![]() ![]() Dark Souls is a hack n slash/rpg, and so are darksiders, dragon's dogma and kingdoms of amalur. Many rpgs have hack n slash elements and vice versa, hack and slash share elements with beat em ups and so on. There are many cases where these genre boundaries are broken. Great examples would be Streets of Rage, God Hand and Mad World. Beat em ups are extremely linear, pitting the player against incredibly numerous enemies. This is done mostly by fist but often with improvised weaponry such as pipes, rocks, planks and the like. Great examples would be Devil May Cry, Ninja Gaiden and God of War series.īeat em up is a genre of games where your sole purpose is to beat enemies up. Many of them focus on looking stylish and the very best do it with a difficulty as hard as it is fair. They usually have some sort of exploration and puzzles. They have some sort of skill system and character progression although much simpler than those of real rpgs. Hack and slash games have hand-to-hand combat with melee weapons (usually swords). ![]() Something like God of War seems to sit right between the two terms, with a variety of weapons and long-duration attacks but little lockdown and plenty of cancelling opportunities. Devil May Cry comes from a long line of beat-'em-up designs but still involves ahead-of-time planning in weapon and item choice. Dark Souls is usually called a hack-and-slash but its combat is slow and methodical, and so reading and positioning skills also come into play. The distinction between the genres is fuzzy and often hard and pointless to determine. "attack this monster", "cast this spell" - and advanced play involves looking deeper for synergies during planning and managing resource pools (HP, mana). Combat is still real-time but a lot of strategic planning occurs before combat by preparing weapons and abilities and dexterity does not play as large a role. Time is often measure in frames.Ī hack-and-slash is like Diablo or Ys. "swing weapon", "turn left" - and advanced play involves stringing these actions together fluidly to create combos appropriate for the situation. There may be some items and character progression, but the majority of combat is determined by player reflexes and ability to read and react to the immediate combat environment. I don't have any sources for this other than years of playing, but, for me:Ī beat-'em-up is like Streets of Rage or River City Rampage.
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