Moot_Geeza wrote:As usual with these things the combat is plant-your-feet-to-fire bobbins though. Just fought a boss type monster and it required the usual bumbling around obstacles trying to get a bit of space to get some shots off, hoping the creature isn't too close when you turn around, then repeating. Even just a roll move would do wonders for the gunfights.
Paul the sparky wrote:Moot_Geeza wrote:As usual with these things the combat is plant-your-feet-to-fire bobbins though. Just fought a boss type monster and it required the usual bumbling around obstacles trying to get a bit of space to get some shots off, hoping the creature isn't too close when you turn around, then repeating. Even just a roll move would do wonders for the gunfights.
Might as well give him a double jump and wall run while you're on
Paul the sparky wrote:An umbrella to slow his fall
Moot_Geeza wrote:Why would it have to be like that? It could be consciously designed differently, perhaps with a nimble character for starters (rather than one that roadie runs on the ceiling or fires laser beams out of her tits or whatever). Like how other game genres meddle with the fundamentals from time to time, or blend things together. Surely game design isn't as restrictive as 'don't deviate from the existing decades old survival horror template or it's not survival horror'?
Moot_Geeza wrote:Why would it have to be like that? It could be consciously designed differently, perhaps with a nimble character for starters (rather than one that roadie runs on the ceiling or fires laser beams out of her tits or whatever). Like how other game genres meddle with the fundamentals from time to time, or blend things together. Surely game design isn't as restrictive as 'don't deviate from the existing decades old survival horror template or it's not survival horror'?
Dark Soldier wrote:Oldmanclouds.jpg
Moot_Geeza wrote:Why would it have to be like that? It could be consciously designed differently, perhaps with a nimble character for starters (rather than one that roadie runs on the ceiling or fires laser beams out of her tits or whatever). Like how other game genres meddle with the fundamentals from time to time, or blend things together. Surely game design isn't as restrictive as 'don't deviate from the existing decades old survival horror template or it's not survival horror'?
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