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Curious you didn't complained about the side-scroller adventure/platformer sections....It still remains for test fighting game esque boss battles. Oh! And the hacking games LOL.
The game will also shift more times between genres the same it does in the prologue.
You can dodge anytime(even when knocked down), with good or bad camera angle: press the button in time and dodge will happen. The game gives plenty of cues and they are all equal: tipical machine sound before hitting(check), eyes flashing before hitting(check). It's definitely Platinum Games action gameplay.
ikr? people already crying because they thought the prologue is too hard. just wait until they play ending D of Drakengard 3. they might have a stroke
I mean, the prologue was clearly made to be played on "medium", because on that difficulty it is practically impossible to die in it. Anyone playing on medium won't even notice why the prologue is bad. But here are the problems:
1. it doesn't allow skipping some scenes
2. redundant + prolix (killing the same boss 4 times is simply stupid, especially when after the fourth time he is still alive and kills you in the cutscene)
3. it does not serve to teach the player well
4. bosses include a lot of trial and error but on hard the error is punished with immediate death
5. bugs (in my second attempt one of the ships that was with me did not die, even so 2B said that all the ships were shot and immediately the ship that survived disappeared)
6. problems with the scripts (in a moment I died because the computer repositioned my robot to change the camera and in this movement energy balls that were still on the screen killed me)
7. It's like a big 30-40 minute level that is not well designed and not fun to play.
The prologue is just plain bad and playing on Hard makes all its flaws very clear.
As for the game itself, I played for 7.6 hours on hard and faced Adam and Eve now. My experience so far is this: the bosses are sponges that make me repeat the same procedure for several and several minutes. If you make a single mistake, or get impatient, you have a high chance of dying with a single hit. This is not exactly the most interesting kind of difficulty that a game can present. What I basically do is die several times until I learn all the boss patterns. From then on, it is an exercise in repetition and patience, without it being really difficult in the sense that you have to use your head a lot to create strategies. It's a very braindead gameplay.
Now I have this dilemma. If I change the difficulty to Medium, the game will have zero challenge and will be basically button mashing for hours. If I play on Hard, the gameplay will still be braindead, but an eventual mistake will be extremely penalized and since the bosses can take up to 10 minutes to die because they are sponges, it is extremely likely that even after I memorize all their attacks from trial and error, I will still die from some inattention or lack of patience to play more cautiously.
Frankly, in terms of pure gameplay, Nier Automata is a pretty mediocre game.
2. A saw, 2 saws with entirely different patterns, and a huge saw-handed factory dude are not the same boss, and it's not 4 bosses, it's 3. Also, how low attention one has to have to think that at the end of prologue the first Engels is still alive? At least three more of Engels-type arrive.
3. Lolwut? It literally makes you either learn every significant tool you have, or start from the beginning.
4. What trial and error? Do you even know what that means? Just for you: trial and error in gameplay is the concept of unavoidable failstate caused by lack of foretelling of said failstate. In the prologue bosses make no attacks, moves or patterns that are not telegraphed. If you cannot dodge them on hard - it is your personal problem.
5. Bugs are not problems of the prologue itself, and this bug is irrelevant to gameplay.
6. How poorly one has to play so that balls from previous phase were still on screen in the next? I have never achieved this. They pop mid-cutscene.
7. Subjective statement expressed as an objective truth.
Your skill is very low and complaints you make makes it very clear.
Verdict: poor chip build, lack of boosters in use and probably no weapon upgrades. Also, "several and several"? What does that even mean? Should bosses die strictly under two minutes? If you make a proper build, use your tools and don't charge underlevelled they usually die exactly like that.
No, you have a dilemma of - how do I make it so that my personal preferences in gameplay structure were not my personal issue, but an objective failure of the game. Spoiler: you don't.
The only thing I do agree on is that it would be indeed good for a difficulty level between hard and normal to exist, difference between normal and hard is too extreme. But it is not something that is desperately needed, it would be a nice addition considering the rest QoL features the game already has.
You are basically defending a difficulty that makes the game more redundant. This is a classic example of bad game design. In good games the higher difficulties change the experience completely, the game requires new strategies, new approaches and a great level of mastering of the mechanics.
Bad games (like Nier Automata) just turn enemies into sponges. Oh but of course... You can make them less spongy by grinding for items...
EDIT:
To be fair, the game is not "bad" per se. The music is amazing, the story is interesting, and the controls are enjoyable.
The problem is clearly the implementation of difficulty (and look, I'm not saying the game is difficult, I've played romhacks of Super Mario World that make Nier Automata seem like a game for babies). In the Medium difficulty the game is simply a button mashing where you do not need to put any thought into it. On Hard, at least you have to deal with real risk of dying, but in return the game becomes very redundant.
The way the difficulty is implemented is totally deleterious to the game. I am honestly thinking of looking for mods that balance things better and make the game less braindead and repetitive.
In fact some bosses are killed too fast and their health is replenished because their discourse has to end. The battle against Adam & Eve is one of these situations: their chat has to end no matter what, so since its chat & fight if you kill them mid chat their health is replenished.
The thing with bullet hell in flying sections happens all over the game. Before clearing up a group of enemies ensure the screen is nearly clean of bullets, otherwise if a change of perspective happens you can get hit by remaining bullets or left in their way.
The prologue does its job: teaches the basics(through messages) and if played on hard you better start learning/figuring out some non shown stuff in the tutorial messages: some good combos which implies figuring out nearly all the moveset of the character, exact working of dodge function, when it's useful the pod and when to leave it aside and focus on melee/dodge.
You can say whatever about the last paragraph but no game has to tell about all it's mechanics in messages. If they choose to leave mechanics for the player to figure out by themselves it's their choice. Minimum is showing basic movement.
About the difficulties, yes maybe. Normal is too easy, hard is quite the jump and very hard is 1HKO period. But in all cases you're warned: hard description tells you to expect to die in 2 hits, which is a very narrow margin.
About grinding the game isn't at all a grind fest. Even if you want top tier stuff grinding it takes merely few hours. In fact grinding is dangerous because you can get overleveled easy and then you steamroll all around. I'm not the 1st one to warn about this.