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Proposal for a new combat system for NG3.
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sampb
Ninja Dog
Ninja Dog


Joined: 24 Oct 2010
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PostPosted: Sun Oct 24, 2010 5:16 am    Post subject: Proposal for a new combat system for NG3. Reply with quote

Abstract:

Yes, Yes, I know that writing suggestions like these are pretty pointless waste of time, since there´s like 1/100000000000 chance that Team ninja developer would read something like this and chance of a lottery win times the previous to actually this to get implemented in, but figuring out solutions and writing them is kind a fun and relaxing in evening-time. This combat system is hopefully designed in a way that it doesn’t interfere with the reflex/rhythm/intuition based action that Ninja gaiden has and would be good for pulling of out of muscle memory. It should be possible under console hardware and current software tech as well as doable in normal dev time.

Contents:

1. button mapping and hud
2. Brutality and terror
3. Counter system
4. Group Ai
5. The four ninpos
6. The four projectiles
7. Weapon switching
8. Example fight with the the new combat-system
9. Miscellaneous combat stuff
10. Closing comments

1. Button mapping and hud

Here´s controller scheme picture and very s***y paint-made hud mock-up. More explained later.

controllers scheme
crappy paint-made hud mock-up


B = open doors/chests, Obliteration technique(slightly toned down one, requires more limbs off), grab/throw(s), counter “sequence” attack secondary and -finisher, counter-grab, “B –attack”;;;; All of these will be context sensitive so it will do nothing if you just hit it when enemy is in normal state.

Y+B = brutality attack(essence attack without charge time), soul brutality(ultimate attack with essence), IF ninpo button held-> traditional ninpo (not so damaging), and with essence charge, soul ninpo(deadlier than traditional ninpo in previous games)

X+A= target/focus to nearest enemy and if pressed again switch target. Allows for windrun if jump forward is initiated directly after pressing X+A;;;; On non-combat reset camera

Block + A= dodge unblockables, group attacks and slow projectiles (rockets and windmill shuriken)

Right bumper= tap to primary projectile attack, hold a while for secondary projectile attack, +projectile shortcuts with d-pad

Left bumper= switch style-> dual sword/ sword, tonfas/flails/axes, dabi/hammer;;; swing grapple with kusarigama and on certain surfaces other weapons´ grapple; +weapon shortcuts with d-pad

Y = no longer would have ultimate technique or charging.

Right trigger= Ninpo boost, by holding right trigger you would be able to boost certain attacks during them such as izuna drop. If held without any attack on roll, X tap would shoot ninpo shot, holding x would shoot continues ninpo, Y tap would do area attack, holding Y would do similar to fire wheels depending on the ninpo type and B would give your weapon ninpo enchant.

right trigger + block = ninpo shield

“”””block + right trigger= block ninpo shots
block + right trigger + X or Y (proper timing ofc)= counter enemy ninpo shots.”””””
--not sure if these two are so good ideas.

2. Brutality and terror:

Brutality would be indicated by Ryu´s eye in hud, eye turning from green to red and shining and pupil suppressing to un-relaxed catish/devilish vertical line. Up on releasing brutality attack eye would be literally burning and pupil moving furiously. After attack eye would blink to normal. Brutality would decrease over time if not being brutal enough, so you wouldn´t be able to save full gauge for boss battle. But of course you can fill it up during it if you have the vuts. Bosses would no longer have minions ofc.

We all know that ultimate attacks are boring, overpowered and aren’t rare at all. So in this system you gain brutality over how bloody thirsty/deadly you are. Blood particles reflect well brutality gain speed, so normal attacks would drop only few drops of blood whereas hammer pounding grounded enemy in to bloody pieces fills brutality moderately. Other benefits are that it encourages player to use varied tactics instead of sticking with fast strikes since brutality attack itself deals with 1-3 enemies on single combo blow and soul brutality 1-5 plus plenty of karma and money from both. Failing soul brutality charge would result loss of brutality gauge (Risk and reward). For performance and clarity reasons enemies would no longer spawn visible essence orbs and bodies would dissolve over time so their essence would be gone too, so soul brutality attack would be fairly hard, or at least not that often as ultimate, to pull off. Ryu would drain money essence (+health and ninpo) after battle and it would be granted based on amount of brutality gained, performed, and enemies (harder enemies->more money) killed.

Money system in my proposal might not be the best possible.

Terror would be just when Ryu is on low health pupil dilates and starts moving scarily and heart would be beating. Attacks would deal 5-20% more damage, but due to frustration Ryu´s defence would lose balance faster.

3. Counter system:

Note that ryu can no longer block successfully infinitely and will loss his balance fairly quickly up on impacts.
Essentially you have to do proper counter depending on the enemy attack, win couple next counters in “sequence” and when opponent does mis-step/balance quirk/focus loss, hit B to finish with powerful counter-attack and continue with OT, combo or whatever. Wrong counter will result in your damage and give enemy chance to finish “sequence”. You or enemy missing a chance to finish continues “sequence”. Otherwise is just a normal combat situation so you can do whatever you want, roll away, attack or block, however latter choices will most likely result in guard break or throw attack by opponent due to proximity. Trying counter will sacrifice your defence for a short time so timing is crucial compared to previous games.(excluding NG2/..). However if you succeed you have i-frames and secondary attacks from other opponents will be later in “sequence”, if not at all.

Actions as follows:

Block + B= pushes, kicks enemy away. Doesn’t initiate counter sequence nor damage. No time frame, Must be done when enemy does NOT attack, but doing in middle of enemies combos (slower) is possible and preferable. Smarter enemies can counter this so be careful. Mainly used to avoid blocking balance loss on lesser enemies. IN counter “sequence” kicks non-focus enemies away. Ofc other opponents are not so aggressive when you are in “sequence” with enemy. They won´t shoot projectiles either because they could hit friendlies.

Block + X or Y= X counters vertical slash and Y horizontal.

Block + XX or YY= Guard breaking attacks for vertical(X) and horizontal(Y). (seldom on normal enemies.)+ has a moderate chance of blade/fiends claw lock, x;y tapping to win and follow up with “B-attack” or whatever you like.

Block + ->X or ->Y= X for stab and Y for lower attack (rare on normal opps.)

Block + A= Dodge unblockables(has little bit of charge) only on bosses and berserker/ratetsu level opps.

B= Do the powerful counter ATTACK, once enemy fails. These balance fails can be rather small so you have to keep your eyes sharp.

Length of counter “sequence” depends on enemy level and has bit of variation. There´s a little bit of zooming so you can see your counter opponents attacks better. Hole sequence is over very fast so it doesn´t tamper game´s pace.

