Another Century's Episode/YMMV: Difference between revisions
Content added Content deleted
No edit summary |
No edit summary |
||
Line 25: | Line 25: | ||
* [[Scrappy Level]]: Defending the [[Blue Comet SPT Layzner|Resistance Base]] in 2 and the final [[Eureka Seven|Gekko]] defense in 3. |
* [[Scrappy Level]]: Defending the [[Blue Comet SPT Layzner|Resistance Base]] in 2 and the final [[Eureka Seven|Gekko]] defense in 3. |
||
** ''R'' brings us [[Macross Frontier|"The Two Divas"]], a level that has been tossed onto the scrappy heap by fans not for being difficult, but for consisting of nothing but [[Unexpected Gameplay Change|Swift Chase]] segments interspersed with lengthy, unskippable cutscenes and ending with a [[Cutscene Boss]]. |
** ''R'' brings us [[Macross Frontier|"The Two Divas"]], a level that has been tossed onto the scrappy heap by fans not for being difficult, but for consisting of nothing but [[Unexpected Gameplay Change|Swift Chase]] segments interspersed with lengthy, unskippable cutscenes and ending with a [[Cutscene Boss]]. |
||
* [[Scrappy Mechanic]]: There's a reason why ''Another Century's Episode: R'' was loathed by players. |
|||
* |
** Introducing a "Tension" gauge and an ammunition system built into it: - replacing the ammunition-based combat system of the previous three games, ''Another Century's Episode: R'''s system gives your standard weapons infinite ammo, but anything ''other'' than your basic gun, you have to build up Tension in [[Limit Break]]-fashion, then expending the gauge to perform these attacks. This form of game-play takes away the fast-paced action from the prior installments, forcing players to spend time building on Tension. |
||
** The use of the boost system in the earlier installments was similar to the way ''[[Armored Core]]'' did it, which many players were very familiar with, but the way 'Another Century's Episode: R'' uses it reduced the combat speed of the game. This got worse when they needed to get to a location fast during combat, in which case, the boost effect made the unit move so fast, players felt like they were controlling a runaway freight train. |
|||
** Finally, the [[Rail Shooter]] segments called "Swift Chase" were lambasted for being incredibly out-of-place and unneeded for a [[Mecha Game]] series focusing on high-octane combat with players in control. |
|||
* [[That One Boss]] |
* [[That One Boss]] |
||
** 2 has two (no pun intended): the Neue Ziel, due to the fact it only takes 25% damage from any and all [[Energy Weapons]] (it's the only boss battle that separates into two missions and you only need to damage 50% of its full HP in each), and the Buster Ark due to general [[Game Breaker|hax-ness]] |
** 2 has two (no pun intended): the Neue Ziel, due to the fact it only takes 25% damage from any and all [[Energy Weapons]] (it's the only boss battle that separates into two missions and you only need to damage 50% of its full HP in each), and the Buster Ark due to general [[Game Breaker|hax-ness]] |