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Prince of Persia


Phelan

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i would have liked more variety in the combat, maybe a few boss fights here and there to spice it up.

Noooooo! I hate bosses.

Things I'd like to see in PoP (and other games). Total level select when you've completed the game. An option to run through the game without any enemies. A 3d model of the environment (rotation, zoom etc.) so you can see where you've been etc.

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i would have liked more variety in the combat, maybe a few boss fights here and there to spice it up.

Perhaps a 10p slot in the console that you can pump coins into to keep you alive whilst you tackle these bosses?

Nope, kill me now. Bosses are throwback to another era, they have no place in modern videogaming.

Er.... but at least we all agree on that dirtiest of all words amongst the hardcore - "sequel" then?

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Nope, kill me now. Bosses are throwback to another era, they have no place in modern videogaming.

maybe someone should inform Nintendo? seriously though and to be quite honest, i don't believe games like this need combat. it serves only to subtract from their purity however if they insist on keeping it, in line with the rest of the series then they need to do something which offers scope for greater variety and strategy. fewer enemies at a time with each requiring different tactics. something along the lines of Halo in terms of AI.

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Things I'd like to see in PoP (and other games). Total level select when you've completed the game. An option to run through the game without any enemies. A 3d model of the environment (rotation, zoom etc.) so you can see where you've been etc.

You know how in Devil May Cry 2, when you'd completed the game you got that 'Bloody Palace' or whatever it was called, that was a big, unending fighting environment?

Well, what would have made PoP essentially perfect was if, after completion, they gave you a big 'playroom' to fuck about in, leaping all over the shop, trying to get to strange, seemingly unreacable places.

And no bosses. And less respawning of enemies.

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i would have liked more variety in the combat, maybe a few boss fights here and there to spice it up.

Bosses are throwback to another era, they have no place in modern videogaming.

As any fan of Metroid Prime, Wind Waker, Viewtiful Joe, REZ, Ikaruga and dozens of other fine games will no doubt agree with ;)

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Because thery are a throwback to another era and quite clearly have no place in modern gaming

Yes they have.

Its perfectly natrual that in gaming or movie media, you follow a heirechy (i spelt that wrong - sorry) so, when you reach the end of that heirechy, you fight a boss.

It still sends the jiz'sigs to my crouch just thinking about what the last level boss look like. I think it does with many other people to.

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Its perfectly natrual that in gaming or movie media, you follow a heirechy (i spelt that wrong - sorry) so, when you reach the end of that heirechy, you fight a boss.

I haven't got a Scooby what you mean, sorry ;) !

I don't like bosses. They're a gaming cliche and I'd rather they were discontinued. What are they supposed to represent? They're just isolated, semi random entities with no purpose other than to delay you in your quest. They demostrate set attack patterns, absorb damage for fun and absolutely must be killed before you can get to the next section which is only feet away. Why? How is killing a boss supposed to lead to a door opening up or a weapon appearing? What are we saying here? What's the logic? It just spoils things for me I'm afraid.

That's all my opinion of course, if you like bosses then good luck to you.

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They're just isolated, semi random entities with no purpose other than to delay you in your quest. They demostrate set attack patterns, absorb damage for fun and absolutely must be killed before you can get to the next section which is only feet away. Why? How is killing a boss supposed to lead to a door opening up or a weapon appearing? What are we saying here? What's the logic? It just spoils things for me I'm afraid.

which makes PoP's combat nothing but a series of continuous boss battles anyway, so if they're gonna keep it they should at least throw in a bit more variety.

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They're just isolated, semi random entities with no purpose other than to delay you in your quest. They demostrate set attack patterns, absorb damage for fun and absolutely must be killed before you can get to the next section which is only feet away. Why? How is killing a boss supposed to lead to a door opening up or a weapon appearing? What are we saying here? What's the logic? It just spoils things for me I'm afraid.

which makes PoP's combat nothing but a series of continuous boss battles anyway, so if they're gonna keep it they should at least throw in a bit more variety.

Which is by far the weakest aspect of POP. The combat is fantastic, of course, but gets tiresome after your hundreth kill in the same fight.

These difficulty spikes ARE pretty much 'end of level bosses', and the game suffers as a result. So it kind of backs up Dude Ranch's point.

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I'd've MUCH preferred PoP:SoT if it bossed it up a whole lot MORE.

The original PoP did it right. Every level had a single one-on-one fight. Each sword fight had a different dynamic with slightly different AI (getting harder) for each opponent. Like real fencing you had to work out their style and defeat them.

Real fencing is all about predicting patterns in your opponent's behaviour, so even crap AI can work quite well.

I'd've much preferred a dozen tough opponents throughout the game each providing a different, challenging, thinking mans fight.

PoP is 362Kb, for god's sake... if they could do it in that space, I think SoT could do it in 6000x the amount :huh:

-J

[incidentally, PoP 2 had a lot more enemies, but even then, each had quite a unique dynamic and style- from humans to medusa heads to snakes... and they still involved a whole load more timing than SoT.]

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which makes PoP's combat nothing but a series of continuous boss battles anyway, so if they're gonna keep it they should at least throw in a bit more variety.

Which is by far the weakest aspect of POP. The combat is fantastic, of course, but gets tiresome after your hundreth kill in the same fight.

These difficulty spikes ARE pretty much 'end of level bosses', and the game suffers as a result. So it kind of backs up Dude Ranch's point.

I agree with this, the battles in PoP have struck me as 'bosses' but since you're fighting the same old inhabitants of the castle it feels a bit more natural than getting to a ballroom and fighting the 19 foot dragon who lives there, or whatever..

Ico and PoP are extremely similar in this respect and I could've done with no fighting in either game thank you very much. But that's just me.

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Ico and PoP are extremely similar in this respect and I could've done with no fighting in either game thank you very much. But that's just me.

If anything the fighting in Ico seemed more out of place than in POP.

I think you're right. IMO Ico would have stood up better without the fighting than PoP.

Whatever though, both are quality games.

But, referring back to a previous post, I'd still like an unlockable option to play through both with no enemies to give me time to appreciate the incredible (best ever IMO) environments. The experience would be much shorter but very enjoyable.

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Without the fighting in ICO, what would you have been saving Yorda from? And how would you have had that bit with all the previous boys?

The fighting in ICO was totally necessary, as you'd have felt no danger or fear, or protective of Yorda.

How about just navigating your way out of the castle in time for last orders? Seriously, the fighting doesn't achieve anything for me. It's all about getting round the castle and enjoying the puzzles and scenery. You still need to look after Yorda and guide her around. The fighting, if you're very cynicial, could be seen as merely a way of extending the play time. It's not exactly hard either, so what is the point?

I appreciate what you're saying though.

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And Keep the mega-freeze for when it gets hairy, if you can.

I did that bit twice. The first time, I was kicking ass, but not quite efficiently enough to keep Farah alive. Trouble was, I'd used the Mega-Freeze when they first started appearing, and wasted it.

Second time, I save it until I'm well into the fight, and give them all a huge whooping.

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