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Post by ovenkitty on May 7, 2020 11:58:59 GMT -6
It's downloading on my PS4 right now.
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Post by Other Self on May 7, 2020 14:14:57 GMT -6
Hair style #2 physics are still broke on PS4. :/
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Post by NightmareGamma on May 7, 2020 14:45:29 GMT -6
Zangetsu is actually pretty fun to play. Also I found a few unlisted moves!
Hold "up": Zangetsu taunts the enemy and goes into his counter stance. unlike the "Forward Forward Square" Input, this one costs NO MP, and you can actually hold up to keep the counter stance up for as long as you want. However, you have to deal with the incredibly long taunting animation, so it is not good for actually countering. not sure if the Taunt has any use yet.
If you use the right analog stick to use the Chain (most people probably forgot about it as soon as the game starts, since spamming "Up + L1" is a much more effective Way to get up and around, even at the cost of the MP) while you have an element active and hit an enemy, Zangetsu throws an elemental attack towards the enemy.
If you use "Up + L1", as long as the animation plays, you can press "R2" to cancel into a groundpound, similiar to "Down, Down-Forward, Forward + Square" or "Down, Down + Square", which means it will also unleash an elemental attack. This is actually preferable to other inputs, because if you press "R2" immediately after "Up + L1", you want leave the ground and actually cancel instantly into the attack without any start-up animation. Yes, it costs more MP than the other Inputs (because of the "Up + L1 also consuming MP) but for having an instant elemental Attack ready this is totally worth it!
I hope some people find out more techniques like this =) Also did anyone found out if there is an actual Counter Attack after you guard? It seems Zangetsu stops time (similiar to Miriam after her Katana Counter) but it seems you can only use to follow up with a regular attack, which is kinda useless =/ If anyone finds anything please let me know ;3
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Post by snowscar on May 7, 2020 16:15:15 GMT -6
The update requires you to first beat the final boss again, else you won't see the new options. Here's my experience:
I started a game on Normal and was greeted with a little tutorial window for the new combos, nice! I started trying them out and noticed Zangetsu's distorted voice tracks after every attack. They're way too distorted and got annoying really quick. Probably because they were recycled from the boss battle against him and weren't made to be heard every two seconds for a complete playthrough of the game.
Anyways, I made my way through the Galleon Minerva and noticed I could kill almost every enemy with one single hit. The normal attack with square was way too slow, so I just walked up to an enemy and pressed R2 over and over. No need to press square ever again. The elemental shift is a nice idea but I never bothered with the elemental attacks in this game before, they might be useful on the Nightmare difficulty but I never had to watch out for an element even on hard as Miriam before.
Next came the first boss. I just walked up to him and pressed R2 a few times. No strategy, evading or combos required at all. Playing this section as Miriam felt really balanced on Normal, so maybe they just expect you to play Zangetsu on Hard?
After that I tried the randomizer. Neat features, but what if I don't want to see a timer all the time? It's okay when competing with a friend to compare times after playing with the same seed but just for a randomized run it's really distracting and I should be able to turn the timer off. Too bad that swapping enemies wasn't included, without it I rather play a normal playthrough as Miriam again, the only thing this randomizer could actually do now is giving me an overpowered weapon early, no thanks. ;D
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Post by nyeeeessss on May 7, 2020 16:41:55 GMT -6
I wonder if this is really the case
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Post by jlgo on May 7, 2020 17:10:44 GMT -6
The studio should of have Zangetsu available when the game launch. Now after playing with Zangetsu it feels like a waste of time. There is absolutely nothing new to do, just killing old enemies with Zangetsu and an extended ending with Miriam. I am very dissapointed with this 7.1 GB UPDATE, is just a waste of HDDR space. I am pretty much sure that IGA is also dissapointed that this update took almost a year with absolutely NO NEW CONTENT but to play as Zangetsu and change a couple of things that ABSOLUTELY does not bring anything to the game. Take this from me as I have been playing VIDEO games for over 3 decades. Is not an opinion is a FACT.
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Post by Yän on May 7, 2020 17:27:39 GMT -6
Sorry but just because you state your opinion as a fact doesn't make it a fact.
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Post by nyeeeessss on May 7, 2020 18:05:42 GMT -6
Hey guys, let’s not get too argumentative here. It’s okay to disagree on things sometimes
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Post by jlgo on May 7, 2020 18:19:26 GMT -6
Sorry but just because you state your opinion as a fact doesn't make it a fact. Go and play your Fornite.
