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They could also go a LOT further back in Japan's history and focus on some events there. If not for the Sohaya GS showing up in the final cutscene, implied to be going to the afterlife with Suzuka, then the protagonist would be literally ageless (although their strong blood of pure demon might also grant functional agelessness, tbh). If that had been the case, they could have had them 'come out of retirement' to deal with evil spirits and occult entities in, say, ww2 era.
Mind you, at that point we'd be looking at stuff that would make more sense as a prequel to Ninja Gaiden specifically, but still.
There is a LOT they could do. Nioh 1 was William's story, Nioh 2 was Hide's story, although, technically, given they made Otake responsible for everything and things are permanently solved by giving him peace, it's his story as much as Hide's.
There are things they could do. It's just a question of if they want to. I don't blame them for wanting to take a break from Nioh. They could do an entirely fictional story set in a divergent Japan and so long as the gameplay loop and overall 'style' of the game was still good, it'd do well. Most players aren't here for the story and lore.
Many people for some odd reason take the statement that 'the story was finished' as evidence they don't want to do more, with others taking it as them outright saying that they won't do another. Quite a few series that were called 'finished' because the author told the story they'd wanted to got revitalized because someone had an idea for covering something mentioned in the main series.
For an example of something like that with Nioh: Fujiwara no Chikata and his shenanigans. He's fought as a revenant in Nioh 2 in DLC3, where he is powerful enough to cause evil spirits to start appearing again, as well as gather the 4 demons back under him in the mortal realm, as a revenant.
Honestly, there is nothing even saying following Nioh games would have to be set in Japan.
You telling me 'Nioh: Arthurian edition' with Western spiritual entities doesn't sound awesome? Given the geography there, they could also tie in Ulster, Rome's sacking, etc as DLC themes without too much trouble.
Interesting. If this is true maybe the story will be much much better then their past games.
Yo, I kinda disagree with something you said there
"on Wo Long, I can't help but feel the disdain (especially now) with that game is mostly due to individual expectations of a Nioh 3 type of game"
Except something like that was not the case with Stranger of Paradise, it was a completely different thing from Nioh and those who played it, loved the game despite its flaws. We could spend all day trying to guess why Wo Long wasnt received well I wouldnt say it was due to people expecting a Nioh 3.
And my reasoning for disliking it despite its higher focus on spells, its because you can't really be a mage for most of the game (except with Queens grace), what you actually are is much closer to a "battlemage" considering that you use spirit to cast spells, yet you have no way to generate spirit outside of parrys and melee attack. "Mage" sets like evil taoist do nothing to change this, they only make spells stronger, tell me, how hard could have been to make the more basic spells deal less damage but instead of consuming spirit they generate it? So basically the gameplay would be something like Low level spells are used to generate spirit and then you spend that spirit with the nukes; they could have made some actual mage gameplay with a tiny tweak to the formula yet they didn't.
When Stranger of Paradise launched on the EGS and people were attacking it due to its abysmal performance all I kept reading from ppl on reddit were "it's because the B team developed SOPFFO, their main team is busy with Wo Long". When Wo Long was getting terrible reviews people said "it's because the B team developed Wo Long, their main team is busy with Rise of the Ronin". So whats next? we already heard a while ago they are planning on launching games more often so the next thing people will said "it's because the B team developed Rise of the Ronin, their main team is busy with Nioh 3 (or whatever they are working now)".
Bottom line is ill wait a loooong time and see, if the game does ok i'll consider purchasing it but atm i have no interest on it.
I'll also like to point out at SOP, its story its pretty solid, the storytelling aspect is not good at all, so I doubt hiring 1 guy would do anything to fix TN greatest weakness.
We will have to agree to disagree then because we both have different out looks on why we like/dislike Wo Long. Its funny you explaining why you dislike Wo Long regarding the spell system, when initially I hated Wo Long with a passion because the spells were too much of a focus for me.
On release Wo Long was pretty much only about getting that top tier spell and owning everything with it, and the rest of the combat took a back seat because of it.
I know why the game was disliked on release because I was one of its haters lol. Let me list a few things that turned me off from Wo Long on release:
- Spells were the most powerful tools in the game, leaving melee focused builds in the dust.
- The Spirit gauge was way too restrictive and did not allow the player enough resource to do anything interesting outside of a single heavy attack, Spell, or Martial Art.
- The Moral system literally did not allow the player to use spells until more then halfway through a level (dumbest design decision ever), thus making a hug chuck of the spell almost pointless.
- Performance on launch was bad which effected a lot of people.
- The Nioh players did not like the limited movesets per weapon type (no command specials or anything).
