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In the sea of action games out there, NEO’s combat is incredibly freeform as ♥♥♥♥ and that freeform-ness ultimately comes from how cohesive all its mechanics are.
The game rewards five main factors: pin management, understanding pin synergy, expert use of immobilizing status effects to extend combos, intelligent Groove Mashup utilization/looping, and positioning, on top of little ♥♥♥♥ like reversals, inertia manipulation, pin buffering, camera positioning, revenge meter manipulation, and more if you want to get really autistic with the tech stuff. Beatdrops, and especially the sweetspot system that gets added a bit later in the game, is actually a really smart system to teach players how to make the most of each pin, like placing the sweetspot for most launcher style pins in the middle when enemies are at the apex of the launch so you can maximize combo airtime as well as giving lead time for ranged juggle follow-ups to work. It’s especially really cool when you start to think of pins not just as attacks but as weapons, tools, and action skills that require comprehension, testing, and practice to squeeze out their maximum potential.
It’s a game that asks you to not just use pins but to wield them and mastery of each of their functions elevates the combat to a whole new level.
I recommend looking at this series of videos. It really shows off how in-depth the combat is.
https://www.youtube.com/watch?v=O9C7PDz6VzI&list=PLj-JXA06uG2pb0-HJVGxHTqGf0nneJ9aO
I don't doubt you, but my question is do you need any of that knowledge. I switched to the hard difficulty as soon as it was available. For most of the first week I had no idea what I was doing and was still doing just fine. Second week I have some kind of an idea of what I'm doing, but I'm still doing just fine without understanding any of what you're saying.
Reversal, inertia management, pin buffering, revenge meter? Never heard of any of those. I just equip a grenade, smash X, then smash Y and occasionally hold LT.
This. I feel the exact same problem. Had to raise difficulty to max and everything is STILL basically the same because of how undertuned enemies are once you realize there's a dodge button.
The combat is not as complicated as people are making it seem. Comparing it to DMC V is a horrible idea considering that game's combat is difficult to actually do *good* on and has a learning curve.
This game does not once you understand basic concepts.
I'd literally would much rather "Read" this game on a Manga setting or Watch playthroughs of it rather than sit down and play it to the end. Saying the combat gets marginally better later on does not help weed out the game's basic problems with the core system it has in place.
I'll keep the game relegated to "Too drunk to care about the game" playthrough for when I just want to drink and game without a clue as to what I am doing and just wanna listen to a story. Still...this feels like a 30 dollar game, tops compared to what else is out there. It's a spruced up phone game.
It is, in matter of fact, much more complex than the first game. Even from an amateur's point of view, the whole mash-ups system automatically makes the gameplay more complex than both versions of TWEWY 1. I know its convenient to ignore a whole ass video that goes into depth about the physics and combat, but it immediately proves you wrong about your argument about complexity and quality. You point out how specifically DMC V is a horrible comparison, but the loads of videos on DMC V's mechanics are ALSO completely unnecessary to complete the game too.
Except the depth boils down to "If you smash this guy down, a good move to do is *A massive margin of the abilities because they a lot of them behave in exactly the same manner just with a different color palette / spell effect*. As a combo follow up!"
The physics aren't complex.
I doubt anyone over the age of 10 didn't figure "Oh, if I knock this guy up, with this ability, then slam them down with the gazillion other similar abilities that knock enemies down from the sky! It sounds like a useful combo!". The lack of varying combos & how the ability pins work together is the problem. They all feel about the same if you look at the grand scheme of things when you combo them together...
Maybe this level of complexity is enough for some people. But it was lackluster for me.
That's about it.
I've been playing TWEWY 1 since it came out.
I still struggle with what makes a Good Pin Set, especially in relation to combos, managing the top screen, and Light Puck Management. There are so many combination Options, and no single combination is good for even 80% of situations or bosses in the OG game.
NEO?
I figured out a 3 pin combination on Day 3 that got me through the rest of the game minus exactly one boss phase. On the hardest difficulties the game had to offer me.
You know the literal only thing you need to actually manage in Neo?
Timing.
The system isn't complex. The physics might be, but the actual system really really isn't.
Those videos make it sound a lot more complex than it really is. Neo honestly isn't even like. Pokemon levels of "easy to learn, difficult to master". I'd mastered Neo by Day 3, the day after Launch, and only ran into problems when I needed to train a different pin, or again: during one particular boss phase and that was purely because I just Could Not get the timing right to avoid taking damage and that boss hits like a freight train.
We can ignore the videos when the videos are wrong.
I love the combat system, it reminds me of valkyrie profile
With all due respect, and I say this as a fan of the first game, OG TWEWY is insanely easy to break.
Take for example how the game gives you Ice Blow on second day of Week 1. With enough exploitation of Shutdown (which is insanely easy to do with you can just save the game, turn the date up to seven days at a time for SDPP, and repeat ad nauseam until you get the evolved pin), you can get Ice Risers, one of THE strongest pins in the game with how the Light Puck/Efficiency works as early W1D3. And that’s far from the only example.
