Why is non-gun combat in vidya such shit?

Why is non-gun combat in vidya such shit?

There's literally not a single game that manages to make it require skill, flow freely, and feel satisfying, rewarding and challenging, the way e.g. quickly tapping heads in a shooter does, or driving a perfect lap in a racing game does, or getting the perfect beat in a rhythm game does, or executing a successful strategy in an RTS does.

They all either:
>fall into the trap of locking the player down into strict scripted sequences making it a glorified QTE
>require you to fail countless times to learn individual encounters
>are unsatisfying floaty shit that doesn't connect or feel impactful

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Shooting and driving is extremely simple.
If you want good combat, play fighting games.

>are unsatisfying floaty shit that doesn't connect or feel impactful
>Found one
Not even OP.

Just because you miss all your swings like a mong doesn't mean they don't have impact when you hit.

It doesn't because there's no hit-stop, the animations are slow and sloppy, and the hit animations are just physics instead of canned animations which gives a very puppet feel to it. Mordhau isn't alone, don't sweat it. All FPV melee games suffer the same problems

Just go play condemned and a little bit of 2.

I liked Zeno Clash combat. Would I like Condemned?

Is this the recommendations thread?
Heroes of Might and Magic
Condemned
Bloodborne
Nioh
God Hand
DMC3
Ninja Gaiden

ENJOY

Dark Messiah

>are unsatisfying floaty shit that doesn't connect or feel impactful
>Dark Messiah
Read the OP

>Heroes of Might and Magic
>turn-based strategy game
>good combat
user?

I assume he's referring to Dark Messiah. Unfortunately, that's a meme with floaty combat. It is still fun.

I'd also add Monster Hunter and Dragon's Dogma.

YEA FAGGOT
Totally

Multiplayer games are a copout
>don't have to deal with AI
>don't have to look good or feel immersive
>constant failure is the player's blame instead of dev's inability to balance encounters
>can blame jank on players' internet connections
>bugs are a humor feature instead of an issue

It's like the difference between getting drunk with a friend that has a good sense of humor and seeing a comedy film in the cinema, completely different production values, scopes, and expectations

Well you seem to have you own definition of words so I can't help further

Dark Souls

Do you just mean first person. Cause in third person there are so many varieties of action and fighting games that one would fit the bill.

In first person it doesn't work cause you don't get good body movement. Super hot is probably the closest a game has ever got to that. But that is only half the issue, they often also restrict how many types of punches you get, if you are lucky L/R soft and hard. Even if they did you wouldn't get the variety of feedback needed.

>require you to fail countless times to learn individual encounters
That's just normal game design.

Are there any 3D platformers with good satisfying combat that has opportunities to flow

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This one triggers so many people but it's a good answer
>tfw zweihander on your first playthrough

Dark Messiah is like THE floaty game. The attacks are slow, weapons frequently pass through enemies with no effect, and the ability to move freely while meleeing just gives the game that floaty feel. All FPV melee is floaty and Dark Messiah is no different. The way it plays is like having a pillow fight on rollerskates

>It doesn't because there's no hit-stop
There is hitstop. Use a blunt weapon.

Chronicles of Riddick
Dying Light

It's worse than Demon's/Bloodborne/Sekiro/Nioh. I guess if you have those already, you can add Dark Souls

Fight Night Round 3?

You're confusing hit-stop for hit-stun, and blunts don't always have hit-stun.

Zweihander feels great but others don't have the same impact because of the way poise works, IIRC the Zweihander's R2s being double-connecting weren't even intended.

Do you just spam light attack or something?

Lets get some of the usual examples out of the way

>GoW
Square, Square, trianlge, press QTE to win

>Bayo
Square, Square, triange, square, press QTE to win; platinum has never made a good game

>God Hand
Sweep kick bam wam thank your man game won

>V joe
Just dodge an enemy until stunned and then hold tmeslow, zoom, speed up and punch at the same time and watch as everything instantly fucking dies

>Revengence
Literal full heal on every kill while invul; qte to win


>DMC
Just fucking launch and enemy step to keep enemies in the air and 99% of enemies in the entire series can't do anything to you. Doing this takes little to no effort or skill

>Dark messiah
Melee is either underpowered or instantly kills and at no point feels actually balanced

>Condemed
Enemies just obessively try to hump you so you push them off and bam they die wow so complex fun and exciting

>Darksouls/Surge/Nioh/etc
Half the enemies don't even react to being hit at all. The others can be completely trivially backstabbed to death.

>Ninja Gaiden
Literally just finding which move each enemy doesn't know how to react to and spamming that move on that enemy

>Onimusha
Extremely basic enemies and attacks, only stand-out mechanic is issen, which is just an instant win attack

>Genji, the first one
A better onimusha but still a bad game with shitty movesets and lame enemies

>Dead Island/Dying Light
90% of enemies are 0 threat and your mobility is so far above them there's no reason to interact, the attakcs look and feel like shit

>Ass creed/mordor/batman/any other open world press button to shank a guy game
Good animations wasted on mindless combat

>Tales series
Always devolves into infinite combo spam and enemies who have to spam hitstun immunity status to do anything

>Zelda
Barely any moves, easy as fuck, enemies don't feel good to hit

>Darksiders
Zelda with QTEs

>Warriors
Literally can hit 100+ dudes in 1 swing with no resistance at all as if their bodies are air

thought i was the only one who liked zeno clash. mein negro

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You might like the 6 engine Ys games like Oath in Felghana and Origin, they're ARPGs but they have isometric platforming and good fast-paced combat.

Autism. Go play your shitty cod games, you fucking zoomer.

All the Zweihander moves suck except 2h R1 and 2h rolling R1. It's actually amazing how much LESS impact and move quality it has compared to Demon's Dragonbone Smasher

>That's just normal game design.
If you have good aim you'll never have to die in most FPS games, if you know how to drive in racing games you'll be able to beat tracks perfectly on your first try, if you have good reflexes and rhythm you can beat rhythm games without repeats, if you understand the mechanics you can prepare or micromanage your way out of any situation in an RTS.

There needs to be a skill you can acquire that can be applied effectively regardless of situation, having to die a couple of times in every encounter to learn the tricks turns games like anything FromSoftware makes into really elaborate and animated Simon Says games.

>Buzzword
>Buzzword
>Buzzword
>Strawman
What a compelling argument.

Literally any game can be summarised by "just press some buttons lol so boring". You don't have to like character action games or whatever they're called, but don't go round acting like your opinion is law

Breakdown was great. Also it's one of the few japanese developed FPS, and one of the few games where you can look down and see your feet.

youtu.be/ocZlUbNXP38

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All correct except Demon's Souls shit. If you play BB/Demon's/Sekiro, enemies react to each hit since there's no poise

>No actual argument
As expected.

No, larger enemies do not, half the bosses do not, only the grunts consistently react to hitstun, even in DS3 the big fat motherfucking fire guys ignore 90% of all hits while casting.

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That isn't true at all. Knowing map layout is huge in an FPS, same with knowing the track in racing and the beats in a ryhthem game. You don't jump into any of those genres and perfect them. Especially as these games often also have secondary mechanics, movement options, boost, resources or the plethora of random ass mechanics you see in music games.

>>That isn't true at all. Knowing map layout is huge in an FPS
Not in singleplayer, not at all.

>Why is non-gun combat in vidya such shit?
This is only a problem with first person games. Everything else plays just fine, if all you play are first person games you're going to have no frame of reference for the rest of games.