4. Group AI:

This is found in some extent on previous games, but would now include special attacks for it. For example two guys could try to charge to Ryu from opposite directions (unblockable) and with “block+ A” Ryu could dodge them and they would hurt each other. In group graps two guys would grab Ryu on arms and third guy would try to stab sword to his chest. With dodge Ryu could backflip and pull arms together so those guys would be split half by the sword in middle. Enemies would also take friendly damage from projectiles, so they could no longer mindlessly spam them.

5. The four ninpos:

Yes this means reducing amount of ninpos but more uses and hot-swapping with d-pad would make all up to it. No loading times on changing and one ninpo for each direction. Ninpo bar would be also like health bar. Ninpo bar would be depleted fairly quickly so balance stays in favor of melee combat. All of the attacks can be dodged and blocked by enemies, with an exclusion of soul ninpo.

Art of fire:

Right trigger (held) + X tap= shoot fireballs.
-----+ X held= continous fire.
-----+Y tap= area attack for pushing enemies back.
-----+Y held= Art of fire wheels.
-----+B= fire enchant to weapon, would drain ninpo bar on each hit.
-----+Block= fire shield, absorbs fire damage to ninpo bar, and deals damage to attacking opponents. Setting up shield is not dead instant.
------+Y+B and (charge with soul) Y+B= like in previous games, soul ninpo being devastating, but not having i-frames up on charging. Major loss of ninpo bar when done.

Example of mid-compo boost: During izuna drop ryu would be able to do multiple izunas on row by fire “teleporting” and move on air whilst doing that.

Art of air:

-----+ X tap= send enemies flying to walls(slower to do than fire balls).
-----+ X hold= push everything backwards.
-----+Y hold= movable hurricane circling around Ryu´s body. Can´t attack with weapon though.
-----+B= Air enchant? I don’t know.
-----+Block= enemies can´t get near and physical projectiles stop to air flow. Shoot back the projectiles with wind. Switch to fire or electricity to ignite projectiles for maximum damage.
-----+Y+B and soul Y+B= wind blades and stuff.

---!!---: More powerful izuna drop that sends enemies flying to walls.

Art of Ice:

----+X tap= shoot ice shards.
----+X hold=slow down enemies with coldness.
----+Y ----!!!---- compare to fire.
-----+B= if enemy is on stun/…./ freeze him to death and break for nice brutality gain. (lesser enemies)
-----+ Block= Ice shield. Best shield, protects from everything. Enemies can broke smash it, though.
----!!!----: During izuna drop, freeze to death and smash ice in to meaty pieces to other enemies on ground contact. Nice brutality gain.
-----Y+B= yadda, yadda….

Art of electricity:

Compare to fire.

Except izuna drop will great shock wave instead multiple drops and attacks and have a moderate chance of stunning for powerful B attack. Shield will block most of abstract ninpo attacks and absorb them as ninpo .(for example those colorful balls….)

6. The four projectiles:

Each of the projectiles will have two purchasable upgrades and tap and hold attack on right bumper. All have unlimited ammo as well. No loading times between swapping.

Windmill shuriken:
-Tap to throw and hold will charge windmill shuriken that circles around you for a while. Boost with air ninpo for more power and longer durability. Upgrade will give pair of these. Preserves Ryus momentum like shuriken.

Smoke- and sticky bomb:
-Tap to drop traditional smoke underneath you. With upgrade holding will throw sticky bomb, spiritual successor of incendiary shuriken, sticks to enemy and blows up, not all powerful of course, so only already paralyzed enemies will die to this.

Shuriken and kunai.
-Tap to throw three shuriken and keep holding and Ryu throws the kunai from his leather suit. Kunai has a chance of stucking to enemy, which causes him a recovery animation. You can do powerful “B-attack” then. Upgrade is dual shuriken and kunai to two enemies at once.

Bow:
-With right stick move to manual aim and block to zoom. Compare to one on sigma 2. Upgrade, douple arrows.(how imaginative). Hold ninpo to charge arrows with different charges.

7. Weapon switching:

I suppose in NG series weapon models and animations have to be purged and reloaded each time to RAM in, so it would be nice to have at least some form of hot-swapping with no loading times. Weapon pairs would be as follows and you could swap between them using left bumper: dabi/blunt hammer, tonfa/flail/axes, lunar/double scythe, ds/tf/(later kitetsu) dual, kusarigama would use grapple swing with LB on puzzles, falcon talons would have something. To change between weapons hold left bumper and load other weapon with d-pad favorites. If not on combat you could stick your weapon to few certain surfaces and jump around like in 1990… series. Mostly used on few puzzles and getting to secrets.

Basicly when you upgrade nunchaku to flail, you can rip chain broke(and tap LB to use as flails again) and pull blades together as tonfas and later use like axes blades open. On dragonsword, draw tigers fang/(kitetsu) in and out for dual sword combat. Lunar would get scythes to both ends of stick as an upgrade, LB to draw them in and out. Dabi would switch between huge blunt hammer on your back, it would be very slow, but good for brutality gaining.


8. Example fight with the the new combat-system:

You have blocked couple enemy attacks and your block stance is starting to lose stance after impacts. You push the second enemy away (“block + B”) when he is doing slow guard-break, and immediately after, strike first enemy. He counters your attack, but you successfully counter his following attack back, thus choosing to enter counter “sequence”(You choose to counter following attacks and not to follow up with your attack), you watch enemy´s moves and counter vertical slash(“block+X”) and kick of secondary enemy´s slow attack(they are always predictable, slow, on-screen attacks, and have wide time frame) (“Block+B”), you counter next two primary enemy´s attacks, which causes enemy to crumble(not fall to ground) and you finish with power attack (the actual counter-attack, significant brutality gain) (“B”), limbs fall off and you kill him with OT(“B”) for nice brutality gain. Two enemies try to group charge you (unblockable), dodge (“Block+A”), enemies struggle on each other, and hit power attack (“B”), because one of them is in stun/”recovery” frames. He is downed on ground so you stab (“Y”) him and lift him with your dragonsword(“B”) and freeze him to death(“RT”) . Ryu directs himself to coming enemies (“X+A”), tags frozen enemy your holding with your sword with sticky bomb(hold “RB”) and kicks him off (“B”) to other enemies causing him to explode to bloody pieces(Brutality gain, fills the rest of it by now) stunning the other enemies. Ryu pushes down/back enemies coming behind of him by wind (“d-pad down”, “RT+X hold”). You draw Ryu´s tigers fang(“LB”) to assist your dragonsword, and using the won time of stunning and pushing enemies, charge a soul brutality attack(hold “Y+B”) and enjoy the show.

