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why so many games have this combat system 

samyam
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13 сен 2024

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Комментарии : 502   
@samyam
@samyam 18 дней назад
The first 500 people to use my link will get a 1 month free trial of Skillshare! skl.sh/samyam07241
@dorjedriftwood2731
@dorjedriftwood2731 4 дня назад
Ridiculous definition of Ik, it’s just a way of using the end of a bone system to move the entire bone chain as opposed to rotating each joint manually or through script.
@Shy_Abi
@Shy_Abi День назад
(Insert Kiryu from Yakuza yelling at the air)
@keeichidarow
@keeichidarow 18 дней назад
As a Street Fighter player a part of my soul left my body every time she called ARPGs fighting games 😭
@dmas7749
@dmas7749 16 дней назад
i looked at the comments just to see if this was mentioned
@redvizion
@redvizion 16 дней назад
Dude same 💀 I just wanted to ➡️*⃣⬇️↘️+2⃣⚡⚡⚡
@zechariahcaraballo8765
@zechariahcaraballo8765 16 дней назад
Fr lol I was just listening and half confused on if she was talking about fighting games or action games for like the first minute
@Wael3rd
@Wael3rd 16 дней назад
This small nitpicking aside, she does a lot of great remarks.
@remonalvarado9423
@remonalvarado9423 15 дней назад
I felt that I’d even be less mad if she said beatem ups
@bluzenkk
@bluzenkk 18 дней назад
i wonder why none of the mobs tries to grab Batman's cape.
@CodenamePrince
@CodenamePrince 18 дней назад
Too busy getting punched in the face
@shivpawar135
@shivpawar135 18 дней назад
Let's mode the mobs to do so.
@Atticus_Moore
@Atticus_Moore 18 дней назад
Would be so badass
@imhulki463
@imhulki463 17 дней назад
It would be like pulling someone's hair in a fight, viewed as a cowardly move
@RB-jq8cc
@RB-jq8cc 17 дней назад
​@@imhulki463Ganging up on Batman isn't cowardly then?
@ThatNerdNerdical
@ThatNerdNerdical 18 дней назад
I heard her say “one game that changed combat systems forever” and I knew she was about to talk about Devil May Cry
@FAMCHAMP
@FAMCHAMP 4 дня назад
I was suprised she didn't talk about Hack n Slash as a whole after mentioning DMC and GOW
@omgyeti2049
@omgyeti2049 2 дня назад
I still remember the day that game released. I couldn’t put it down for weeks. That was the first PS2 game I remember convincing me that we were in the “next generation” at that time. It made the wait for MGS2 a lot easier.
@FAMCHAMP
@FAMCHAMP 2 дня назад
@@omgyeti2049 I always enjoy hearing people talk about which game you played on the PS2 that made you realize we are in a new generation. For me it was when I first got a hold of Final Fantasy X and saw that blitzball cutscene in Zanarkand for the first time
@Blonder_Studio
@Blonder_Studio 18 дней назад
wow as someone developing a very complex indie Hack & Slash game, this video hits close to heart man
@jurtheorc8117
@jurtheorc8117 18 дней назад
What games do you take inspiration from for your games, if it's alright to ask?
@Blonder_Studio
@Blonder_Studio 17 дней назад
@@jurtheorc8117 Devil May Cry, Sonic Frontiers, Muck, Elden Ring, Sonic Adventure 2 (i added a platforming mechanic inspired by SA 2), and probably more in the future when my game's development will progress
@hiiambarney4489
@hiiambarney4489 17 дней назад
Aaaaas to... What not to do? That's what I got from it.
@TakiGamesOfficial
@TakiGamesOfficial 11 дней назад
Dev here as well kinda, I’m always thinking of something that can take the genre further but it’s hard. For me Punishing Gray Raven has innovated the genre the most with its ping system. Nioh and Rise of Ronin implemented stance based combos where with the press of a button you can have a different moveset mid combo. Honkai Impact 3 started the trend of playing as 3 characters that can swap during battle. Stellar Blade has a large amount of defensive tools to mitigate damage and punish the enemy. Vindictus has all sorts of characters with different mechanics. I like Vella, she has a counter stance that lets her slash through an enemy while being attacked in the stance. Vindictus had an interesting thing where attacks didn’t auto track or soft lock an enemy, you kind of had to strategically whiff the air in order to land your power attack on the enemy safely. Freeflow combat is different though imo. I like to think of it as cinematic combat where it’s just a lot of enemy interactions and pressing a button to counter and takedown an enemy. Games like Sleeping Dogs, Ghost of Tsushima, Sifu, SPINE, Assassins Creed II~Black Flag. As an indie those are harder to make because you have all these specific enemy interactions, you need some sort of animation pairing system, and the combat unfortunately isn’t as complex or challenging as a usual hack and slash since all you have to do is press a button to takedown. But hack and slash and action games have been able to implement takedowns as like finisher moves or like Stellar Blade, as a move to use when the enemy’s balance bar is depleted.
@Blonder_Studio
@Blonder_Studio 8 дней назад
@@TakiGamesOfficial oh hey i remember you man i checked out the alphas of your project
@ZoepX
@ZoepX 18 дней назад
The satisfaction that free flow combat provides is immediate and requires zero to no skill, it became an instant success and an inspiration for mainstream videogames like Spiderman. The way it magnetizes player to their targets so the player doesn't have to think about positioning is great for casual players but to me this solution is downright insulting as an avid fighting/action gamer. Ninja Gaiden Black can be punishing, a bit finicky in its soft locking and awkward with its camera but once you manage to understand the system and how it behaves, to me it is the pinnacle of action videogames (It sequel even more) but we strayed away from such brutal game design no action game nowadays scratches that itch.
@jurtheorc8117
@jurtheorc8117 18 дней назад
If you're up for some games that don't have the magnetizing thing and are more in line with older styles of gameplay, like DMC, Bayonetta, Darksiders, 3D beat-em-ups, here's a list of games that may be interesting. Some are of fairly recent years, most are still in development. They won't hit the level of intensity as Ninja Gaiden but i still want to spread word to give the little guys a chance and just... help out different types of combat styles. - Soulstice (personal favourite. *Not* a Soulslike) - Clash: Artifacts of Chaos (personal favourite. Zeno Clash prequel but there seem to be some God Hand inspirations in the combat) - Immortal: And the Death that Follows - Genokids - Enenra Daemon Core - Gori: Cuddly Carnage - Mightreya (a game by the dev of Assaulst Spy) - Kings of Hell (fair warning, looks cartoony but is quite spicy and has El Swearing) Hope there's stuff to your interest in here!
@samyam
@samyam 18 дней назад
I 100% Batman Arkhum Asylum and that was pretty difficult for me, it's not easy chaining combos to achieve the challenges highest scores and dodging when few enemy hits can kill you
@danielhayward6652
@danielhayward6652 17 дней назад
Exactly
@sharif47
@sharif47 17 дней назад
Games with free flow combat are not inherently easy, they just tackle difficulty very differently from other games. 2 important things about free flow combat is that: 1. Almost at any point of in the game, you can avoid any incoming attack if you press the right button(s) 2. Once you get into a combo, distance is not a big factor anymore. But as soon as the combo stops, so does the magnetism. These 2 things mean that as long as you can keep up the combo, you can maintain fight with a bunch of enemies (the fact that they don't attack all at once also helps). And these games do exactly that. Throw you in a room with a bunch of enemies, some even with specific ways to defeat/counter, so you can't just spam and blam your way out. In a hard encounter, you are essentially multitasking with a variety of enemies, some of them being quite different from the rest. Meanwhile, if I am not mistaken (since I haven't specifically played Ninja Gaiden, but a few games with similar reputation), ideally, an important part of the gameplay is to lure out enemy one by one so that you don't have to take out all at once. In fact, fighting multiple enemies at once is highly discouraged. There's a reason why gank is a term used to refer to these fights. Overall, fighting an overwhelming number of enemies (not just 4 or 5 enemies) is bread and butter of free flow combat while even the concept of this is not entertained in games like Ninja Gaiden.
