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* ScrappyMechanic: The idea of the Weak Points systems sounds good on idea: When you complete a level, you gain stat boosts designed to compensate for your weakest stats which will give you a leg up during the harder parts of the game. Instead, you have a system that seems vaguely defined because the game's in-game instructions never bother to explain what your stats actually are[[note]]HP increases the amount of health you have during levels, GP increases the duration of your Guard Meter and NT increases the amount of time you can spend in Nitoh-Ryu Mode.[[/note]] and how to gain more skill points in those particular areas, assuring that most players will end up skewing toward HP on their first playthrough. Worse still, you can't actually choose which stats to boost, meaning you're stuck with whatever the game gives you based on your performance during levels.

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* ScrappyMechanic: ScrappyMechanic:
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The idea of the Weak Points systems sounds good on idea: When you complete a level, you gain stat boosts designed to compensate for your weakest stats which will give you a leg up during the harder parts of the game. Instead, you have a system that seems vaguely defined because the game's in-game instructions never bother to explain what your stats actually are[[note]]HP increases the amount of health you have during levels, GP increases the duration of your Guard Meter and NT increases the amount of time you can spend in Nitoh-Ryu Mode.[[/note]] and how to gain more skill points in those particular areas, assuring that most players will end up skewing toward HP on their first playthrough. Worse still, you can't actually choose which stats to boost, meaning you're stuck with whatever the game gives you based on your performance during levels.levels.
** The lack of a proper jump button. The closest thing you have to one is a somersault that requires you to hold down the jump button, something which is rather impractical due to it taking several seconds to actually start up and will therefore rarely see any use in combat.
** Though most enemies in this game aren't fast enough for it to be a problem, there are some cases where a CameraLockOn would've been a lifesaver against more agile opponents such as Jaguar Man, [[DualBoss Chi & Mu]], Mangler, [[GoddamnedBoss Zwei]] and the Guardian but unfortunately the game lacks this option, ensuring that actually getting a hit on faster foes is more annoying than it had to be.
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* ScrappyMechanic: The idea of the Weak Points systems sounds good on idea: When you complete a level, you gain stat boosts designed to compensate for your weakest stats which will give you a leg up during the harder parts of the game. Instead, you have a system that seems vaguely defined because the game's in-game instructions never bother to explain what your stats actually are[[note]]HP increases the amount of health you have during levels, GP increases the duration of your Guard Meter and NT increases the amount of time you can spend in Nitoh-Ryu Mode.[[/note]] and how to gain more skill points in those particular areas, assuring that most players will end up skewing toward HP on their first playthrough. Worse still, you can't actually choose which stats to boost, meaning you're stuck with whatever the game gives you based on your performance during levels.
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* AwesomeBosses/VideoGames:

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* AwesomeBosses/VideoGames: [[AwesomeBosses/VideoGames Awesome Bosses]]:
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* AwesomeBosses/VideoGamess:

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* AwesomeBosses/VideoGamess: AwesomeBosses/VideoGames:
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* SugarWiki/AwesomeBosses:

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* SugarWiki/AwesomeBosses: AwesomeBosses/VideoGamess:
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* AwesomeBosses:
** In stark contrast of most of the bosses who can easily be cut down with liberal use of Nitou-Ryu Mode or the GoddamnBoss that is Zwei, the OptionalBoss fight against Ushiwaka can be considered the best fight in the game. Ushiwaka is a boss that requires you to actually engage with the game mechanics in order to properly defeat him, and will punish if you try to mindlessly use Nitou-Ryu like most of the fights before and after him. Naturally this makes for a fight that is actually better than the final boss.

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* AwesomeBosses:
SugarWiki/AwesomeBosses:
** In stark contrast of most of the bosses who can easily be cut down with liberal use of Nitou-Ryu Mode or the GoddamnBoss GoddamnedBoss that is Zwei, the OptionalBoss fight against Ushiwaka can be considered the best fight in the game. Ushiwaka is a boss that requires you to actually engage with the game mechanics in order to properly defeat him, and will punish if you try to mindlessly use Nitou-Ryu like most of the fights before and after him. Naturally this makes for a fight that is actually better than the final boss.
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* AwesomeBosses:
** In stark contrast of most of the bosses who can easily be cut down with liberal use of Nitou-Ryu Mode or the GoddamnBoss that is Zwei, the OptionalBoss fight against Ushiwaka can be considered the best fight in the game. Ushiwaka is a boss that requires you to actually engage with the game mechanics in order to properly defeat him, and will punish if you try to mindlessly use Nitou-Ryu like most of the fights before and after him. Naturally this makes for a fight that is actually better than the final boss.
** Gohtenwaru is a rather easy OptionalBoss, though unlike the others, it isn't a mark against the fight itself. Gohtenwaru has you fight against a wooden HumongousMecha based off a Dashi by taking it part, section by section. The silly looking design and easy difficulty make it a memorable fight simply because of how fun it is.
* DisappointingLastLevel: Final Chapter: What Makes Us Human is rather... unremarkable. It mostly consists of empty hallways, which contain a BossBonanza of 2 Guardians (who require you to use a Just Guard to actually damage them or they flee back into their portals), Ultimate Zex and the FinalBoss fight against Ein and his final form Almana, both of which are just as easy as most of the bosses in this game.
* ThatOneLevel: Chapter 9: Victory Born From Death is a level that consists of a MultiMookMelee. For the most part, it isn't anything that requires you to go above and beyond, though the second to last section sics a lot of enemies on you. They're not difficult to take down, but the battle is rather tedious and you'll need as much HP as possible to survive the last part. The last section has the large humanoids accompanied by a BossInMookClothing who can deal high amounts of damage, ensuring that if you lose, you have to start from that section again. Worse still, if you lose to Zwei or her three henchmen, you have to start from the final MultiMookMelee, though that one isn't as horrible as the one before it.

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