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	<title>Comments on: Combat Analysis: Lollipop Chainsaw</title>
	<atom:link href="http://aztez.com/blog/2012/07/14/combat-analysis-lollipop-chainsaw/feed/" rel="self" type="application/rss+xml" />
	<link>http://aztez.com/blog/2012/07/14/combat-analysis-lollipop-chainsaw/</link>
	<description>Insights into the development of beat &#039;em up games.</description>
	<lastBuildDate>Thu, 16 May 2013 23:53:25 +0000</lastBuildDate>
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		<title>By: jpL</title>
		<link>http://aztez.com/blog/2012/07/14/combat-analysis-lollipop-chainsaw/#comment-7234</link>
		<dc:creator>jpL</dc:creator>
		<pubDate>Tue, 01 Jan 2013 01:27:33 +0000</pubDate>
		<guid isPermaLink="false">http://aztezgame.com/?p=1417#comment-7234</guid>
		<description><![CDATA[It&#039;s a real bummer to play this game for the first time and on hard mode.  Enemies take sooooooooo many hits to put them into kill state.  This is the one game I recommend playing on easy.  Mostly because it&#039;s such garbage otherwise.  

On hard mode I never made it past the first stage.  The game just feels really really bad.  And I am afraid to even give easy mode a chance.]]></description>
		<content:encoded><![CDATA[<p>It&#8217;s a real bummer to play this game for the first time and on hard mode.  Enemies take sooooooooo many hits to put them into kill state.  This is the one game I recommend playing on easy.  Mostly because it&#8217;s such garbage otherwise.  </p>
<p>On hard mode I never made it past the first stage.  The game just feels really really bad.  And I am afraid to even give easy mode a chance.</p>
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		<title>By: Ben Ruiz</title>
		<link>http://aztez.com/blog/2012/07/14/combat-analysis-lollipop-chainsaw/#comment-6874</link>
		<dc:creator>Ben Ruiz</dc:creator>
		<pubDate>Sun, 02 Dec 2012 20:11:13 +0000</pubDate>
		<guid isPermaLink="false">http://aztezgame.com/?p=1417#comment-6874</guid>
		<description><![CDATA[It&#039;s really just a design difference between the two types of games. The traditional fighting game combo is a very difficult thing to do, so the reward is justified.

Since combos in beat &#039;em ups are &quot;the default mechanic&quot; so to speak, the reward would outweigh the difficulty if there weren&#039;t enemies that could trump your combos. I agree it can be done with more elegance than in your examples, but if there&#039;s anything I&#039;ve come to understand it&#039;s that finding the middleground between &quot;perfectly disruptive&quot; and &quot;not cheap feeling&quot; is super tricky.]]></description>
		<content:encoded><![CDATA[<p>It&#8217;s really just a design difference between the two types of games. The traditional fighting game combo is a very difficult thing to do, so the reward is justified.</p>
<p>Since combos in beat &#8216;em ups are &#8220;the default mechanic&#8221; so to speak, the reward would outweigh the difficulty if there weren&#8217;t enemies that could trump your combos. I agree it can be done with more elegance than in your examples, but if there&#8217;s anything I&#8217;ve come to understand it&#8217;s that finding the middleground between &#8220;perfectly disruptive&#8221; and &#8220;not cheap feeling&#8221; is super tricky.</p>
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		<title>By: thatguy</title>
		<link>http://aztez.com/blog/2012/07/14/combat-analysis-lollipop-chainsaw/#comment-6773</link>
		<dc:creator>thatguy</dc:creator>
		<pubDate>Sat, 10 Nov 2012 02:39:21 +0000</pubDate>
		<guid isPermaLink="false">http://aztezgame.com/?p=1417#comment-6773</guid>
		<description><![CDATA[this game is closer to no more heroes in terms of combat with the high low mechanic. I think No More heroes had a better implemented combat system than this. 

I&#039;d love to read a combat analysis of No More Heroes from you (also vewtiful joe) 

Non related but i have a question about beat em ups. 