@bajac1771
@bajac1771 15 дней назад
The thing is, are you really fighting 10 enemies if only 2 of them are active at a times or are you just fighting a small group while knowing all the waves you have to fight at once ? Free flow combat strenght is in its ease to use. Doesn't mean you won't get difficulty but it's not the focus at all. The magnetism allows to keep your combo going easier yes but also and mainly make it so you can't just throw a random punch in the air since seeing Batman fighting a fly isn't really super heroish. And the ability to cancel anything into a counter is in the same veins, Batman don't get hit by random thugs so he can counter at all times, you (almost) never take risks. But the important thing is to know what you want the player to feel. Is it mastery over Batman or feeling like him ? If it was the first then it would fail completly since the games cover most mistakes you can do and you loose control of him very often (when he is switching target, when you start a counter, finishing moves, ect). It also comes with it's own set of challenge, because it's overly animated, you need enough space, making a lot of the fight happening in very similar arena. No cool fightscenes in a giant stairways or in a thight corridor for Batman, gotta be in a big enough spherish arena. If the rooster of enemies isn't strong enought it can become extremely repetitif and down right boring. And the enemies design themselves is hard. If he doesn't force the player to change his fighting style, what even is his point ? But since the free flow is actually quite stiff with it's rules they can also just force the player to do 1 set of actions for this enemies and that's it. for example shields ask you to double press X/A coz that's what you have to do. You can also loose to much freedom making the player feels like the fight are closer to QTE than actuall fight. In AC the best options you had was wait for the attack, parry and times your next attack to chain one hit kills. While it looks cool it also become incredibly mind numbing. Batman way to handle that was quite... dumb. Enemies would need to take a giant beating before going down forcing you to rely on finishers and since the normal punisher takes forever and (if my memory is right) you can't counter while doing it you will be seeing the same 5 specials takedowns again and again making it extremelly repetitive. Funilly enought the last man standing got his life reduced so much that he goes down after one heavy hit. Making Batman feels very inconsistent in his strenght. Tldr: Free flow is about empowering the player.
@Xalkomak347
@Xalkomak347 18 дней назад
5:55 "...potentially leading to a gruesome death" shows the most goofy death ever
@samyam
@samyam 18 дней назад
:P
@banger320
@banger320 18 дней назад
While free flow is revolution and fluid. Its easy to mess up, as in some openworld games with freeflow melle eventually became spam counter to win. They simplified it to the point where you just had to continually counter to avoid getting hit and then you could attack without risk. And the removal of complex combo systems resulted in loads of AAA games feeling the same.
@shivpawar135
@shivpawar135 18 дней назад
And that's why people appricate Soul likes. I understand it now.
@kohth5027
@kohth5027 17 дней назад
The thing in the arkham games the counter dosent do any damage so you still have to fight the enemies to win combat encounters, a small but important thing that a lot of other games miss.
@peacemaster8117
@peacemaster8117 17 дней назад
Shadow Of Mordor is the classic example of a free flow combat system that basically ruined the game once you unlocked enough moves, because you could just spam the same four buttons over and over and win every single encounter with zero effort.
@teneesh3376
@teneesh3376 16 дней назад
Ac4 and shadow of mordor are examples of this. Works fine on flat terrain. But that's usually never the case. Hand to hand combat on ships in ac4 is super jank at tends to stop working at points. And in shadow of mordor, elevated terrain is a great way to break the combat to your disadvantage
@K-EntZX
@K-EntZX 16 дней назад
Now I wanna mention an interesting what if scenario. During the development of bully back in 2005-2006, someone at Rockstar developed in his free time, a new context sensitive combat system which changed combat moves and combo chaining depending on the player or enemy's state, for example: if the enemy was on a regular position, jabs and hooks would be thrown, if the enemy was below a certain height, uppercuts would be thrown and so on. His combat system also featured a "brawling mechanic" which made it so that you couldn't spam combos and counters, since stunlocking was almost completely removed, have you seen people fighting IRL? where both parties land hits until someone gets knocked out? literally that, enemies would also have the capacity to counterattack just like the player. This combat system never made it past the developer's workstation but I wonder, what if Bully had released with this combat system? would we see more games with a similar system to what I described? Me personally I really prefer the idea of a game where fighting actually involves strategy instead of combolocking and counter spamming.
@SubatomicPlanets
@SubatomicPlanets 18 дней назад
I think combat is hard to get right. Some games have it too complicated, others too easy. In some it is too slow, in others too fast.
@javonyounger5107
@javonyounger5107 11 дней назад
It's one of those things that seems simple from the outset but actually has a lot of subtleties to be careful about.
@Gabrol
@Gabrol 5 дней назад
don't try to please everyone, unless you wanna make a game with multiple mutually exclusive systems (and having to balance the game accordingly)
@AWA1L
@AWA1L 18 дней назад
Just wanted to clarify: These are not Fighting games, they are Action games. Also, IK, motion capture, and blend tables while they helped make anim creation easier, didnt really aid the development of a freeflow combat system. The game design and anim engineering departments are responsible for that in game dev.
@CoolProgramer123
@CoolProgramer123 18 дней назад
Get this to top comment people PLEASE
@Blonder_Studio
@Blonder_Studio 18 дней назад
exactly, these are just ways to animate animations NOT program a combat system which i was eating some tasbihim as to why she mentioned that in the video when talking about god of war cuz i was like "HUH!!!" im also an indie dev programming a combat system for my game and i havent animated any animation with either IK or motion capture i was simply rotating each bone, keyframing, and changing the interporlation to make each animation so IDK why she mentioned animating techniques when talking about gameplay-ish combat system
@walterh2113
@walterh2113 18 дней назад
"akschoully ☝🤓" _If you watch the video_ you'll see that she isn't saying it as a singular genre, but as in games in which you fight.
@DanteVerde-pt9zc
@DanteVerde-pt9zc 18 дней назад
@@walterh2113 While I get what your trying to say but that is a gross misnomer, as for gaming "Fighting Games" is a specific term so using it as a blanket statement leads to confusion and would seem amateurish which is not a good look.
@NaoyaYami
@NaoyaYami 14 дней назад
@@walterh2113 By your logic, Super Mario Bros is much closer to actual fighting games because beside fighting Bowser and his minions, the game is 2D. Fighting game is a specific genre with it's own audience. If she can't even understand that simple fact, it undermines her authority and devalues everything she says about games.
@kazenoshinobi
@kazenoshinobi 15 дней назад
I have a few gripes with this video. - In the first part, where you talk about the history that led to free flow, you almost only talk about animation, while it would be much more interesting for the topic of the video to talk about mechanics and game design. - Freeflow doesn't emphasize timing and positional awareness, it makes it easier and almost automatic, making the experience more fluid, but also less challenging and rewarding. - Freeflow can be fun when done right, but is all about removing skill barriers. Oftentime an action system that goes all in on the free flow aspect fails to feel interesting in the long run. - THOSE ARE NOT FIGHTING GAMES. I know it sounds like nitpicking, but when you talk about a topic and you get the basic terms wrong it feels like you don't know what you're talking about and you didn't care enough to do a little bit of research
@ParaSMG
@ParaSMG 18 дней назад
Wow you're actually the goat for mentioning Prince of Persia The Sands of Time. A lot of people miss out on this, thanks for mentioning it!
@ttaylor7604
@ttaylor7604 18 дней назад
I don't want to be that guy but most of this video is wrong on pretty much everything. Firstly, games like BM: Wukong or GOW have nothing to do with the freeflow system of arkham. GOW is an evolution of the old GOW games which took inspiration from DMC, and Wukong's combat is clearly in large part inspired by the combat of Soulslike games like Bloodborne or Sekiro and those games have nothing to do with Freeflow combat even on a fundamental level. The big problem is that in the video, Freeflow combat is treated as a step in the evolution of action game combat systems, when in reality it's more of an interesting side branch. It's also not really used all that much nowadays. In the last decade there were maybe two or three successful games that used this system. One was Shadow of Mordor and the other was Marvel's Spider-Man. Most games nowadays use traditional hitbox based combat systems, with lock-on mechanics and some RPG elements due to the popularity of the From Software's souls franchise.
