Post by realmegabastard on Dec 4, 2023 14:53:04 GMT -5
Okay, so a few months ago, I made a rant about this in Rox's DEAD RISING 3: FOR THE RECORD mod release thread.
The Beatdown mechanic still makes the bosses too easy, IMO. This criticism is more towards the game's developers, but bear with me:
1. Diego will literally get knocked from mid-air very easily. Not only can you just throw something at him to pull it off, but it's to a point where any firearm his BANE. When knocked down, you can start the Beatdown. They could've either had it so only heavier items could've done it and remove the Beatdown for extra damage when he lands.
2. Darlene's Beatdown (after you catch her gorging over food) has you force-feeding her, resulting in a vomiting spiral, dealing a lot of damage. Why not just have the Player strike her from behind for extra damage (from it probably causing her to choke)?
3. Now, I can understand why Albert has a Beatdown (Nick is drugged and disorientated, making his attacks and movement sluggish), but the items that can allow the Player to initiate it (Organ Coolers) are pretty much all over the place. Oh yeah, they can also be pocketed, making the Greed fight potentially end FAST! The Player should've just been able to do extra damage upon hitting him while he's attacking the other captives.
4. Zhi has two moments of vulnerability, one where you hit the gongs, causing Zhi to go into a raging fit, while the other has him meditating from the statues to heal, in which you have to knock him down. I don't really mind the statue part, but the gongs can potentially stun-lock, initiating a Beatdown every time. Gongs and the Beatdown are especially unnecessary when you realize that they could've made it so that knocking him off the statues could result in (again) extra damage!
5. Gang Leader/Hunter has the same amount as Zhi, shooting the Molotov Packs on his Rollerhawg and throwing Molotovs at him. While I can understand why he has a Beatdown, I still think having two weak points on a psychopath is a bit much. Having him
take extra damage from fire weapons without the Beatdown mechanic would've made it... slightly better(?) I could more than likely be wrong.
6. With Hilde, the Beatdown can be open by throwing a Flashbang. This I get, but why not just attack her to (once again) do extra damage after she's blinded. Somewhat akin to Roger Withers in DR2 (I say somewhat because the Fireworks Launcher actually does damage).
7. Now, Fuente's Beatdown has you taking his request by dancing at the pole, stunning him. They could've made it interesting by having him get close enough to where Nick catches him off guard by double-barrel kicking him, kind of like in DMC3, for (that's right) extra damage.
8. Jherri's Beatdown can occur when you counter her grab and she stands in front of the mirror to exercise. They could've made it so hitting Jherri mid-exercise did extra damage.
9. Kenny's Beatdown can be activated by crafting a combo weapon in front of him (while he doesn't have the Junk Ball anymore?) to make him even more jealous. We could've JUST SMACKED HIM in this state for... yeah.
10. Red's Beatdown can start after throwing an object at him mid-charge. The throw itself could've just (sighing and smacking hands while saying...) done extra damage.
11. The Crane actually takes TOO MUCH damage from having it's weak points hit. Seriously, the fight can be over in seconds (JUST SECONDS). The robot boss in Off the Record was nowhere near this easy! (There's no Beatdown here, BUT STILL)
12. And finally, the General himself. He has two ways to begin the Beatdown (Yes, like Zhi and Hunter...), one where he reloads his Grenade Launcher and one where you strike him in the back where his post-crash wound is (*rubbing both hands down face after double facepalm with a frustrated sigh*). First off, the Beatdown during the reload, in my honest opinion, did NOT NEED to be included. Like AT ALL. It could've been left as just an opportunity to get up to the platform, but adding extra damage is optional here. But, striking the weak point on his back could've easily just done...
EXTRA DAMAGE
The Beatdown mechanic, to me, was an unnecessary addition that just made the bosses too easy. Dead Rising didn't have this feature in the past and didn't need it either. The second game had implemented certain weaknesses to some of the bosses like with sneaking up on Reed, blinding Roger with fire works, hitting Brandon with fire, the motorcycle bosses crashing into walls, putting out Slappy's Flamethrowers with water weapons, and, considering the Looters, hitting them with spray paint to blind them or using the air horn to blow their brains (they're sub-bosses, but still). After giving more thought about how the boss fights could've played out, the Beatdowns were just pointless to begin with.