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Post by jlgo on May 7, 2020 18:21:51 GMT -6
Can someone PLEASE tell me what it is good about this new update, besides killing enemies with Zangetsu and scrambling items.
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Post by nyeeeessss on May 7, 2020 18:30:23 GMT -6
Dudes, settle it out in DMs. No need to argue in front of everyone. We’re all just people who like video games, so let’s try to talk about our views on the game (be they negative, positive or somewhere in between) in a civil manner
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Post by Yän on May 7, 2020 18:42:04 GMT -6
huh? Sorry about that, didn't say it with the goal of arguing. I don't like arguing. I don't like when people state opinions as facts either which is why I wanted to remind our fellow forum user of it. I haven't played the update yet so I might even agree with jlgo but even then it would still be an opinion. No idea what Fortnite has to do with this ¯\_(ツ)_/¯
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Post by nyeeeessss on May 7, 2020 18:45:14 GMT -6
Like I said, I don’t care about about what you think of it, I haven’t played the DLC yet so it could be Artplay’s Big Rigs for all I know, but that Fortnite comment made me worry that this would just devolve into an online shouting match.
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Post by Yän on May 7, 2020 18:46:34 GMT -6
Don't worry, you won't get that with me
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Post by nyeeeessss on May 7, 2020 18:49:03 GMT -6
Sorry if I misinterpreted your earlier statement Yan, it’s hard to get tone out of plain text. And I don’t want to undermine jlgo’s struggles either, I’m sure he has perfectly valid reasons to dislike the DLC, I just didn’t want this to turn into a giant argument.
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Post by championeternal777 on May 7, 2020 19:21:53 GMT -6
Almost a year and what we get is a lazy update that insults the people that backed this game.This is not the 90s dear developers we're at 2020 now and gamers ain't sheeps anymore.Inexcusable and highly insulting you should be ashamed of yourselves. PS. May the 8th here and still the "update" doesn't exist in ps4.You can't even make the date right,not surprised of your incompetence to make a proper DLC.
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Post by Yän on May 7, 2020 20:51:54 GMT -6
So just played the DLC... Zangetsu mode is kind of barebones lol It's most comparable to Aria of Sorrow Julius Mode I think. You're super OP right at the start, begin with your full (but pretty cool) moveset, all story is removed. There's still levelling but since you're so ridiculously strong from the beginning it hardly feels like it matters much at all. Personally I'd have preferred something like the Dawn of Sorrow Julius mode which actually played into the story a bit and had some gating (getting additional characters for more abilities) so the world wasn't quite your oyster right from the start, making everything feel like nothing really matters... Before the DLC launched I was somewhat curious regarding what they'd do for the Zangetsu and Doppelganger fights (will they be swapped? etc) but they just kept the fights as they were, only that now they're less balanced. It just underlines that for this mode they didn't care about the story or any kind of logic one bit haha.
Yeah so the Zangetsu mode just kiiind of falls flat a bit for me. It's a fun stroll for the castle but that fun can be over in an hour or two. Keeps me wondering whether they couldn't just have spent a little more time on placing some of the more movement related abilities you have (the chain, the double jump, the upward slash) at certain key places in the castle to retain a little bit of progression and exploration, a little bit of that Metroidvania game design...
It's a different story with the randomizer mode which actually felt surprizingly interesting. This surprised me mostly because the castle layout is sadly still completely unchanged (except for the occasional save-warp room swap). And yet, with full randomization of key items and shards, it allows for some pretty fun and interesting combinations of abilities and gear that you'd otherwise never rely on so heavily. For instance, I got some waystones on the galleon, allowing me to skip Vepar. But more interesting still, I got Dimension Shift from a Bone Morte, allowing me to sequence skip into the water area, below the water even before entering the castle gates. This reliance on using frequent Dimension Shifts to avoid the comparatively strong enemies and get through sections of water without the diving ability, does surprisingly change up the gameplay a fair bit. I still wish they would have added some kind of level layout randomization or even just enemy placement randomization (within reason) to make things even more intriguing and multiple randomizer playthroughs more worthwhile and explorative but oh well... At least it's giving me more interesting playtime than Zangetsu mode does and changes up my playstyle more than I thought loot table randomizations would do.
Overall, I'm disappointed on one hand (bare minimum Zangetsu mode) and pleasantly surprised (of course after the big disappointment that was the cancellation of roguelike castle mode) on the other hand.