>With two DSes and some Mingle PP (of which is weighted differently to add 20 times more experience to account for some people potentially not being around enough with a handheld) and Shutdown PP, you can evolve Masamune to the strongest variant of Shockwave known as Yoshimitsu as early as W1D5. This same method can also be used for Love Me Tether to Sweet Talk Tether, Meteor Magnet to Meteor Spike, Murasame to Kusanagi, Octo Squeeze to Vacu Squeeze, One Stone Many Birds to One Stroke Vast Wealth, Fiery Spirit Spirited Fire to Blue Blood Burns Blue (with the pin being B-ranked so that you can equip two in the same deck), and more
>Tin Pin Custom is acquired automatically as early as W2D2 and it can easily be the strongest pin the player has at their disposal despite its deceptively low attack due to how much high Efficiency the Burst Round Psych has, making most mob fights and even bosses a joke
>Once you max out the Wild Boar shopkeeper at 104, you can gain access to Lazy Bomber in Week 3, which will make stationary enemies such as mammoths, and the penultimate and final bosses an absolute joke since they will take the full brunt of the damage from the Time Bomb psych
>Lightning Pawn is one of THE most busted pins in the game, with its ability as a Spark Core psych having it be able to circle an enemy and juggle it like it’s a game of hot potato, which includes several endgame bosses such as Uzuki, Kariya, Konishi, Taboo Sho, Kitaniji, and Goth Metal Drake. And you can get access to this as early as W3D2 by fighting a Psychedelifox on Normal in order to get Thunder Pawn and evolving it via Shutdown
>Speaking of the above point, you can gain access to several powerful pins/psychs just by changing the difficulty to lower levels than Hard in your main playthrough. For example, you can gain access to Sweet Talk Tether by fighting Melodi Corehog on Easy as early as W3D3 and gain access to Thunder Rook by fighting Neoclassical Drake on Easy and evolve it to Lightning Rook via Shutdown and repeat this process so that you can gain access to 2Rook as early as W3D5, letting you blast away the rest of the endgame with virtually no trouble at all.
>The epitome of this is Goth Metal Drake, who you can fight on W3D5 on Normal in order to gain access to Her Royal Highness, THE best Turbo Gauge pin in the game and you can repeat this process to go in and out of the area the enemy spawns in. With this particular pin, you can greatly decrease the rate at which I pin gauges are depleted and combine pins such as Lightning Rook, Lightning Pawn, and Sweet Talk Tether to essentially stunlock, juggle, and combo the endgame bosses to death with no problem
>The LASS set. Just, the LASS set in general. The correct set of four grants an insane level of offense and defense at 50% health, often meaning 0 damage on the user and high amounts of damage to the enemy. There's even pins and threads which automatically inflict SOS at the beginning of battle and combine this with several high Efficiency Psychs and you can make the majority of encounters your ♥♥♥♥♥
>You can get the Plumeria Studs as early as Week 1 by trading in lesser pins such as Rare Metals and 10 Yen, both of which are incredibly easy to rack up via the Noise around you, to gain access to Regeneration III. On top of that, Regeneration threads can STACK, meaning that you can essentially have Neku and his partner tank through large chains and boss battles with no problem
I've beaten the original multiple times and I love it to death but it had a ton of balancing problems.
In NEO's case, after fighting enemy mobs in chains, I found that not every set-up would work on every enemy type. Launchers and knock-down pins, for example, will not do jack against enemies like the mammoths and the dinos and in the case of the sharks, you have to get them out of the ground first in order to move them around, which is easier said than done. Enemy mobs will also become more accustomed towards breaking out in a revenge state with each battle you've chained and with how much different enemy types can be mixed into an encounter, it can make for a pretty thrilling experience.
AKA constant swap of pins as you play.
Big part of this challenge is how some pins are almost entirely useless, so you are essentially nerfing yourself further by using them.
Feels like the way it intends to be played to keep it balanced... and obviously not using any offline systems in original which break game entirely.
Otherwise the game becomes too simple, especially if you know what pins to aim for.
I think it's pretty fair - game does offer challenge near the very end where you can finally say, alright it's finally getting challenging, let's try those pins I mastered now that I have mastered them all.
NEO makes this type of progression much more fluid since it's not balanced around being an 'offline' game like original where they don't want you completing it in one go.
As for topic starter - don't worry, all the challenge happens at the VERY end, the ultimate boss rush/ultimate felidae cantus to be specific. I guarantee those won't be pushover on ultimate.
The main game is designed to be mostly easy so people can complete it with remotely decent combination of pins.
I wouldn't look too much into difficulty names either, you are intended to use all of them as they each have something unique they drop.
Very few games are difficult unless you go out of your way to make them difficult by imposing challenges on your self.
Instead, I think a big factor is what options the game gives you and how those options feels to play.
Pins individually aren't very exciting, like in the OG TWEWY, but how you match them with five other pins, how you synch the use of those pins, and which ones work better in which situations all are what makes the combat interesting.
If the combat being good stems purely off of how easy it is to beat, I feel 99.9% of games immediately go out the window.
I can feel whether combat works with you or not but i do disagree with one dimensional characters.
Character building has been done very well here, each character reacts and changes to circumstances in a very natural way.