That's what you would think, but the second game has melee classes and when you actually use one and take your first swing at somebody, it just clicks in your brain like "oh... okay... this can work..."
There's a reason you put quotes around stats! While certain factors may have an impact on damage and charge times, the problem is that after those changes, those items become fixed entities. They're impacted by set intervals, not progressively. And damage isn't impacted by progressively changing strength, comparative defense, or customization of the item itself. Whereas in RPGs, it's all about randomization and what you try to do about it. Randomization is the hallmark of RPGs, going back to its origin in pen and paper games.think my issue stems from the fact another From Software series, Armored Core, has most of those features as well, but no one would call Armored Core an Action RPG. Assassin's Creed also has charge times based on what weapon you use as well, and you purchase items and equipment from shops that can affect your characters "stats", so I feel Demon's Souls "RPG" elements are weak. It's still a fantastic game, but I kind of feel like it's in the same category as Vagrant Story, which is called an "Action RPG" despite most of its core elements leading one to believe the game defies any true genre, but we can't just say ??? when the genre entry comes up.![]()
It's like when we discuss why Zelda isn't an RPG in GGaming, and the layers separating Demon's Souls and Zelda are pretty numerous.
I've heard a lot of good things about Agito from you guys, but I honestly can't see myself playing it. Despite all I've said in Demon's Souls defense, I'm just not interested in that Action RPG style that Square Enix has been on with Kingdom Hearts and Dissidia. I know Dissidia's supposed to be a fighting game, but I'm talking about the style here and Dissidia's really only a fighter because they have you fight one opponent at a time. It's not like Demon's Souls which is very well planned out by a developer who has roots in the origin of this kind of thing, it's just a lame attempt to move away from the criticism of non-fans of the genre that turn-based is inherently, by definition, a bad game mechanic. Then again, Type-0 might not even be what I'm talking about here at all, but I guess for now I'll just say i'll get around to it, I'll give you the benefit of the doubt, just don't complain if I come with a wall of text for a post in the sub-forumHell, it has some elements in its design that I feel you would appreciate, like blending gameplay and storytelling with in-game cinematics. That Scorpion Tank encounter in the early part of the demo made my jaw drop actually, as well as the atmosphere leading up to the first boss encounter. I'm honestly still in disbelief this game was made by the same guy who did the sub-par Crisis Core. The game has blossomed into something truly more ambitious than its console big brother.![]()





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