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Bayonetta and Viewtiful Joe Designer Calls Out Sony on PlayStation All-Stars

By Landon Robinson | 06 August 2012 | 2 Comments   

allstars

Hideki Kamiya, designer behind Bayonetta and the wonderful Viewtiful Joe games, has publicly criticized Sony for PlayStation All-Stars: Battle Royale, stating that it’s simply nothing more than a “rip-off.”

When inquired about his thoughts on the game via Twitter, he responded promptly:

“No. I don’t like that game. It’s just a rip-off … I don’t like rip-off, that’s all.”

Shortly after, when a fan tried to justify the game’s existence by saying that Sony was merely listening to fans and attempting to perform on the shoulders of an established franchise, Kamiya responded equally in the negative:

“And throw morals away. Great.”

While “rip-off” might be a stronger word than I’d be willing to use to describe Sony’s attempt at a Sony-branded fighter, it’s certainly difficult to doubt the fact that the game, minus one or two gameplay alterations, doesn’t look very different from Nintendo’s Super Smash Bros. series.

Then again, why shouldn’t Sony be allowed to have a fighter featuring all of their favorite first party characters? Have gamers not been crying out for Microsoft to do the exact same thing?

Oh and Hideki Kamiya, if you’re listening — consider making a Viewtiful Joe 3. I’m not begging but…ok, yes I’m begging.

2 Comments

  1. Posted by 6souls on 06 August 12 at 10:59am

    Besides the look, it’s a completely different game. It qualifies as being within the same genre, but besides the look & featuring brand name characters, the similarities end there.

    • Posted by 6souls on 06 August 12 at 11:14am

      http://www.dualshockers.com/2012/08/03/interview-ps-all-stars-game-director-omar-kendall-talks-about-beta-focus-updates-and-defense-mechanics/

      P: Regarding gameplay options, there were a lot of AP modifiers that came up, such as AP loss on eject, crumple and twitch. Just how deep will the AP modifiers get?

      O: PlayStation All-Stars is fundamentally about AP usage, gain, and loss. You will see that many of the game’s mechanics, including the ones you mention, all mess with our players’ access and ability to use to AP. I don’t want to spoil the fun of discovering the various layers of AP strategy for players, so I’ll leave it at that.

      P: It was briefly mentioned that the designers were toying with the idea of AP loss due to excessive blocking against assaults, was there any development on that front? Has the design team considered other options to discourage excessively defensive play?

      O: I won’t give you a full breakdown of our combat system (I really couldn’t, considering we’re still tweaking it), but I’ll give you two examples of recent additions that discourage overly defensive play. First, we recently added AP “chip damage” to blocking opponents, which means that even against a blocking opponent, the attacker is still able to earn a diminished amount of AP. Second, we added a system called Guard Crushing that allows certain moves to defeat the defense of a blocking opponent. These two additions mean that at any given time, simply blocking all incoming attacks is not enough to nullify the AP accrual of your opponents, which should inherently discourage blocking.

      the leaked gameplay modes;

      low gravity
      taunt for ap
      team momentum
      pulsing invisibility
      ap on respawn
      ap loss on eject
      ap loss on crumple
      ap loss on twitch
      slow down trial
      smash objects
      dodge or die
      king of hill
      team bodyguard
      capture the flag
      team elimination
      iron fist
      ap steal on kill
      sumo ring

      It’s pretty much a you have to play to be convinced, and for most of us, that won’t be until the PS+ beta in the fall.

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