This is a reply to this video. More specifically the part related to DMC, even if it's focused on 5: Part about DMC5 . Even though I would recommend to watch the entire video to understand his view. ____ Please, don't take anything from this reply as an attack towards you. I am only attacking a specific part of your arguments. ____ In broad terms, we could consider almost every single player video game a type of Simon Says sequence or system of tasks. The differences can be found in interactive variables like: - How hard or complex is to execute what Simon says (headshots, reactions to very quick attacks, intricate inputs with high APM). - How hard is to understand what Simon wants you to do (puzzles). - How much variety there is in what Simon wants you to do (optional exploration, combo systems, multiple paths to reach a goal). - How deceptive is Simon (intentionally unnatural movement from enemies to make them harder to parry, traps and ambushes in first playthroughs). - How
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