by MrBlackDX » Wed Sep 21, 11 10:07 am
Thinking about this I've realised that they have made the gameplay simple (kill this person before they kill you), but have approached it with some complexity which does not complement their integration of this oodle-loop.
There's always too much going on in a short amount of time, there's no opportunity to really retreat and get your bearings like a Metal Gear Solid boss.
Never once does a boss state anything like "where are you?" because you have retreated and hid.
[spoiler]
Eliza Cassan commenting on your actions is just added complex noise which only distracts you if anything. I loved the idea, but again, not executed well.
Following their four stage loop;
Observation requires some level of "breathing room" to be able to comfortably observe. So if you hide from Barrett, you should expect him to search for you, and then have time to observe him as a boss. Instead this game makes the boss character KNOW pretty much where you are at all times, making observation always broken.
The product of observation should be able to identify either weaknesses or patterns in the bosses behaviour.
- Pausing between shots is not a weakness. It's a given.
- His weapon overheating is potentially a weakness, but how do you get him to predictably get to this point? And what action should you take to exploit this weakness?
- Something like being able to sneak behind him and do a quicktime event which would lower his health, would be a weakness!
Orient;
Once you know a pattern to your enemy, you should be able to re-orient your character to a better vantage point.
This occurs minimally in this boss fight, you run from his grenade, and then find new cover.
True orientation would be to trick a boss into thinking you were in area A (in front of them) but you are actually in area B (behind them).
Decide;
Being in a "zen" like state to be able to make a well thought out decision, is part of being able to accomplish the previous two goals without much hitches.
Alternatively, if you have failed in your previous two goals, your decisions and actions from this point now must be about getting yourself to a better position, rather than combat.
Again this happens minimally, he turns around a corner to shoot at you while you were covered, so now you have to find new cover.
Decision SHOULD be about either you are in a good place, so now you need to decide how to get to a vantage point to start dealing damage, or knowing that your current spot is really ineffective, and so you ned to find a more effective location.
This game doesn't have "better" locations to hide behind, it's cover based system isn't tiered in boss fights basically.
Act
Stealth should have some method of exploiting a weakness.
Hacking should have some way of activating a turret, activating a bot, or activating an environmental weapon.
Brute force can work with smaller iterations of this loop. That's why its effective now.
[/spoiler]
too long; didn't read - They kindof had the right idea with this loop, they should have stuck with complexity only by allowing the player to switch between small iterations of the loop to large iterations of the loop seemlessly.
Unfortunately, following Metal Gear Solid's approach is the only viable option, and they failed to do that.
Last edited by
MrBlackDX on Wed Sep 21, 11 10:08 am, edited 1 time in total.