Friday, April 19, 2013

fighting and the flow of platforming

I was watching blade of darkness on youtube yesterday.  It was painful to see the movement of platforming.  I don't understand why platforming is so hard to integrated with combat...  But I have a GBA game of Bruce Lee, it's a platform game.  But the focus was on the melee combat as well.  The flow of the platform was very slow and tedious.  Compare with Mario, Mario's fighting mechanic was extremely easy, "jump on enemies", which to me could be viewed as a part of platforming. But of course, Mario is very vulnerable, simply by contacting with enemies, he die. 

It is simply true that when the combat become complex, the gameflow stops at one spot.  Oni is probably a little bit different.  But that game was not designed with platforming in mind.  Pop Sot series was another example that tried be different.  But while they focus on platforming, the combat becomes arcady. 

Blade of darkness was made with combat in focus.   Oni was too, but the flow was different.  POP Sot series felt limited in times in terms of platforming, and its combat was arcady, although fluid.  I wish for a game with a realistic fighting, integrated well with fluid and free platforming.  The problem with Assassin's creed's fighting mechanics is arcady like POP Sot series.  Players don't have all the control...  I'd wish for a beautiful kill shot, but how to get there should be worthwhile.  The fighting mechanics has to be like a fighting game. 

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