11. Miscellaneous combat stuff

-Flying swallow can only be done from wall run, jump + Y replaced by wind slash. +no triple swallows
-Air launching is a longer/slower combo
-B initiates combo throws and kicks. There isn´t that many of them so it won´t distract from core X and Y mashing.
-You can also block in air by countering, with either Block X or Y, your call. Projectiles included.
-If you counter projectile on land, you can start tapping XXXXX….., you can do cremator like move to counter rest projectiles.(rockets and arrows, can´t be send back without air ninpo held, just hold “RT” and they will)
-All longer throws can be nullified with XY smashing

12. Closing comments:

So, there you go, my Saturday night writing! For those who managed to read most of it, I hope you understood the concepts I was trying to explain. It´s likely that I forgot some elements and that there are typos and internal inconsistencies, but I´ll fix those later. Further comments, questions and crits would nice!!! Peace!
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xino
Ninja Dog
Ninja Dog


Joined: 24 Oct 2010
Posts: 14
Location: London
Gamertag: Blackxino

PostPosted: Sun Oct 24, 2010 1:51 pm    Post subject: Reply with quote

nice idea, I need to sit back and read it all carefully but the control scheme look complex and it's something I don't agree with.

edit:


B = open doors/chests, Obliteration technique(slightly toned down one, requires more limbs off), grab/throw(s), counter “sequence” attack secondary and -finisher, counter-grab, “B –attack”;;;; All of these will be context sensitive so it will do nothing if you just hit it when enemy is in normal state.
Hmm so basically B will be the mainstream action button, i understand the use of obliteration+Use but what is grab/throw and counter attack?

Y+B = brutality attack(essence attack without charge time), soul brutality(ultimate attack with essence), IF ninpo button held-> traditional ninpo (not so damaging), and with essence charge, soul ninpo(deadlier than traditional ninpo in previous games)
what is soul?

X+A= target/focus to nearest enemy and if pressed again switch target. Allows for windrun if jump forward is initiated directly after pressing X+A;;;; On non-combat reset camera
This is where I disagree the most. Why should targeting enemies be so complex? it should be a one button press instead of 2 combination buttons. Also the windrun would not work, hence there are also two versions Windrun and Windpath. I can't remember their definition though they do the same thing but work differently. Windrun is pressing A to jump and you stamp on an enemy's head while Windpath is when you press 2 combination and Ryu jump homes to the nearest enemy so he can stamp on their head.
Auto targeting and targeting is not needed as Ryu does it himself, you'll attack a enemy closest to Ryu or what direction/enemy Ryu is looking at.


Block + A= dodge unblockables, group attacks and slow projectiles (rockets and windmill shuriken)
huh? why make it complex? The only way to dodge unblockable attack is to dash/roll out of the way which is by pressing Block+Analogue stick. Block+A should be used for other features or attack since other hack n slash games seems to use Block+button- Dante's Inferno, Ninja Blade, Lords of Shadow

Right bumper= tap to primary projectile attack, hold a while for secondary projectile attack, +projectile shortcuts with d-pad what? this will not even work one bit! Why should player hold down the bumper for secondary projectile? Why don't you say Bumper+button for secondary projectile.
Also don't forget we need First Person view for long range projectile such as Bow n Arrow.

Left bumper= switch style-> dual sword/ sword, tonfas/flails/axes, dabi/hammer;;; swing grapple with kusarigama and on certain surfaces other weapons´ grapple; +weapon shortcuts with d-pad Not needed.
Why can't we switch with directional instead? like Devil May Cry does?:/ Weapon shortcut can be done by pressing Start.

Y = no longer would have ultimate technique or charging.
And that would alienate the use of dropped orbs.

right trigger + block = ninpo shield

“”””block + right trigger= block ninpo shots
block + right trigger + X or Y (proper timing ofc)= counter enemy ninpo shots.”””””
--not sure if these two are so good ideas.
Shocked
wtf!?





Brutality would be indicated by Ryu´s eye in hud, eye turning from green to red and shining and pupil suppressing to un-relaxed catish/devilish vertical linedefinitely disagree! Ryu is still human and has Dragon Lineage blood causing through his veins, that doesn't mean he needs to attain some sort of animal pupil look.

Bosses would no longer have minions ofc. From your point of view, it seems that the Brutality Mode must make Ryu 4x stronger and deal 10x damage because you are even going to the extent that Bosses should not have minions to prevent players from using minors to fill up the Brutality bar.

We all know that ultimate attacks are boring, overpowered and aren’t rare at all. So in this system you gain brutality over how bloody thirsty/deadly you are. Blood particles reflect well brutality gain speed, so normal attacks would drop only few drops of blood whereas hammer pounding grounded enemy in to bloody pieces fills brutality moderately.
This just sounds like Manhunt! Confused I disagree, Ultimate Technique are awesome and stylish, people abuse it so much that is why it's boring to them. Don't forget UT is optional, you don't have to use it. From that sentence, it sounds like you want Ryu to turn into some sort of a psychopath lunatic savage since you want us to pound the enemies to the ground in bloody pieces. Nah it doesn't sound like Ryu, once a ninja is dead, he is dead and doesn't mean you need to tear off their arm and beat them to death with it. LOL.

Ryu would drain money essence (+health and ninpo) after battle and it would be granted based on amount of brutality gained, performed, and enemies (harder enemies->more money) killed. this is so confusing!

Essentially you have to do proper counter depending on the enemy attack, win couple next counters in “sequence” and when opponent does mis-step/balance quirk/focus loss, You do know that most enemies cannot be guarded continuously as they would break Ryu's guard and he will be opened to attack. Just like you said "Note that ryu can no longer block successfully infinitely and will loss his balance fairly quickly up on impacts."

With dodge Ryu could backflip and pull arms together so those guys would be split half by the sword in middle. Enemies would also take friendly damage from projectiles, so they could no longer mindlessly spam them. Come on man, these are ninjas, trained and professional so why would they perform friendly fire on each other?:/ And as for the one that Ryu can dodge on coming enemies and they kill each other, that is possible in Ninja Gaiden. If an enemy gets in the way of another, the enemy would just hurt himself. Even bosses do the same.



One thing I like about your concept is the use of Ninpos, I like it. However it doesn't make it feel like Ninja Gaiden or the classic RyuKenden. I mean holding Right Trigger+X would should fireball sounds too much and doesn't feel like NG O_o.

-----+Y tap= area attack for pushing enemies back.
why? when you can do a kick or push with Block+B:/


-----+B= fire enchant to weapon, would drain ninpo bar on each hit.
I love this! reminds me of Demon's Souls. Instead of the bar depleting, why don't we say when you activate a weapon+ninpo, it drains a whole chuck of bar. So for an example, if you haven't upgraded your bar, you can activate a weapon enchantment once, if you maximise your bar (same as the max for health) you would be able to enchant your weapon 3 times.

Example of mid-compo boost: During izuna drop ryu would be able to do multiple izunas on row by fire “teleporting” and move on air whilst doing that. why? once an enemy hits his head on the ground he instantly dies because his neck will be broken and head splattered. Your game is like manhunt, too violent>:/


-----+B= Air enchant? I don’t know.
lol...why don't we say it dismembers enemies bodies parts easily, since Air is straight sharp and fluid just like water.