@XanderVJ
@XanderVJ 17 дней назад
Beat me to it. This video shows a pretty bad case of trying to pass personal experience and opinions for fact. I was a bit set aback by the way the games mentioned previous to "Arkham Assylum" are pretty much talked down.
@ttaylor7604
@ttaylor7604 17 дней назад
@@XanderVJ It's not even that honestly. If it was a video about somebody's personal opinion I would be okay with it. But this is not that, this is just somebody with very little knowledge about the subject teaching false information which is a lot worse.
@johnsoom
@johnsoom 16 дней назад
Im on the same page as you about mostly everything you said, but there seems to be a consensus around the argument that Spider-Man combat is just like Arkham, that I just can't see. In Arkham you deal 1 hit on an enemy, they get knocked down, and then you imideatily switch to a different one. If youre about to get hit you can either counter or dodge over or away from enemies. The combo strings are timed very tightly, if you wait just a bit too long the combo ends. Even the gadget usage has to be slipped into the combos as seemlessly as possible. Usually the fights happen in tight rooms, keeping you very close to your enemies, who keep trying to surround Batman. In Spider-man you can string multiple hits on 1 enemy, and keep comboing them almost infinitely. you cant counter (not like batman), you can dodge or parry ( parry is only on spider-man 2), and then you can hit back, which feels completely different IMO. You can swing around and manouver for a long time before the combo counter expires. You can quick-fire gadgets, but you can also aim manually and go into slow-mo to plan things out. You can pull enemies away from fights, or even take them up to the air. And you can instantly defeat enemies just by webbing them onto stuff. There might be some similarities like the takedowns and jumping around between enemies, but it always felt so different to me I could barely call it a free-flow system, much less an Arkham clone, which some people do. It might fall in the free flow type of combat, it definitely takes more from Arkham than DMC or Dark Souls, but among games like Shadow of Mordor, Mad Max or AC, it feels like the ugly duckling among them.
@ttaylor7604
@ttaylor7604 16 дней назад
@@johnsoom You are spot on. I would even argue that most games that are known for using freeflow combat have very little to do with how the arkham games work. This combat system is still unique to batman. The reason why I mentioned these two games is that even with their differences have some resemblence to the fundementals of freeflow combat.
@archentity
@archentity 9 дней назад
Calling these action/action adventure games "fighting games" is what got me.
@danielhayward6652
@danielhayward6652 18 дней назад
The moment the character stops doing predictable animations and starts using controls and animations that are based on enemy attacks and environment, the genre changes from the type of hack and slash i would enjoy to a "respond to the indicators and wait for the animation to end" game.
@jurtheorc8117
@jurtheorc8117 18 дней назад
There's a game from 2022 called Soulstice that does something interesting with the "animations based on enemy attacks". First off, it's NOT a Soulslike. It's a game more in line with the genre of DMC, Bayonetta, Darksiders and such than Black Myth: Wukong, Stellar Blade, GOW2018/Ragnarök etc. Primary and Secondary weapon buttons, launchers, aerial attacks, slam downs, a mix of a Style/Special/Devil Trigger meter, seven total weapons with quick switching and their own animation movesets and more. Got a really good story too! Has its rough spots but i would still recommend it. Got a lot to offer! In any case, to explain what i get at with the combat: The player character is technically two characters in one. The Ashen Knight named Briar is the one who wields the physical weaponry. She wields the sword, hammer, flagellation whip, punch daggers etc. The Shade is a ghost on the Knight's shoulder. In Briar's case it's her dead younger sister, Lute. Enemies can have a Counter Button prompt pop up for certain animations. Pressing it in time will perform any of three Counters: - Deflect (return a projectile) - Freeze (what it says on the tin) - Disrupt (makes the enemy stagger out of the animation) You can't choose the Counter but they're not random either. It's only particular attacks. Here's the thing: It's the Shade that does the Countering. Briar can be performing any animation with any of the weapons or be dodging, and as long as you press the button in time, Lute will perform the counter. No disruption to Briar's animations whatsoever. (Counters can be missed, but there's an optional skill that can give you a freebie if you were too late in pressing it. Has an invisible cooldown. All Skills have full currency refunds-- if you don't jive with one, you can use the currency you used for it to invest in other skills) Any Counter move builds up that Style/Special meter too, called Unity. It's a fairly fleeting resource for either weapon-unique Finishers (done by performing a pause combo and ending with your weapon of choice) or entering the Rapture Mode, the Devil Trigger equivalent. Therefore, succesful counters help in potentially getting extra powerful and stylish options later Outside of Lute's Counters, though, Briar has no defensive options. Aside from the Fist of Retribution. It's a metal gauntlet/buckler shield weapon and the only weapon with a Parry move in the entire game. I don't use it much. I prefer to use it and its charge-up move, which give extra power and reach, to knock Armor and Barriers (shields and forcefields) off the enemies that have them. All weapons can be used in any situation against any enemy just fine, though may prove a bit weaker or stronger against particular foes. - Aforementioned Fist of Retribution for example stands tall alongside the Ashen Enforcer (big warhammer) in breaking Armor and Barriers, yet the Hammer is even better against Barriers while the Fist excels against Armor when charged up. - The flagellation whip, the Tearing Penance, hits many times at once in a wide range and gives a bit of stun, making it nice against the speedsters that swarm around you, but the damage is fairly low. The stun doesn't apply much if the enemy is wearing armor. Oh, and it has a Grappling Hook move too. No range limit if you're locked onto an enemy. There's some other subtleties to the weapons and this isn't really about the initial subject anymore, i'm just trying to get word of Soulstice out there. Games in this genre are so little-catered to and Soulstice has proven one of my favourites in recent years, so i'm trying to help them out where i can. Others in the genre --and some fairly adjacent upcoming ones-- would be - Genokids - Enenra Daemon Core - Gori: Cuddly Carnage - Kings of Hell And Clash: Artifacts of Chaos may be interesting too. Combat's a bit more in the vein of God Hand, of all things. If you took the time to read this all through, thank you for doing so, hope this proved interesting, and have a good one.
@GoblinArmyInYourWalls
@GoblinArmyInYourWalls 18 дней назад
Yeah, it's super repetitive and gets old quick
@AlephCasara
@AlephCasara 18 дней назад
Yes and enemies helth bars just feel spongy adding salt to the injury. Thats why Souls like are such a breath of fresh air
@jurtheorc8117
@jurtheorc8117 18 дней назад
Weird, for some reason the comment i posted here didn't go through. To repost it in a smaller and more concise way: There's a cool and solid game from 2022 called Soulstice, in the genre and gameplay style of DMC, Bayonetta, Darksiders and such. Seven different weapons you can quickly swap between, Style/Special meter hybrid, aerial combat and launchers, quick "get back into the fight" moves like a Stinger, quite big enemy roster, etc. Anyway: it did something interesting with "respond to the indicators" while not compromising the gameplay influences from those other games. Namely by having the player character be, thematically and in practice, be two characters. Generally you directly control the Ashen Knight, Briar. She does the physical fighting and gets around seven different weapons, all with their own unique animations, utility and differences. On her shoulder is the ghost of her sister, Lute, referred to as a Shade. Lute you cannot directly control for any offensive moves, except for pressing the Counter button. Lute operates *separately* from Briar. For some animations, enemies will have a Counter button prompt pop up. There's three varieties: - Deflect (return a projectile) - Freeze (what it says on the tin) - Disrupt (prevents an attack from happening and staggers the enemy out of their animation). You don't have control which counter Lute will perform: it depends on the enemy's animation. The Stinger's tail swipe will always be a Freeze for example, so you have to react by getting away and rushing back in with a Piercing Lunge or other Stinger-type move, or getting over it and using moves that hit below you, then perform a slamdown when it's finished with the swipe, to start some new combos. As said, Lute operates separately from Briar. Which means that whatever animation, combo, launcher, aerial, grappling hook, charge, slamdown, dodge, etc. you're performing with her, Lute's counters do not interrupt or cancel whatever you're doing. There's a skill tree too where you can upgrade Lute, with stuff like perfect counters giving some currency, some health shards to heal, a speed bonus, sending out powerful homing spirit bolts or even launchers from a distance, making these launchers affect enemies of Medium and Big class enemies too, etc. Even one where you get a freebie It's a lot more substantial than just number/percentage-based upgrades. And --i'll keep it at this for now-- doing Counters boosts the Unity meter, which is like a hybrid of a Style Meter and Special/"Devil Trigger" meter. It's used for performing weapon-unique Finishers (done by ending any Pause Combo with a particular weapon) or entering the Rapture state. Or even a third option you get late in the game... In any case, Unity is a fairly fleeting resource if you don't hit anyone for too long or get hit yourself. But the Counters help keep up some momentum to perform more stylish and impressive damage later on, provided you can keep up the pressure without getting hit. I very much love Soulstice. Has its rough points but I can certainly recommend it. Clash: Artifacts of Chaos too. A Zeno Clash prequel with seemingly some God Hand and 3D beat-em-up influences this time around. Here's some other upcoming action games without combat systems like those of the Batman Arkham series or GOW 2018/Ragnarök: - Immortal: And the Death that Follows - Genokids - Enenra Daemon Core - Mightreya - Gori: Cuddly Carnage - Kings of Hell If you read this all the way through, thank you for doing so. Hope this was interesting and that you may look more into the games in question.