Why is that in a fighting game when you hit an opponent they are locked in hit stun and if your fast enough you can execute a full combo on them yet beat em up enemies sortha randomly negate what ever combo your doing. 

Like in God of war the snake ladies will just dash out of a combo your doing on them and in bayonetta you&#039;d be combo-ing enemies and some of them randomly parry you out of it (especially on harder difficulties)
this thing has bothered me for a while and feels kinda cheep]]></description>
		<content:encoded><![CDATA[<p>this game is closer to no more heroes in terms of combat with the high low mechanic. I think No More heroes had a better implemented combat system than this. </p>
<p>I&#8217;d love to read a combat analysis of No More Heroes from you (also vewtiful joe) </p>
<p>Non related but i have a question about beat em ups. </p>
<p>Why is that in a fighting game when you hit an opponent they are locked in hit stun and if your fast enough you can execute a full combo on them yet beat em up enemies sortha randomly negate what ever combo your doing. </p>
<p>Like in God of war the snake ladies will just dash out of a combo your doing on them and in bayonetta you&#8217;d be combo-ing enemies and some of them randomly parry you out of it (especially on harder difficulties)<br />
this thing has bothered me for a while and feels kinda cheep</p>
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		<title>By: Ben Ruiz</title>
		<link>http://aztez.com/blog/2012/07/14/combat-analysis-lollipop-chainsaw/#comment-5314</link>
		<dc:creator>Ben Ruiz</dc:creator>
		<pubDate>Mon, 16 Jul 2012 23:34:24 +0000</pubDate>
		<guid isPermaLink="false">http://aztezgame.com/?p=1417#comment-5314</guid>
		<description><![CDATA[Glad you know feel me on this and I&#039;m doubly glad you dropped some of your personal insight! That&#039;s good to know about the negative edge because I was seriously very confused about this. But a mechanic of that nature on that button definitely clarifies the weirdness there. While I still find that very awkward, I admit that a huge majority of players would never notice this before they unlock that attack so I&#039;ll cut the devs some slack on this one. Haha!

The stagger idea is very frustrating to me personally because enemies with that behavior (not disrupted/interrupted by player attacks) really change the nature of the game. It&#039;s fine when you have an occasional elite enemy but if that&#039;s the way most enemies are on higher difficulties then sounds way less interesting. In my experience, beat &#039;em ups that do this sort of transmogrify themselves into weird rhythm games where it&#039;s no longer about metered but realized aggression and more about microscopic poke bursts while you&#039;re finger clings desperately to whatever poor button fires your defense mechanic. Haha!

And I&#039;m with you; it&#039;s still enjoyable as a product because it has a lot of heart, and it does still have that engaging combat flow.]]></description>
		<content:encoded><![CDATA[<p>Glad you know feel me on this and I&#8217;m doubly glad you dropped some of your personal insight! That&#8217;s good to know about the negative edge because I was seriously very confused about this. But a mechanic of that nature on that button definitely clarifies the weirdness there. While I still find that very awkward, I admit that a huge majority of players would never notice this before they unlock that attack so I&#8217;ll cut the devs some slack on this one. Haha!</p>
<p>The stagger idea is very frustrating to me personally because enemies with that behavior (not disrupted/interrupted by player attacks) really change the nature of the game. It&#8217;s fine when you have an occasional elite enemy but if that&#8217;s the way most enemies are on higher difficulties then sounds way less interesting. In my experience, beat &#8216;em ups that do this sort of transmogrify themselves into weird rhythm games where it&#8217;s no longer about metered but realized aggression and more about microscopic poke bursts while you&#8217;re finger clings desperately to whatever poor button fires your defense mechanic. Haha!</p>
<p>And I&#8217;m with you; it&#8217;s still enjoyable as a product because it has a lot of heart, and it does still have that engaging combat flow.</p>
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		<title>By: Kyle W</title>
		<link>http://aztez.com/blog/2012/07/14/combat-analysis-lollipop-chainsaw/#comment-5308</link>
		<dc:creator>Kyle W</dc:creator>
		<pubDate>Mon, 16 Jul 2012 21:17:13 +0000</pubDate>
		<guid isPermaLink="false">http://aztezgame.com/?p=1417#comment-5308</guid>
		<description><![CDATA[I&#039;m as pleased as could be that someone else has the same issues with Lollipop Chainsaw&#039;s combat that I do. Found you via a Google search concerning the game&#039;s combat mechanics.

