I've made a brief comparison of Ion Fury's enemies. In my opinion, the low diversity of opponents is a great weakness of the game. Even the 23 year old Duke Nukem 3D offers more variation. What do you think? #ionfury
"In my opinion, the low diversity of opponents is a great weakness of the game" It's not that this is untrue, because in the first half of the game I definitely felt that combat was starting to drag and get repetitive. But there's a nuance to it: The REAL issue, is that a lot of combat encounters are all overcome in the same manner as each other. (wall of text warning) In Doom, the constant mix of zombies, imps, pinkies, hell knights, revenants, cacodemons, lost souls, mancubi, etc. meant you had a LOT of enemy attack patterns to learn, and had to switch tactics constantly. Chaingun to whittle down zombies? Super Shotgun to duel with larger enemies? Spend your precious Plasma/BFG? Duke Nukem 3D was much the same thanks to enemies with varied attack patterns and weapons that dealt with different groups accordingly. Ion Fury only has two tactics you have to learn for the entire first half: Humanoid and Mechsect. Cultists, Greater Cultists, and Shotgunners make up the VAST majority of enemies, especially in the first half of the game. Despite being distinct enemies with different weapons, visual design, audio cues, etc, they seem to have the same amount of health and the same attack patterns. The Disperser and the Ion Crossbow kill them in two shots on average; Loverboy in four shots; Bowling Bombs and Disperser Grenades in either 1 or 2 shots depending on RNG. This means that while half your brain can recognize them as different enemies, the other half realizes they're mostly just the same enemy. And because their time-to-kill is so similar with all the weaker weapons, it makes it feel like all the weapons are about the same when fighting them. It's not that the game doesn't know how to make enemies that feel different. Mechsects provide some much-needed brain stimulation. And once the Diopedes, Drones, Deacons, Brutes, Archangels, and Wendigos start spawning in force the game finally comes alive. Now you have more tactics to master. Now you have a reason to use your heavy hitters -- and a need to ration them out carefully.
TARINunit9 Yeah I think it kinda depends on the difficulty you’re playing... Cause when you got more enemies switching weapons an using different weapons to you’re advantage might help.. I mean enemy placement is pretty much the only thing important really but you’re surrounded.. Using the Grenade launcher and then switching to the loverboy and shot gun it satisfying. And also.. not a lot of enemy pattern? Cultists you must to rely on cover and they deal long burst damage.. Shotguners are the game just with fast burst damage.. Greater cultist can be deflated also by crouching and moving The grenade launcher soldiers? Forgot about them, you avoid them by dodging their grenades.. Drones are movement pressures on arenas and tough to hit.. The spider thing that I forgot their name even tho I’ve just watched this video are annoyance. The flying torso that I also forgot their names are a bit common in higher difficulty and are highly priority targets.. As you see you got 1,2,3,4,5,6... And they are all common on ultra viscera on the first two zones at least. So I don’t see what you’re talking about
@@HPalternetive I disagree that the Cultists, Shotgunners, and Grenadiers all have different patterns; all of them can be sidestepped or crouched in basically the same manner. But I hope you are correct that more enemies spawn on harder difficulties, that would really add to the combat
TARINunit9 Which difficulty did you played it in.. The second difficulty is the most common but also most recommend cause the game gets hard on ultra viscera. Like I was fucked so hard on first playthrough when I though I can play it on the third difficulty... But it’s just on second difficulty.. when you truly git goot at this game, it’s fucking awesome.. And yeah I really suggest you to play it on the third difficulty if you know your shit.. Just for the satisfaction of exploding tones of mobs and the need to use BOMBS MORE You know cause her name is bomb shell.. Jesus I don’t know why people complain for not having a rocket launcher, like we can’t live without it in one game at least
@@TARINunit94 year old reply but after playing Maximum Fury where the enemies have high aggro and ridiculously fast walk speed, I feel like their different patterns are most recognizable. Cultists admittedly are still bland fodder, but shotgunners use their speed and crouching the most to get close to you quickly and dodge your shots more. And then grenadiers prefer finding vantage points, high priests are the least mobile and prefer to snipe with 5 arrows but will sometimes panic and rapidly shoot single arrows if you get too close to them. Not to say that their AI isn't wack and the first half of the game does feel very lacking in enemy diversity, but I think there is something to appreciate about the differences in their behaviors
Nice video...although I have a question,is this a new game? Haven't seen it before,but anyways overall nice video...I love watching enemies videos from different games...you should upload from past games you have uploaded too,just a suggestion 👌
Thanks! It is a new game, but it was made with an old engine, the Build Engine, which was used for Duke Nukem 3D and Shadow Warrior. It has been published by 3D Realms, too. Ion Fury has been made for all the game nostalgia guys like me.