1. Diego will literally get knocked from mid-air very easily. Not only can you just throw something at him to pull it off, but it's to a point where any firearm his BANE. When knocked down, you can start the Beatdown. They could've either had it so only heavier items could've done it and remove the Beatdown for extra damage when he lands.
2. Darlene's Beatdown (after you catch her gorging over food) has you force-feeding her, resulting in a vomiting spiral, dealing a lot of damage. Why not just have the Player strike her from behind for extra damage (from it probably causing her to choke)?
3. Now, I can understand why Albert has a Beatdown (Nick is drugged and disorientated, making his attacks and movement sluggish), but the items that can allow the Player to initiate it (Organ Coolers) are pretty much all over the place. Oh yeah, they can also be pocketed, making the Greed fight potentially end FAST! The Player should've just been able to do extra damage upon hitting him while he's attacking the other captives.
4. Zhi has two moments of vulnerability, one where you hit the gongs, causing Zhi to go into a raging fit, while the other has him meditating from the statues to heal, in which you have to knock him down. I don't really mind the statue part, but the gongs can potentially stun-lock, initiating a Beatdown every time. Gongs and the Beatdown are especially unnecessary when you realize that they could've made it so that knocking him off the statues could result in (again) extra damage!
5. Gang Leader/Hunter has the same amount as Zhi, shooting the Molotov Packs on his Rollerhawg and throwing Molotovs at him. While I can understand why he has a Beatdown, I still think having two weak points on a psychopath is a bit much. Having him
take extra damage from fire weapons without the Beatdown mechanic would've made it... slightly better(?) I could more than likely be wrong.
6. With Hilde, the Beatdown can be open by throwing a Flashbang. This I get, but why not just attack her to (once again) do extra damage after she's blinded. Somewhat akin to Roger Withers in DR2 (I say somewhat because the Fireworks Launcher actually does damage).
7. Now, Fuente's Beatdown has you taking his request by dancing at the pole, stunning him. They could've made it interesting by having him get close enough to where Nick catches him off guard by double-barrel kicking him, kind of like in DMC3, for (that's right) extra damage.
8. Jherri's Beatdown can occur when you counter her grab and she stands in front of the mirror to exercise. They could've made it so hitting Jherri mid-exercise did extra damage.
9. Kenny's Beatdown can be activated by crafting a combo weapon in front of him (while he doesn't have the Junk Ball anymore?) to make him even more jealous. We could've JUST SMACKED HIM in this state for... yeah.
10. Red's Beatdown can start after throwing an object at him mid-charge. The throw itself could've just (sighing and smacking hands while saying...) done extra damage.
11. The Crane actually takes TOO MUCH damage from having it's weak points hit. Seriously, the fight can be over in seconds (JUST SECONDS). The robot boss in Off the Record was nowhere near this easy! (There's no Beatdown here, BUT STILL)
12. And finally, the General himself. He has two ways to begin the Beatdown (Yes, like Zhi and Hunter...), one where he reloads his Grenade Launcher and one where you strike him in the back where his post-crash wound is (*rubbing both hands down face after double facepalm with a frustrated sigh*). First off, the Beatdown during the reload, in my honest opinion, did NOT NEED to be included. Like AT ALL. It could've been left as just an opportunity to get up to the platform, but adding extra damage is optional here. But, striking the weak point on his back could've easily just done...
EXTRA DAMAGE
The Beatdown mechanic, to me, was an unnecessary addition that just made the bosses too easy. Dead Rising didn't have this feature in the past and didn't need it either. The second game had implemented certain weaknesses to some of the bosses like with sneaking up on Reed, blinding Roger with fire works, hitting Brandon with fire, the motorcycle bosses crashing into walls, putting out Slappy's Flamethrowers with water weapons, and, considering the Looters, hitting them with spray paint to blind them or using the air horn to blow their brains (they're sub-bosses, but still). After giving more thought about how the boss fights could've played out, the Beatdowns were just pointless to begin with.
To sum it up, I thought it would be better if each boss just took extra damage based off their weakness instead of getting grabbed and pummeled. This made them way too easy. Past games didn't have this mechanic, but they didn't need it. In fact, in 2 and Off the Record, some of them actually took extra damage. If the developers actually stuck with this, maybe the fights wouldn't end too fast.
This is just my opinion, though. What do you guys think?
This is just my opinion, though. What do you guys think?