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Maese Spt 167th Post
Regular Customer
| "Re(9):Final fight streetwise official website" , posted Sun 12 Feb 21:13
quote: I'm just happy that Capcom is attempting to revive the Final Fight series.
I'd really, really like to say the same... But I feel Capcom has taken the wrong direction. I mean, I don't give a damn about the plot (the original FFs were already ludiocrous beyond redemption, to begin with) being canon or not, it's just I don't like the way this new FF looks.
I know it would be foolish to ask for a 2D sequel nowadays, but I truly believe the transition to 3D could have been much more, let's say, "interesting". Now, visually speaking, my most beloved beat'em up saga has become just a dull GTA clone. Maybe it would be awesomely fun to play, but with such uninspiring visuals I don't feel like giving it a try. Not at all.
"At his coming the gods themselves are put to flight and the Buddhas vanish"
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Bootation 513th Post
New Red Carpet Member
| "Re(10):Final fight streetwise official websit" , posted Mon 13 Feb 02:01
quote: I'm just happy that Capcom is attempting to revive the Final Fight series.
I'd really, really like to say the same... But I feel Capcom has taken the wrong direction. I mean, I don't give a damn about the plot (the original FFs were already ludiocrous beyond redemption, to begin with) being canon or not, it's just I don't like the way this new FF looks.
I know it would be foolish to ask for a 2D sequel nowadays, but I truly believe the transition to 3D could have been much more, let's say, "interesting". Now, visually speaking, my most beloved beat'em up saga has become just a dull GTA clone. Maybe it would be awesomely fun to play, but with such uninspiring visuals I don't feel like giving it a try. Not at all.
I read you gain abilities and point by getting "respect" by gang members. I'm sorry but getting respect out of gang members doesn't appeal to me. Thats why the original Final Fight was so cool, it was about kicking fucking gang members teeth in, then doing a flying bodyslam into the other gang members. EEYYAAH. Fuck this game son. Haggar would be rolling over in his grave.
Pretty please check out my neato sweet awesome webpage
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Tai-Pan 79th Post
Occasional Customer
| "Re(2):Re(10):Final fight streetwise official" , posted Mon 13 Feb 05:26:
quote:
I read you gain abilities and point by getting "respect" by gang members. I'm sorry but getting respect out of gang members doesn't appeal to me. Thats why the original Final Fight was so cool, it was about kicking fucking gang members teeth in, then doing a flying bodyslam into the other gang members. EEYYAAH. Fuck this game son. Haggar would be rolling over in his grave.
Haggar is not dead for Gods sake; I mean, this is a new game, its something, it looks ok, it seems it plays well too, lets not be so picky about games, we are starting to sound like grandparents saying " oh the old stuff was so much better than this and that present crap ". I guess its never enough for some gamers, right? Capcom is just trying to revive something, and to do so they have to adapt it to the times, Listen, the original Final Fight looked and played according to 80's and early 90's fashion, design, culture, whatever. If years have passed, why should the characters, story, and looks of the new game look or feel like the "old times". Those years are gone. Personally, I LOVE any old Capcom game, cause im kind of older and feel better with culture from the 80's and 90's, I hate the hip-hop-rap-crap, but thats whats happening now. Im gonna give this game a good try, and respect Capcom for trying something new with this old game, whether we are talking about Capcom Japan or Capcom Chile.
hayaku!!
[this message was edited by Tai-Pan on Mon 13 Feb 05:29] |
Bootation 514th Post
New Red Carpet Member
| "Re(3):Re(10):Final fight streetwise official" , posted Mon 13 Feb 08:02
quote:
I read you gain abilities and point by getting "respect" by gang members. I'm sorry but getting respect out of gang members doesn't appeal to me. Thats why the original Final Fight was so cool, it was about kicking fucking gang members teeth in, then doing a flying bodyslam into the other gang members. EEYYAAH. Fuck this game son. Haggar would be rolling over in his grave.
