Steam telepítése
belépés
|
nyelv
简体中文 (egyszerűsített kínai)
繁體中文 (hagyományos kínai)
日本語 (japán)
한국어 (koreai)
ไทย (thai)
Български (bolgár)
Čeština (cseh)
Dansk (dán)
Deutsch (német)
English (angol)
Español - España (spanyolországi spanyol)
Español - Latinoamérica (latin-amerikai spanyol)
Ελληνικά (görög)
Français (francia)
Italiano (olasz)
Bahasa Indonesia (indonéz)
Nederlands (holland)
Norsk (norvég)
Polski (lengyel)
Português (portugáliai portugál)
Português - Brasil (brazíliai portugál)
Română (román)
Русский (orosz)
Suomi (finn)
Svenska (svéd)
Türkçe (török)
Tiếng Việt (vietnámi)
Українська (ukrán)
Fordítási probléma jelentése
It's not a rhythm game and that's fine.
I played on hard, and the only fight that gave me problems was the jump rope.
As a lot of people have mentioned, I think the biggest issue is you're still kind of working under the assumption that this is a rythm game. Much like Shapes and Beats, the game uses the music to generate attacks and patterns, but thats about it. It's not a rythm game, and treating it like one is going to get you killed.... a lot.... Once you learn to stop relying on the music for dodge cues and more use it as an indicator on when to prep for harder patterns or anticipate phases, you'll do a lot better. I feel you get plenty of time to react to the notes, though some of the later fights do get a bit rediculous with what's thrown at you (granted you also get a new mechanic that can help in a pinch).
Also with the amount of freedom of movement you have, your movements wouldn't always be on beat either if it were times with the music (safe spots where you can stand and let a few waves pass, etc). so eve retooling the game to make the player movements be on beat wouldn't really 'fix' things from your perspective either.
The combat does get a little more intricate and the patterns do get a lot harder as you hit the second act but the things you are having problems with for the most part dont really change.
"Everhood is not a rhythm game. That is one of the unconventional ideas. We are deliberty breaking the rhythm because we are trying something new, but we are not the first one either(check Just Shapes & Beats) . People who enjoy rhythm games do find this system a bit “unconventional” but are able to let that go after a while. It is also noteworthy that we have received a lot of feedback from people who find rhythm games hard to play that Everhood is easier and they can enjoy musical battles without being punished because of their lack of rhythm"
How far are you into the game? this can get a 'little' better once you reach the second act thanks to new mechanics, though some fights I do agree it's a bit much and doesn't give enough reaction time (the Dev Gnomes say hi).
you coulkd do exactly as ETg does with the dragun boss - fills the screen with shots, and only opens one prt for you to dodge into.
thi sgame already does this, so why not add pockets of guaranteed saftey, if you play by the beat?
that's the stuff that feels rewarding to a player coming purely for the rhythm aspects.
you could throwq endless bullets., but as long as you kept the beat you would be fine - just liek Crypt of the necrodancer
in other words, the gameplay ends up being 100% visual - you have to just avoid things in real time - which is fine - but coming from a perspective of a person thinking this was a rhythm game, this is a huge let down
Another aspect that kept unsatisfied was my inability to watch the enemy during the fights. The style seems like a very important aspect of the game, but I constantly felt I was missing out on it. Maybe the gameplay doesn't work well with the proposed visual spectacle. Maybe I should've have played on a lower difficulty setting.
I don't know what I think of the game (like, I don't know how I would rate it). I enjoyed many of its other aspects: the music, the story, the graphics, the themes explored. But the mentioned problems persisted through all the experience.
Anyone else feels that way?
Something like Parappa is a rhythm game because you're given a lot of telegraphing for what button pattern to push next.
But something like Friday Night Funkin' is also a rhythm game, until it's not and it starts throwing the whole word salad at you all at once, which is where it becomes a reflex game.
The line between rhythm and reflex can be very blurred sometimes.