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Pollyanna 741th Post
Red Carpet Regular Member+
| "Re(8):need RBO help" , posted Mon 10 Jan 18:33
quote: Hmm mind giving an example of how the game mechanics is like?
You can download a demo that will speak better for the game than I can.
I guess the primary difference from normal fighters is that moves very rarely link together, so you can't do anything like a jumpkick/uppercut/special move combo. Rather, you throw out a series of projectiles/special moves/attacks in a sort of strategic way to try and set up your opponent. Your opponent can do the same, of course, so it's hard to predict what will happen in any given case. It's a great system, but for fighting fans, it's initially very frustrating.
I'm sure someone can describe the system more eloquently than I can, as I'm not willing to write an essay on it right now. To put it simply, you have 2 attack buttons that can do anything from punch to shoot bubbles across the screen. You have a "shot" button that does a variety of projectile patterns like you'd see in a shooting game. You also have a "dash" button that causes you to run forward, through projectiles. You have a stamina gauge that depletes with most attacks or blocks and limits how many different projectiles/impressive attacks you can throw at an opponent at once.
When you have a level (or levels) you can activate a "spell card" which rejuvinates a good deal of life and allows you to do your (pre selected) super move for a limited time. It takes a level each time you do it and you can only activate your spell card once per round.
Oh yeah, and there are "bombs" which blow the enemy away from you.
Oh, and story mode has "levels" rather than rounds, where your opponent has up to 5 lifebars, each with a different spell pattern. When they activate a spell, they will usually do that spell nonstop until you defeat them. The spells are specially made for story mode and have a noticable pattern and weakness.
That's the tip of the iceberg at least.
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Spoon 715th Post
Red Carpet Regular Member
| "Re(9):need RBO help" , posted Tue 11 Jan 11:41
quote: Hmm mind giving an example of how the game mechanics is like?
You can download a demo that will speak better for the game than I can.
I guess the primary difference from normal fighters is that moves very rarely link together, so you can't do anything like a jumpkick/uppercut/special move combo. Rather, you throw out a series of projectiles/special moves/attacks in a sort of strategic way to try and set up your opponent. Your opponent can do the same, of course, so it's hard to predict what will happen in any given case. It's a great system, but for fighting fans, it's initially very frustrating.
I'm sure someone can describe the system more eloquently than I can, as I'm not willing to write an essay on it right now. To put it simply, you have 2 attack buttons that can do anything from punch to shoot bubbles across the screen. You have a "shot" button that does a variety of projectile patterns like you'd see in a shooting game. You also have a "dash" button that causes you to run forward, through projectiles. You have a stamina gauge that depletes with most attacks or blocks and limits how many different projectiles/impressive attacks you can throw at an opponent at once.
When you have a level (or levels) you can activate a "spell card" which rejuvinates a good deal of life and allows you to do your (pre selected) super move for a limited time. It takes a level each time you do it and you can only activate your spell card once per round.
Oh yeah, and there are "bombs" which blow the enemy away from you.
Oh, and story mode has "levels" rather than rounds, where your opponent has up to 5 lifebars, each with a different spell pattern. When they activate a spell, they will usually do that spell nonstop until you defeat them. The spells are specially made for story mode and have a noticable pattern and weakness.
That's the tip of the iceberg at least.
Positively speaking, it's in the style of Psychic Force, except that it doesn't play like garbage and looks really good.
Cynically speaking, it's like MvC2 spam wall all day.
The PCB joke is funny. I think. Maybe I'm reading too deeply.
Non-obvious details: The game is heavily focused on meter management, including super meter, attack meter, life meter (yours and opponent's), and even spell card timer. This ESPECIALLY goes for story mode, where successful meter management is the difference between annihilating your opponent with barely a scratch on you, or getting beaten down hardcore (see: CPU Youmu vs. Patchouli when Youmu gets the three shadow clones).
Exchanges are decisive. E.g. MvC2: Cable throws grenade, opponent throws Cable, opponent thus lands on grenade. Oops. In this game, there are few projectiles that are not instantly vanished the moment the player unleashing them is hit, and not even counter-hit. Say Sakuya throws some slow knives and runs around for awhile. 7 seconds later, gets hit: her knives disappear. This is very, very jarring for a long while, because seeking to trade doesn't work well with projectiles (does work with melee hits). This is even more jarring in Story mode, as CPU often has uber attacks that do not vanish when CPU is hit.
