Why Derivative Game Design Doesn't Matter

BrawlMan

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Oh, I'm sure.

It's just I don't recall D'Artagnan dashing into the fray and every time someone fired a musket or pistol at him, swooshing his rapier around and deflecting the shot. Or WWI troopers going over the top and surviving the hail of machine gun fire by whirling their rifles and knocking the bullets out of the way.
Welp, welcome to the world of video games. Where realism is overrated, and usually unneeded. Especially in my over the top, demon killing, FPS.

WWI troopers going over the top and surviving the hail of machine gun fire by whirling their rifles and knocking the bullets out of the way.
I would pay money to that type of game! You're speaking my language!

Zombie Army 4 has magic, occult, WW2 Nazi zombies that can float, fly, and cast magic and summon lightning, so anything goes as always.
 
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NerfedFalcon

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Too bad. It's happening with this game. You can parry bullets in No More Heroes, Killer Is Dead, Oneechanbara Origin, Devil May Cry 4 when fighting Dante (he can do the same to you) and Bayonetta (so long as you have Moon of Khala equipped). Though these are all third person action games.
Have you played Ultrakill? That game lets you parry so many projectiles, you can even parry your own bullets as you fire them to make them come out of the gun faster and deal more damage. It is exactly as awesome as it sounds (and earns you a style bonus).

ETA (Side note: That only works on weapons with bullets that have travel time; hitscan attacks can't be parried, but for the most part only you have those.)
 
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BrawlMan

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Have you played Ultrakill? That game lets you parry so many projectiles, you can even parry your own bullets as you fire them to make them come out of the gun faster and deal more damage. It is exactly as awesome as it sounds (and earns you a style bonus).
No, but I should get on that.
 

Old_Hunter_77

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> Welp, welcome to the world of video games. Where realism is overrated, and usually unneeded. Especially in my over the top, demon killing, FPS.

I love you.

Your video game addled brain results in some hilarious nonsense, but it also results in absolute mothaf'n truth bombs like this that I couldn't have said better if I spent a goddaman Macarthur's grant worth of time and money trying to write. God bless my brother.
 

NerfedFalcon

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Oh, I'm sure.

It's just I don't recall D'Artagnan dashing into the fray and every time someone fired a musket or pistol at him, swooshing his rapier around and deflecting the shot. Or WWI troopers going over the top and surviving the hail of machine gun fire by whirling their rifles and knocking the bullets out of the way.
If your game bills itself on being a hyper-realistic simulation of a specific activity, such as warfare, then yes, being as realistic as possible is important. On the other hand, if your game is essentially high fantasy with guns (e.g. 'Doom: The Dark Ages'), then realism should only be included where it makes the game more fun, and discarded where it makes the game less fun. After all, the game you are talking about doesn't to my knowledge involve 18th-century French musketeers or WWI troopers and trenches.

And if a theoretical game was about 18th-century French musketeers and focusing more on the romantic aspects (e.g. 'The Three Musketeers') than the realistic ones, then being able to deflect musket shots with a swish of a rapier would probably make the game more fun, IMHO.