Is this in reference to something, or am I missing context?

I do agree that this game probably deserves more than a 7(it’s at least an 8-8.5) but I don’t think it deserves a 9/10 either. The camera is just too much of a bastard, and the boss weapons could have been assigned to another button rather than take away from the HF Blade’s combo options.

I need to get back to my S-Rank run, but I’ve been ensnared by a Bayonetta/Vanquish replay combo… Platinum is just too good, lol.

Camera is only an issue on Very Hard and Revengeance though, and the sub weapons thing was I’m sure a design choice because this game is obviously not supposed to be a combo game. Besides, depending on what sub weapon you have equipped, you still have access to some moves, like with Bloodlust, you can still use all the command normals for your sword(ff+heavy, 360+heavy, etc.)

Despite what I said, I don’t have many problems with the camera now that I have a deeper understanding of how it and the game works(keep moving ALWAYS, wants to be behind Raiden at all times, goes nuts next to walls, etc.)
However, I can understand how someone who is not familiar with this type of game would get frustrated by it, and there are still occasions where that camera screws me out of an S-Rank because I can’t see a Mastiff or a grunt I miss pegs me with a couple of bullets.

The sub-weapon thing is something I need to get used to as a Bayo/DMC style of player, but I’ve found myself going without sub-weapons a lot more often, unless there’s a specific need for one, such as the Dystopia against flying enemies, or Bloodlust against heavily armored foes… I think I just really like the Heavy attack string ender where Raiden does the multi-stab with the blade in his feet, lol.

I think all complaints about about no quick swap or smaller movelist are unfounded because it’s not trying fulfill that niche of action games. What it tries to do, it does well. The camera is ass though and I acknowledge it is short but I don’t think being short is an issue in the context of this game since there is a lot of replayability value.

or you can just dive kick

Well, what game doesn’t have camera issues though? Camera is an issue in any 3d game, moreso in action games. The only solution is to completely kill the cinematic use of it and pull it really far away and make everything look like DOTA or LoL(fucking no thanks.)

I honestly think that is the intention behind it though, the sword IS your main tool, you just use the sub weapons for particular cases. I mean that’s probably even why you have to equip them the way you do. As I said, and you noted, this isn’t a Bayo/DMC3, if anything it’s like DMC1 where it was more about tools.

I prefer Bloodlust’s j.Heavy charge on flying and some of the Gekko/Grads because getting that to hit multiple times is just too good. Especially when you can hit a grounded/knocked down enemy like that.

The camera tries to maintain distance with Raiden while being unable to phase through level geometry, which leads to all sorts of shenanigans against the wall. It will frequently get “squeezed” against something and shoot off in a random direction when it’s close enough to a wall, and usually what prompts it to move is an enemy getting too close too quickly, which means the sudden camera change will mess with your parry (shoutouts to mastiff jump attacks in VR18). Moreover, the lockon is also a bit problematic. It’s not a hard lock the same way DMC games have a hard lock, it’s just you choosing whether or not you’re allowing the soft lock to change targets. It still “instinctively” want to do its normal behavior, and will revert to it at the first opportunity, so the lockon is more of a leash on the soft lock than a legit hard lock. For example, if the target is forced off-screen, moves too far away, or phases into an unhittable state, the hard lock will disengage, use soft lock to find the next nearest enemy, and then not allow the soft lock to change targets. It’s especially visible on the VR missions like 18 or 19, but it happens often enough in the story mode. It’s a good tool, but now more and more I want to manually adjust the camera since the lock on is a tad unreliable. If it were something you hold down instead of toggle it might’ve been better.

Camera isn’t unmanageable, but it’s definitely sketchy. Sure, wacky cameras are a genre staple, but this camera’s tendencies are unnecessarily awkward. Hell, just letting it phase through walls would greatly improve the game right off the bat.

They did the camera so right in Bayonetta, fucking shame it’s so bad in MGR. Probably the worse camera of any AAA Japanese action game.

The camera is still better than the one in God Hand.