-----+Block= enemies can´t get near and physical projectiles stop to air flow. Shoot back the projectiles with wind. Switch to fire or electricity to ignite projectiles for maximum damage. why?
when the Hurricane version will stop enemies from getting close to Ryu.


---!!---: More powerful izuna drop that sends enemies flying to walls.
then this game would have to be fully environmental destruction.

----!!!----: During izuna drop, freeze to death and smash ice in to meaty pieces to other enemies on ground contact. Nice brutality gain.
lol


Kunai has a chance of stucking to enemy, which causes him a recovery animation. You can do powerful “B-attack” then. Upgrade is dual shuriken and kunai to two enemies at once.

why should Ryu recover from strucking an enemy with his kunai? why don't we say, enemy's HP will gradually deplete. Unless you mean it knocks the enemy to the ground and performs a "try to get up" animation.

-With right stick move to manual aim and block to zoom. Compare to one on sigma 2. Upgrade, douple arrows.(how imaginative). Hold ninpo to charge arrows with different charges. again too complex!

I suppose in NG series weapon models and animations have to be purged and reloaded each time to RAM in, so it would be nice to have at least some form of hot-swapping with no loading times. Weapon pairs would be as follows and you could swap between them using left bumper:definitely agree, this is one of my ideas I came up with. It is time for Team NINJA to step up NG weapon gameplay and include real time weapon switching. Not for all but 2/3 weapons.

Lunar would get scythes to both ends of stick as an upgrade, LB to draw them in and out.
So basically customize the weapon's outlook:/ Sounds nice but not even realistic and too fantasy since your game idea doesn't even come close to reality but more of fantasy violent brutality. Why don't we say we can pair the weapons together, like Dragon Sword+Claws for a dual attack. Ryu would perform a vertical slash with his sword, spins his body and stabs the enemy in the gut with his claws.


-Flying swallow can only be done from wall run, jump + Y replaced by wind slash. +no triple swallows
LOL...no freaking way!
I know you thought of this so that players cannot spam the flying swallow, but you must remember that it's optional to use the move or not.


-You can also block in air by countering, with either Block X or Y, your call. Projectiles included.
Out of every hack n slash games I've played, I don't ever recall a game that allows you to block while in air. Except for Bayonetta though that's repel.



Good idea but some of them are bad. Your game moves closer to fantasy (ninpo) and violent (brutality). If its released, it would be AO+! Laughing You just need to sort out the control scheme because it's too complex! There are too many button combinations and NG only has 2 button combos.
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sampb
Ninja Dog
Ninja Dog


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PostPosted: Mon Oct 25, 2010 7:50 am    Post subject: Reply with quote

Hmm so basically B will be the mainstream action button, i understand the use of obliteration+Use but what is grab/throw and counter attack? Read further, especially example scenario.

what is soul? Essences


This is where I disagree the most. Why should targeting enemies be so complex? it should be a one button press instead of 2 combination buttons. Also the windrun would not work, hence there are also two versions Windrun and Windpath. I can't remember their definition though they do the same thing but work differently. Windrun is pressing A to jump and you stamp on an enemy's head while Windpath is when you press 2 combination and Ryu jump homes to the nearest enemy so he can stamp on their head.
Auto targeting and targeting is not needed as Ryu does it himself, you'll attack a enemy closest to Ryu or what direction/enemy Ryu is looking at.
You still use mostly tradiotional stick-leaning to attack right enemy, but X+A, would be useful on mission mode, where camera has hard time to figure where to look and what to attack. And when you are holding enemy and want to quickly reposition yourself to kick him off to coming enemies. So useful mostly in boss fights etc.


Block + A= dodge unblockables, group attacks and slow projectiles (rockets and windmill shuriken)
huh? why make it complex? The only way to dodge unblockable attack is to dash/roll out of the way which is by pressing Block+Analogue stick. Block+A should be used for other features or attack since other hack n slash games seems to use Block+button- Dante's Inferno, Ninja Blade, Lords of Shadow
With dodge you dont lose distance with enemy. There arent many unblockables(apart from graps, which have counter grap for it) are there?

what? this will not even work one bit! Why should player hold down the bumper for secondary projectile? Why don't you say Bumper+button for secondary projectile.
Also don't forget we need First Person view for long range projectile such as Bow n Arrow.

Then you could spam sticky bomb and kunai. Third person zoom still exists as well as movability during it.

Not needed.
Why can't we switch with directional instead? like Devil May Cry does?:/ Weapon shortcut can be done by pressing Start.
It has ninpo on default selection.

Y = no longer would have ultimate technique or charging.
And that would alienate the use of dropped orbs.
Yes, they would no longer exist on visible form. But you can still draw them from fresh dead bodies, when using soul brutality or ninpo.

right trigger + block = ninpo shield

“”””block + right trigger= block ninpo shots
block + right trigger + X or Y (proper timing ofc)= counter enemy ninpo shots.”””””
--not sure if these two are so good ideas.
Shocked
Pretty self explanatory, except I agree, most likely button bloat.




Brutality would be indicated by Ryu´s eye in hud, eye turning from green to red and shining and pupil suppressing to un-relaxed catish/devilish vertical linedefinitely disagree! Ryu is still human and has Dragon Lineage blood causing through his veins, that doesn't mean he needs to attain some sort of animal pupil look.[/b]
It would be for easier visual indentification when brutality is ready, so not mandatory. Besides doens´t Ryu "draw his power from ancient deities as the fiends" and Devil is one of them.

Bosses would no longer have minions ofc. From your point of view, it seems that the Brutality Mode must make Ryu 4x stronger and deal 10x damage because you are even going to the extent that Bosses should not have minions to prevent players from using minors to fill up the Brutality bar. Brutality just replaces the current ET/UT system, just compare to those with slightly more powerful counterparts. And yes you can get it on boss combat if you dare to use close proximity combat and most likely at least on succesful counter "sequence".


his just sounds like Manhunt! Confused I disagree, Ultimate Technique are awesome and stylish, people abuse it so much that is why it's boring to them. Don't forget UT is optional, you don't have to use it. From that sentence, it sounds like you want Ryu to turn into some sort of a psychopath lunatic savage since you want us to pound the enemies to the ground in bloody pieces. Nah it doesn't sound like Ryu, once a ninja is dead, he is dead and doesn't mean you need to tear off their arm and beat them to death with it. LOL. Just compare them to ET/UT, changes are basicly non-existant, except it does deal little more damage.