@GoblinArmyInYourWalls
@GoblinArmyInYourWalls 18 дней назад
@@jurtheorc8117 that happens alot, it's an issue across all users on RU-vid, only about half of my comments actually post and stay up.
@deddrz2549
@deddrz2549 10 дней назад
These are action games, 'fighting games' usually refers to the genre of game where you are primarily fighting against another player, such as street fighter and tekken. I mean yah other games focused on fighting have been called that before, but pretty much after the first era of beat-em-ups in arcades, PvE games havent really been referred to as fighting games anymore.
@arcx7880
@arcx7880 18 дней назад
Now I understand why gacha games don't have free flow combat. Imagine how many characters and synergies they will have to implement.
@johndinner4418
@johndinner4418 5 дней назад
Zenless zone zero be like
@AnFonE
@AnFonE 18 дней назад
One thing you're missing is that Spiderman-2 from the original Playstation Era, had the free-flow combat movement. It also had the dodge and counter systems. Web attacks and airborne combat. This pre-dates batman.
@rd3munna812
@rd3munna812 13 дней назад
I'm pretty she said Batman game mastered free flow combat. God of war already had free flow combat but the npc do the same action same with ps2 spider man 2 the npc are dumb
@lucasrodrigues238
@lucasrodrigues238 7 дней назад
Jet Li's Rise to Honor was so good... A revolution
@owencmyk
@owencmyk 18 дней назад
You called these games "fighting games", that is a BIG NO NO. These are games containing fighting, but "fighting game" is very very specific genre. The games you're talking about are action games
@Whywe.lovegames
@Whywe.lovegames 18 дней назад
Alright calm down semantics police. She's talking about the fighting mechanics in games if anything they might be more hack and slash or beat em ups than action games but whatever.
@owencmyk
@owencmyk 18 дней назад
@@Whywe.lovegames Hack and slash is a subgenre of action game. Regardless, fighting games and action games are too completely different genres, and if people walk away from this video thinking that action games are called "fighting games" then it can have a negative affect, especially for such a niche genre
@Beeatriz508
@Beeatriz508 13 дней назад
🤓👆 actually
@lkt153
@lkt153 11 дней назад
​@@owencmykyeah, makes you wonder about a scenario where you would want targeting in a fighting game, though. Don't think I've ever seen that done. Might be interesting to consider. I'm super smash bros when you're doing one of the 1-to-many fights for instance
@_TwoDot
@_TwoDot 8 дней назад
This is a fighting game, main part of getting through missions is, you guessed it, fighting
@dunrossb
@dunrossb 12 дней назад
Those games are not fighting games.
@mcjoface
@mcjoface 18 дней назад
So if this is "freeflow" combat, what are other combat systems called and what are examples of them? I'm not sure I'm a fan of this growing system. Isn't the point of a video game like Spiderman to FEEL what it would it would actually be like to be Spiderman!? I'm willing to bet that Spiderman is actually aiming and making calculations when fighting or SWINGING for that matter. Someone called this system the 'spam a button to win' system and that feels accurate. People who are impressed, seemed to be impressed by the animations and the seemless transitions but I'm prettyyy sure we don't have to sacrifice good animation to have more depth and risk. Just my 2 cents. Freaking love games and nerding out tho. You're my people
@jurtheorc8117
@jurtheorc8117 18 дней назад
Fair question. To this day there's debates on the name of game genres and combat types like those of DMC, Bayonetta, Darksiders, God of War, etc. There's Character Action, Spectacle Fighter, Hack-and-Slash, "An evolution of Beat-em-Up games", etc. If you're interested, here's a list of various action games from recent times that use different combat systems from the modern Arkham games' type combat and stuff. There's things that are more in line with stuff like DMC, Bayonetta, Darksiders, Ninja Gaiden, 3D and 2D beat-em-ups and even a way of mixing a die-and-cards system with realtime action combat. Many of them are still in production, though. Some of my favourites: - Soulstice. Not a Soulslike, it's in that vein of DMC, Bayonetta and Darksiders-type stuff. Has seven total different weapons, for one. A mix of a Style and a Special meter (at the highest "rank" tresholds you can perform weapon-unique Finishers or enter the monstrous Rapture mode), Counterattacks from a distance that don't disrupt animations, and more. - Clash: Artifacts of Chaos. Prequel to the Zeno Clash games but from a third person perspective this time. Has you finding different Martial Arts styles and special attacks to assign to the protagonist to mess around with. Like the weapons in Soulstice, all of the Stances have their own unique animation movesets and utilities. - No Straight Roads. Short, boss-centric, all about music. Bosses attack in rhythm with their own boss theme and have different attacks for different elements within the song. - Cookie Cutter. This one keeps it fairly simple. 2D beat-em-up combat in a beautifully 2D animated Metroidvania. Some different weapons and "spells" plus a costless "push back" move. The weapons and spells are used by consuming Void, which is built up by hitting enemies with normal attacks. There's a Parry too that can allow for instantly Executing an enemy if you pull it off. Void and Health is rewarded for Executing an enemy. Others: - Immortal: And the Death that Follows. A friend of mine described this as a Hindu Mythology Mad Max Beat-em-Up. Has a Roguelike element where dealing with a boss in a particular way can give a bonus or affect the difficulty, and it seems like you may unlock different moves in different runs. Main character's a cool monstrous creature without a head and with his face on his abdomen. - Lost in Random. This is the one with the mixing of a die and playing cards during realtime combat. Had a new game announced a few days ago! Many people are decrying it as ruining the original game because it's a different combat system (from the looks of it), sadly, but i'm excited and want to try it out. Help the devs and such. The gameplay is not the only thing that made the first Lost in Random special and memorable. - Hi-Fi Rush. The world moves in rhythm: your attacks and those of enemies. Same genre as DMC and stuff. - Genokids. You play as an entire rock band where you can switch between characters, who all have their own weapons, Specials and a Special Form. Same genre as DMC and stuff. - Enenra Daemon Core. Cyborg ninja shenanigans. Same genre as aforementioned two. - Mightreya. Don't know much about this one, seems to be a similar genre to aforementioned two. - Gori: Cuddly Carnage. Syntethic toy cat riding a hoverboard that is both the method of movement and offense (the board gets used as a weapon in various ways). - Kings of Hell. Quite spicy cartoonish 3D beat-em-up demon shenanigans. - Yasuke: A Lost Descendant. Cartoonish cyberpunk samurai shenanigans. And I want to mention Decline's Drops and Kraino Rebirth. The first one seems to be an action platformer with some more emphasized combat, the second may be similar-- but i just think it looks cool. Hope this list has proven interesting!
