The first 2d game to have air combos seems to be X-MEN Children of the Atom 1994 Another notable game is Guilty Gear 1998 These are fighting games and the air combos were not the set air combo strings we've come to know today but they must have been the origin and mold for them.
Now as the first Devil May Cry only featured a helm breaker & gun juggling. The first use of 3D air combos seems to be Kingdom Hearts which released March 28, 2002 many months before Xbox's Otogi. Is this right? was kingdom hearts really the first 3D game with air combos. Did it define air combos in action games?
ah but those air attacks have certain properties altering the characters momentum & gravity. like Kingdom Hearts and almost every action game since.
Juan Young
it's possible but I wouldn't say it defined air combos in action games however, I think the air combos in DMC3 and onwards came from the fact that itsuno worked on fighting games before, so perhaps the influence was just from 2D games, but God of War has a little air combo possibility too, not sure if kingdom hearts released first (though I'm not sure it would matter, since I'm pretty sure KH didn't take inspiration from GoW), and GoW took inspiration from DMC1 and as said I'm pretty sure it is more of a natural progression for DMC
Oliver Gutierrez
in Yea Forums's opinion, would air combos make for a good addition to a beat 'em up?
Imagine castle crashers but the air combo isn't just HEAVY LIGHT HEAVY LIGHT HEAVY LIGHT
Tyler Scott
man Gow came out in like 2005. even after ninja gaiden.
Jacob Harris
god hand allows you to juggle enemies in the air, but you're not in the air yourself either way what's the difference between an action game like DMC and a beat 'em up? wait really? I thought it was 2002 that's surprising considering how much newer GoW 2 felt also how come games used to take only a year of development? that seems so insane now
Parker Campbell
>also how come games used to take only a year of development? that seems so insane now I could only imagine it being just models being more detailed taking more time, and bloated or indecisive teams that kind of flip flop between ideas.
Logan Powell
Weaker tech combined with lower budgets make devs try to do the most with what they could. Majora’s mask was made in less than a year but also reused a ton of OoT’s assets. Increased budgets also increase ambition, like how FFXV had a massive budget and tried to have this really big game world and a ton of details. Older FFs were made and smaller budgets and came out yearly in the 90’s compared to ffXIII and XV taking years with giant piles of money spent on both.
Jeremiah Russell
GoW 2 was two years later, in 2007...?
Carson Turner
How many hits can you chain in the air in kh1? I only played like 3 worlds and iirc I could only do 3 hits
Juan Cox
when I say beat 'em up I specifically mean a belt scroller; character action game is what I seem to hear Bayonetta/DMC types get called
Evan Allen
You can get Air Combo Plus upgrades.
It’s funny, I was like 100% certain OP was full of shit and yet somehow I can’t find any examples of air combos prior to KH. Hell, even fighting games don’t apply the “you float as you swing” logic.
That still only limits you to maybe 4 or 5 hits in the air before you fall to the ground, and you can't start another combo until you touch the floor in KH1
Daniel Hernandez
yep they were pretty basic. KH isn't really full of depth but it still seems to be the catalyst for a few modern game mechanics.
Parker Bailey
i thought it was 2006 but that's still only 2 years and it's also probably because it was later in the generation, whereas resident evil released like 2 games a year, half of them were spinoffs but still now you wait an entire decade for a series to be revived and get a shitty disappointing sequel quite a few old IPs have revived themselves in recent years, most of them staining their series' legacy this makes a lot of sense, Majora's Mask remains my favorite Zelda too and many AAA games don't seem to have a focus anymore, the director's vision just seems to be a mess of a bunch of things that aren't fully developed or go well together I just figured that older technology would have made it take longer to make games compared to now, obviously it's easier now to make the same games as back then, yet it just feels like games now would at least try to be better instead of worse to justify such big budgets and long development, instead their filled to the brim with a bunch of shallow mechanics
Mason Jenkins
They are adding them to Streets Of Rage 4 including being able to juggle between players so maybe
Bentley Kelly
youtu.be/QXlBYDbIubs According to the video above it was first in Onimusha warlords, 2001.
Gabriel Green
Is not "bit em up" Is "bite map"
Jordan Robinson
yeah and so would jump cancelling for that matter. when you think about it DMC from a set side on perspective would still make a wicked beat em up. and open up possibilities by making inputs more reliable. this is a game concept i'm going to make.
Angel Myers
What an horrible video, don't ever link this ever again.
Jaxson Perez
>wot an 'orrible videeyo, dawnt evah link dis evah agen
you know I already knew about the bug in Onimusha inspiring kamiya and juggling in DMC but forgot about it so in a way, it does turn out that DMC wasn't inspired by KH, and the first 3D game with air combos technically would be onimusha if they didn't remove it I can't believe I didn't immediately remember that well, I guess that does answer OP's question, onimusha's pre-release build was the first, KH was the first game released with air combos that aren't a glitch
Jayden Taylor
Battletoads is the first game ot have air combos, thanks to being part beat 'em up, part platformer and part variety game.