River City Girls

River City Girls

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Tony Soprano Sep 8, 2019 @ 12:57pm
Poorly made game.
UI for start menu is really badly made and not intuitive. Have to go to start menu to see map and use items, detracting from gameplay experience. Fighting button is the same button that is used to pick up items and also to exit/enter areas, resulting in either; not being able to attack when exiting an area and having an enemy right in front of you, or exiting an area when you mean to attack an enemy and are near the edge of the screen.

1/10 for stealing the IP of a good game and making it into a clunker turd. A nice try, but some serious control scheme and UI issues ruin the entire game.
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Showing 1-12 of 12 comments
Detrian Sep 8, 2019 @ 2:31pm 
This man is bad at videogames.
Tony Soprano Sep 8, 2019 @ 2:59pm 
Originally posted by Detrian:
This man is bad at videogames.
I mean, you could be cheesy and knock an enemy down and then hold block as they get up (or just retreat a tad), but that is boring. When shaking things up and trying to not make the game boring, you run into the issues I posted in the OP, which is why this game is a turd.
I get the attack button being the exit area button criticism, but going to the start menu to use items was in the original RCR already, I never thought of it as an issue myself. A mini map would have been nice though
Yaridovich Sep 8, 2019 @ 7:23pm 
The game having some issues does not make it a 1/10 game at all, it's still a really damn fun game and well made in many aspects. If a few issues made every game a bad game then pretty much any game ever made is considered bad by these "standards".
Baines Sep 11, 2019 @ 7:34pm 
Originally posted by Detrian:
This man is bad at videogames.

The game does have a number of poor or simply careless design decisions.

Too many functions are mapped to the basic attack button. You have to be careful fighting near the edge of the screen or near doors because pressing the basic attack there will cause you to go to the next area. You have to be careful fighting near weapons, as pressing the basic attack there will cause you to pick up the weapon and potentially get hit. While not as punishing, you have to be careful fighting near bus stops and near people you can talk to, as pressing the basic attack button there will pause the game to bring up the bus menu or to trigger the conversation.

The move list lacks important details about how to perform the moves. Multiple moves have the same "X Rapidly" instruction. Throw instructions don't say whether they are performed from the front or the back. Attacks that only execute when standing near a downed opponent don't say that they have such a requirement. The shop will show you an animation of a move before you buy it, but doesn't tell you how it is executed.

I could go on. The issues don't make it a 1/10 game, but it does have a number of issues that just look like careless design. It really feeds into the image that WayForward's reputation is built more on pretty graphics than actual game design.
Last edited by Baines; Sep 11, 2019 @ 7:37pm
Coylie3 Sep 11, 2019 @ 10:13pm 
You aren't even listed as owning it.
Yaridovich Sep 11, 2019 @ 11:39pm 
Originally posted by Baines:
Originally posted by Detrian:
This man is bad at videogames.

The game does have a number of poor or simply careless design decisions.

Too many functions are mapped to the basic attack button. You have to be careful fighting near the edge of the screen or near doors because pressing the basic attack there will cause you to go to the next area. You have to be careful fighting near weapons, as pressing the basic attack there will cause you to pick up the weapon and potentially get hit. While not as punishing, you have to be careful fighting near bus stops and near people you can talk to, as pressing the basic attack button there will pause the game to bring up the bus menu or to trigger the conversation.

The move list lacks important details about how to perform the moves. Multiple moves have the same "X Rapidly" instruction. Throw instructions don't say whether they are performed from the front or the back. Attacks that only execute when standing near a downed opponent don't say that they have such a requirement. The shop will show you an animation of a move before you buy it, but doesn't tell you how it is executed.

I could go on. The issues don't make it a 1/10 game, but it does have a number of issues that just look like careless design. It really feeds into the image that WayForward's reputation is built more on pretty graphics than actual game design.

While I do agree that the game has some noticeable design issues, it's pretty much like you said - it doesn't make the game a 1/10 or "poorly designed" at all. It hinders the game's potential and make it go from great to just good, but I still pin this thread down as a poor attempt at trolling.
NeoRizer Sep 12, 2019 @ 6:59am 
One of the forum users MoArtis made an amazing mod that allows you to switch the item grab / enter & exit button to either L or R... it actually helps a lot as you can fight enemies near weapons or zone out areas and not be interrupted.

It's easy to install and doesn't glitch the game out or anything... you just have to remember that the L or R button does those actions even though the game is telling you the X button will zone you out... other than that, it's awesome.
zuligan Sep 14, 2019 @ 10:42pm 
I agree with all that, it is true that many times in full fight without wanting to teleport to the next area, or wanting to hit someone you take an object from the ground not yet wanting to do it, or having to use the items accessing the menu and not with one of the buttons, or the one that has to check the map from the menu being that this is sometimes confusing even.

I'm quite surprised that
No one from Wayforward has taken these basic things into consideration.

Still the game is enjoyable and fun, but I hoped that those little things are not in a current game of them.
Tony Soprano Sep 15, 2019 @ 3:48pm 
So bad when I was playing with my friend and one of us would advance a little to a locked area (need to defeat enemies to proceed) and the screen automatically jumped (not scrolled, just instantly cut) into position of the other player. Incredibly disorienting and hard to figure out where you are after that since there's no 1P/2P HUD implementation.

Ending is also a colossal turd.
Darkest King Sep 15, 2019 @ 9:06pm 
You have a legitimate point with the whole "X being the same button to transition between areas and also to punch". But everything else is you just whinging for no reason.

Seriously, man. You're a gamer. How alien a concept is "using items from the pause menu" REALLY?
Tony Soprano Sep 15, 2019 @ 9:15pm 
Originally posted by ENIAK Prime:
You have a legitimate point with the whole "X being the same button to transition between areas and also to punch". But everything else is you just whinging for no reason.

Seriously, man. You're a gamer. How alien a concept is "using items from the pause menu" REALLY?
Oh, I forgot the most annoying part. When you're playing co-op and someone presses start, it brings you back to the part of the phone you had open last. So if your teammate presses start and you press one of the action buttons, you could end up using an inventory item by mistake.

Also, when one of the players presses the back button (to get out of the start menu), the action resumes. Doesn't matter which player it is. The game should have each player put their phone away independently to unpause the game so there aren't accidents.
Last edited by Tony Soprano; Sep 15, 2019 @ 9:16pm
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Date Posted: Sep 8, 2019 @ 12:57pm
Posts: 12