@ChronoRiskbreaker Didn't have time in the hands-on time I had, but I'm looking forward to fighting that thing when I get my hands on it at home!
@Solid Sora The hit detection seemed fine, though there's definitely some work for them to do on things like animation priority, move cooldown, all that sort of stuff that people usually talk about around fighting games that's still just as relevant in an action-driven game. I think it's evident that some of the people working on the game are new to making action systems, and that's cool - they seem to be constantly iterating, and I'm sure they'll get that right.
As far as the lock-on goes, it's a bit finicky? I haven't really complained about in write-ups and the podcast and so on as I've been unsure if it's just something I need to get used to or if my problems are more wildly valid. Basically, here's how it works currently...
- Tapping R1 will center the camera on an enemy and lock on to them momentarily, but releasing it immediately will remove the lock on so your camera is facing their way but isn't locked on.
- HOLDING it for a second however will actually make it lock on properly in a more traditional way.
- In this state, right stick still controls camera movement within the lock on. If there are two or more enemies, adjusting the camera away from the enemy you're currently locked on to will also shift the lock-on. Essentially, if you're locked on to a dude and shift the camera to the left, if there's another enemy to the left the lock on will 'transfer' to them instead.
- You can make a lock-on permanent by clicking in the right stick. (R3) doing so means that no matter how you move the camera, it remains locked to that one enemy.
I have some misgivings with this. First of all, the 'squeeze to center camera, hold to lock on' system feels a bit confusing because R1 is an digital button. If it was on the trigger, which is analogue, it'd feel more natural - light squeeze for camera center, full squeeze for lock-on. That'd be better.
Second, I'd find myself forgetting to click in R3 and then right as I close in on an enemy, a camera adjustment to get a better angle would switch the lock on. This seems too sensitive - I'd quite like it if instead it worked on simple stick flicks left/right/up/down to adjust target rather than camera movement. Remove camera movement entirely when you're locked on and just make the stick switch priority, perhaps? I'm thinking of how auto aim works in GTA when I think of this.
@ScienceNonfiction Addressing these in order:
- Seemed to be a fixed amount, but I'm not 100% certain... battles are rather hectic and it's difficult to pay attention to exact MP numbers, just a rough idea of how much you have left is enough!
- You can't, no. The battle menu basically pauses the game. It darkens everything anyway, so you can't see everything as normal.
- Not in the demo, though they've said in interviews/ATR that this'll be in the final.
- It's natural as far as anime dudebros go, I guess. The lines you quoted are pretty typical. I wouldn't expect entirely naturalistic writing; expect anime localization writing. The banter feels natural within the constraints/parameters of that style, though, sure. I also think the relationships between the four seem intriguing from the little glimpse. In battle: As noted in the podcast, they have an issue with repetition in dialogue that will get real old real fast if they don't have variations on some of the audio interactions and call-outs between the guys.
- I should note I got something a bit wrong in the podcast; so, the first 3 weapons are your basic combo. They come out in a context-sensitive manner rather than 1-2-3, for instance, the third is the one that's used for a killing blow, basically? The 4th is the one used for counter attacks, and the 5th is used for air attacks. So, my explanation was a bit out but was correct as far as how it feels to play, and I stand by what I said about the system having a tonne of potential. To answer your specific question: No, you can only use each weapon in your set-up once, though again in an ATR Tabata has indicated this might potentially change for the final game.
As for how it felt to play: Surreal! SE did a real good job of making the first time at this hands on feel significant and special, which is nice. More than the event/surroundings, though, the game just makes a really good first impression - even if some of it is less impressive and in needing of some finesse once you scratch beyond the surface.