Ryu would drain money essence (+health and ninpo) after battle and it would be granted based on amount of brutality gained, performed, and enemies (harder enemies->more money) killed. this is so confusing! Yep not the optimal solution

Essentially you have to do proper counter depending on the enemy attack, win couple next counters in “sequence” and when opponent does mis-step/balance quirk/focus loss, You do know that most enemies cannot be guarded continuously as they would break Ryu's guard and he will be opened to attack. Just like you said "Note that ryu can no longer block successfully infinitely and will loss his balance fairly quickly up on impacts." Yep, but those are guard break moves, not brown ninja s*it attacks.

With dodge Ryu could backflip and pull arms together so those guys would be split half by the sword in middle. Enemies would also take friendly damage from projectiles, so they could no longer mindlessly spam them. Come on man, these are ninjas, trained and professional so why would they perform friendly fire on each other?:/ And as for the one that Ryu can dodge on coming enemies and they kill each other, that is possible in Ninja Gaiden. If an enemy gets in the way of another, the enemy would just hurt himself. Even bosses do the same.
I mean they have to have clear shot.


One thing I like about your concept is the use of Ninpos, I like it. However it doesn't make it feel like Ninja Gaiden or the classic RyuKenden. I mean holding Right Trigger+X would should fireball sounds too much and doesn't feel like NG O_o. He does it even in classic ryukenden, besides its still 90/10% combat versus ninpo.

-----+Y tap= area attack for pushing enemies back. ]why? when you can do a kick or push with Block+B:/
kick/push is limited to on direction.

-----+B= fire enchant to weapon, would drain ninpo bar on each hit. I love this! reminds me of Demon's Souls. Instead of the bar depleting, why don't we say when you activate a weapon+ninpo, it drains a whole chuck of bar. So for an example, if you haven't upgraded your bar, you can activate a weapon enchantment once, if you maximise your bar (same as the max for health) you would be able to enchant your weapon 3 times.

Example of mid-compo boost: During izuna drop ryu would be able to do multiple izunas on row by fire “teleporting” and move on air whilst doing that. why? once an enemy hits his head on the ground he instantly dies because his neck will be broken and head splattered. Your game is like manhunt, too violent>:/
They break in NG2, besides this would have less blood, since attacks have to reflect brutality gain.

-----+B= Air enchant? I don’t know.
lol...why don't we say it dismembers enemies bodies parts easily, since Air is straight sharp and fluid just like water.

-----+Block= enemies can´t get near and physical projectiles stop to air flow. Shoot back the projectiles with wind. Switch to fire or electricity to ignite projectiles for maximum damage. why?
when the Hurricane version will stop enemies from getting close to Ryu.
Compare to ice storm, with ability to move it. Has anyone attacked you then?


---!!---: More powerful izuna drop that sends enemies flying to walls.
then this game would have to be fully environmental destruction.[/b] Why? its not like a brick wall is gonna break when 90kilo meat hits it.

----!!!----: During izuna drop, freeze to death and smash ice in to meaty pieces to other enemies on ground contact. Nice brutality gain.
lol


Kunai has a chance of stucking to enemy, which causes him a recovery animation. You can do powerful “B-attack” then. Upgrade is dual shuriken and kunai to two enemies at once.
why should Ryu recover from strucking an enemy with his kunai? why don't we say, enemy's HP will gradually deplete. Unless you mean it knocks the enemy to the ground and performs a "try to get up" animation.

It sticks to enemy flesh so he has to pull it off. Ryu wouldnt have to do any recoveries once he has thrown a one.

-With right stick move to manual aim and block to zoom. Compare to one on sigma 2. Upgrade, douple arrows.(how imaginative). Hold ninpo to charge arrows with different charges. again too complex! Its not like 2 arrows going to same direction is gonna change your gameplay a one bit. Compare charges to explosive arrows and core arrows. shouldnt be complex at all

I suppose in NG series weapon models and animations have to be purged and reloaded each time to RAM in, so it would be nice to have at least some form of hot-swapping with no loading times. Weapon pairs would be as follows and you could swap between them using left bumper:definitely agree, this is one of my ideas I came up with. It is time for Team NINJA to step up NG weapon gameplay and include real time weapon switching. Not for all but 2/3 weapons. I am not a expert but 2/3 weapons would likely skyrocket out of RAM. Besides lunar, flail, combo would be tedious to cycle through.

Lunar would get scythes to both ends of stick as an upgrade, LB to draw them in and out.
So basically customize the weapon's outlook:/ Sounds nice but not even realistic and too fantasy since your game idea doesn't even come close to reality but more of fantasy violent brutality. Why don't we say we can pair the weapons together, like Dragon Sword+Claws for a dual attack. Ryu would perform a vertical slash with his sword, spins his body and stabs the enemy in the gut with his claws.
Again that would require vaaaaaast amount of combination animation to each weapon configuration. You have no customaziblity over your weapon, Blades to lunar is just an upgrade on certain level.


-Flying swallow can only be done from wall run, jump + Y replaced by wind slash. +no triple swallows
LOL...no freaking way!
I know you thought of this so that players cannot spam the flying swallow, but you must remember that it's optional to use the move or not.
Yea its optional as well to install a mod chip and put a god mode. Though apart from triple swallow, its not as big problem in NG2.


-You can also block in air by countering, with either Block X or Y, your call. Projectiles included.
Out of every hack n slash games I've played, I don't ever recall a game that allows you to block while in air. Except for Bayonetta though that's repel.
I wouldnt really consider NG as an hack n slash. Not that one game havent done it before, doesnt mean NG cant do it. Otherwise we would be still playing pong!



Good idea but some of them are bad. Your game moves closer to fantasy (ninpo) and violent (brutality). If its released, it would be AO+! Laughing You just need to sort out the control scheme because it's too complex! There are too many button combinations and NG only has 2 button combos. B button is very situational, so combat wouldnt be really changed that much. Again this is less violent (mostly) than NG2, brutality is just a name for the system that replaces UT-whoring. And ninpo wouldnt be used all that much. Only new button combinations are weapon and shuriken shortcuts. X+A for me is just one button. Ofc ninpo has RT held all the time.
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PostPosted: Fri Nov 19, 2010 5:40 am    Post subject: Interesting Piece.. Reply with quote

Well First of All I dont, Intend to make a wall of text, but I m sure this will eventually turn out so, because as fans of this game, we all have certain expectations of what we want in and out of this game. I may not elaborate in full or describe certain attributes concerning the inputs I will make but I hope I would just bluntly put it out there.

And Xino. This game is already fantasy. In fact all videos game are fantasy, even those that try to thread the realism ground have to forgo certain elements for things to turn out good, but maybe our descriptions of FANTASY differ.
Well down to business.

Well here are things I feel should be added to this game. I haven't mapped out a control scheme but I just have to put it out there, and I m sure most of my ideas have been done by many others.

