Thread:Element Knight 375/@comment-11144402-20130824015317/@comment-3187795-20131109045018

depending on the view angle.

(@Blue) Punch Out has a full view of the opponent facing you, while you are shown only from torso up, and are translucent. Opponents flash red, and do an warmup animation and then punch a certain way. E.g. King Hippo holds his arm up in front of him, twists his glove towards you, then punches. That's your cue to guard or dodge. Each punch has a different warm up, so if you see one threatening a brutal hit, you learn which way to dodge.

Perhaps in this game, there is a set camera angles that follows the important events. E.g. normally zoomed like the gif i made, will rotate to include a third attacker if they run at you, will zoom out if someone further is attacking; that way you can make the notification per each limb, rather than generic counter warning of Batman.

@ EK I've never enjoyed too many stealth games due the the extent to which they are stealthy vs how they treat messing that up. Old Tom Clancy games have no stealth, New Tom Clancy for Wii has too much it wants to do, Deus Ex is too punitive for how difficult it is to be stealthy or not (it just hates you), GoldenEye is usually good with stealth kills and pulse pounding elimination of those who see you before they sound the alarm (after that, the game sucks and the "cover" shooting is dull), and Batman was usually great with stealth and too easy with fights. So many games have shunned stealth because shooters are easier to make without it. The more options you give your game to engage only a few guards, the better. E.g. encourage only killing half the guards; when certain guards come, appear weak so they don't call for backup; be able to lock doors so guards can't leave, etc. Then when you actually fight lots of people, the combat should be very challenging, even when normally easy to work with. That's what I'd like in a game. So many are too generous or too punitive. It's hard to be the right blend of awesome.