With their recent showcasing of the “Combo Lab” mechanic for
their upcoming sci-fi action adventure game Remember
Me, developer Dontnod Entertainment is hoping to break new ground in
delivering a cinematic fighting experience to players thanks to the ability to
create custom combos by picking and choosing from a variety of different
attacks. But while this new “Combo Lab” system is certainly a big step towards
giving players a fighting system that is both organic as well as cinematic, it
is still held back by the limited conventions of fighting in video games.
Now, I’m certainly not trying to fault Dontnod or any other
developer that includes hand to hand combat in their game, but I do feel that
systems such as Remember Me’s Combo
Lab are something I should have been seeing a lot more of during the past few
years. I remember way back in the day playing an old action/adventure PS2 game
called Godhand. While its story and
characters were mostly generic and forgettable, Godhand’s approach to combat, allowing players to purchase new
fighting moves from a variety of different martial arts styles and custom
tailor the main character’s moveset, kept me engrossed for hours on end.
Other games such as Yu Suzuki’s epic masterpiece Shenmue and its sequel Shenmue II and even older games such as Deadly Arts, a fighting game for the
Nintendo 64, also allowed the player to create a custom-fit fighting style for
the playable character. As I mentioned earlier, I feel it is important for
developers to deliver a fighting experience that feels both organic and
cinematic and letting players custom tailor their character’s fighting style is
definitely a step in the right direction. However, it is also the first of many
more steps that have to be taken.
Giving a character a bunch of cool looking moves and letting
the player pick and choose which ones they want to use is all well and good,
but another pitfall that developers need to avoid is crossing from repetition
into staleness. If you think about your favorite action movies from the past few
years, you probably don’t remember the characters using the same moves over and
over and over when fighting. Why? Because that would make for one heck of a
boring fight scene! Giving players customizable moves is all well and good, but
giving them *a lot* of customizable moves is even better.
One prominent example of a well-done video game fighting
system was the “freeflow” system found in Rocksteady’s recent Arkham Asylum and its mind-blowing
sequel Arkham City. What at first
seemed like a simplistic setup actually contained an amazing amount of depth
thanks to the sheer breadth of different moves at Batman’s disposal. Many of
these moves were situational, meaning the player really didn’t have to manually
execute them; they were just performed organically with the simple push of a
button. The exact move that Batman performed was based on several factors such as
his position in relation to his foe, the distance between them, and (for
counters) the way in which his opponent was attacking him.
Even without the ability to fully custom-tailor Batman’s
style, the “freeflow” system worked thanks to Batman’s large repertoire of
moves and the seamless and organic manner in which they were executed. Thanks
to Arkham’s combat system, no two
fights ever played out the same way and players always had a large variety of
different ways through which to prevail. The inclusion of Catwoman, Robin, and
Nightwing as playable characters in Arkham
City further demonstrated the amazing capabilities of the freeflow system.
Naturally the success of Arkham’s
freeflow system quickly spawned imitators including the fighting system
found in the recent Hong Kong crime drama Sleeping
Dogs by United Front Games. While Sleeping
Dogs did manage to deliver a satisfying and entertaining hand to hand
experience, protagonist Wei Shen’s small arsenal of martial arts moves combined
with his reliance on environmental attacks didn’t quite manage to reach the
same lofty heights of cinematic entertainment as the Arkham games.
While both games utilized very similar fighting systems, the
limited scope of Shen’s moveset when compared to Batman’s meant that fight
scenes in Sleeping Dogs had Shen
using the same basic four-hit combo over and over with the occasional special
move or environmental takedown sprinkled in. While the fighting never fully
crossed over into tedium, having to transition from the freeflow combat of Arkham City into Sleeping Dogs’ system felt jarring and unintuitive which is a shame
considering how great a game Sleeping
Dogs is.
Now I’m not saying every game that comes out should try
and replicate either the freeflow system from Arkham or the Combo Lab from Remember
Me, however building upon what these games have put forth could certainly open up a
whole new set of doors for developers who are hoping to wow gamers with their
fight scenes. As we slowly begin to enter into a new generation of games and
consoles, it only makes sense that the ability to give players an amazing cinematic
fighting experience with the push of a button should follow suit.
Follow me on Twitter at @NateHohl and check out my other work at vgutopia.com and rantgaming.com
Follow me on Twitter at @NateHohl and check out my other work at vgutopia.com and rantgaming.com
Its really nice game........
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