@gannielukks1811
@gannielukks1811 11 дней назад
This type of combat system is designed to be easy to learn, but they can have a pretty deep skill ceilling
@bennymountain1
@bennymountain1 11 дней назад
@@jurtheorc8117 Hey, big thanks for the list, man! In return I'll recommend Aztez. It's an indie 2D game inspired by DMC and Bayonetta. The combat designer gave a long-a** talk at GDC about Bayonetta combat, which I think is very interesting for any combat design nerd.
@kylespevak6781
@kylespevak6781 11 дней назад
Hack and slash. Bayonetta, Kingdom Hearts, NieR, God of War, Devil May Cry
@Cezkarma
@Cezkarma 12 дней назад
"Fighting games" These are third person action-adventure games lol. Fighting games are things like Street Fighter, Tekken, Guilty Gear, etc.
@MitraKesava
@MitraKesava 15 дней назад
A lot of great research in this video: highlighting DMC, the Prince of Persia mention and pointing out that Assassin's Creed pre-dates Arkham for the counter system are all great elements of the background to the birth of the freeflow combat system. The one last piece of this evolution in combat that I feel was missed in this video (understandable for its recency) is the role Sifu plays in enhancing the system with even more fluid animation blending, incorporating the posture system from Sekiro, and expanding the players moveset to rival the arsenal found in traditional fighting games with parries and animation cancels allowing for complex combos without the button mashing since everything is based on basic building blocks. Great video, freeflow combat is one of my favorite mechanics evolutions in modern gaming. You got a new sub :)
@samyam
@samyam 14 дней назад
Thank you! I hadn’t played Sifu, maybe I should!
@DestinySpider
@DestinySpider 15 дней назад
This is a very well made video, but I completely disagree with your assessment of what free flow combat is. The very thing that defines it in my opinion is that instead of having a proper attack combo, you got a large variety of potential attack and counter animations, which are shuffled through to keep up visual variety and spice up the look of the battles you are partaking in. Also the whole thing of you bouncing between enemy to enemy and only hitting everyone once before moving on to the next since each free-flow hit knocks a guy down. That's how it is in Arkham, and Insomniac's Spider-Man games don't work that way at all. Play the TASM games if you wanna see an actual Arkham copycat. And towards the end of the video there was stuff said about how free flow introduced stuff like being able to smoothly go between different types of attacks but that's like.. I don't see the correlation. Devil May Cry lets you smoothly transition between melee attacks, gun attacks, mobility abilities such as teleports, parries, cancels, and all sorts of stuff, ever since DMC3 which came out in 2005. I'm not saying DMC is the true source of inspiration behind these mechanics, because there are extremely few games out there that play or control like it, but having a variety of abilities to mix into combat on top of your basic melee hits is 100% not a Batman thing
@FAMCHAMP
@FAMCHAMP 4 дня назад
Yeah I agree
@nswmeeuwes89
@nswmeeuwes89 15 дней назад
This video is pretty much wrong about nearly everything. You're talking about completely different combat systems as if they are the same. Action games are not fighting games when using genre definition. Motion capture and IK controls have nothing to do with the development of these systems, only with the quality of the animations. The way you talk about how the games work and what effect it has on the gameplay sounds like you had an AI generate the text, because with very few exceptions all of it sounds like marketing speech more than actual experience. Sorry if this comes off as mean, but for most of the video I was just thinking: "What are you talking about...?"
@ph0ax497
@ph0ax497 20 часов назад
Not mentioning Prince Of Persia Warrior Within is a huge crime. Assassins Creed was a big step down. Warrior Within was ahead of its time, a lot of games nowadays cant achieve what was there made. In depth fighting system made without machine learning, or advanced rigid bodies, all running on Core 2 duo, 1GB of ram, and 512MB of VRAM. You could automatically lock in on any given enemy, grab them, toss them, jump on them from the ceiling, create combos with intrinsic athletic moves, grab their weapons, use terrain as your weapon, counter block, dodge, stab, use finishers, throw weapons (with every type of weapon dealing different kind of damage and playing different animation), and vast variety of combos. The only game that is as close to fluidity of that system, is Insomniac's Spiderman.
@DemonKnight94
@DemonKnight94 День назад
No, Batman's combat is designed to be easy and remove skill barriers. It's more like a rhythm game with low decision making and precision required. Ninja Gaiden and Dark Souls did alot more to inspire combat systems then Assassin's Creed or Batman.
@ajaydas9199
@ajaydas9199 12 дней назад
Meanwhile Souls Games All Enemies - Try me Player - Why me
@morganbrown392
@morganbrown392 11 дней назад
Someone should bring back the fight system from Jet Li’s, “Rise To Honor”!
@paulochf
@paulochf 4 дня назад
Have you tried "Sifu"?
@morganbrown392
@morganbrown392 3 дня назад
@@paulochf I have. It’s one of my favorite games.
@randomrandom450
@randomrandom450 8 дней назад
Cool video and content, but god, it did hurt every time you called those games "fighting games".
@Renikade
@Renikade 15 дней назад
Devil May Cry 1 is my favourite game of all time and so it was great to see it mentioned here, but the PoP: Sands Trilogy and God of War are also amazing. Great vid.
@killzekat
@killzekat День назад
Great video. Just a small detail : The targeting system we call "Lock on", which allowed to go full 360 while keeping focus on target (sort of circle strafe), was created and implemented by Sega for their "Virtual On : Cyber Troopers" game. It was an upgrade of their Lock-On system used in their "Panzer Dragoon" licence (itself inspired by the arcade game called Lock-On released in 1986). Said lock on was a key element to Virtual On which was third person action shooter where two robots had pretty fast paced 1vs1 battles in a 3d Arena, hence why it has no problem with the" tunnel vision" focus it brings since there were no issue with others mobs jumping you from blind spots. Virtual on released in 1996 meaning 1 month after Ocarina Of Time's first tech presentation while the final game released in 98. So Sega should take the credit for that. What Nintendo have to be credited for is the switch between multiple targets. Which is the most "a propos" when it comes to your video. We can also mention a game called Jet Li's "Rise to Honour" which was one of the first real attempt at free flow fighting between multiple targets. Using the right stick for hit direction. Or Mark of Kri+ Rise of the Kasai which both used a special targeting system allocating a button to an enemy. Both release during PS2 era.
@SuperDaDaD
@SuperDaDaD 18 дней назад
Ah, yes, the "spam a button to win" system, very fun system, very challenging indeed. I'm glad most action games use this system nowadays, I like my games to be played with a single finger without thinking to strategic positioning, managing the camera or thinking in general.
@suave9184
@suave9184 18 дней назад
Make sense for huge ips like spiderman. You have to appeal to EVERYBODY, so it makes sense the challenge is low. To be fair though they tried more with the parry mechanic, more aggressive enemies, enemies that can interrupt attacks, and harder bosses.
@SuperDaDaD
@SuperDaDaD 18 дней назад
@@suave9184 The system itself can be ok, I enjoyed some of the batman games, but they become too repetitive very soon, once you play a single game like that it's like you played all of them already. I stopped buying them years ago, they say: "A game for everyone is a game for no one".
@rd3munna812
@rd3munna812 13 дней назад
You can be creative if you want they give you the option. Take devil may 5 for example you can just use one button to kill a monster learn the combo do your own way which is hard. Not every game has to be souls like game and lot's of people aren't interested mastering these movementsYou can be creative if you want they give you the option. Take devil may 5 for example you can just use one button to kill a monster learn the combo do your own way which is hard. Not every game has to be souls like game and lot's of people aren't interested mastering these movements. Also every game i played have different movement, attack and defence so it won't feel repeated. Spiderman and Batman game has free flow combat but both are not the same
@azordom5449
@azordom5449 10 дней назад
Remember, kids; FreeFlow Combat as we know it today was introduced in Spider-Man 2: The Movie Videogame. (Counter was a dodge back then)
@mindeyethemasterscreen2712
@mindeyethemasterscreen2712 7 дней назад
Correct me if I'm wrong but I'm pretty sure it was "Prince Of Persia: Sands Of Time" in 2003. The first Spiderman game didn't have free flow combat it was more like melee combat from GTA3
@shepherdthoenen8564
@shepherdthoenen8564 7 дней назад
I'd be curious to see this video continued! God of War and Sifu arguably expand on this system. A game like For Honor is PVP for similar situations.
