![]() These later games received praise for simple, enjoyable gameplay but were simultaneously derided as overly simplistic and repetitive. While critics saw Dynasty Warriors 2 as innovative and technically impressive, they held a mixed opinion of later titles. The series to date spans 14 games (including expansions) which players in the West view as overly similar, although the games' creators claim their large audience in Japan appreciates the subtle differences between the titles. The Dynasty Warriors series, beginning with Dynasty Warriors 2 in 2000, offered beat 'em up action on large 3D battlefields, displaying dozens of characters on the screen at a time. Different games applyed and experimented with three-dimensional third-person combat including Getsu Fuuma Den in 1987, Crossed Swords in 1990, Bushido Blade in 1997, and The Legend of Zelda: Ocarina of Time in 1998, but Rising Zan: The Samurai Gunman in 1999 is the closest to the first 3D example of a melee sword oriented combat focused game. Other 2D examples include Knights of the Round, The King of Dragons, Dungeons & Dragons Collection, Guardian Heroes and Pirates of the Dark Water. ![]() It was considered one of the strongest beat 'em up titles for its fantasy elements, distinguishing it from the urban settings seen in other beat 'em ups at the time. Golden Axe ( 1989) was acclaimed for its visceral hack & slash action and cooperative mode, and was influential through its selection of multiple protagonists with distinct fighting styles. The genre was started by games like Golden Axe. The 3D hack & slash games also assimilate a variety of Action-Adventure mechanics, with puzzle solving and a story driven plot. With all that being said and hopefully aided you in your search (and others that have similar questions and can use the search functionality of a forum and/or google) I can give you a last tip that is specifically for you, it's also the first hit on google with "Hack and slash rpg": burgzergarcade.Hack & slash video games are associate with beat 'em up video games with intense weapon-based combat and a deeper focus on story, and a supposedly natural evolution of the genre as it evolved with the advent of 3D gaming. It's also a good exercise to see if you can actually break down your game(play) in smaller chunks that makes life a bit easier when developing the game and to see if what you want is actually feasable. These kind of questions pop up a lot of time and it really isn't that hard to figure out if you take some time to think about it. You can exclude some more by asking more questions that will help you. Something in the middle? Find a nice framework.īy now you should have narrowed it down to just a few choices and you have no other choice than to try out and see what feels best. Want to be in "control" of it all? Take a pure language. Want to focus on the game? Take an engine. This will filter out your options between engines, frameworks and pure languages. Do I want to focus on making the game without worrying about third party stuff (collision, sound, etc) or do I want to have everything (to a certain degree) in my own hand? I still need to choose something! So now (or even before the questions is probably better) is a good time to ask youself. So now you have a couple of options left that might suite your need, but man. ![]() Next question! "Can I do this easily in language/engine/framework X?" And here you will start to scratch off even more stuff! ![]() ![]() But you can probably scrap out a few engines this way. Does language/engine/framework X let me do that" and in most cases, especially pure languages, this is a yes. Just ask yourself: "Ok, feature X is really important, if I don't have it, I can't make this game work. I would recommend the language/engine/framework that has the best featureset that fits your needs. ![]()
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