@LordKnightBB@Koryuken Yeah fair point. I was looking at Kyoshi's hitboxes take up the full screen and was really wishing we could air block. My hope is that there are enough non committal movement options to open up the play patterns to involve a lot of rapid bait or feints
@LordKnightBB@Koryuken I think the suboptimal variations are at the biggest risk of "what's the point" but I also think that with the movement and freedom in the system, the possibility space gets so wide that fun and preference become viable again... If that makes sense.
The problem is more fundamental than changing frames or controls I think. I disagree with saying fodder enemies in 1/2 were easy. In the sense that there are enemies that are baseline, sure. But the key to RE style games (which really only applies to 1, 2 is more like Dino crisis 2) is that enemies are obstacles that must be respected. If this were similar at all to the design of 1 you would need to consciously decide to avoid or fight encounters. And much of that challenge came from sneaky positioning in rooms and encounter design. A game like this doesn't support that kind of design. Enemies aren't obstacles, they are chores that need to be done. The combat only allows for design space where mastery boils down to small simple reactions rather than more involved decision making in how you navigate the area
@MARVELTokon Finally added to a fighting game but it's the arcsys game I've been clowning on since beta. Ok fine, temporary truce until a week after release I guess