Ninja Gaiden IV announced, very little details so far

Pretty much, and the combat/combos are almost always more aerial and juggle-based a lot of the time in Bayo/DMC.

NG is more ground-based, is faster paced overall(imo, outside of NG1) and the combat and enemy interaction TO ME is more fun than Bayo and the DMC series.

You can still do some crazy-ass combos and wacky shit in NG, especially the more you get into it. I’ve been practicing Shuriken cancelling and other shenanigans more lately, shit’s good times. :tup:

Ninja Gaiden Black and Ninja Gaiden 2 have more combo possibilities then Rising does by virtue of having more weapons with larger move sets then Risings weapon sets. The Dragon Sword in Ninja Gaiden Black has a larger move list then Raidens Katana does, and most of NGBs weapons move lists are about as large as the Dragon Swords. Double that for all the weapons in Ninja Gaiden 2. Considering most of Raidens other weapons are off hand weapons at best with 2 or 3 moves and no more (or are clones of his normal sword) the game over all can’t compete with Ninja Gaiden on this front. The Polearm has a decent sized move list but still doesn’t come close to touching the move list the Lunar has.

One cool thing in Ninja Gaiden Black is that the pause menu has 0 delay so you can enter the pause menu mid combo and switch your weapon then exit the pause menu and continue your combo as if you did an instant weapon switch DMC3/4 style. Mix that in with the On Landing system and Shuriken Canceling and Incendiary Shuriken Explosion catches and you can do a ton of really really cool shit in Ninja Gaiden Black. Definitely more combo depth there then Rising if you really really dig into it.

Onimusha is the first thing that comes to my mind…
No combos , tiny moveset , “limited” movement , but still so satisfying combat.

I get lost in dat shit :sweat:

Don’t forget all the various things you can cancel. I remember people would whiff Obliteration Techniques just 'cause they could. Shenanigans all day. :rofl:

You’d probably really like No More Heroes and Killer is Dead. You don’t have a zillion combat options in those games, but what’s there is really good, fun and very satisfying.

Onimusha is proof that you don’t need huge move lists to have an awesome as hell action game.

It never hurts tho lool.

Edit: Yo Abid those OT Wiffs are hilarious and strange. I never got around to doing those.

@Sonicabid

i love suda games , i have yet to pick up killer is dead though.

All NG needs really is the ability to switch between weapons in-game instantly. It’d probably really break things, though, in that you could switch between Claws/Tonfas and spam i-frame dodges out the ass.

:rofl: They are really damn weird. Fucking love NG’s combat and mechanics so damn much.

FUCKIN’ UP

It’s my favorite Suda game since No More Heroes and Killer 7. Dude literally has Bayo’s “dodge offset” in that if you perfectly dodge something, you get the slow-mo effect which allows you to go HAM.

Parry is beyond broken in Killer is Dead, though. After a successful counter —> parry, enemies go into a juggled state where they can’t do shit. Game has its own version of “Obliteration Techniques” to an extent, too. :rofl:

The gameplay is just damn good. Really enjoyed it, and am going to re-play it soon on a higher difficulty(game’s extremely easy once you start unlocking stuff. That and, you have multiple ways to recover health and revive your character too.)

Game’s Limited Edition can be gotten for 10-30 bucks still depending. Lollipop Chainsaw was my least favorite Suda game this gen(haven’t played Black Knight Sword yet) but Lollipop still managed to be pretty fun.

lol that’s not what Dodge Offset is Abid. That’s Witch Time. Dodge Offset is the ability to dodge mid combo and pick your combo up where you left off despite dodging in the middle of it.

So you can P>P>Dodge/Beast Within>P and still get the Wicked Weave from the last P. You can do this at any point in a combo and pick up from where you left off. Rising has this system to, as does Wonderful 101.

It would be akin to dodging before the launcher for an Izuna Drop and then picking up the launcher for it right after the dodge without having to start the combo over.

Yeah, yeah, witch time, bullet time, whatever.

I haven’t played Bayo in a long-ass time. :rofl:

I used dodge offset as you’re describing pretty often, then. I always tried to end my strings with a wicked weave attack since they did the most damage.

After I beat Bayo on its hardest difficulty I stopped playing it. I was too lazy to look for all the ravens and to get the last couple of trophies I needed(kept the game installed though for whenever I decide to go back to mess around with it.)

Heh that’s cool, you just kept miss-using the term so i thought you might have been confused.

