Post by Deleted on Jan 3, 2017 1:00:49 GMT -5
Let's be honest here: Levelling Up can be pretty fun, unless you don't like grinding (and need to for Multiplayer or something). Getting higher statistically, learning new Attacks and Supers, learning new strategies with your new attacks, all of that can make for a fun experience when implemented right (which I feel this series does fairly well with).
But how would you guys think of a Senran Kagura game WITHOUT the levelling system? Maybe even scrapping the Yin-Yang-Flash energy system?
Here's why I ask: Senran Kagura 2's Multiplayer is a lot of fun, though my levels weren't too high when I first did it, and I'm grinding to get to a higher level right now. I like learning how to use certain attacks and Ninja Arts effectively, learning what attacks work and what doesn't, and overall getting more skilled at the game. But how much of your performance is based on your level when you bump up to Hard Mode?
Maybe scrapping the Yin-Yang-Flash Energy system isn't entirely necessary (even though I'm glad Deep Crimson didn't have it, since it wouldn't have fit well in my opinion), but that would be less necessary grinding for if you wanted certain moves.
My thoughts are this: What if we had a Senran Kagura game that was closer to Arcade Beat 'em Ups of the past? I mean, the 3DS Senran games were kinda in that spirit, and I quite liked it, but the levelling up was something I don't think of, especially since it means that you can grind your way out of difficulty if you really wanted to.
I was thinking having a Hack 'n Slash SK game with a combat system similar to Deep Crimson (since that game is so much fun, yet challenging), or with a new system, where you have all of your moves from the start, with no Levels to gain. The only things that would change your performance would be Shinobi Stones, Weapons (if you wanted them to have special properties, instead of being cosmetic), Modes/Fighting Styles/Grooves (Yin-Yang-Flash), Skill, and Teamwork.
Hard Mode would only change the amount of damage enemies deal, special properties on attacks, new attacks with each higher difficulty (especially on bosses), and how smart the AI is, without drawing it out with lots of extra HP on Harder difficulties (In SK2, a Lv.18 Crimson Homura can't do crap to the final boss on Hard).
Plus, for both Co-Op and VS Multiplayer, this would mean that Teamwork on Co-Op, and overall skill will take precedence over who has the higher levels. You won't need to grind at all to go online.
Special Missions would still be a thing, and maybe Money for Clothes (if they aren't just unlockables) or 1-Use Items (like special Bombs, Kunai, Flaming Shuriken, etc.) with multiple applications, could be added as well. You'd still have things to do outside of the main story. But they'd give you reasons to not only do the story.
And yes, there'd be a limiter on how many items you can bring with you, or some other incentive to not grind for infinite items. A Boss will die from taking too many knives to the face, but that would take forever, and with enough running, won't feel satisfying or anything. It'll just prove you know how to spam.
Of course, this sort of gameplay isn't for everyone, as when well designed, it would take more skill, since there's no levels to rely on. But no game is truly for everyone, even within someone's favorite franchise. I could see this series going down that path at some point, and doing well. Chances are, it likely will keep the levels and whatnot.
But how would you guys feel about a Senran Kagura game like this? I think I'd like to see it myself. It might just be my masochism showing, but I love a good challenge! This kind of game sounds right up my alley! (I really need to play more Beat 'em Ups and whatnot, especially with the announcement of Double Dragon IV, and how I haven't played a single DD game.)
But how would you guys think of a Senran Kagura game WITHOUT the levelling system? Maybe even scrapping the Yin-Yang-Flash energy system?
Here's why I ask: Senran Kagura 2's Multiplayer is a lot of fun, though my levels weren't too high when I first did it, and I'm grinding to get to a higher level right now. I like learning how to use certain attacks and Ninja Arts effectively, learning what attacks work and what doesn't, and overall getting more skilled at the game. But how much of your performance is based on your level when you bump up to Hard Mode?
Maybe scrapping the Yin-Yang-Flash Energy system isn't entirely necessary (even though I'm glad Deep Crimson didn't have it, since it wouldn't have fit well in my opinion), but that would be less necessary grinding for if you wanted certain moves.
My thoughts are this: What if we had a Senran Kagura game that was closer to Arcade Beat 'em Ups of the past? I mean, the 3DS Senran games were kinda in that spirit, and I quite liked it, but the levelling up was something I don't think of, especially since it means that you can grind your way out of difficulty if you really wanted to.
I was thinking having a Hack 'n Slash SK game with a combat system similar to Deep Crimson (since that game is so much fun, yet challenging), or with a new system, where you have all of your moves from the start, with no Levels to gain. The only things that would change your performance would be Shinobi Stones, Weapons (if you wanted them to have special properties, instead of being cosmetic), Modes/Fighting Styles/Grooves (Yin-Yang-Flash), Skill, and Teamwork.
Hard Mode would only change the amount of damage enemies deal, special properties on attacks, new attacks with each higher difficulty (especially on bosses), and how smart the AI is, without drawing it out with lots of extra HP on Harder difficulties (In SK2, a Lv.18 Crimson Homura can't do crap to the final boss on Hard).
Plus, for both Co-Op and VS Multiplayer, this would mean that Teamwork on Co-Op, and overall skill will take precedence over who has the higher levels. You won't need to grind at all to go online.
Special Missions would still be a thing, and maybe Money for Clothes (if they aren't just unlockables) or 1-Use Items (like special Bombs, Kunai, Flaming Shuriken, etc.) with multiple applications, could be added as well. You'd still have things to do outside of the main story. But they'd give you reasons to not only do the story.
And yes, there'd be a limiter on how many items you can bring with you, or some other incentive to not grind for infinite items. A Boss will die from taking too many knives to the face, but that would take forever, and with enough running, won't feel satisfying or anything. It'll just prove you know how to spam.
Of course, this sort of gameplay isn't for everyone, as when well designed, it would take more skill, since there's no levels to rely on. But no game is truly for everyone, even within someone's favorite franchise. I could see this series going down that path at some point, and doing well. Chances are, it likely will keep the levels and whatnot.
But how would you guys feel about a Senran Kagura game like this? I think I'd like to see it myself. It might just be my masochism showing, but I love a good challenge! This kind of game sounds right up my alley! (I really need to play more Beat 'em Ups and whatnot, especially with the announcement of Double Dragon IV, and how I haven't played a single DD game.)