RYSE IS SOLID, I PROMISE!
I felt like that was really important to say up front. And I'm being sincere. Ryse has been a HUGE question mark (at best) since its unfortunate showing at E3 2013. Many (fairly) assumed based on the footage that the game was a sensational watch 'em up that favored quick time events over real combat gameplay. While I can't say for sure whether or not the game was originally designed that way or whether it just appeared that way as a result of a unrepresentative showing, it's been 6 months since E3 and I'm happy to report that Ryse is not only NOT a watch 'em up, but it's a pretty solid combat experience all around! Let's jump on in.
We need to talk about Aces Wild. It's an indie beat 'em up made by this dude Tyler Doak. He lives in Wyoming and is a programmer, artist, and designer all rolled up into one magnificent man. He very recently released Aces Wild on his personal website (for an unbeatable $10 USD) and I snatched it right up. After thorough scrutiny I have determined it is a game of tremendous importance. In order to understand why, check out this timeline I made of the 4 ages of beat 'em ups. It describes the age's distinctions and also contains most of the notable entries of each age. It'll help you understand what I'm getting at when I say that Aces Wild's purity, elegance, and carbon integrity make it the very champion of second age beat 'em up sensibilities, and I would go so far as to say it marks the age's glorious end. Please read on.
I've been waiting to do this one for a while! I played the demo for Metal Gear Rising BEFORE it was on Xbox Live by buying a copy of Zone Of The Enders HD on the 360. That's how BONED UP I was about it. Haha! Sure enough, Platinum Games has once again constructed their own distinct combat experience and then wrapped it up in a typically bananas Metal Gear plotline. But let's talk about this combat already, because it's actually pretty fascinating...for better or for worse.
It's time for another official combat analysis, and this time it's an independently developed beat 'em up! It's called Guacamelee and it's available now on the PS3 and Vita. It's a Metroidvania style game where you regularly switch between the world of the living and the world of the dead, each having slightly different configurations of floors and walls. It also happens to be a combat heavy game with a big emphasis on mob crushing, and what they have done here is worth evaluating. Guacamelee was developed by Drinkbox Studios, a 12-15 person team from Toronto. As of this writing, I've completed the game.
David Rosen over at Wolfire (creators of Lugaru, Overgrowth, and the Humble Bundle) suggested that I make an analysis similar to the ones I usually do here on the blog except in video/spoken format. I figured it was worth a try so I ended up making a couple in the last week: one for Warhammer 40k: Space Marine and one for Darksiders 2. The response was good so I'm sharing them here now and opening it up for feedback. Keep in mind that because of the short video format, I can't go into nearly as much depth as I do in my written analyses, so the videos take the form of a mechanic analysis, where I evaluate the game's mechanics in an open area without enemies. I always do this whenever I get my hands on a combat heavy game for the first time, and I've found this exercise terrifically useful. Anyway, here they are! Let me know what you'd like to see from videos like this in the future.
I will continually update this entry with new videos as I make them. Hit the jump to see the rest!
Before I say anything at all, just know that this combat analysis is primarily based on its independent merits, and only partially based on the merits of the old games. A comparison would be unfair since (as far as I know) this was not even touched by the Japanese developers of the first four games, but it's not completely avoidable since it became clear very quickly that Ninja Theory is trying to preserve the mechanical spirit of the previous entries. With that being said, I am joyously, delightfully, enthusiastically, proudly declaring that Ninja Theory has finally made some great combat. I was shocked and disturbed when it was announced that Capcom had given them the reigns, as their previous games (Kung Fu Chaos, Heavenly Sword and Enslaved) were generic combat experiences at best and awkward drunken haphazard combat experiences at worst. But they finally grew up and delivered. Keep in mind this is also based on the downloaded 360 marketplace demo! As of this writing, the full game isn't out yet. Anyway, here it goes:
The best way to describe the game Lollipop Chainsaw is this; Bayonetta's awkward, underdeveloped, squeaky voiced, ambitious little sister. Personally, this isn't very surprising as it's a Suda 51 game. In my opinion, he makes interesting things, not fun things, and the game experience is very much a reflection of this.
You knew it was coming! The game I regularly rave about as containing the finest combat engine ever devised is going to get its own analysis. It simply doesn't make sense not to. Heads up! This one's going to be a doozy. *cracks knuckles*
I recently played all the way through Castlevania: Lords Of Shadow for Xbox 360 on Hard difficulty.
I recently played through Dante's Inferno on the 360 all the way and like usual, I was evaluating and scrutinizing the combat the entire time. But it doesn't help anyone else to have all that evaluation information stuck up inside my brain so I'm starting a column here on the blog that's dedicated completely to the combat of existing beat 'em up games. For Dante's Inferno, I played all the way to the last boss on normal difficulty.