Wat? God Hand’s Camera was great It went through geometry so you never ever had shit blocking your vison.

at least i can somewhat control the camera in MGR with the right stick

UNLIKE GOD FART

Even if action games have bad cameras, the one in MGR is worse than more recent action games like Bayo, NG2 and DMC4

Worse than the others, yeah sure, but I don’t know about worse than NG2…

It’s not just the camera that’s bad.

PS: Pre-emptive FUCK all y’all. Except Nickguy.

There is nothing wrong with the camera in NG2. I don’t know why that game gets a bad rap for the camera.

"I would hope that many people would read what I’m about to say, while this doesn’t have to do really with responding to the topic, it’s more responding to people who would claim that NGs camera is bad.

In a 3rd person action game, a camera cannot ever be perfect, it’s impossible.

The fantasy ‘perfect’ camera would be able to tilt the perspective to show exactly the angle of enemies your brain instinctively wants, it having played NG for a long time.

The best example for this is to take a corner, with a rounded wall suitable for wall running on either side of it. The enemy has you cornered, the camera is tilted to where it’s that funky sort of half Ryu, half corner angle, and you decide you need to move to adjust it.

Ideally, you would want the camera to surgically zoom out diagonally, so you can see the 2 or 3 rasetsus who are throwing crap at you from outside the corner, but the camera needs to keep the wall in it’s sights so you can see where you can possible wall run to avoid damage from a guard break, or bait for a incendiary shuriken guard break dash for I-frames, etc.

^The point is, this is a fantasy camera angle, it’s impossible. No game that isn’t hooked up to your brain is going to know exactly what you want, in 3/4’s of a second and act accordingly, and there’s no way for that to be possible. In order for this type of thing to be possible, there would have to be extra like diagonally panning camera buttons, and camera resets from them, and all sorts of unnecessary crap.

That is why NGs camera is the next best thing. Because upon repeatedly playing with it, people know to adjust the camera with combos or during specific times to block.

So in the corner situation, it’s natural to either do something like strategy A or B according to the camera:

A: Reset the camera facing the corner and time the wind blades off screen, and watch for the incendiary shuriken blast so you can guard break dash out of the corner.

B: Center the camera facing the monsters, but having to dash towards them to reset at the same time may cause you to eat more projectiles than you want, so the accomplished player will go for a guard break dash here, or center the camera upon OL UT charge.

Are these strategies at the mercy of the camera? Yes. But the player should understand adjusting and using the camera is very much part of the skill set of the game, and I don’t think the camera could get any better than it is now, really.

The entire time I played CH11 as much as I did I don’t remember thinking “Damn, the camera got me”. Sure the angles could’ve been better at times, but if it’s not even technically possible to implement this from a hardware standpoint (custom, brain extracted camera angles) then who’s fault is it, really? :T"

A good analysis of the NG2 camera and why it works.

Upwards LOL!

It’s not perfect but I honestly didn’t have too much trouble with the camera.

All this camera talks makes me appreciate Bayonetta’s camera even more. Who would have thought in 2013 we would still be discussing camera issues in the action genre?

The new DLC will cover the relationship between Bladewolf and Mistral. I doubt it will be anything significant but I agree that her character development was severely lacking.

Also on Sam’s story DLC:

[details=Spoiler]

DL-Story-01: Status - Closed
Complete DL-Story-01: Jetstream.

You’re Hired
Defeat Sen. Armstrong without taking any damage on Hard difficulty or above.

Master of the Wind
Complete DL-Story-01: Jetstream on Revengeance difficulty in one hour or less.

Draw, Pardner!
Defeat 100 enemies in DL-Story-01: Jetstream’s Story mode using Quick Draw.

So it seems we will be fighting Armstrong again. I wonder how different the fight will be with Armstrong compared to Raiden. He did say Sam was a pain to his backside during the Raiden fight. Blade wolf trophy list hasn’t been released yet.

can you chain sai grabs on the flying fags in that one vr stage?

ill do sai to kick to blade mode slice then i fall…instead of falling can i sai another flying thing? i cant seem to do it but wondering if other people have been able to