1. WEAPON SWAPPING. This is very important for NG to move up a notch. We ll to swap between 2-3 weapons. So there must be a customization for the weapon selection for Ryu's swap HUD.
2. ACCESSORIES. I m thinking armlets need to be brought back and enabling ryu to use more than 2-4. Because I m thinking of a way ryu will be able to teleport at will while having other attributes added to him externally.
Also bring back different types of projectiles, at-least new ones and each projectiles should all have their UTs including normal shiruken.
3. WEAPONS. Please bring back Kitetsu as well as enable ryu to wield it individually and like so many others have said in conjunction with his primary weapon being the Dragon sword, therefore having a dual sword of both archfiend and kitetsu in the mix. While on the subject of weapons, ryu should also have the ability to wield two different weapons at the same time, like the dragon sword and claw combination, this will give rise to a new moveset when weapons are merged. Also genshins blade should be selectable alone, Dabilharo should be brought back as well.
OTs should still be present and hopefully each weapon should have 2 UTs each( sounds too much ) but its nice to have 2 variations of UT.
Give ryu an armlet that enables him to punch and kick, but also increases his ability to knock enemies away. Also he should come with more grabs
4. AGILITY. Ryu needs to be more agile than is. Bring back roll and backflip, with ryu only dashing forward, rolling to the side and backfliping. Ryu is too stiff in NG2. Give Ryu the ability to accumulate speed. increasing his speed and dodges instantaneously for swift movement. Also Give ryu the ability to teleport at will. I dont care how it is in-cooperated but its long overdue, make sure the teleport isn't overpowered.
Give him more areas to show his agility and speed,different platforms to show of his prowess as in jumping from buildings to buildings to other areas while being nice and athletic. This should be added.
5. BLOCKING AND COUNTERS. Give ryu the ability to counter ninpo, I agree with samb on this one. It would be nice if you could counter enemies ninpo kinda like God of war. also ryus Guard animation should change when hes being hit, so it looks like hes parrying enemy strikes with the sword when hes being hit. This animation changes with bosses as well, so it looks like a real battle. this auto animation ends when the enemy puts ryu in a guard break situation. Give ryu the ability to counter throws of enemies as well( strict timing). Assign a counter to BLOCK+Y, BLOCK+ X, BLOCK+ A, BLOCK+B. hence having the ability to counter most of each enemies attacks.
Block A should be for dodging with jumps or back flips, a nice agile flip over the enemy or boss. Hence this must have a stricter timing than the other counters.

6. NINJA STYLE. Ryus should be able to in-cooperate ninpo into his melee combos, making it look like force unleashed but not the same thing. Ninpo will have a swap hud too and like Samb said it will be good for ninpo not to be just a full defensive wall and then magic, it should be layered so when held longer it brings the original devastating ninpo, but when Y+B is tapped he ll do a small fireball that drains the Ki bar a little, wind ninpo sends small slices of blades to enemies. Hence with my vision you can do a combo with ryu doing some nice melee slashes for instance. XXXYY(Y+Bwind) and then flying swallowing the enemy in the air. or a more descriptive version would be ryu attacking the enemy using wind slice to send the enemy aerial, teleporting and electrocuting the enemy mid air and waiting with a UT on the floor. Yeah sounds like DMC but not the same thing because mixing elemental attacks with melee with different sorts of weapons hasnt been done much. And this game has the best resources for this given its epic combat engine. Weapons should have more throws than just 2 or 1 being izuna. also ryu should be able to grab enemies at will, having one to four types of throws. One juggling the enemy in the air.

7. ENEMIES. Masterninja shouldnt be cheap like b4, this time we get newer enemies like NGB from hard, mentor and MN modes, newer enemies with more counter to ryus moves. This is what made NGB the perfect game. it wasnt about the amount of enemies but what they could do. like the enemies who could counter ryus flying swallows. made you approach them differently. Also destructible environments. when izuna is done, it should dent the ground to emphasize the amount of power from the drop. Also kicking enemies thru certain walls would be much appreciated. or guillotine throw enemies through walls. Also ryu should have his horizontal izuna from DOA series. Also ryu should be able to stay on the walls almost indefinitely like hotsuma. hence making the the game more interesting when enemies come to the walls to fight as well. change the landscape of the battle.

8. ENVIRONMENT, should be beautiful. Add cinematic fights like a battle in the air. No QTE please. atleast Wolverine did it. TN should stop being breast imaginative and focus on getting this game to the height of cinematic battles which certain camera angles can get the game. in certain battles. Bring vast environments. Semi big areas and bring back backtracking. Fights in beautiful forests with trees and mountain in the background and no houses where every sword strike brings up dead leaves upwards to follow ryus sword. Fights from tall buildings downwards like NBlade but with a better scope. NO QTES.


9. CHARACTERS. Bring HAYATE, cant stress this enough, no more females. but if you intend to add females let it be only KASUMI so she can have a full fledged moveset and not just one weapon and crap move list. Dont bulge new characters into Ryus campaign. Please let them have a separate campaign. Bring coop story mode but with the option to go with/without coop AI. Add DOA type team throws , team UTs, team OTs and team ninpo. making the game better than b4. I m not a multiplayer person, but I know the lag is bad online get rid of the lag for others sake as well as allow the mission mode be accessible with or without AI partner. Possible playable characters are JOE HAYABUSA, HAYATE, KASUMI and MURAMUSA. nothing more or less unless they have a new possible playable character. please dont add more than 2 characters as extra playable.


10. If ryu has a fiend mode or rage mode , I dont mind as far as his move list is altered. I m in love with this game based on its viscerality and Move lists. Not even for the story. I m sure ppl love this series for different reasons.but mine is to constantly upgrade weapons and see new move animations and even complex button inputs. I live off hack and slash series and this is my favorite of them all because its fluidity is flawless. As for ryu being a human defeating demi gods and demon bosses. His moves and OTs are already inhuman strength to me. especially to bigger enemies, proves he has certain abilities that the fantasy environment provide him. The only thing rage mode does is make ppl rely on it more, other than that for those that love ryu for who he is, I dont have any other problems with him. add or dont add rage mode wont affect me one bit.


This is all I ask for, I have alot of ninpo suggestions but I ll keep them to myself since, this wont be read by the devs but its a good way for me to vent what i would actually like my type of hack and slash and NG is the perfect series for that. Also add weapon enchantment with ninpo if possible .




This is all my opinion. and hopefully atleast NG3 will have one good thing out of that list
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Neders
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PostPosted: Fri Nov 19, 2010 1:01 pm    Post subject: Reply with quote

I like a lot of the suggestions here, but I do have one thing to beg of team ninja:

DO NOT BRING WEAPON SWAPPING TO NG3.

I'd hate to see NG become like DMC, and have you switch weapons a million times during a combo just to score more hits.

fvck that, seriously.
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PostPosted: Sun Jan 09, 2011 5:50 pm    Post subject: Reply with quote

^Are you like, implying that's a bad thing?

