Did you ever spent 10 minutes with Devil May Cry or similiar gerne like Bayonetta? Because as overdriven as they are these games have probably the deepest battle system of any game available. Sure you can mash buttons. Does it mean you mastered anything of the battle system? No.
Poor example.
Those games feature
Did you ever spent 10 minutes with Devil May Cry or similiar gerne like Bayonetta? Because as overdriven as they are these games have probably the deepest battle system of any game available. Sure you can mash buttons. Does it mean you mastered anything of the battle system? No.
Poor example.
Those games feature
I don't think that auto-targetting inherently makes a game a brainless button masher. This is not an FPS, the core gameplay is not aiming, auto-aim has literally no relevance to the depth of the game.
Isn
See, that is exactly the attitude that killed off good tactical games (and a lot of other genres). Why turn it into RTS #237 when there are already 236 pre-existing ones? They are re-skinned action games with the focus on action and it's games mechanics designed aroung keeping up a certain pace.
Really?
So that
No, the game should change for the sake of improving it. TB system ought to be obsolite by now - pause is perfectly acceptable way of managing units in RT tactical games. But more important is the point of who the target audience is - because if you give up on gaining new players then the franchise and possibly the entire genre will simply be slowly milked into oblivion.
Maybe it's the resolution but I found the interface to be terrible, especially the POP/goods icons which seem indistinguishable without considerable eyestrain.
It
Publishers also hate rentals and free online but as long as there is sufficient competition in the market they dare not do anything about it. That PC is being burdened with more restrictive DRMs is simply a result of platform oriented games disappearing.
As for steam - making it mandatory has only become more widespread recently.
Besides it may have more to do with requiring a dlc delivery platform than any form of ownership control. Since it is supposed to be the future of PC gaming it will make a poor selling point from a customer pov.
The idea of kiting is even less so.
Besides isn't the whole instant & uninterruptible health potion gulping idea a diablo 1 leftover from 1999?
As for defense mechanics there were attempts to use a different solution - all console oriented tho.
I just seriously doubt that any game requiring the out-heal-it tactics will become seriously accepted among console audiences.
People were never really hung up on starcraft story but on the way it was told. Script filled dynamically changing maps directly involving storyline heroes were a novelty at the time.
High quality cutscenes didn
I seriously doubt development cost are comparable between a wii shooter build on a in-house developed framework and a console arpg made by licensing ut3 engine.