Why oh why would you copy things from ladder to door interactions from the Souls series.
weird animations
[QUOTE=triplej05;52656806]Why oh why would you copy things from ladder to door interactions from the Souls series.[/QUOTE]
Yeah because climbing up ladders, metal sounds are originated from those games. :v:
Vanilla Dark Souls game play outside of dark souls is getting really stale really fast.
Is this at all comparable to when it seemed a ton of games copied Arkham combat when those games were popular? Guess it's really attractive to do what popular thing does.
[QUOTE=Mass13998;52657683]Is this at all comparable to when it seemed a ton of games copied Arkham combat when those games were popular? Guess it's really attractive to do what popular thing does.[/QUOTE]
I mean, the devs of Code Vein pretty much ripped off Monster Hunter but made it more hack-and-slash and anime with God Eater, so they're not exactly new to this sort of thing. But there's always something off, and this gameplay looks plain weird compared to the actual Dark Souls games.
[QUOTE=tomatmann;52656832]weird animations[/QUOTE]
All of the animations have zero weight to them. You're carrying gigantic JRPG weapons, but they have the impact of a wiffle bat thanks to zero sense of weight or momentum. Dark Souls's weighty combat and satisfying hits are derived primarily from these animations, so it's very conspicuous when that quality is missing in an imitator.
Compare the sword animation to the DS zweihander animation. In Code Vein you're carrying a sword larger than the Zweihander in one hand, but you swing it around like a limper version of the threaded cane from Bloodborne, like it's utterly weightless and you're waving a plastic baton around. I could write an essay on animation principles but it's faster to just compare similar animations.
[IMG]http://orig03.deviantart.net/a018/f/2013/204/7/4/zweihander_by_alo81-d6ervit.gif[/IMG]
[IMG]https://i.giphy.com/media/ryGDSg3ThPaes/giphy.webp[/IMG]
Since the 1st Code Vein gameplay trailer, the way they attack and connect the hit always felt off. The hit sound is weak and it's worse when it's a big weapon.
I hope they improve more on that.
[QUOTE]dark souls weapon animations[/QUOTE]
I still don't like the curved sword animations compared to rest but i guess that's what happens when you want to add another light weapon category.
Those attack animations look so limp. They should have doubled down on the anime aesthetic and made everything hyper flashy.
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