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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