This kind of Zangetsu implementation does make me wonder what they're going to do with coop as it makes it sort of hard to imagine that a proper multi-character coop (Miriam-Zangetsu-Tagteam) would make a lot of sense. Will coop just mean two Miriam copies running around on one screen for no valid story reason whatsoever? It does not get my hopes up for an awesome coop mode that won't feel tacked on but well integrated. Similarly it does not bode too well for that third character we're supposed to get... I wish they can somehow learn from this and make some choices to retain some Metroidvania Design gating for whatever other character we'll get but I kind of doubt it...
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Post by nyeeeessss on May 7, 2020 23:37:29 GMT -6
Interesting how the mode everyone was looking forward to is basically just a carbon copy of SOTN’s Richter mode while the mode many were less enthused with is actually sounding kinda decent.
Also, sorry if I offended jlgo earlier, I shouldn’t have been so critical or nosey to him. That was my mistake and I apologize to him and Yan
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Post by jlgo on May 8, 2020 6:31:55 GMT -6
So just played the DLC... Zangetsu mode is kind of barebones lol It's most comparable to Aria of Sorrow Julius Mode I think. You're super OP right at the start, begin with your full (but pretty cool) moveset, all story is removed. There's still levelling but since you're so ridiculously strong from the beginning it hardly feels like it matters much at all. Personally I'd have preferred something like the Dawn of Sorrow Julius mode which actually played into the story a bit and had some gating (getting additional characters for more abilities) so the world wasn't quite your oyster right from the start, making everything feel like nothing really matters... Before the DLC launched I was somewhat curious regarding what they'd do for the Zangetsu and Doppelganger fights (will they be swapped? etc) but they just kept the fights as they were, only that now they're less balanced. It just underlines that for this mode they didn't care about the story or any kind of logic one bit haha. Yeah so the Zangetsu mode just kiiind of falls flat a bit for me. It's a fun stroll for the castle but that fun can be over in an hour or two. Keeps me wondering whether they couldn't just have spent a little more time on placing some of the more movement related abilities you have (the chain, the double jump, the upward slash) at certain key places in the castle to retain a little bit of progression and exploration, a little bit of that Metroidvania game design... It's a different story with the randomizer mode which actually felt surprizingly interesting. This surprised me mostly because the castle layout is sadly still completely unchanged (except for the occasional save-warp room swap). And yet, with full randomization of key items and shards, it allows for some pretty fun and interesting combinations of abilities and gear that you'd otherwise never rely on so heavily. For instance, I got some waystones on the galleon, allowing me to skip Vepar. But more interesting still, I got Dimension Shift from a Bone Morte, allowing me to sequence skip into the water area, below the water even before entering the castle gates. This reliance on using frequent Dimension Shifts to avoid the comparatively strong enemies and get through sections of water without the diving ability, does surprisingly change up the gameplay a fair bit. I still wish they would have added some kind of level layout randomization or even just enemy placement randomization (within reason) to make things even more intriguing and multiple randomizer playthroughs more worthwhile and explorative but oh well... At least it's giving me more interesting playtime than Zangetsu mode does and changes up my playstyle more than I thought loot table randomizations would do. Overall, I'm disappointed on one hand (bare minimum Zangetsu mode) and pleasantly surprised (of course after the big disappointment that was the cancellation of roguelike castle mode) on the other hand. This kind of Zangetsu implementation does make me wonder what they're going to do with coop as it makes it sort of hard to imagine that a proper multi-character coop (Miriam-Zangetsu-Tagteam) would make a lot of sense. Will coop just mean two Miriam copies running around on one screen for no valid story reason whatsoever? It does not get my hopes up for an awesome coop mode that won't feel tacked on but well integrated. Similarly it does not bode too well for that third character we're supposed to get... I wish they can somehow learn from this and make some choices to retain some Metroidvania Design gating for whatever other character we'll get but I kind of doubt it... What I wrote in 1 paragraph in FACTS, you said it was my opinion, and you wrote a whole book about why the DLC is not as good. But anyways, Julius mode was OK in the DS, I still have my tiny little cartridge, and like someone said, "this is 2020", and a lot more could had been done on this DLC for an 2.5D game. Many, many people are dissapointed there are even gaming websites that are blogging about the DLC and calling it underwhelming. I am not mad at anybody, is all good, we are just having kind off of an disagreement that is all.
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Post by nyeeeessss on May 8, 2020 6:50:44 GMT -6
Good to see it’s all water under the bridge now
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