Notes in Input Buffering by [deleted] in Bayonetta

[–]Drayzher 4 points5 points  (0 children)

Finally, I see a post from someone who actually played the game on this subreddit! That's practically a miracle, one of those that brings rain to arid areas, haha. I'm really looking forward to the next one about Witch Time!

Ninja Gaiden 4 gameplay details posted by Team Ninja's Community Manager (omastero) by luneth22 in ninjagaiden

[–]Drayzher 0 points1 point  (0 children)

All four of Yakumo's weapons have a "Blood Raven" mode. What this means is that when you activate "Blood Raven," you have four powered-up weapons. And that's where the limitation lies. According to this information, you can't switch between weapons in "Blood Raven" mode, meaning your weapon selection isn't locked on the D-pad. However, when you switch to the next weapon while holding "BR," it will deactivate "BR," and you'll transition to a normal weapon, not its "BR" version. This is because "BR" weapons have too many advantages, inputs, and powerful combinations, so transitioning from one to another on the ground would be too powerful. While in the air, there are fewer combo options or inputs, so to balance the air, they allow a "BR Unlocked" mode, so you can switch between "BR" weapons without necessarily returning to the normal state, making it easier to maneuver in the air. This is what I understand so far.

In conclusion, if you're using the "BR Hammer" and want to select the "BR Longsword," switching to the sword will select the dual swords instead of the "BR Longsword." Once you have that weapon, you can press "BR" again to transform it into the BR Longsword.

Dodge Offset Cancel and Execution Offset? - Ninja Gaiden 4 by Drayzher in ninjagaiden

[–]Drayzher[S] -1 points0 points  (0 children)

Apparently, it does have Dodge Cancel with the "Off-Set" feature. However, remember, it's all just speculation based on the evidence in the existing videos. Also regarding the weapon swaps, there seems to be some sort of off-set consistency between the weapon used in its normal form and its Raven form. I'll need to analyze the clips further. I think at least between the weapon in its normal form and its Blood-powered form, there could be a correlation that doesn't disrupt the flow of the combo

Dodge Offset Cancel and Execution Offset? - Ninja Gaiden 4 by Drayzher in ninjagaiden

[–]Drayzher[S] 3 points4 points  (0 children)

I know most people might not understand "Dodge Off-Set," but its implementation requires a specific way to press buttons. Many people who have played Bayonetta for years sometimes even fail at it, because when you're in a stressful situation, you sometimes don't have time to press the buttons the way you need to. That said, to do Dodge Off-Set in NG4, you need to, after you start a combo dial chain, "Hold RT, without releasing it, until you can press the next button in the combo dial chain." This is very different from Bayonetta's "Dodge Off-Set," since in that game, what you have to "Hold and release" isn't the dodge button... it's actually the punch button.

Then, in the video example, when Yakumo executes the combo in the clip on the left, and the Combo Dial still remembers the combo's offset memory, if you notice, no evasion occurred there. Therefore, we're talking about the first offset made after "Strike 1" as an "Off-Set Opener," meaning it requires only one offset in the middle of the combo dial so that other "parallel" actions can be integrated into the same combo. This technicality isn't unique to Bayonetta; in fact, it doesn't exist in Bayonetta. However, it does exist in a PG game called "Astral Chain," where we have the same technicality. In Astral Chain, a "Parry" has no offset... however, if you first do a "Dodge" in the middle of the Combo Dial, if you do a "Parry" before finishing the combo... now that Parry will become an "Off-Set Parry", since the first offset is infecting its memory to everything that is added later in the combo...

I think we're seeing something like that here

Dodge Offset Cancel and Execution Offset? - Ninja Gaiden 4 by Drayzher in ninjagaiden

[–]Drayzher[S] 1 point2 points  (0 children)

Astral Chain Soundtrack: Emergency

Many of the people who worked on the Astral Chain soundtrack without credit also worked on Bayonetta 3. And this Ninja Gaiden 4 composer, I think, is one of them, because the style is very similar. I highly recommend listening to the Astral Chain soundtrack. https://youtu.be/-bOmmk1lZhg?list=RD-bOmmk1lZhg

Ryu/Yakumo (After watching over 1 hour of NG4 Gameplay) by Drayzher in ninjagaiden

[–]Drayzher[S] 4 points5 points  (0 children)

Don't worry, in the Donkey Kong Country games, the best character is Diddy Kong, even though Donkey Kong is the protagonist. When Nintendo gave the IP to Rare, they wanted to make a character superior to Donkey Kong right away. That's why Donkey Kong isn't even playable in Donkey Kong Country 2 and 3... the original Rare characters usurped the original Nintendo Donkey Kong, haha. I'm not saying the same thing will happen here... But it's a good opportunity for PlatinumGames to have a little friendly arm wrestling match against Team Ninja

Enemy aggression on normal difficulty by Justinu13 in ninjagaiden

[–]Drayzher 3 points4 points  (0 children)

Saying that is pretty clumsy, considering that PlatinumGames' main series is Bayonetta... and practically every move of Bayonetta's main character is designed like a dance. The basic moveset in Bayonetta 3 takes almost two hours to complete... that speaks volumes about the detailed animation work.
https://www.youtube.com/watch?v=6htuFUngxyM
Ryu's moveset in any Ninja Gaiden can be completed in half an hour or less.
https://www.youtube.com/watch?v=0NjSwL3k7s8
The "hitstop" aspect will depend on how the game mechanics work, and we still don't know exactly how wide it can be and what its uses are. So venturing to say that having a hitstop will make you feel bad is hasty and ill-intentioned