For a game with a rather odd high-low game and reams of projectiles, throws are given to only a select few. I don't know why this is, but it is so. If there's any argument about spam walls yielding cheap throws, do it the Capcom way: make characters in blockstun unthrowable.
Many characters play radically different in story mode. Sakuya is mad nerfed in story mode because two of 3 supers see her floating/standing there for a good long time firing stuff. This is ok normally when you hit someone b/c they get comboed, but in story mode the CPU has hyper armor like 80% of the time.
Sakuya fails to say "THE WORLD!" when she stops time. -10 points.
Game is so weird that it hasn't been definitely broken yet. It is possible that many who bought the game are just fanboys who can't actually play fighting games well. It is also possible that only hardcores bought the game because it is so hardcore and they too are weirded out by it.
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Kilvear 62th Post
Occasional Customer
| "Re(10):need RBO help" , posted Tue 11 Jan 21:18
quote: Hmm mind giving an example of how the game mechanics is like?
You can download a demo that will speak better for the game than I can.
I guess the primary difference from normal fighters is that moves very rarely link together, so you can't do anything like a jumpkick/uppercut/special move combo. Rather, you throw out a series of projectiles/special moves/attacks in a sort of strategic way to try and set up your opponent. Your opponent can do the same, of course, so it's hard to predict what will happen in any given case. It's a great system, but for fighting fans, it's initially very frustrating.
I'm sure someone can describe the system more eloquently than I can, as I'm not willing to write an essay on it right now. To put it simply, you have 2 attack buttons that can do anything from punch to shoot bubbles across the screen. You have a "shot" button that does a variety of projectile patterns like you'd see in a shooting game. You also have a "dash" button that causes you to run forward, through projectiles. You have a stamina gauge that depletes with most attacks or blocks and limits how many different projectiles/impressive attacks you can throw at an opponent at once.
When you have a level (or levels) you can activate a "spell card" which rejuvinates a good deal of life and allows you to do your (pre selected) super move for a limited time. It takes a level each time you do it and you can only activate your spell card once per round.
Oh yeah, and there are "bombs" which blow the enemy away from you.
Oh, and story mode has "levels" rather than rounds, where your opponent has up to 5 lifebars, each with a different spell pattern. When they activate a spell, they will usually do that spell nonstop until you defeat them. The spells are specially made for story mode and have a noticable pattern and weakness.
That's the tip of the iceberg at least.
Positively speaking, it's in the style of Psychic Force, except that it doesn't play like garbage and looks really good.
Cynically speaking, it's like MvC2 spam wall all day.
The PCB joke is funny. I think. Maybe I'm reading too deeply.
Non-obvious details: The game is heavily focused on meter management, including super meter, attack meter, life meter (yours and opponent's), and even spell card timer. This ESPECIALLY goes for story mode, where successful meter management is the difference between annihilating your opponent with barely a scratch on you, or getting beaten down hardcore (see: CPU Youmu vs. Patchouli when Youmu gets the three shadow clones).
Exchanges are decisive. E.g. MvC2: Cable throws grenade, opponent throws Cable, opponent thus lands on grenade. Oops. In this game, there are few projectiles that are not instantly vanished the moment the player unleashing them is hit, and not even counter-hit. Say Sakuya throws some slow knives and runs around for awhile. 7 seconds later, gets hit: her knives disappear. This is very, very jarring for a long while, because seeking to trade doesn't work well with projectiles (does work with melee hits). This is even more jarring in Story mode, as CPU often has uber attacks that do not vanish when CPU is hit.
For a game with a rather odd high-low game and reams of projectiles, throws are given to only a select few. I don't know why this is, but it is so. If there's any argument about spam walls yielding cheap throws, do it the Capcom way: make characters in blockstun unthrowable.
Many characters play radically different in story mode. Sakuya is mad nerfed in story mode because two of 3 supers see her floating/standing there for a good long time firing stuff. This is ok normally when you hit someone b/c they get comboed, but in story mode the CPU has hyper armor like 80% of the time.
Sakuya fails to say "THE WORLD!" when she stops time. -10 points.
Game is so weird that it hasn't been definitely broken yet. It is possible that many who bought the game are just fanboys who can't actually play fighting games well. It is also possible that only hardcores bought the game because it is so hardcore and they too are weirded out by it.
Sakuya doesn't say "THE WORLD" when she stops time? NOOO! -50 points of sexiness.
I give the trial a try. Hopefully it doesn't weird me out totally that I dun touch the retail version.
I am here I'm there I'm everywhere then again I am just in front of the computer.
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