- Joined
- Oct 6, 2018
Really? It's actually one of the things I appreciate the most in this iteration,
Got to say I agree with this. I felt the left stick was quite intuitive for dodging. I rarely use block because of it.
Really? It's actually one of the things I appreciate the most in this iteration,
The most baffling one for me is Help being assigned to a face button...something you barely use and that could've been stuck literally anywhere else...which means "Interact" and "Open notebook" have to share a button
It never bothered me in the old games either but it's more annoying here for whatever reason. I'm always trying to view a new notebook entry and accidentally interacting with the NPC I was just talking to.That was the same as Shenmue on DC. It never bothered me at all, but if they changed it I wouldn’t be against it.
Keep:
Kung fu/leveling system - I know this has its detractors, but I think it's a good idea and encourages you to train. I'd like the team to make sure they don't start Ryo over at level 1 in the next game. That would be a horrible mistake. I get it this time, because it's almost like a do-over episode, but they need to avoid falling into this trap again four games into the series.
I agree, the concept and systems are now in place. The gameplay is generally solid. With some tweaks here or there and some better sotyr focus (though I did enjoy what was there) they would be on to a winner.The focus next time must be on the story and pacing though, for sure. I really don't mind what they keep or drop as long as the core mechanics and gameplay are there, but with much better character development, story writing and pacing.
ah cool. jobs wise..I thought pulling a rickshaw would be a cool way for Ryo to make money, a sort of Taxi service minigame. Would have worked well in Chobu and a good way to learn where everything is.
Probably one or two other minor details I'm forgetting for the moment.