@marylandman
@marylandman 10 дней назад
Great take, but I have to disagree on the first game that pioneered free flow combat. It wasn’t assassin’s creed, which dropped in 2007. It was ninja gaiden, which dropped in 2004
@calvinezeokafor3360
@calvinezeokafor3360 9 дней назад
I just knew that AC and Batman would come up as she progressed through growth of combat in games. Nice video 👍🏽
@myk3l9675
@myk3l9675 18 дней назад
Man, the next Bumbi game is going to be way more violent then I thought!
@dezzcarter5987
@dezzcarter5987 3 дня назад
Jet Li - Rise To Honor & Spiderman 2 (PS2) are also HUGE influences way before the arkham series came into play but everyone usually overlooks those titles when mentioning combat influence in Action games
@philiphaugaard757
@philiphaugaard757 18 дней назад
You left out middle earth: shadow of war. Which had absolutely one of the best implementations of free flow combat, mixed with easily understood and flexible combat styles. :)
@phantom3146
@phantom3146 11 дней назад
As an Arkham and Spider-Man fan there’s a few points i don’t agree with ,Free flow isn’t the standard for combat in games because it’s very animation heavy , meaning it requires you to be in a specific scenario and location , you get a cool takedown animation near a wall but what if you didn’t want to execute a takedown , It also lacks combo strings because the purpose is fluid movement between targets so you’re limited to basic inputs the more free flow your system is getting repetitive after a while. The best and most popular systems are combat that allow more player input , challenge and creativity . Which is why I found your statement of saying the Arkham games system were better than previous systems when those previous systems were Devil May Cry and classic GOW ,hack and slash games that are a different genre of combat not worse . DMC in particular that only added quality of life improvements as the series continued to DMC3 and DMC5 and is still regarded as one of the best combat system in gaming . As far as what the standard is the Souls formula is a little more accurate , given the hundreds of games inspired by the system so much so it spawned a genre called Souls-like . These are just my thoughts , Hope we get a part 2 to this that clears up things more
@motijuan
@motijuan 11 дней назад
im rly rly rly rly glad you compiled these thoughts into one video, something im sure a lot of people think about, but haven't found the words or research, TY!!!
@omgyeti2049
@omgyeti2049 2 дня назад
Jet Li’s Rise to Honor walked so these modern games could run. It’s absolutely cave man compared to modern games, but back then that kind of combat flow in an action game was quite a breath of fresh air.
@Skyvastern
@Skyvastern 18 дней назад
Batman Arkham Asylum was my first ever game in which I was introduced to the free flow combat, and I was literally amazed by how it all played seamlessly and it felt so natural. Also there were other things I liked a lot about the game including playing a Batman game with great graphics and its performance on my Intel HD Graphics too was super nice. Seeing Batman in this video felt as if I got represented somehow 😅 7:37 and didn't know someone had recreated Batman's combat system already on RU-vid, and their project is also available on GitHub. Gotta try it for sure! Great video Sam, and keep up the great work 🚀
@samyam
@samyam 18 дней назад
Thank you!
@NimbusHero
@NimbusHero День назад
I enjoyed your analysis, but as a fighting game player, i took chip damage every time you referred to these games as fighting games
@ujugamestudio
@ujugamestudio 3 дня назад
If you want it in Unreal Engine, use Animation Warping. It's just there, I use it for my game too, for wall climbing...
@lloydfromfar
@lloydfromfar 4 дня назад
Clicked on a hunch! Pleasantly surprised by the quality content! :O :)
@Peter_Siri
@Peter_Siri 2 дня назад
I would love to see a variety of ways free-flow combat can be integrated into a third-person shooter; one great example is now WH40K Space Marine 2, yet imagine the system amplifying forward momentum in games inspired by John Woo - with counters triggering a standing joint lock against one NPC mixed with a free aiming toward another NPC or a throw toward any direction in quick succession. Such integrations can tie into the player's capacity to bring overwhelming force and stimuli against an opposing squad.
@CareyMcDuff
@CareyMcDuff 13 дней назад
Another great backgrounder! It's really interesting to take a step back and see how games have progressed. Incremental changes really add up. Thanks for making this video!
@MergentheGreat
@MergentheGreat 13 дней назад
Miss you Sammy, great content as always.
@tomasmaciasrivas5989
@tomasmaciasrivas5989 14 дней назад
Fantastic! You did an awesome research to drive us all through the story of the design of this mechanic. I really enjoy this kind of videos. Sometimes you dive directly into a tutorial but making a step back and analyze the game design decision for certain mechanic helps to understand the mechanic better (and also the success factor of the referenced games) and even to realize about possible modifications or improvement. Great job!
@samyam
@samyam 14 дней назад
Thank you!
@Cautious_Gamer
@Cautious_Gamer 2 дня назад
That was a great video! Action games with a free-flowing combat system are the best. I was so glad to see it adopted by a bunch of Action MMO's back in the day like Vindictus and C9. I just started playing The Lord of the Rings: War in the North today, it's too bad the game doesn't have a counter mechanic. Its combat is pretty good.
@okamichamploo
@okamichamploo 18 дней назад
I think in some ways I still prefer the older combat methods. Free Flow Combat often feels like I'm not really in control of the character and more like I'm choreographing a dance or just shouting cues to someone fighting like, "Block now!", "Look Out Behing you!". I don't know why exactly but it takes me out of it sometimes. Makes me feel more like an observer rather than the character themselves. I think it's born from the limitations of a controller. No lock on with first person and mouse locked camera feels like I'm in much more control of every action.
@jurtheorc8117
@jurtheorc8117 18 дней назад
I first encountered the term "free-flow combat system" in marketing and the back-of-box description of Prince of Persia: Warrior Within and that was quite a different beast entirely. A fun one though, and to this day i haven't seen anything quite like it. If you're interested, here's a list of various action games from recent times that use different combat systems from the modern Arkham games' type combat and stuff. There's things that are more in line with stuff like DMC, Bayonetta, Darksiders, Ninja Gaiden, 3D and 2D beat-em-ups and even a way of mixing a die-and-cards system with realtime action combat. Many of them are still in production, though. Some of my favourites: - Soulstice (not a Soulslike, it's in that vein of DMC, Bayonetta and Darksiders-type stuff.) - Clash: Artifacts of Chaos - No Straight Roads - Cookie Cutter Others: - Lost in Random (had a new game announced a few days ago! Many people are decrying it as ruining the original game, sadly, but i'm excited and want to try it out. Help the devs and such.) - Hi-Fi Rush - Genokids - Enenra Daemon Core - Mightreya - Gori: Cuddly Carnage - Kings of Hell - Yasuke: A Lost Descendant And I want to mention Decline's Drops and Kraino Rebirth. The first one seems to be an action platformer with some more emphasized combat, the second may be similar-- but i just think it looks cool Hope these games may prove interesting for you!
@ColeWithAGoal
@ColeWithAGoal 18 дней назад
Amazing, game combat can be a very difficult system to get right and it's best to have a plan worked out from the beginning. Thanks for also mentioning Mix and Jam's video as well, I'll hop over there next to check it out :D
@GameFuMaster
@GameFuMaster 9 дней назад
I wish we had a prince of persia remake, it's just so nostalgic seeing all the wall running into combat moves
@Sorain1
@Sorain1 13 дней назад
So, solid idea for a video, needed more research. Hope to see an improved effort in the future, because honestly coming up with good video idea's is the hard part for most.