Haggar is not dead for Gods sake; I mean, this is a new game, its something, it looks ok, it seems it plays well too, lets not be so picky about games, we are starting to sound like grandparents saying " oh the old stuff was so much better than this and that present crap ". I guess its never enough for some gamers, right? Capcom is just trying to revive something, and to do so they have to adapt it to the times, Listen, the original Final Fight looked and played according to 80's and early 90's fashion, design, culture, whatever. If years have passed, why should the characters, story, and looks of the new game look or feel like the "old times". Those years are gone. Personally, I LOVE any old Capcom game, cause im kind of older and feel better with culture from the 80's and 90's, I hate the hip-hop-rap-crap, but thats whats happening now. Im gonna give this game a good try, and respect Capcom for trying something new with this old game, whether we are talking about Capcom Japan or Capcom Chile.
You sound like pansy. Lets just open our arms and allow any and all crappy software to come in!
Listen I sound like a sister loving republican but the market won't make crap if we don't buy it. So don't buy crap!
http://www.ukresistance.co.uk/2005/11/blue-sky-in-games-campaign-launched.html
Just my opinion...=)
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Now thats some real quality stuff.
Pretty please check out my neato sweet awesome webpage
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Korigama 84th Post
Occasional Customer
| "Re(4):Re(10):Final fight streetwise official" , posted Mon 13 Feb 10:06:
quote: I'm not gonna be complaining about this cause I simply don't care and just happy a brawler is back and trying to do something to come alive rather than just taking the original and just making it a "brawler". Simply the genre really is dead and it has to change in some form or fashion to pull people back in the beat em up genre. If this game was a sequel under everyones eyes as just a punch kick button nothing changed and just a flat out new character called Kyle Travers... I'd certainly find that boring, lazy and uninspired. But thats my opinion.
Yes, the beat'em-up needs to change, but this isn't how anyone should go about doing it. As it stands, the gameplay of Devil May Cry 3 is closer to a proper evolution of the beat'em-up than any other game actually released in the genre this generation, despite DMC3 not actually being a beat'em-up...yet Capcom themselves can't even realize that.
And if anything, by bandwagoning with the "dark, gritty, and edgy!!!1!" trend, the result has been the creation of something that is boring and uninspired, in spite of their efforts to avoid that.
quote: And I think one of the charms of the original Final Fight games was how ridiculous and over-the-top they are. This is trying too hard to look realistic.
Exactly. Realism wasn't what made such games fun in the first place, and by going for realism in terms of style, presentation, and gameplay, it defies the point of such games altogether.
[this message was edited by Korigama on Mon 13 Feb 10:13] |
catalyst 139th Post
Regular Customer
| "Re(5):Re(10):Final fight streetwise official" , posted Mon 13 Feb 10:58:
quote:
Yes, the beat'em-up needs to change, but this isn't how anyone should go about doing it. As it stands, the gameplay of Devil May Cry 3 is closer to a proper evolution of the beat'em-up than any other game actually released in the genre this generation, despite DMC3 not actually being a beat'em-up...yet Capcom themselves can't even realize that.
And if anything, by bandwagoning with the "dark, gritty, and edgy!!!1!" trend, the result has been the creation of something that is boring and uninspired, in spite of their efforts to avoid that.
And I think one of the charms of the original Final Fight games was how ridiculous and over-the-top they are. This is trying too hard to look realistic.
Exactly. Realism wasn't what made such games fun in the first place, and by going for realism in terms of style, presentation, and gameplay, it defies the point of such games altogether.
Alright, awesome we got an argument going thats pretty valid so far and not simply just bashing at the game cause of its trend and where its going. But i'm tyring to understand where you can put Devil May cry 3 right next to Final fight. Looking at both games those games are on two different spectrums of comparison in presentation.
Last time I checked with realism and with final fight? One can't simply walk out of a 3 man brawl or 10 and keep going through waves and waves of enemies or that new super strength like drug that FFS is trying to imply. Me and you both know that isn't logically possible. I'm trying to find where and how Final fight was as over the top just as Devil may cry 3 is and I will agree that is over the top as they come with the infinite bullets, running on walls, teleporting etc etc. Honestly thats already going to be intended that Dante will do such of those things cause he is a demon.