- Too many Martial Arts were useless due to recovery/start up frames (and people hated them being attached to RNG).
- Overall the combat depth compared to TN's past games (Nioh, SoP) was just not up to par.
Now AFTER DLC 2 came out I did a 180 on the game because literally every issue I listed there was addressed in some way.
+Spells could be used at anytime (no spirit/moral requirement, they just do less damage when used with low spirit)
+ Spirit mechanics were completely overhauled, to the point that all weapons had 2 spirit gauges, spirit was gaing mush faster, MA's took less spirit, Spells took less spirit,....etc. This lead to the game being much more combo focused like Nioh was.
+ Moral system was less restrictive and was more used to give the player more rewards/difficulty rather then restricting the use of certain tools.
+Performance is much better (for me)
+ Weapon categories were given more unique features to differentiate them, like dual sword getting perfect parries, hammers/axes getting armored moved, and additional DLC weapons all had their own gimmicks.
+ Almost all martial arts were overhauled, balanced, given less start and less recovery frames, given unique mechanics (like i-frames, armor,...etc). Also after DLC 3 in the 1000 mile endgame system MA's could finally be swapped out.
+Combat depth was increased 10 fold compared to the launch of the game and quickly became another great TN game for me.
So I get you view from a mage/spell caster perspective, but assuming you stopped playing the game near the time of launch, your mage focused/Spell build may be much more viable now this it ever was given the systems overhauls the game has gotten since release. I believe there is even a new spell (or 2) in the game that takes the place of the deflect and absorbs red attacks from enemies, so you could 100% play a spell only build now
They hired Bloodborne's producer because everyone was jumping ship at Japan Studio before Sony closed it down. The guy was also friends with Yasuda(Nioh and Ronins director) We will have to see how the story turns out this time around.
For those on repeat playthroughs, Elden Ring has lost the spectacle and lure of exploration, as the lacking rewards for it are already known, and it leads to players tending to beeline specific routes, same as they would in the more structured, less open worlds of previous souls games.
As for Rise of the Ronin, switching characters on the fly is something already done in a few games, although the trendsetter for that is, iirc, Genshin Impact. We already know how it can be very good, the question that is left is with how smooth the implementation will be, and how much the game's mechanics focus on that aspect. Both too much emphasis and too little are bad.
I'd personally rather see large, open, but well-planned instances instead of bland open-world space filling.
I did not know Genshin Impact did that, because I wouldn't touch any gacha game with a 200 foot pole. Otherwise, I agree with what you said. I think there should be a middle ground on how much emphasis is placed on the character switching mechanic, so that people like me who really want to master it can, but other people who don't want to don't have to.
Agreed again on the last point. Something more akin to The Outer World's smaller instances stitched together like an open world might be nice. Again, time will tell.
That I stopped playing near the time of launch? Nope, I payed for the dammed thing Im gonna make my money worth it XD. I completed most missions and reached TMJ 500. While the gameplay as a mage got better after DLC, its core problems remain, the inability to generate spirit through other means except melee attacks and parries is a big reason I dont consider the gameplay like of a true mage. Also I have no idea what spell you are refering to, I've gotten 10/10 of DLC1, 10/10 of DLC2 and 14/15 of DLC and still got no idea what you mean :D.
"We will have to see how the story turns out this time around"
Well if you trust them cool but in my case "fool me once shame on you fool me twice shame on me"
Fair enough, if you played after the DLC updates and it still did not feel how you wanted it to, it is what it is. Like I said I hated the game before DLC 2 and after it I like the game a lot because I found most of the changes game changers for my dislikes of the game on release. I still slightly disagree with your take on spells, but its all good, thanks for the discussion regardless.
As far as the spell I was talking about I believe called "stone bastion", that shields you in rock cocoon, and it deflects red attacks. I never used it but I know for a fact it exists because next time I do a run on the game I was going to run a hammer/earth build with that as one of my main spells.
Here is a video of it in action @3:26 https://www.youtube.com/watch?v=mC5_kxvEL6w
I mean you are right about DLC 2, it improved the game a lot by making it more polished but I felt that I knew where Wo Long was going after that patch, TN didn't tried to change the things people complainted about the game, they made the bad less bad and the good better, but it was still very much Wo Long at its core.
And about that spell, I've never honestly used it cause it drains too much spirit and not really worth it, doesn't stun or stagger the enemy or moves you away, it gives you some iframes after the attack gets blocked but you are still in front of the enemy on a possible multi hit attack. That spell also doesn't solve the issue I was talking about, you really don't have any alternative way to generate spirit.