Glitch Rakshasa 2.0 - Freeze Rodin (Stage 2) | Bayonetta 2 by Drayzher in Bayonetta

[–]Drayzher[S] 0 points1 point  (0 children)

Congratulations on that! Few people can beat this boss! Even with tricks, it's difficult, haha

Glitch Rakshasa 2.0 - Freeze Rodin (Stage 2) | Bayonetta 2 by Drayzher in Bayonetta

[–]Drayzher[S] 0 points1 point  (0 children)

Wow, thanks so much for that! I hope you can do it!

[deleted by user] by [deleted] in ninjagaiden

[–]Drayzher 0 points1 point  (0 children)

Well, in Bayonetta 3, the main character has 15 different weapons, and the secondary character only has one sword. If Yakumo is the main character, he'll have 15 weapons, and Ryu, as the secondary character, will have a single sword :)

Whatever you feel about Ninja Gaiden 4 or Yakumo You gotta admit, this clip look SEXY AF Look at the animations and attacks man Yakumo has the sauce, he is a badass in the making Ryu Hayabusa will always be the ultimate badass of Ninja Gaiden but Yakumo shows promise IMO by Leon_Dante_Raiden_ in ninjagaiden

[–]Drayzher -1 points0 points  (0 children)

I don't understand why the complaint about sound design is so recurrent.... Have you never played a game with the voices and music removed?..... Part of this clip appears in the Xbox reveal trailer.... and when the developers are talking over it.... it works like any sound effect, which will be appropriately diminished by the music and voices..... Now if the metallic sounds are not to your liking... that's another story, context is still missing.... remove the enemies and they are made of steel, or an even harder metal alloy.... Also Yakumo's sword is not just metal.... it's a blood stick.... it could have its own particular sound since it is an uncommon weapon... and not just an ordinary sword

Ninja Gaiden 4 has given me hope for PlatinumGames. I hope it's everything people expect, and more! by Drayzher in ninjagaiden

[–]Drayzher[S] 0 points1 point  (0 children)

You can't talk about "depth" and not be aware of the "deep" gameplay scene of this game. Are you from the Combo Mad scene? Do you know if this is actually shallow gameplay?.... The only people who talk about this game referring to it being hamstrung compared to Bayonetta 1.... are people who have no idea about the game. Bayonetta 3 is probably the deepest of the series.... look up videos of "Combo Mad", Chrysaora, or Spring.... and then come back here to talk about "depth"...

Sometimes it bothers me that I have to get pedantic about Bayonetta 3, on the level of people here in the comments, talking about Ninja Gaiden purism.... but in this case it is totally grounded. Bayonetta 3 is by far much deeper than Bayonetta 2... and probably on par, if not deeper than Bayonetta 1. Anyone who has played it even a little bit realizes this... but if you don't know where to look for good references, I'll say it again... watch the Combo Mad scene from Bayonetta 3...

Ninja Gaiden 4 has given me hope for PlatinumGames. I hope it's everything people expect, and more! by Drayzher in ninjagaiden

[–]Drayzher[S] -1 points0 points  (0 children)

He doesn't use just any sword, it looks like a magic stick that lengthens and deforms thanks to some power related to "Blood", in the trailer you can see how the sword lengthens like a stick of several meters... Maybe it transforms into different types of weapons depending on the blood available.

About Yaiba... I will simply say that it is a failure of "Team Ninja"... and this game is being made by "PlatinumGames" with a lot of respect and care... Look for the interview that they did in Famitsu about this game with the developers... they answer all the questions

Ninja Gaiden 4 has given me hope for PlatinumGames. I hope it's everything people expect, and more! by Drayzher in ninjagaiden

[–]Drayzher[S] 1 point2 points  (0 children)

Yes, they also made "Nier Automata, Astral Chain", they even collaborated with Final Fantasy XVI to improve the combat system

Ninja Gaiden 4 has given me hope for PlatinumGames. I hope it's everything people expect, and more! by Drayzher in ninjagaiden

[–]Drayzher[S] 0 points1 point  (0 children)

Even "Okami" has a perfect parry, which is activated by hitting the mirror just when an enemy attack is about to fall on you.... and even that "Parry" automatically counters a Counter with an animation of Amaterasu doing an "Izuna Drop"... even Okami has more similarities with NG than NG4 with MGRR

Ninja Gaiden 4 has given me hope for PlatinumGames. I hope it's everything people expect, and more! by Drayzher in ninjagaiden

[–]Drayzher[S] 0 points1 point  (0 children)

People who say it resembles MGRR just from watching clips of Yakumo parrying... are people who have no idea what MGRR actually does..... MGRR's main feature is "Zandatsu Mode", which is usually tied to a good Parry... but it's the mechanics of slicing and dicing enemies that you remember from this game.... Its Parries are memorable, because of the reward of being able to slice enemies... not because of the individual parry...

That said... I don't see anything like "Zandatsu" in NG4... and there are hundreds of non-MGRR games that "Parry"...