I personally saw the simpler side of Final fight. But yea i'm curious to know if you could elaborate.
Catalyst jukebox ::kicks:: - Etro Anime: "Endless"
[this message was edited by catalyst on Mon 13 Feb 11:04] |
Korigama 85th Post
Occasional Customer
| "Re(6):Re(10):Final fight streetwise official" , posted Mon 13 Feb 11:38:
Alright, then.
True, FF wasn't as over-the-top as that. In all honesty, the previous DMCs weren't as over-the-top as 3. But it's not necessarily the over-the-top "Woohoohoohoo!" nature of DMC3 Dante or the extremes implied in the cutscenes (such as the one involving him leaping off the edge of the tower at the start of Mission 8) that I feel is necessary for success, but rather learning from the basic mechanics of the game itself.
Say, for example, the standard combos. Each has its own effect, being knocking away the enemy, or sending them straight up. The same can be said of the additional specials, the properties of which can be used to the advantage of the player in a variety of situations. Having so many options in terms of melee works very well in keeping things balanced, especially when there's lots of freedom in cancelling normal attacks of combos into specials (as is the case in SoR2 and 3, for instance). Being able to juggle the enemy is also a great step forward. What should be avoided, however, is affording the AI all of the advantages the player enjoys, which was Urban Reign's problem, especially since the AI is more capable of exploiting the system than the player possibly could (DMC3's combat works because you're the only one smacking the enemy around as you are, not because the enemy can do everything you can and better so as to juggle you to death as in Urban Reign).
Another thing that works is the lock-on system. Being able to lock on to the enemy makes that much more of a difference, affording not only greater opportunity to focus on the enemies you wish to take out first, but based on how it works in DMC3, even allows for more moves while locking on by something as simple as pressing forward or back in conjunction with an attack button, but with enough leeway to prevent attentive players from unintentionally doing so. In most beat'em-ups released now, the ones that actually have lock-on make it automatic, causing your movement to be more slowly paced when most inopportune, preventing ideal movement around targets and adding further problems to the gameplay (The Bouncer being the main game that comes to mind when I think of this).
The next point is rolling, another advantage made possible by the presence of the lock-on button (of course, this could always be relegated to the D-Pad in other games while the left analog stick controls movement, or even the right analog stick should the camera be capable enough to adjust on its own). The defensive side of additional skills granted by the presence of a lock-on, in DMC3, pressing left or right in conjunction with the jump button (a jump button being mandatory for a decent beat'em-up as far as I'm concerned, and like DMC3, being able to control the altitude of the jump is just as important), instead of having to rely on luck in regards to avoiding getting hit, they can dive out of the way. This helps provide an alternative to jumping out of the way as well, which may not always work. In regards to actual beat'em-ups, the only one I recalled which included a roll was SoR3, and it was, in fact, helpful in further refining the gameplay.
Mission selection was a great feature, too. Why play through the whole game and do everything all over again time after time if you simply wish to skip to your favorite parts while using whomever you wish to beat the missions in an attempt to score a higher rank or just mess around? That's something else which should be taken to heart.
While guns (infinite ammo or no), wall running, and teleporting aren't necessary, there's always the possibility of accomodating multiple styles of play with enough individual characters with their own specialties to appeal to said array of preferences. Having 60+ like Urban Reign is more than pushing it, though, and to some extent, half that can be as well (it's quality, not quantity that should be emphasized, after all). And even then, not all characters have to be permanently available for the whole game in story mode. Aside from all of this, I'd say that another problem is AI allies assisting battles. The gameplay could be that much better should the focus remain solely on the player, the option to switch between fighters on the fly (not unlike the on-the-fly weapon switching in DMC3) helping to create a much more intense experience than one afforded by a friendly AI. Limiting AI assistance to special parts of a game or simply leaving it to a separate co-op mode would be better than anything offered by Beat Down, Urban Reign, or The Warriors and its silly "War Chief" commands.
