The only time that there are a lot of invinciblity frames are during EX Attacks and Musou Attacks,
that's what I'm talking about. the player in musou games have insane advantages over most enemies, and add to the fact Koei games have some of the most pathetic enemy/boss a.i. with artificial challenge (no wonder a lot of players get bored and sick of musou games), on top of players being so OP that the only way they figure to balance it is buffing the enemy stats more.
On top of that, the Musou games don't even have boss fights.
enemy officers count as bosses. it's different from what games commonly integrate as bosses, but some musou enemy officers, depending on difficulty, can be classified as boss tier opponents, especially if they are required to win the objective, like any beat em up. the only difference is that musou games are an open battlefield with scripted introduction/placement of enemy officers, but they can still be called bosses, especially the hardest ones.
The only Musou games that DO have boss fights are the spin-off titles, and you do not overwhelm the bosses in those games. If anything, the bosses are wiping the floor with you.
you never played Ken's Rage 2?
you can mash X to dodge literally anything and everything.
You can INTERRUPT their signature attacks.
their signature attacks are heavily telegraphed.
Your signature attacks cannot be interrupted.
on top of the boss a.i. being so slow and stupid. And they stripped the game of some things that made bosses more of a challenge in the previous game, like the armor system, Koei's boss fights are a joke for the most part.
attacks feel like they have no weight to them, most enemies barely respond to your attacks,
actually, attacks do have weight to them in Z2 Chaos. and enemies can be cut in half, there's lots of blood and gore, I mean have you even played the games, especially the latest one? their attacks do have weight to them, especially Saaya's chainsaw, Saki's deep sword slashes, Aya's heavier combos, and Kagura's swords cool combos. not to mention their super attacks that can fire rockets, energy waves, and more. Onechanbara enemy response is so much better than Koei games that don't even have blood effects, blood stains, and gore for that matter.
enemy response makes Koei enemies look like slapping paper dolls with sparks that can't be cut or bleed.
and remember that Onechanbara hordes are mostly made up of ZOMBIES, so of course they will be more durable and resistant to damage instead of always getting juggled.
I don't mean for this question to sound rude or anything, but have you actually played the Musou games?
I played musou games since Dynasty Warriors 4. 5, 7, 7 XL, 7 Empires, 8 Empires. and that's not counting the Fist of the North Star games, Samurai Warriors 4, and Warriors Orochi games.
The problem here, though, is that the game is a spin-off of Onechanbara, made by the same team that made Onechanbara, and everything it showed off just looked like Onechanbara. So if the gunplay functions the same as the gunplay in Onechanbara, it simply won't be a fun game.
that is opinion based. I enjoyed Annna combat, and SGZH gameplay can only be better. Remember that even the Z Kagura era of Onechanbara gameplay is night and day to Bikini Samurai Squad,
and Bikini Samurai Squad gameplay is better than its Simple Series predecessors, adding to the fact that the Xbox 360 hardware made everything better and more refined than previous gen. (Xbox360 is equivalent to PS3 gen. and BSS is better on X360 than on Wii, and a generation more advanced than the PS2 games.)
now 2 generations later since Bikini Samurai Squad, I would think they have improved upon Onechanbara style gun combat.
<quote>Though 5 is a weird number to have co-op at. 4 or 6 are more standard numbers.</quote>
5 players co op amount is not weird at all. just because its odd number, doesn't make it weird.
Xmen Arcade was one of the rarest beat em ups to support 6 players co op, even when the standard was commonly 2 to 4 players co op, and players CAN play it with just 5 players.
PVP multiplayer shooters support 8 or more in a team.
having 5 players co op cap is rare, but better than 4.
I think even the original Rainbow Six, supported like 8 players co op for campaign missions. and Serious Sam supports 16 players co op on PC. people can also co op with 5 people on ARK Survival Evolved, Minecraft,
think Torchlight 2 has 6 players co op, which means 5 players is possible.
if there was a modern Sailor Moon co op game, it would make sense for it to support 5 players cooperation. and SGZH has a Sailor Moon sized team.
SGZH features 5 lead protagonists as a squad of 5, so there's really nothing keeping them from supporting 5 players co op unless they didn't bother to design the game for group co op (which would be dumb. I know it's a budget game but Tamsoft already has experience and resources with multiplayer. and multiplayer shouldn't be just about PVP. )
I don't mind if the missions boil down to something like Killing Floor games, it can still be fun co op against hordes. though it would be cool if the level design is a little more like Zombie Army Trilogy.
With these things, it's best to not expect much, that way people can be more flexible to appreciate the positive things instead of nitpicking SGZH for what it doesn't have. I'm already prepared for it to be single player only, but I could enjoy it as long or longer than Z2 Chaos depending on certain things.
It has 50 missions, not sure if total, but if that's the campaign size, that's already waaaaaaay more missions than Z2 Chaos had, which was 16 chapters. So it could be an epic experience.
and with their reputation, it might be packed with unlockables and other incentives. Overall I think mission structure wise, it would be better to make the campaign more meaty than splitting the missions between campaign missions and extra missions, because most people don't bother with extra missions, but if they become required missions in the campaign, that would greatly make it greater, since it:
1. makes the campaign longer
2. encourages players to do all the missions since they are a part of the whole story journey/adventure/situation.
3. no missions skipped/ignored, resulting in a more wholesome experience that makes use of all of the mission content.
Well they already have January 12, 2017 date, so they will reveal actual gameplay and more as they progress.
this is their most innovative, bold and ground breaking Onechanbara universe game to date, so people should be more flexible, adaptive and understanding of its own formula.
yea they can screw it up in some ways, but in other ways, it could be cool to be optimistic. the devs are taking a chance with this new concept, so the fans have to be more open minded about things.
It's kind of like how Persona is almost nothing like what Shin Megami Tensei sets as standards, but the fanbase took the time to understand Persona, and it went from a spinoff series, to its own flagship series.
I think School Girl Zombie Hunter could become more popular than Onechanbara, and its gameplay and features can be key. even as niche, and even without the most mainstream gameplay, it can still have profound entertainment value, especially if it has up to 5 players co op for all missions. it could be added to the all time greatest co op games list.