A vid where I attempt to come up with a design lense that, on paper, promotes all the things I love in action games. Saying "balance it!" or "add depth!" every time developers hyperfocus on either the player's or enemy's moveset instead of the space that exists where the two interact feels too vague. And neither quite captures what I wanna say. Hopefully this way of looking at the games is a lot more clear & concrete.
Also even though I'm totally trying to convince you that this is the best way of doing things, don't take it too seriously. Take what's useful and discard the rest. Games are too complicated to be boiled down into simple principles.
Music from :
Under Defeat (non-HD)
Ex-Zodiac
Final Fight CD
Knights of the Round (Varth G.S.M Capcom 6 ver)
Games featured (kinda sorta in order, good luck in your search) :
God Hand
Bayonetta
Devil May Cry 3
Ninja Gaiden 2
MvC3
Metal Gear Rising
Soul Calibur 6
Street Fighter 3rd Strike
Melty Blood Type Lumina
Some TES MMO idk
Dragon's Crown
Getting Over It
Dodonpachi Daioujou
Espgaluda 2
Esprade
Space Harrier
Kid Icarus Uprising
Ex-Zodiac
Galaxy Force 2
Devil May Cry 1
Star Fox 64
Sin & Punishment 2
Sin & Punishment 1
Final Fight
Super Punch Out
Resident Evil 4
Resident Evil 5
Tetris/Nullpomino
Spikeout Final Edition
King of Dragons
Nioh 2
Hi Fi Rush
Ys 2
3 ноя 2023