The brutes are clearly the Stalker Tank cyborgs in Marathon 2: Durandal & Marathon Infinity, both in design and even their weapons though unlike Marathon, their bouncing explosives are fireballs, not bowling bombs. The Mega Brutaliser versions differ from their Marathon counterparts (the Major or Commander Stalkers) in that they don’t have flamethrowers for close quarters and their fireballs/bowling bombs aren’t homing shots. Also, I always felt the Warmech was a reference to Big Foot & Hot Shot in Sonic Adventure 2 & Shadow the Hedgehog. They have the same chaingun & missiles plus the boss version is even fought in the same area as SA2’s Big Foot. Like Shadow, they appear as regular enemies later but unlike Shadow they’re just as hard to destroy (killing their pilots too I might add) as their boss versions. While they are technically as hard to destroy in Shadow, you can (and should) cheese them with guns instead of homing attacks or melee weapons. Ion Maiden’s are designed around using guns taking just as using homing attacks on them in Shadow.
Arsenal is very big for such a small game. I even had to change the buttons on the keyboard to get to each gun and explosives. Add here alternative modes of fire, which in the conditions of BuildEngine help to survive at the most difficult level. The game does not need more weapons, it is enough that there is. A lot of tactical possibilities, every gun and grenade is useful throughout the game, a real ideal.
It does some of the highest "hardest-to-dodge" burst damage (if not THE highest). The rockets are heat-seeking unlike the red cultist's easily duckable arrows, much faster than enemies' grenades and can hit you from pretty much anywhere (not limited by shotgunner's short range and random pellet spread). And they fly so they can get to you from anywhere, although luckily their AI usually gets them stuck in corners. The heavier enemies are deadly too, but their attacks are a lot more telegraphed and deal less damage than the more common cultists. Anyway I'm high and just wanted to find an excuse to ramble about this game bc I've been in love with it lately, I wanna play it nonstop and reallllly hope the DLC comes to Switch since that's what I have it on
Я прошел ion fury, и я бы так сказал: возможно, разнообразие не какое-то прям вау, НО мне не было скучно играть ни в начале, ни особенно в конце, когда вот эти архангелы и бруты появлялись. А диаконов я боялся как мамкиного ремня, ибо от их попаданий на высокой сложности у тебя броня и здоровье в нулину превращалось если ты не стрейфился. Ну и вот этих Вентеров я тоже боялся из-за их прыжков.
диаконы действительно самые опасные. остальные за вычетом некоторых боссов легко убиваются отменой анимации перезарядки что позволяет из дробаша палить как из карабина :) каждый выстрел дробью даёт микростан, а если ты используешь вышеописанную теху - это позволяет забивать даже архангела не выпуская его из чейнстана
The Wenteko reminds me of The Fiends from Quake. The Deacons are like if the Revenant from Doom or the Vores from Quake fused with the Scarb from Quake
So there's two separate variants of the Shotgunner? Admit-tingly I just thought there was only one variant that just switched load-outs depending on where you were sort of like the Battlelord in Duke 3d. At closer quarters he'll use the Mini-gun but will lob mortars at longer ranges.
Venteko and Brute are my favourites cause i like cyborg monsters. But consider about everything that the Build community (mainly Duke3D) gave us all these years. Compare for example with Alien Armageddon mod for Duke and this Ion Fury cast pales in shame. This is not a weak game at all. But they could have learned some tricks with the fan games.