@qweeq14
@qweeq14 22 минуты назад
The biggest imperfection with Freeflow is the same with automatic parkour of Assassin's series it just doesn't work 100% of the time sooner or later Etzio will just jump directly into water or Batman will round house kick the air none of these are game breaking on their own but these games often overestimate their mechanics working and you'll loose a timed chase or Lose a no-hit combat challange with Batman often. Infact some of the Batman Arkham Knights challenges were basically more than luck than your ability to understand Freeflow combat because even if you do everything perfectly it is always possible for Batman to hit the wrong enemy or Throw a batarang into the void or get hit despite your best efforts and you'll lose the challenge. For this reason I would advice not to play these types of games back to back because your frustrations with the combat system can carry over from Batman Arkham Knight to Witcher 3 and ruin your fun.
@mups4016
@mups4016 2 дня назад
There's a split down the middle between people who follow Shinji Mikami and Hideki Kamiya's combat styles and well, western games. The combat in DMC, ninja gaiden, nier, bayonetta, sekiro, kh2fm, etc. grants the player a plethora of tools they can use that aren't necessarily BETTER but serve to extend a player's creativity, on top of the higher APM and tighter windows, ability to juggle, enemy management, etc. while in western games it's all about accessibility and feeling a certain way, whether it be powerful like batman or kratos, or agile like spiderman. It ends upaking them feel very different even though they were all cut from the same cloth.
@Filmblanc
@Filmblanc 18 дней назад
You say free flow combat is "the new standard" but where's the evidence in that? The best selling and most successful action games aren't using free flow combat. No From Soft game uses it, Black Myth Wukong doesn't use it, Stellar Blade doesn't. It's not the standard, it's a pretty niche style to combat with only a handful of games using it.
@Filmblanc
@Filmblanc 18 дней назад
Unless you're using free flow combat as a blanket statement for all action games? Because to me free flow combat is very distinct and is used in games like Batman, AC, Spiderman
@samyam
@samyam 18 дней назад
​@@Filmblanc They all take inspiration from each other, not saying that they are exactly the same. Fluid, responsive, timing, skill, gadgets, etc.
@peacemaster8117
@peacemaster8117 17 дней назад
@@Filmblanc "Batman, AC, Spiderman" Those are the best selling and most successful action games/franchises. Stellar Blade only sold a million, Wukong just barely came out, and "From Soft games" refers to like 30 different games, none of which are in any way "standard" for the industry. What you're calling "very distinct" is actually the norm, and what you think is the norm is very much not.
@Filmblanc
@Filmblanc 17 дней назад
@@peacemaster8117 If free flowing combat is the norm, then the games that just came out would have it in them. You just proved my point. The newest and latest action games do not use free flow combat. Free flow combat seems to be reserved for 3 franchises, AC, Batman (which isn't even a franchise anymore) and Spiderman. All other action games, action adventure games and action RPGs do not use this style of combat.
@sunnyg7038
@sunnyg7038 16 дней назад
Freeflow combat only applies to batman arkham series. Thats when the term was officially coined. Spiderman 2018 has freeflow combat. All the other example you named are not free flow.
@criticaledge7612
@criticaledge7612 9 дней назад
I thought the first instance of this was Sands of time and expanded in warrior within. I remember playing both in the early 2000s and was amazed by how you could flow between targets like that. Then I played dmc1 and realized where it all came from.
@mauriciorivero
@mauriciorivero 17 дней назад
I just discovered your channel, this video is precious... Your explanation, your tone, your voice, the pacing. I already subscribed!
@samyam
@samyam 17 дней назад
Thank you!
@emanekaf145
@emanekaf145 День назад
The game I've had the most fun with that uses this type of system is Shadow of Mordor. I van play that for hours, just fighting hordes of enemies, only stopping when everyone is dead and I need to find a new group.
@xd3d034997
@xd3d034997 День назад
I agree with a lot of the comment section here. A lot of the examples in this video are wrong, and either you haven't really played those games you mentioned or you didn't really understand any of their gameplay. DMC is nowhere near freeflow combat, nor BM Wukong. Those games have rigid combos that have to be manually stringed together. In other words, if you input a set pattern of buttons, it'll output an exact pattern of animations. There's an intentionality behind the combo strings that you do as well as the positioning of your character. You also have defensive options that you have to manually choose/employ as you react to attacks. You have complete control over your character and you're not supposed to just button mash over and over. Presentation wise, this makes the game more video game-y. Freeflow combat is the exact opposite of that. You can press a similar set of buttons, but your character animations will be completely different based on the situation. You don't have a complete control or intentionality over it, unlike classic arpgs like DMC. You're basically letting the game decide your movements whenever you press the button and all you have to do is mash mash mash. Reacting to attacks are like qte's where it basically demands you to press the correct prompt. The game plays itself for you in a way but this makes the presentation look much more cinematic. Using another analogy, it's like a manual car vs an automatic car. Freeflow combat is an automatic car. While prior examples are a manual car. They are completely different based on how you control them. Another commenter has mentioned that freeflow combat isn't even a commonplace, which is what the title of this video claims to be as. Freeflow combat is a rather new tech and it's requires a lot of work to make. Hence why only AAA studios have the resources to put them in their games. It's very much UNLIKE the classic combo based combat that 99% of action games have. The title of this video is just false.
@sonofsueraf
@sonofsueraf 17 часов назад
As I thought, I haven't played Black Myth Wukong yet and I'm surprised when she mentioned its combat is free flow, when in reality is more souls-like. I should've known she's making a huge mistakd when she mentioned GOW 2018 here😂 I'm glad she recognized Prince of Persia's free flow though. I remember when game manuals were a thing, it specifically mentioned this specific phrase to describe its combat.
@curiousconsultant7922
@curiousconsultant7922 4 дня назад
I've never seen such a detailed and elegant explanation of free flow combat. But I do have to point it out: God of War 2018, BM Wukong, and the Witcher don't do “free flow” combat. If anything, they took things back to the Z-Targeting. The only games I can think of that do free flow as it was designed are the Batman games (duh), Shadow of Mordor (and the sequel), and the Spider-man games. (Arguably, Devil May Cry, but not quite) It's a shame, really, especially since Rocksteady gave up on their own masterpiece of a system in the most recent game. We absolutely need more free flow games where you play as an absolute badass.
@rogercruz1547
@rogercruz1547 18 дней назад
Assassin's creed is a sequel to Prince of Persia code-wise
@Mythic_Zach
@Mythic_Zach 18 дней назад
Well this was trip down memory lane! 😊 Very well done! The only thing I would've added was some mention of Ninja Gaiden. It was never that popular, but their freeflow combat system remains one of the best to this day.
@salinalee2613
@salinalee2613 15 дней назад
as I was watching, I felt like a lot of the comments would be kinda (very) hung up on naming semantics lol, but it doesn't seem *that* bad, which is nice and refreshing.
@OrbitGametv
@OrbitGametv 14 дней назад
Batman really did peak the combat system. First time I play it I was shocked to see how smooth it was. The defiantly improve alot in the game industry
@Kumari_44
@Kumari_44 12 дней назад
The matrix: path of neo! I will never forget the absolutely epic combat of that game!!
@omniriven9806
@omniriven9806 18 дней назад
I absolutely hate ARkham's free flow combat, it's just button mashing, no direction needed. Dark Souls (or Demon's Souls) combat is the ultimate combat system so far, bar none.
@SnakeInTheRain
@SnakeInTheRain 12 дней назад
Monster hunter and nioh's combat systems are far superior to dark souls, it's not even close
@gannielukks1811
@gannielukks1811 11 дней назад
Dark Souls combat is mediocre at best.
@DemonKnight94
@DemonKnight94 День назад
DS combat has a good foundation but is too simple. It's held up by the games difficulty alone. Very few games even comes close to something like a Ninja Gaiden 2.
@Pixelkvist
@Pixelkvist 18 дней назад
I'd be interested in seeing an analysis on the combat system in Sifu too! :)
@jurtheorc8117
@jurtheorc8117 18 дней назад
If you found Sifu fun, perhaps you may find something interesting in the combat of Clash: Artifacts of Chaos.