Because it isn't. DMC... Rather, Bayonetta is the best thing that the hack and slash genre has put out to-date.
My expectations are incredibly low for NG3.

I didn't read your post OP. It was way too long, and I'm sure it was horrible.
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PostPosted: Mon Jan 17, 2011 9:09 pm    Post subject: Reply with quote

yes, it's a bad thing.

if I wanted to play DMC I'd go do just that. I play ninja gaiden because of the tight controls and because the fighting is just that, fighting. You have to pay attention to the enemies, know your combos, use strategy, etc etc. I LOVE dmc, but its a totally different game (so is Bayonetta). I'd hate to see the "dodge and methodically learn how your enemies behave" in NG switch to "juggle the enemy for 10 mins."

Nice opinions and all, but please, no emphasis on combos for NG3.
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Bringerofchaos888
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PostPosted: Wed Feb 16, 2011 8:05 pm    Post subject: Reply with quote

Neders wrote:
yes, it's a bad thing.

if I wanted to play DMC I'd go do just that. I play ninja gaiden because of the tight controls and because the fighting is just that, fighting. You have to pay attention to the enemies, know your combos, use strategy, etc etc. I LOVE dmc, but its a totally different game (so is Bayonetta). I'd hate to see the "dodge and methodically learn how your enemies behave" in NG switch to "juggle the enemy for 10 mins."

Nice opinions and all, but please, no emphasis on combos for NG3.
Seriously, bro?

DMC and Bayonetta's controls are way tighter than Ninja Gaiden.

"dodge and methodically learn how your enemies behave"
ohboyherewego

Are you honestly gonna sit here and imply that you don't do that in both games? The one big difference between the two is that NG is broken in terms of difficulty, and it comes off as a joke to anyone who isn't wearing premature nostalgia goggles.

This is especially retarded because they actually take themselves seriously.


"juggle the enemy for 10 mins"
Oh, boy! I'd love to do that but it's not possible in either game. Your gross exaggerations amuse me.

Why did the op type all of that crap? Not that many regular people come here as it is, so the chances of an Asian developer stumbling upon an American message board is like a blind man in a dark room trying to find a black cat that isn't there.
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PostPosted: Wed Feb 16, 2011 8:56 pm    Post subject: Reply with quote

I'll go ahead and answer you one last time.

Yes, I exaggerated but so does everyone else, anywhere. Just like you did when you said Ninja Gaiden is "broken in terms of difficulty". I had no problems beating it in any difficulty...I hope you didn't because it can be quite frustrating to realize you can't do it. The game isn't broken, it just takes longer to..."learn" than something like DMC.

There are no games like ninja gaiden in terms of combat system. Bayonetta is basically DMC on steroids, just *slightly* harder. The emphasis on combos as opposed to say...fighting well to survive the difficult enemies is what seems like a joke to me.

And what the op did is not pointless, he is at least trying to contribute to something, or maybe he just did it for sh!ts and giggles, or who the fvck cares why, if writing bullshit about games online tickles his pickle then just let him do it.

In fact I'd rather someone like op posting something that can be ignored, than you, who posts something 90% of the time just to move a conversation in the wrong direction.
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PostPosted: Thu Feb 24, 2011 12:19 am    Post subject: Reply with quote

Yo chaos chill dude, you're coming across as very pretentious. But that comment about the "blind guy in the dark room looking for a black cat that's not there" was pretty funny. Though I didn't read all of the posts, they are very long, I appreciate the time and effort those guys took to create a new combat system. To Sampb, Xino and Slickcat you guys should keep it up. I would like to see these ideas implemented. If not in NG3 in a game that you guys make if you get into the industry.

Neders I agrees the combat in NG is better than the combat in DMC/Bayonetta. I own all of three, well not Bayonetta but I beat it at my cousins house. Anyway I never really feel like the enemy can do anything to me in DMC/Bayonetta. Sure its fun and I can do some stylish stuff, but you have far too many options and fighting sometimes seems like a chore as opposed to fun. In NG the enemy actually attacks you, aggressively I might add. DMC ups the difficulty by not making the enemy smarter, it just gives them armor, more life, makes your weapons weaker and lets you get killed in 1 hit.

Speaking of DMC is getting a reboot too. I wonder how Ninja Theory is handling it. I was impressed with the trailer even though it's a new "emo" Dante. Ironic that the new action games are being made by two companies with Ninja in the title. Many they can put differences aside and create one game. We can hope right. LOL.
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PostPosted: Thu Feb 24, 2011 6:11 pm    Post subject: Reply with quote

Quote:
DMC ups the difficulty by not making the enemy smarter, it just gives them armor, more life, makes your weapons weaker


I hate this with all of my being. Ninja Gaiden is one of the very few games where the enemy tier changes when you switch difficulty. I remember beating DMC in "dante must die" and it was the same damn thing, except you died in like 3 hits. Whats the fvcking point anyway, its just a matter of memorizing the game... If I wanted to memorize a game I'd be playing Gradius or R-Type instead.

That's why it pisses me off SO BAD when people ask for instant weapon switch in NG (or any other feature from other games for that matter). Sure bayonetta and dmc are good, but you don't need NG to copy them in order to be better. Do your own thing and if the game is good people will like it.

Quote:
I was impressed with the trailer even though it's a new "emo" Dante


I liked the trailer too. It doesn't look like dmc, but it still looks pretty good
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PostPosted: Mon Feb 28, 2011 4:40 pm    Post subject: Reply with quote

Neders - I'll go ahead and answer you one last time.

Yes, I exaggerated but so does everyone else, anywhere. Just like you did when you said Ninja Gaiden is "broken in terms of difficulty". I had no problems beating it in any difficulty...I hope you didn't because it can be quite frustrating to realize you can't do it. The game isn't broken, it just takes longer to..."learn" than something like DMC.
----------------------------------------------------------------------------------------------------------------------
I've beaten every Ninja Gaiden game I've played on Master Ninja without too much trouble. The difference between me and you is that I pulled my head out of Team Ninja's ahole long ago.

In NG you hold the block button and dodge. Occasionally you'll be blown up by a million explosive kunai or get all of your defenses rendered useless, or maybe that boss will just attack from off screen?

This and more when you go play Ninja Gaiden 26:Artificial difficulty.

--------------------------------------------------------------------------------------------------------------------------
There are no games like ninja gaiden in terms of combat system. Bayonetta is basically DMC on steroids, just *slightly* harder. The emphasis on combos as opposed to say...fighting well to survive the difficult enemies is what seems like a joke to me.
---------------------------------------------------------------------------------------------------------------------------

What? Nigga you just full retard.

Bayonetta is an improvement over DMC in every way imaginable and you speak like a person who's never played either game because if you did you'd realize that in order to even begin to combo an enemy you have to-fvck-fight-them.
You just can't go up to them and hit two buttons to win.

