1/29/2024 0 Comments Okami ps2 360The enemies leveling up with you and repetitive nature of a free roaming world is just icing on the already toppling cake of "poor design decisions". The guards and the entire level up system are flawed to the point of near game breaking (which no reviewers seemed to care about, as they were too enamored with it initially - I was too, until I got ~30 hours in and the game started to be frustrating and stupid because of decidedly poor design decisions). Scooby, I'd argue that Oblivion is far too flawed in basic game design to merit top spot. I'd also put Mercury over Exit in the puzzler arena, because while Exit is a nice revisitation to old puzzle games and mechanics (and is stylistically nifty), Mercury does not have as exacting and punishing a control scheme and allows for attrition and recovery (rather than "misthink/mishit-button once, redo board"), and lets you aim for more in the way of better scoring than "do it exactly again, but faster." (Along with its' own excellent graphics-certainly amazing art direction-and a better storyline, new takes on party control and experience gaining.) FFXII, at least, ends up being much more of a change for for the FF series. Oblivion might be more proof that people are still fixated on visuals, though, because as eye-popping as those are, Bethesda still has trouble getting their "levelling mechanics" to make sense and not require metagaming, and it's not much of an evolution over Morrowind in other than graphics and world scale. Meanwhile, I also share misgivings about UMK3, as "well-handled online implementation" does not make MK3 a good fighting game. (And also show an appreciation for art in games, because it is even more unexpected and eye-popping from an artistic perspective than DR was "new" in gameplay.) To me, Okami is proof that people recognize an excellent overall game and don't let their expectations get ahead of their enjoyment. Okami and TP, meanwhile, do the action part extremely well (if not as "new"), while their adventure is compelling, intricate, long, and varied. The complaints I assume most have about DR in relation to Okami and TP is simply that while it does the "action" part very well, freshly, and extremely fun, the "adventure" part is pretty "meh"-not to mention short. And I'm not sure how uncoordinated a gamer's thumb would have to be to have trouble with "line," "circle," and "swirl." But since you're paused anyway, it's not a big deal how quickly, slowly or inaccurately (unpause, then pause again) you pull it off, and when you use it enough it becomes second nature. The "silly minigames" portion is the only part of Okami that carries forward throughout, but the battles are only as "repetitive" as you want to make them (since you can avoid/leave the majority of them anyway), actually get more diverse and tactical than most games (you don't see much diversity that short into the game since you haven't gotten that many brush powers and probably only, like, one extra weapon).Īlso, I'm also not sure how the gesture system is "inappropriate" since everything any game has done since the N64 has basically been put on those sticks, and the only new bundled control method has come out this gen-after Okami's release. Warhammer 40,000: Dawn of War - Dark Crusade (PC) - 8.8Ĭlick to expand.Can you think of ANY action/adventure or RPG game that isn't fairly monotonous in those first hours? (Most of that time being story and world exposition, of course. Galactic Civilizations II: Dread Lords (PC) - 9.0 The Elder Scrolls IV: Oblivion (PC, X360) Trauma Center: Second Opinion (Wii) - 8.0 Mario vs Donkey Kong 2: March of the Minis (DS) - 8.2 Tom Clancy's Rainbow Six Vegas (X360) - 9.1 Tom Clancy's Ghost Recon Advanced Warfighter (X360) - 9.2 The Legend of Zelda: Twilight Princess (Wii, GC) - 8.8, 8.9
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