@karunaket
@karunaket 13 дней назад
Great video Sam! :)
@weepnwallow
@weepnwallow 12 дней назад
i feel like you shouldve mentioned Jak and daxter 1 though, because without it, we couldnt have the free flow system we have today. if you dont know, naughty dog wanted to create seamless animation transitions for both movement and combat, so they created the 3d animation interpolation system for video games that would later be replicated and improved on, and would lead to the creation of free-flow combat games.
@truthraiderlearsi1473
@truthraiderlearsi1473 7 дней назад
The fact that it was fuccing batman that made actions fluid is a huge flex
@shamanahaboolist
@shamanahaboolist 11 дней назад
You missed Ninja Gaiden which is still, to this day, one of the greatest free flow combat systems you can play and featured combo keeping equipment use before Batman.
@emanekaf145
@emanekaf145 День назад
The old AC games had the best of this type of system imo. The newer games cut back on all the features that made the old ones good and ever since Unity, the more rigid damage system and limited contextual animations just make it feel samey. Playing Valhalla, for example, has a single finisher for every type of enemy and doesn't change based on context, and ever since Unity, they've removed the more free-flowing single-hit damage model that, though easy to fumble through, allowed for more player-driven combos/improv-choreography. They added a set number of hits needed to drop enemies and the connected kills are no longer a reward. It's no harder, just more tedious and repetitive. I miss the old games and find myself replaying those rather than any of the new ones.
@axxessdenied
@axxessdenied День назад
A great example of an adaptive combat system is Sifu imo.
@KaustavMajumder
@KaustavMajumder 16 дней назад
You forgot to mention PoP - Warrior Within which was a milestone in the Free Flow Combat System mechanics.
@tailez606
@tailez606 11 дней назад
Wanted to add to this that before Assassin's Creed, there was also Prince of Persia: Warrior Within, which had a much more in-depth combat system than PoP:SoT and AC1 as well as a Counter mechanic, before AC1. The big thing about Batman: Arkham Asylum was that the developers wanted to make the combat have a nice consistent rhythm to it, that's why enemies always perform a new action only when the player either hits another enemy, or finishes a counter animation. This hadn't been the case in previous games, where enemies would try to attack or do another action pretty much whenever there was an opening and the player would instead have to position themselves where they're less likely to be hit first. The combat upgrade that makes the player gain double combo points for timing attacks over just spamming them emphasises the rhythm aspect too. I don't know if action games post-Arkham have this feature though. Edit: wow I literally paused the video to make the comment right before you went on to explain the Rhythm part of Arkham 💀💀💀 I hope there's at least new info in my comment
@franklinreed7614
@franklinreed7614 2 дня назад
So, can someone explain to me why Action Games are just called "Fighting Games" now? I understand that they have combat mechanics so by definition they are indeed games where you "fight", but doesn't that kinda make it confusing to differentiate them with games like Street Fighter or Tekken, where they are also referred to as "Fighting Games" but are fundamentally different from games like Black Myth: Wukong or Devil May Cry? I though they were called Action and Character Action Games.
@paulochf
@paulochf 4 дня назад
She should have referenced more current/modern game that implement free flow combat. Sifu is a great example, and it's a bummer show didn't even got near it.
@schlueperbiene6250
@schlueperbiene6250 12 дней назад
Great video. Especially for gamers like me who want to learn more technical knowledge. And the knowledge is conveyed in an entertaining way. Keep it up! 😃
@samyam
@samyam 12 дней назад
Thank you!
@spike13011
@spike13011 День назад
I love the way you say button.
@hiiambarney4489
@hiiambarney4489 17 дней назад
So that's exactly why Prince Of Persia Warrior Within (the Sands of Time sequel) had a so much better fighting system than most AAA games these days. They called it the "Free Form Combat System" and it was a lot like Free Flow in Batman... But not dumbed down for Children... It was full of player expression. You could do so much cool stuff, BUT, but you had to be able to perform the right inputs for it. Player Skill is something that is shunned away from by modern AAA Games. They think by babying the audience they will be able to expand their audience.
@viraj3944
@viraj3944 17 дней назад
Thanks for the well researched content
@Vergil.son.of.sparda.2006
@Vergil.son.of.sparda.2006 10 дней назад
Happy to see people still remember Prince of Persia
@AndrewMcQueen88
@AndrewMcQueen88 8 дней назад
now there's some great content! subscribed 👽
@kozmobotgames
@kozmobotgames 18 дней назад
I thought Dani published a new video when I saw the thumbnail
@bloody4558
@bloody4558 16 дней назад
Combat praked in Devil May Cry and Prince of Persia, God of War tried to ride on the Bandwagon but it's innovations weren't all for the best, for all of the new systems combat actually became simpler restricting player freedom in exchange for more options
@walidsidisaid2521
@walidsidisaid2521 16 дней назад
The first time I experienced a game with some kind of free flow was in the Soul Reaver series, now many games tends to get toward aimlock combats like in the soulslike but a mix between the two was done in the latest GoW and that was perfect !
@kwcnasa
@kwcnasa 18 дней назад
That smile at the end❤
@AZZAMNO1
@AZZAMNO1 10 дней назад
Really Cool but mashing one button to do all the combo can get boring I guess xD. I like having control of those stuff.
@krono5el
@krono5el 9 дней назад
Feel the only game that uses this combat right was the first one that used it Spiderman 2, every time i saw it pop up in other games i just rolled my eyes. remember ass creed was the next big game to use it, then everyone jumped on it. also the first actual free flow type of combat with no lock on was in Ninja Gaiden in 2004
@Fine_Mouche
@Fine_Mouche 22 часа назад
I want to make a game since 2015, but i'm so noob i currently only do it with numerically (a set represent edge and another set represent the path) (and even this i had struggle to do it). It would be game where we move along the sides of polygons leaving a trace of a certain color, we can go back it will [ trace [above/beside] / make another floor ] and when we have gone around the polygon respecting the rules*, this changes the color of the trace and saves it if it does not already exist. (*ex: no more than 2 round trips on the same segment/side)
@dibaterman
@dibaterman 18 дней назад
In short batman introduced gap closing and adopted contextual attacks, interpolation and lock on is based what you are facing. It's all relatively simple, though I am not really strong on IK, it scared me to use it in Unity and I haven't touched it in Godot yet. Just finished my core game play loop yesterday, spent today refactoring and refining the code base. But hopefully this week I'll be working on combat, great timing on this video for me.
@Iamgoldman
@Iamgoldman 17 дней назад
I keep saying that its not necessary to reinvent the way you walk and breathe. Meaning some things should be pretty ubiquitous within set genres. Developers need to consider what actions players will mostly take in their game. Driving, shooting, walking, running and combat are things that will all be relatively similar depending upon what type of game it is. Innovation is good but not always needed everywhere. The most important thing is to make sure all functions work as well as possible.
@ammara2080
@ammara2080 16 дней назад
Great video but also I cant wait to see how Camouflaj incorporates the free flow combat in their arkham vr game
@TheRealVordox
@TheRealVordox 3 дня назад
Castlevania Lament of Innocence.... Always forgotten, sadly.
@TehListeningPost
@TehListeningPost 9 дней назад
I don't think we've evolved in any significant way since Arkham. I see three disctinct melee combat systems in games these days 1. DMC style - Enemy targeting with the lock-on button acting as an input modifier 2. Dial combos - Mix of light and heavy attack inputs to achieve a combo string - I include Soulslikes here 3. Arkham - attacking free flow and an easy counter input
@krzysztofbulicz416
@krzysztofbulicz416 8 дней назад
If The Witcher 3 makes a template for current action games, how about Shadow of Rome from 2005 with the same template? Its nothing new, people just realize that it is the most fair and fun combat system, and its easy to make it nice looking from developer perspective. From my knowledge, Witcher 3, Ghost of Tsushima, Black Myth Wukong etc uses a different combat than Batman, AC-Games, Ryse: Son of Rome, Shadow of Mordor etc. There are also souls-like, and sekiro-like combat systems quite popular.
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