I understand that the combat mechanics are built around the idea of:
1) Pom-pom enemies to stun and &quot;herd&quot; them together, so that you can
2) Chainsaw the stunned group for crazy Sparkle bonuses

But as you said, it takes a stupid amount of time to stagger even one enemy, and by the time you&#039;ve gone and staggered another two or three -- much less maneuvered them near each other -- the first one of getting back up.

As for the first attack being on the negative edge of the button press, I understand why. One of the unlockable attacks involves holding the initial pom-pom attack for a moment or two in order to charge a &quot;butt bash.&quot; If it was on the front of the press, that attack couldn&#039;t be used.

And finally, there&#039;s the subject of enemy stagger. Especially on higher difficulties -- where this game suffers since it becomes more annoying than satisfying -- even your strongest chainsaw attacks are shrugged off, and zombies easily swing through them to interrupt your combo, since apparently even a zombie sneeze trips Juliet up.

Now, yes, I&#039;ve focused on the negative, but honestly? I love the game. Actually, I adore it. The combat does take a while to get used to, but in the end I do always leave the game with a smile on my face. I do wish the combat mechanics made a little more sense, though.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m as pleased as could be that someone else has the same issues with Lollipop Chainsaw&#8217;s combat that I do. Found you via a Google search concerning the game&#8217;s combat mechanics.</p>
<p>I understand that the combat mechanics are built around the idea of:<br />
1) Pom-pom enemies to stun and &#8220;herd&#8221; them together, so that you can<br />
2) Chainsaw the stunned group for crazy Sparkle bonuses</p>
<p>But as you said, it takes a stupid amount of time to stagger even one enemy, and by the time you&#8217;ve gone and staggered another two or three &#8212; much less maneuvered them near each other &#8212; the first one of getting back up.</p>
<p>As for the first attack being on the negative edge of the button press, I understand why. One of the unlockable attacks involves holding the initial pom-pom attack for a moment or two in order to charge a &#8220;butt bash.&#8221; If it was on the front of the press, that attack couldn&#8217;t be used.</p>
<p>And finally, there&#8217;s the subject of enemy stagger. Especially on higher difficulties &#8212; where this game suffers since it becomes more annoying than satisfying &#8212; even your strongest chainsaw attacks are shrugged off, and zombies easily swing through them to interrupt your combo, since apparently even a zombie sneeze trips Juliet up.</p>
<p>Now, yes, I&#8217;ve focused on the negative, but honestly? I love the game. Actually, I adore it. The combat does take a while to get used to, but in the end I do always leave the game with a smile on my face. I do wish the combat mechanics made a little more sense, though.</p>
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	<item>
		<title>By: Mike M</title>
		<link>http://aztez.com/blog/2012/07/14/combat-analysis-lollipop-chainsaw/#comment-5258</link>
		<dc:creator>Mike M</dc:creator>
		<pubDate>Sun, 15 Jul 2012 09:44:55 +0000</pubDate>
		<guid isPermaLink="false">http://aztezgame.com/?p=1417#comment-5258</guid>
		<description><![CDATA[Spot on review man. This game was definitely a mixed bag. The Nick Roll and Chainsaw Blaster both felt like poor mechanics shoved in for the sake of variety.]]></description>
		<content:encoded><![CDATA[<p>Spot on review man. This game was definitely a mixed bag. The Nick Roll and Chainsaw Blaster both felt like poor mechanics shoved in for the sake of variety.</p>
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