It's all led up to this. Tim defends Too Human. Chi defends Dynasty Warriors. Who will live? Who will die? Find out in this, the second half of our "Out Of Our Comfort Zone" extravaganza. With Chi Kong Lui, Brad Gallaway, Mike Bracken, Richard Naik, and Tim "No Singing This Time" Spaeth.
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In Defense of Dynasty Warriors continued...
I'm really happy that I didn't get overly defensive about game mechanics of DW on the show because it allowed me to stay focused on the macro cultural issues. But now that the show is live, I do want to go back and address some of those complaints my fellow podcasters made on the show.
@Tim Spaeth, I'm disappointed that the show recording ran so long that we never had a chance to compare and contrast Too Human with Dynasty Warriors as we had originally intended. This would have been interesting because all the reasons that you cited why you disliked DW, could also be attributed to Too Human. It was strangely eerie how we were describing both games in near identical terms. Both games could be considered convoluted and obtuse as far as its gameplay and interface is concerned (Too Human has one of the worst HUDs ever), but yet Too Human gets a pass in your book and DW doesn't. I would have loved to hear you rationalize that. ;-) And all you needed to do is experiment with the controls or look at the control option screen to discover that you block with L1.
@Mike and Brad, when you say you struggled to find the boss general on the map you needed to kill at the end the stage, at any point, you can press start to pause the game and get an overview map, which displays the location of the objective target and your position in relation to that. While the game never explains this, pausing the game is something that almost every gamer is accustomed to doing when you need to get more info and the pre-battle staging screens does introduce the use of this map to see what the main goal of each stage is.
I'm not saying DW is the most intuitive game ever, but it's fairly solid in the gameplay dept and I did want to counter Brad's assertion that the game is severely broken. I think part of what makes the DW experience so great is that you are overwhelmed at first (which is something one should feel being thrown onto the battlefield of thousands), but if you stick with the game beyond one or two stages, you do figure out how to manage your mission objectives and the incoming updates much more efficiently. The problem is whether or not you are willing to stick with the game long enough to get comfortable with those mechanics.