![]() ![]() To be fair, just about each and every move can be countered with fast reflexes, quick timing, and knowing where the enemy has attacked you. Now, factor in the additional opponents doing the same thing during a mission brawl and you can start to see the how the frustration level of a gamer may start to increase. When the game has to intentionally make itself harder in the middle of a fight, you know that you are in for an unfair fight. If the enemy starts off incredibly strong and stays strong, then ok: you knew the fight was going to be hard from the get-go, and you expect to get knocked out a lot. not only reacts faster than the player in many occasions, but will ramp up its difficulty in the middle of a fight.Īn enemy that is slow and sluggish at the beginning of a mission with three other enemies available will be an unstoppable "Combo Machine" if he is the last enemy left standing. But I decided to let a friend (who watches video feeds of Tekken combos to gain a better understanding of the game in his spare time) play the game and give me his thoughts on the timing of the fighting system. ![]() Some may be saying "he's not a real gamer" or "maybe he's lost his fighter's edge" or "your timing just stinks." I thought so too. Its range for enemy attacks are usually longer than your reach, and many times, it launches several attacks faster than you can react to them. consistently knows when you are going to attack and beats you to the attack itself. The artificial intelligence (A.I.) is supposed to be smart, but not take advantage of the fact that the user cannot press the buttons as quickly as the A.I. The millisecond I stopped pressing the dodge button to hit the attack button, ALL three attacked me to a point where I could not retaliate. I continued to hit the button for three more seconds: still no enemy attack from any of the three opponents. I continually hit the dodge button for five seconds while they attacked, at which point they stopped attacking. ![]() Case in point: my character was surrounded by three enemies attacking at once. While your character can attack and dodge in any direction at any time, the enemies know precisely when you are attacking and dodging and will exploit that knowledge to attack you. The animations are great and you get a sense that the team did their best to make different dodging scenarios look cool - which is great, because you will be dodging a whole lot during this game. If you are fast enough, pressing a directional button while dodging an attack opens the enemy up for a counterattack. Continually tapping this button will evade most attacks, even when surrounded by three or four enemies simultaneously attacking you. After the fifth mission, you will get beat up often without using it. Don't pass this command off as unnecessary. The fighting system is simple yet refined and can be incredibly offensive in a skilled player's hands.Īlong with the basic attack and grapple command is the dodge command. It's great to see a several hit combo open into a grappling takedown with just a few simple button presses. Over time, your fighter will unlock new moves that can be chained into each other with relative ease, with just a few simple commands. There are also situations where a single button command will take down several enemies that are surrounding your character it's a pretty slick idea that works well in combat and looks great when pulled off. So, pressing UP and the grapple button will produce a headlock, while DOWN and the grapple button will produce a leg-locking takedown. In addition to the standard dodge, attack, grapple and run commands, you can direct the damage to specific regions of your enemies' body. Certain missions will have up to five different opponents attacking your character, and it is up to your fighting skills to fend them off and take them down. ![]()
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