
« on: March 04, 2011, 09:25:17 AM »
Also someone needs to tell them that "use hookshot with grapple point, repeat 40 times" is not a puzzle.
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QuoteKDR_11k posted:
While I can input most regular special moves (I consider anything more complex than 3-5 directions stupid, it's just a barrier to entry, not a skill) even that isn't enough to understand most fighting games. They vomit a list of convoluted mechanics at you, stuff like Roman Cancels, desperation moves, crossover combos, various breaks, etc. Most of which the manual just mentions as existing but never mentioning why you'd want that. Shmup scoring these days is similarly convoluted with various combo systems and stuff. It's what happens when you make your games for an extremely small niche that does not want changes to the core mechanics even after 20 iterations and instead wants stupid **** bolted on. Having extremely simple core gameplay doesn't help, in most games your player character can do way more than move left, right, jump OR attack.
>extremely small niche
>sells millions
Hell, most gamers never even heard of the company (then known as DMA Design) until GTA III came out.
PlayStation Move, on the other hand, is not. It's very easy to find