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Because the replay value lies in the story, and not the gameplay...?
Ever since the initial reveals, the directors said the characters would have dedicated lines, but only during gameplay and not the manga scenes. I imagined this would only apply to the banter during brawls, but they also showed NPC conversations with the according duo, kinda giving you an incentive to try other combinations across other playthroughs
Problem is, there ain't enough distinctions between the characters. The great majority of the time, the other 4 characters just repeat Misako or Kyoko's lines depending on the player slot, kinda killing the characterization for the characters I was expecting, and also the incentive to try other couples. If they were going to just repeat almost verbatim what the main characters say, it's almost the same thing as the first game where only Misako and Kyoko had voiced lines.
While I find the combat really amazing, the presentation is really lacking in 2. Especially when they boasted about voiced lines this time. It looked like they bit more than they could chew this time
Then dialog wise, I was hoping the characters would have their own lines instead of slight variations of the lines you already heard. If the game is going to push its presentation and RPG and story elements, then I was hoping it would lean a bit more into it.
It would've been way better if they had preset couples, that way they would have more control over the characters due to having a set partner all the time. Maybe they could also make the characters have a monologue whenever they're with a character they don't fit with? Who knows
It's not really even that hard. Lots of old games used to do it. Like one option is to just open up the whole map for a special character and let them clear it in any order they want. Another is just to remove dialog at all from certain fights, where the characters have no care for one another, or have throw away dialog about being in the way. Another is having special pairs have unique dialog together (both girls, both boys, BF-GF pairing, etc.), while using combination outside of those results in the character having solo dialog instead like you mentioned.
It's a mixed bag of fun in RCG2 in which you have slightly 'more' to enjoy, but the fun quickly dies out when a good portion of the game is 'more of the same'. I was hoping to see that very old RC moments where you literally eat the item whole and get some dialogue/comment about it, but that's being very old school.
If there's one small bit that I did find a bit impressive, was the shopping mall music being a 'partial' soundtrack. Helps from the monotonous scenes found later in the game. If they know how to change it up or even allow you to customize (without having to utilize mods) even in the next iteration, this can definitely help their presentation. Knowing how to recycle the good assets helps the next game become better.
The cheekiness of RC is what left a lasting impression on me. From 'BARF' to comical changes to items sold such as 'Spidey Boy' and getting a description of how it was. Don't get me wrong that this game has improved in many ways, but it is going the path from a memorable 'niche' to a generic fighter.
I agree. Everyone sharing the same lines hurts the characterization. It's still a great game, but they definitely goofed with that aspect of the writing.
SoR4 handles an armored boss much better in comparison :t
RCG! and 2 are essentially the same game, ideally a mod would come along that sticks the two campaigns together. Which is better is moot, it's a sequel in the old fashioned sense of more of the same. It's too expensive, but I had an absolute blast for the 15 hours of my playthrough.
Is it sad there isn't a true ending? Sort of, but getting to that true ending was a grind.
BARF is still in the game if you know where to look, incidentally. The humour is still on point.
https://youtu.be/vzNyLozuOu0
In this game, the controls feel less responsive, but combos have been dumbed a lot. Essentially, in the first games, you had to work for your combos, and in this game you can just button mash them out.
2 is still on its infancy, maybe we can uncover new techs overtime and whatnot. Although, I feel like in 2 you have more leeway to make the combos while in 1 the controls hinder you considerably compared to 2.
If you prefer how 1 plays, that's alright, it's a fine game overall, and I admit it's very satisfying to pull off amazing combos in a harder game to do so. But 2 definetly expanded the cancels, officialized jumping after the heavy launchers properly, gave and switched a couple more moves to existing characters to make things more dynamic, has better movement overall, and encourages experimentation really well with its presentation compared to how 1 teaches players.
Try messing around with Riki's Glamour Shot, I feel like this one has a ton of possibility to style on the mobs
Or rocket jumping in "Quake".