So, I've had this random idea in my head for a while.
If anyone remembers the end of Metal Gear Solid 2, Raiden got himself a b!tchin' katana that was used by tilting the right analog stick, which controlled the path the sword took when he attack, eg tilt up to make him slash upward with an uppercut, tilt down to slash downward from overhead, slash vertically by tilting to a side, stab by pushing R3, and spin the right stick to perform a spinning slash. I had always loved that idea because it let you come up with your own combo of sorts.
Now, I was thinking, what if there was a stylish action game a la DMC and Bayonetta that had a mechanic for your melee weapons like that? Say, you could slash about byt tilting, and you could also perform more elaborate actions by holding R1. So you could launch a foe Hightime style by holding R1 and tilting the right analog stick up (hold the tilt to travel upwards with them, of course), hold R1 and hold down on the right stick to Helm Breaker, and perform a stinger with R1+R3. You could even have a slam attack that keeps you in the air and knocks the enemy to the ground by holding R1 and simply tapping the right stick down instead of holding it for that Helm Breaker.
There can even be mechanics in place for how you wind-up and follow-through with your attacks, so say, swinging down and then up would incur less start-up on the subsequent upward slash because the downward slash puts you in the position where an upward slash would start from. There could be animations for making the character spin if you attack in the same direction twice, like slashing leftwards, then slashing leftwards again causes the character to spin, or do something fancy with the sword like Dante does in his Rebellion pause combo in DMC3/4 (where he spins Rebellion around himself by swapping it between hands).
Plus, there could be a legitimate parrying system where you could block an opponents attack by meeting their weapon with yours. They go for a downward strike, so you respond by attacking with am upward strike, and your blades meet for a sweet little parry. Hell, combos of parries could happen if the enemy is aggressive and keeps attacking. Then you can try to find openings in their combo string to go from parrying to attacking, using a move that has less start-up than the opponent's attack.
I'm just wondering if this is something that would actually be received well, having mechanics that allow for custom-designed combos, still free-form, and all that.
If anyone remembers the end of Metal Gear Solid 2, Raiden got himself a b!tchin' katana that was used by tilting the right analog stick, which controlled the path the sword took when he attack, eg tilt up to make him slash upward with an uppercut, tilt down to slash downward from overhead, slash vertically by tilting to a side, stab by pushing R3, and spin the right stick to perform a spinning slash. I had always loved that idea because it let you come up with your own combo of sorts.
Now, I was thinking, what if there was a stylish action game a la DMC and Bayonetta that had a mechanic for your melee weapons like that? Say, you could slash about byt tilting, and you could also perform more elaborate actions by holding R1. So you could launch a foe Hightime style by holding R1 and tilting the right analog stick up (hold the tilt to travel upwards with them, of course), hold R1 and hold down on the right stick to Helm Breaker, and perform a stinger with R1+R3. You could even have a slam attack that keeps you in the air and knocks the enemy to the ground by holding R1 and simply tapping the right stick down instead of holding it for that Helm Breaker.
There can even be mechanics in place for how you wind-up and follow-through with your attacks, so say, swinging down and then up would incur less start-up on the subsequent upward slash because the downward slash puts you in the position where an upward slash would start from. There could be animations for making the character spin if you attack in the same direction twice, like slashing leftwards, then slashing leftwards again causes the character to spin, or do something fancy with the sword like Dante does in his Rebellion pause combo in DMC3/4 (where he spins Rebellion around himself by swapping it between hands).
Plus, there could be a legitimate parrying system where you could block an opponents attack by meeting their weapon with yours. They go for a downward strike, so you respond by attacking with am upward strike, and your blades meet for a sweet little parry. Hell, combos of parries could happen if the enemy is aggressive and keeps attacking. Then you can try to find openings in their combo string to go from parrying to attacking, using a move that has less start-up than the opponent's attack.
I'm just wondering if this is something that would actually be received well, having mechanics that allow for custom-designed combos, still free-form, and all that.