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Re(5):A History of 3d Movement in Fighting Ga
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[QUOTE] Indeed, the very phrase "dodge through the attack" is kind of an oxymoron. [/QUOTE] It's also kind of funny how in games you typically swing a sword at a dude and the sword just goes through him and comes out the other side. Like a woman passing her fingers through her beautiful hair... but with considerably more particle effects. But, when this happens, the dude, having been bested, must pay in hit points. It's in his contract. It's really the game's hair, and when you're in a commercial for a high-end hair product you are more or less obligated to do as you're told. Dodge a dude into a sword though, or a club, or whatever, and he passes right through and comes out the other side like a diver gracefully piercing the placid surface of an Olympic pool the size of a two-by-four. Embarrassed at being beaten at his own game, the weapon is too ashamed to demand that the dude pay in hit points... even though the sword has to pay the rent and the greedy landlord only accepts hit points as payment. Every month the sword has to hand over most of the hit points he's taken off the player by the sweat of his brow (err... the sword's brow), and every year or so the landlord has the unmitigated gall to ask for more hit points. What a goddamn racket, thinks the weapon. What does this asshole even [i]do[/i] with all those hit points? Doesn't he have enough of them by now? Maybe someone should pass a sword through the landlord. Maybe we could see how he likes [i]that[/i]! Then you have cases in Dark Souls where an enemy swings his sword through another enemy, and the sword is like, "Yo! My guy! Should I take some hit points off this dude?" And the guy that swung the sword is like "Nah man, that's my friend Bill." And the sword is like, "Man, you [i]know[/i] I could really use those hit points but okay, if you say this guy's cool then he's cool." But the sword sounds kind of sarcastic when he says this. So the guy fires back, "Let's just focus on hitting the player, okay?" Meanwhile the player is just endlessly spamming the roll and randomly mashing the "square" button every few seconds. On a slightly tangential note though, doesn't it feel great when you connect with a powerful attack and it tears a character model apart? You don't really have to think about why the attack didn't stop... or whether they had some complicated agreement worked out ahead of time. The attack doesn't have to stop because there's no longer any guy in the way... that guy has been obliterated. He's been transmuted into chunks of compromised geometry in a gratuitous display of intuitive logic. There's only air in front of the attack now, or maybe a cool explosion/blood effect that might even be a little transparent. And it's total [i]child's play[/i] for e weapon worth its salt to pass through something like that. Now that's an honest way to live your life (if you are a sword, anyway). This is actually why I kind of really liked Capcom's Shadow of Rome even though it was really not objectively all that great a game. In my memory, attacks were more likely to turn people into chunks than not. Maybe I just used charge attacks all the time. Shadow of Rome does demonstrate that special Capcom mastery of charge attacks. I'm not 100% sure they use the "sweet spot" mechanic I like so much (and which shows up in games like Dragon's Dogma and Monster Hunter). But one thing I am sure of is that charging up those meaty (literally meaty) hits just felt so good. "Are you not entertained?" So says Russell Crow in the movie my wife's mother's sister once mistakenly and hilariously called "Radiator." I have to say, I was entertained!
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