Understanding Game Design Theory For My Beat Em Up: No More Heroes.

So I recently have gotten a Nintendo Switch along with several games for it, including No More Heroes III. I decided to do a bit of research and analyze the game's combat strengths and weaknesses.

NMH III is a very fun and exhilarating beat 'em up and is very different and engaging from its contemporaries. It still has really satisfying finishing moves like you would expect from a 3D beat em up that are sure to satisfy anyone playing, either casual or hardcore. Although the combat is very different from it's other 3D hack n' Slashing brethren. While titles like Bayonetta and DMC are about keeping a free form combo with hard execution, NMH III takes more from its 2D counterparts (Streets of Rage/Final Fight) and is all about crowd control and landing the best stunlock/back turn route in order to drain an opponent's health down to zero. The game throws strange enemy patterns at you to throw your rhythm off during a fight. 

The game rewards you for keeping up offense with a "Tension" meter, as Travis Touchdown, the protagonist, is able to easily dizzy his opponents quicker, leading to some brutal punishment. Get hit though, and that tension gets knocked down.  Weaker enemies don't get completely obliterated when you're fully maxed out on attack levels, making even the beginning enemy encounters a nuisance when paired up with certain heavier enemies that can shred a third of your life like it was nothing. There are also several key mechanics such as the Battery on your weapon running out to prevent infinites and reckless mismanagement of attacking.

Is it always perfect? Eh... no. For starters, leveling up your battery to be seemed pretty meaningless since you still blast through half of it trying to take one enemy out which can be super annoying. For some reason, the game also just... doesn't follow its own rules when it comes to stun/combo theory, especially in some boss fights where bosses can literally just tell you to piss off and break your combo with an invincible/guard crush attack. 

Which is a real shame, since the game definitely has a pretty interesting system that rewards good play, but has some counterintuitive mechanics that hamper the experience of the combat system. You could remedy this by buying certain items to replenish your battery/tension to keep momentum up, but it feels more like a crutch than makes you pay to play for playing well. 

I have heard the conversation around beat 'em up circles that No More Heroes in general feels like a game that limits your play for a balanced fight between the player and the enemies, even though enemies aren't really doing their part. 

I still enjoyed my time though, and I definitely like how certain enemy patterns pushed you around for playing haphazardly. Something I want to add in my own project as well. And hopefully a better system besides gravity scaling in SOR4 and battery consumption that would help remedy infinites in my title  as well.


Where I've been at and goals for the future.

 



So it's been a while since I made a blog. A LONG WHILE. I don't even know if I have the writing ability to write a blog since it's been so long but here I go


tl;dr : Ya boys employed.

Yes that's right, I am in the wage cage. And honestly THANK GOD. I was really unstable for awhile as far as a stream of income and revenue for pursuing my other goals and honestly, I couldn't be happier to get a job with some nice benefits. 


What this means is that now I don't have to worry about money in the upcoming future. And since my job is pretty chill, I can focus back on game development and put out stuff that I want to work on. I initially thought I was going to do basically everything myself but honestly... doing all the marketing, researching, publicity and all that was going to bury me alive and really stopped me from focusing on the project. I really can't communicate very effectively on an open-platform that constantly moves so fast and I honestly cannot say that... if I were to market my game by myself, it would not get into many hands. Yeah sure, publishers want some of that stake too, but honestly, I can trust them managing my online presence for my project than I can myself. 


Which is why I have been looking at the market for my game, the platforms people are playing it on, and who has been publishing said games. A crazy fact, Steam is not the only place you can go to get your game published, and it certainly isn't the best either. I have been looking at other avenues to get my games to other places and the type of game I'm making is looking better suited for a console than on a PC. Keyboard input feels way worse for the type of game I'm making and it really does suit better for a couch and controller type of experience. 


Also, shout outs to Chris Z over on HowMarketAGame.Com. I would have been WAY more ignorant on a lot of things if I never stumbled across his website. He has a lot of great information on there and I highly advise you check it out when looking at your own project.  It helped me formulate a plan on my own project and how to pitch it to publishers, and which publishers to pitch to. 


That's all I have for now. Happy Game Devin y'all! 

Officially Retiring This Blog

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