I wondered why there was no modern 3D beat 'em up. I mean, the linear type, with levels that you fight through mostly barehanded. So I started playing Streets of Rage 2. I like it. Can't be bothered to learn all the controls, though.
I still want a modern beat 'em up. Why is this genre dead?
I've been playing Super Smash Bros. I'm completing the challenges and I'm currently attempting the Beat Classic at 9.0 and it's not going well. I get all the way up to Master Sword or Master Blade or whatever the hell his name is and lose.
sometime ago, just finished digimon re:digitize. planning to start over Legens of Heroes:Trail in the Sky. but still searching for the guide and stuff in the internet lol
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I'm almost done with the museum level. It's not good. The story and characters are trash, the camera is too close to the character and there's no way to switch shoulders, you can't zoom in for slower sensitivity, things like the stand-offs and running on railings are ridiculous and comical even for a John Woo-inspired game, the bullets are too fat, there are some annoying objectives like having to find and destroy drug caches before progressing and having to avoid explosive laser beams, everything in the environment breaks like it's stuck together with kids glue, the bosses have bloated health, the music is mediocre, the auto-slide over objects is kind of annoying, the slow mo leap isn't far/long enough to be of use... It's mediocre as a third-person shooter and bad as a Hard Boiled sequel.
I still want a modern beat 'em up. Why is this genre dead?
Most of those games being arcade ports, they went away with the arcade, much like (good) shmups.
I didn't notice your reply earlier. Yeah, seems like they died with the arcades.
In my desire for a 3D beat 'em up, I wrote up a simple concept. Since I've played almost no beat 'em ups, it might be a little different from what people expect of the genre. I gave it kind of a gaudy '80s aesthetic.
A 3D beat ’em up with linear but open levels. Also features quite a bit of platforming. The world is cyberpunk, an anarchist shithole full of punks, rough police and robots of varying sizes. The levels all take place at night. Old and modern architecture. Lots of neon lights.
Levels are full of interactive objects, including melee weapons (knives, pipes, bricks, wood beams, bats, cue sticks). Some of these weapons break and are then automatically tossed. They’re also knocked out of the character’s hand when they’re hit, sometimes out of the level. There are guns, but they can’t be reloaded and are tossed when emptied. (Revolvers, automatic pistols, shotguns, assault rifles, sub-machine guns.) Your main weapons are your fists, followed by your legs.
No upgrades. There are numerous timed combos, but the player can get through the game using the basic attacks and evade. Player characters keep their fists raised like boxers when facing opponents. The game has a soft lock on system, meaning the game will slightly adjust the player’s orientation towards enemies.
WASD: Move (Slow run. Character will run fast after a few seconds of running uninterrupted. There is no sprint button, since being able to sprint instantaneously would make combat too easily avoidable.)
Mouse button 1: Punch/shoot
Mouse button 2: Kick (Player can kick even while holding a gun.)
Shift: Evade (Will lean body and take quick evasive steps.)
Shift + MB1: Evasive punch
Shift + MB2: Evasive kick
Spacebar: Jump, climb, vault
Ctrl: Walk (Hold by default. Toggle also possible.)
C: Look back
E: Grab enemy
F: Pick up and drop weapon
Q: Rearward elbow strike (Pressing it twice in a row will make the character also turn around.)
There is no block. You either strike first or evade.
I know the control scheme is simplistic enough to be mapped to a controller, but I just don’t care to.
In the top-left corner of the picture is a health bar. For every enemy the player defeats, they gain a little bit of health back. The player characters smile and do mocking animations when the player dominates fights, and appear fearful and pant when they are near defeat, implying that the health meter really represents their determination, audacity and nerve.
You can play with a partner online, paying homage to classic beat ’em ups like Streets of Rage. Enemies are placed randomly and sometimes come in large groups, hopping down from fences and windows, like in Left 4 Dead. The enemies almost double when you’re in multiplayer.
The playable characters are a man and woman, lovers. Both are muscular and tall. There is banter between them as they fight baddies, much like in L4D.
Guy:
-French-English descent
-6 feet 2 inches, early thirties, blue eyes, clean shaven
-Full head of brown hair, medium length and straight
-Fairly muscular, but not roided out
-Wears jeans, sneakers, short-sleeved white shirt, black belt.
-Has a tattoo on his right upper arm.
Girl:
-West African descent
-5 feet 9 inches, mid twenties, gracefully muscular
-Frizzy hair, cut at the neck
-Wears a short leather jacket (red), sequin miniskirt with small slit (black), dark pantyhose (with a few little tears from exertion), calf-high boots (black), elbow-length blouse with pointed u-neck (cream white), weighted-knuckle gloves.
The music is synthwave, possibly featuring Perturbator and Lazerhawk.
Mirror's Edge sequel. It really shouldn't have been open world. The main missions are alright, but the "overworld" is confusing to navigate. There are lots of gaps in the city that force you to go around and follow the same paths over and over. I finally turned runner's vision back on because I was tired of running in circles and hitting dead ends. Seems like runner's vision is disabled in the more challenging platforming sections of the main missions, which is good. Well, as challenging as this game can be. It's never really hard. The side quests (mostly delivery missions) are bland. I do like the new directional attacks. It's a mediocre game, though. The original always felt like it needed something more, and so does the sequel.
Doom (2016) is fun, but a little monotonous. It's nice to play a new shooter with so much speed and mobility, though. No ADS to slow things down. No long-winded cutscenes every five minutes.
Also, I've been trying to beat Max Payne 3's New York Minute Hardcore. You have to play through the whole game with a time limit and no continues. I got all the way to the graveyard yesterday, but then, stupidly, picked up the grenade launcher.
Breath of the Wild, I would have been playing it months ago if there was actually Switches in stock, I do own a WiiU but I wanted to get the Switch Version as well as a Switch as I need a Switch for Mario Odyssey and Xenoblade 2 later this year anyway.
The combat definitely gets better as the game goes on and you unlock more skills. The environments are pretty boring. And I like the party except for Laphicet, not a fan of little boy characters.
Still continuing on with Danganronpa 2: Goodbye Despair. Nagito has had a total shift in his character and even though I've seen the anime, which has somewhat spoiled me, I feel quiet a bit of intrigue surrounding the secrets of the islands. It's always sad to see a character go. I'm getting more used to the logic mini games too, improving from C's to B's.
Due to the Crash 🅱️andicoot remakes, I'm playing the originals now on my good ol' PS1. They're hard as shit; I never beat them when I was a kid, so I'm trying to do that now.
After trying for like twenty hours to beat New York Minute Hardcore in Max Payne 3, I give up. It wasn't dying that finally made me quit, it was all the random crashes. I'll be playing for an hour and then, bam, another crash. It's pretty disappointing that Rockstar only really cares about their latest games.
Replaying Assassin's Creed II and Unity side by side. Interesting to compare the two, but also to see how far the franchise has come (for better and worse). That and I really want to roam Venice and Paris simultaneously.