Well Darren, for sighted users beatemups don't have a complex interface in
terms of understanding what is going on. The problem tends to come in terms
of multiple block types, innumerable moves some of which counter others,
super moves, earning some bonuses from how you play that give you other
moves to use. Heck, blazblu has a different mechanic for each character. For
example there is one character who can control wind and direction, and by
changing the direction of the wind as she fights she can do things like slow
down her oponent's movement in a given direction or speed herself up.
Another blazblu character is a little boy who control a huge animated
puppet. The puppet acts automatically and by doing different special moves
from the boy you give the puppet different instructions, thus it's possible
to for example pincer your opponet between you or have the puppet block
opponent's attacks, however since the boy is much faster than the puppet all
of this takes ridiculoous working out even aside from the different move
combinations.
All of this isn't a bad thing in moderation, but apparently it's now getting
to the point where while even 10 or 5 years ago beatemups like soul calibur
were able to be picked up by anyone, they're now becoming such a specialist
interest that only major fans of the genre will bother, ---- indeed I've
heard even some factions of the major fan base are getting a little
irritated with this overblown complexity.
indeed, some people are seeeing it as another symptom of the gaming industry
going a bit too far away from actually making good game mechanics and just
concentrating on adding more and more gymmics.
Beware the Grue!
Dark.
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