The dodge mechanics are better; items and styles alter game play even further. You have to learn how to fight and do combos. DMC and Bayonetta demand way more from the player in terms of gameplay and they deliver a better experience over-all. Don't even get me started on jump-canceling or the best thing to hit the hack & slash: Dodge off set.


DMC and Bayonetta are leagues above NG.


Neders - I hate this with all of my being. Ninja Gaiden is one of the very few games where the enemy tier changes when you switch difficulty. I remember beating DMC in "dante must die" and it was the same damn thing, except you died in like 3 hits. Whats the fvcking point anyway, its just a matter of memorizing the game... If I wanted to memorize a game I'd be playing Gradius or R-Type instead.

That's why it pisses me off SO BAD when people ask for instant weapon switch in NG (or any other feature from other games for that matter). Sure bayonetta and dmc are good, but you don't need NG to copy them in order to be better. Do your own thing and if the game is good people will like it.
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What are you even talking about, bro? What is that other guy talking about.
In just about every fvck game ever enemies get more HP on higher difficulties.

Ninja gaiden didn't get new eneimes--it got the same enemies in different cloths with more health.
They're fvck attacks didn't even change they just did more damage.

On DMD it was hard as fvck to combo enemies. Not only did they get more aggressive, once they DT'd it was hard a fvck to launch them into the air and get out a proper combo before they retaliated. In NG when you fvck it was usually do to the game just having a fvck for brains concept of difficulty.

In some cases you'd have to resort to spamming UTs just to stay alive in the face of the crap storm.

And the reason why they implement real-time weapon switching is because it fvck works. lol NG couldn't even get that right.
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PostPosted: Fri May 13, 2011 10:17 am    Post subject: RE: Reply with quote

Bringerofchaos888 wrote:
Neders - I'll go ahead and answer you one last time.

Yes, I exaggerated but so does everyone else, anywhere. Just like you did when you said Ninja Gaiden is "broken in terms of difficulty". I had no problems beating it in any difficulty...I hope you didn't because it can be quite frustrating to realize you can't do it. The game isn't broken, it just takes longer to..."learn" than something like DMC.
----------------------------------------------------------------------------------------------------------------------
I've beaten every Ninja Gaiden game I've played on Master Ninja without too much trouble. The difference between me and you is that I pulled my head out of Team Ninja's ahole long ago.

In NG you hold the block button and dodge. Occasionally you'll be blown up by a million explosive kunai or get all of your defenses rendered useless, or maybe that boss will just attack from off screen?

This and more when you go play Ninja Gaiden 26:Artificial difficulty.

--------------------------------------------------------------------------------------------------------------------------
There are no games like ninja gaiden in terms of combat system. Bayonetta is basically DMC on steroids, just *slightly* harder. The emphasis on combos as opposed to say...fighting well to survive the difficult enemies is what seems like a joke to me.
---------------------------------------------------------------------------------------------------------------------------

What? Nigga you just full retard.

Bayonetta is an improvement over DMC in every way imaginable and you speak like a person who's never played either game because if you did you'd realize that in order to even begin to combo an enemy you have to-fvck-fight-them.
You just can't go up to them and hit two buttons to win.

The dodge mechanics are better; items and styles alter game play even further. You have to learn how to fight and do combos. DMC and Bayonetta demand way more from the player in terms of gameplay and they deliver a better experience over-all. Don't even get me started on jump-canceling or the best thing to hit the hack & slash: Dodge off set.


DMC and Bayonetta are leagues above NG.


Neders - I hate this with all of my being. Ninja Gaiden is one of the very few games where the enemy tier changes when you switch difficulty. I remember beating DMC in "dante must die" and it was the same damn thing, except you died in like 3 hits. Whats the fvcking point anyway, its just a matter of memorizing the game... If I wanted to memorize a game I'd be playing Gradius or R-Type instead.

That's why it pisses me off SO BAD when people ask for instant weapon switch in NG (or any other feature from other games for that matter). Sure bayonetta and dmc are good, but you don't need NG to copy them in order to be better. Do your own thing and if the game is good people will like it.
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What are you even talking about, bro? What is that other guy talking about.
In just about every fvck game ever enemies get more HP on higher difficulties.

Ninja gaiden didn't get new eneimes--it got the same enemies in different cloths with more health.
They're fvck attacks didn't even change they just did more damage.

On DMD it was hard as fvck to combo enemies. Not only did they get more aggressive, once they DT'd it was hard a fvck to launch them into the air and get out a proper combo before they retaliated. In NG when you fvck it was usually do to the game just having a fvck for brains concept of difficulty.

In some cases you'd have to resort to spamming UTs just to stay alive in the face of the crap storm.

And the reason why they implement real-time weapon switching is because it fvck works. lol NG couldn't even get that right.


you know bringer, if you like DMC and Bayonnetta so much better, go play them and leave Ninja Gaiden behind. im VEHEMENTLY opposed to instant weapon switching and combo juggling, i have actually played them both and to act like it can't be done, is just kidding yourself, i prefer enemies attacking from off-screen, that is not 'artificial' difficulty, artificial difficulty is one-shot mechanics. Block-breaking is legitimate difficulty, being aware of things that may not be on your screen, that you should KNOW are there, is legitimate difficulty, having to actually think about your combos and timing your dodges is legitimate difficulty and to say UT spamming is cheap, LOL, you still need a fairly lengthy opening to pull that off, especially on the higher difficulties, where its supposed to be, you know, HARDER? you saying otherwise only tells me you dont have any idea what your talking about. BTW Beserkers were NEW enemies in the higher difficulties, so were the ogres, so were the white slider imps, and if your refferring to NG2, that isnt even worth mentioning, that was a terribly huge dissappointment.
seriously, what happened to you? you obviously have some beef with NG, so why are you still around?
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PostPosted: Fri May 13, 2011 10:40 am    Post subject: RE: RE: Reply with quote

you know, i dont know why i even botherd to reply, obviously this isnt the same community it was a few years ago, doubtful ill be back, and if Ryu pops by, i finally did finish my MNM run. heres to hoping NG 3 satisfies us all, but if not, oh well.
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PostPosted: Wed Sep 14, 2011 11:45 am    Post subject: Reply with quote

Quote:
5. The four ninpos:

Yes this means reducing amount of ninpos but more uses and hot-swapping with d-pad would make all up to it. No loading times on changing and one ninpo for each direction. Ninpo bar would be also like health bar. Ninpo bar would be depleted fairly quickly so balance stays in favor of melee combat. All of the attacks can be dodged and blocked by enemies, with an exclusion of soul ninpo.



good stuff man!

And in my reply to you, I think I did agree with this suggestion.

And guess what? Team NINJA did include it, now instead of having the slot Ninpo, we have a gauge bar like you wished. More proof to show people that Team NINJA do listen.

I should have even included this in my blog.
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