My bad, replace “dodge offset” with Witch Time then in that post. :rofl:

nigga’s still doing it wrong.

It’s about kickin

I’m in the small minority, but fuck looking at anything platnuim has dome for this genre.

I like Platinum* games, but the fucking pedestal SRKers and other forums have placed their games on is fucking ridiculous. :rofl:

Outside of Bayo and Vanquish, their games are very overrated. I still enjoy them, but yeah.

Ninja Gaiden with stealth != automatically bad. Syphon Filter 2 is a great example of an excellent game that mixed both elements well. The game managed to be simultaneously an action and stealth game at the same time because you could chose to go through either way. If you wanted to go balls-to-the-wall and kill everything you could, but in the same area you could also take everything out stealthily. Really the only thing NG4 would have to do is make it so there are little to no parts where failing to go through stealthily triggers a gameover.

this reminds me, there was one video where Itagaki called DMC games “combo games” cuz enemies just stand there waiting to be hit.

Ninja Gaiden II creator Tomonobu Itagaki has labelled the games made by Devil May Cry creator Hideki Kayima as “rather shallow.”

He made the claim during an exclusive interview with OXM, when asked about the Platinum Games deal with Sega that saw Bayonetta announced. Kayima said the “action adventure genre hasn’t evolved in seven years” but Itagaki wasn’t impressed.

“I think Kayima-san makes good games,” he said when asked what he thought about Kayima’s statement. “However, I think they, the systems, gameplay elements in his game tend to be rather shallow and he makes up with that through stylish presentation. I think if you were to compare them directly, the combat and other gameplay elements in NGII are much deeper than projects that he works on.”

http://www.oxm.co.uk/4417/itagaki-calls-devil-may-cry-shallow/

What does this even mean?

eh, whatever. to each their own. i had much to say but its all good. i started off just saying what i think would be interesting for ng4 after playing ng3re, cooly disagreeing with some peoples opinions until someone with the retardest name ever, crotchpuncha, decided to get super sensitive, and i wasnt having it. this guy comes out of left field cursing up a storm and being all sensitive, then tries to flip it back once someone gets on his ass. ha, classic bitch shit. please die in a fire. anyways

we will see how ng4 is when it drops, meanwhile ng3 and re aint shit compared to ng2 imo, nor is it shit compared to all the other big dogs of that genre, combat wise. so yeah, ng4 needs to step up somehow to the plate, and give me something fresh. if not, just give me ng2 with chapter select for xbox 360 and im good.

all that other shit, whatever, we will just disagree on it. if you wanna think you won the convo, cool, you won. niggas correcting me and dont even know what dodge offset is. ha

Itagaki is always talking mad shit and in this case he’s very right. The enemy and character interaction in DMC and Bayo is shallow as fuck compared to the NG series. Most enemies just sit there like combo training dummies waiting for you to juggle their asses all day. This is why some people like DMC1 over its sequels. Sure, you don’t have as many “options” but the enemy AI design and character+enemy interaction is the best in DMC1, followed by 3.

This is part of one of the many reasons I find NG’s combat to be #1. If you aren’t constantly thinking about your next move in NG, you’re going to get BBQ’d. Enemy AI is awesome and they’re relentless.

NG series has a lot of style, too. Some of Ryu’s animations during his strings+UT’s+OT’s is some of the most satisfying and stylish shit I’ve ever seen.

Here we go. 99% sure I read this article before(I remember his Sigma 1 comments.)

"I really believe that action games should be very beautiful visually, but they also need to be supported by a depth of combat. In my games its all based on a back and forth with the enemies, its very interactive. You feel like you’re pushed to the brink but you manage to survive, the enemies are as out to get you as you are to get them. Whereas other types of action games, one of which being Devil May Cry, enemies exist there as objects on which you unleash your attacks.

It’s very much a one-way street and once those enemies are finished you have that feeling of ‘oh, I’m so powerful’.

I understand the appeal of that type of game but that’s really not for me, that’s not the type of games I want to make. So I think its important to tie in the depth of combat with the visuals, like not only are you overcoming a situation but you’re doing it in a very stylish manner." -Itagaki

I’m looking forward to that the most, as I’ve only played DMC3. I want to see exactly why 2 is so infamous.

Why’d you have to mention Syphon Filter? I’m so upset that the last game ended in a cliff hanger and no followup seems to have consistent news of being made.