[this message was edited by Korigama on Mon 13 Feb 11:46] |
Korigama 86th Post
Occasional Customer
| "Re(9):Re(10):Final fight streetwise official" , posted Mon 13 Feb 14:12:
quote: I found DMC3 to be incredibly boring, so if its the next evolution of the beat 'em up, count me out of the genre. I don't think we need another game with a horrible camera, a lock-on system that doesn't keep enemies in sight, attacks that have no weight to them, AI that just stands there to let you pummel them, and a seemingly endless parade of pointless cut-scenes.
I think Beat Down had a fighting system that was headed in the right direction. The problem was essentially everything else. Spikeout was also good, especially with online play. Can you imagine trying to play DMC3 with another person? The areas are so tiny there's barely enough room for Dante.
1.)The camera wasn't perfect, but it was at least serviceable (and allowed for adjustment in most areas).
2.)Can't say I had any problems with the lock-on (the camera always shifted to focus on the enemy locked onto as it was). You shouldn't have any problems provided you don't let go of R1, and even then, you can toggle between targets with R3 if not satisfied.
3.)You'll have to explain that one to me (none of the attacks seemed to lack any weight to them to me, unless you meant that they don't have the impact of attacks like in, say, God of War). I can't think of any attacks in beat'em-ups having any more weight, either.
4.)Not much getting around the fact that the enemies were relatively dim (not like they're actually smart in beat'em-ups, anyway). At the same time, though, I'm not arguing for making them too much more intelligent.
5.)The cutscenes were one of the best parts about the game, and even then, you spend more time playing than watching (some sort of plot has to be established, after all; it's not like it's as polarizing as the cutscene duration in the MGS series).
And seeing as Beat Down's battle system is the same-old-same-old without implying having learned anything at all from the older beat'em-ups, especially not from SoR3, which actually had a gauge that allowed for using health-draining specials without cost to health (but really, there's no excuse for still having health draining specials as it is, and if there are such moves, there should be something similar to that gauge to keep their tax on players in check), I don't see how it was headed in the right direction at all. Aside from charging attacks for additional damage and/or stun, I don't see what Spikeout got right, either.
You could always pick up an extra controller while using Doppleganger and press start to see what playing DMC3 with two players is like. As for the size of the environments, they're more limited in scale for a reason, and if they get any bigger than in DMC1 or DMC3, problems begin to occur (it's a large part of the reason why DMC2 didn't work). Personally, it doesn't make me the least bit claustrophobic.
Yeah, DMC3 does still have its problems, but it doesn't have anywhere near as many as any of the games of this so-called "beat'em-up renaissance".
[this message was edited by Korigama on Mon 13 Feb 14:15] |
Ammadeau 1489th Post
Red Carpet Executive Member
| "Re(10):Re(10):Final fight streetwise official" , posted Mon 13 Feb 15:37
How is Beat Down 'same old' when the characters have over a dozen attacks, instead of the punch/jumpkick of the old Final Fight? It's no VF4, and being so would defeat the whole point anyway, but it was fighting system that held up through the whole game for me. While DMC3 had become repetitive after a few hours, and even the weapons that get introduced all seemed weak compared to Rebellion /E&I to make them seem a bit pointless outside of set situations.
Weight is a number of factors, like adding a little rumble at the right moments and the animation reaction to an attack of both opponents. The only time DMC3 had this was when an attack was deflected. All the rest of the time it felt like slicing through air.
The lock-on works in the sense that attacks directed at the enemy will hit them, but I was hoping, like it is in Onechanbara, that it would also keep the enemy on the screen. It doesn't because the camera is terrible, and a bit disorienting, especially if you're near a wall and the angle keeps changing as you're evading.
The cut-scenes are pointless percisely because you're not playing... and why aren't you? Why don't you play Dante running down the side of the tower or leaping onto a missile? What fun is it to sit there and watch him deliver painful one liners instead?
Ninja Gaiden is a little closer to the evolution that you speak of, though I'd really it much rather be the upcoming Dead Rising, if that's all it's cracked up to be.
Ammadeau.net - My own personal waste of time.
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Korigama 87th Post
Occasional Customer
| "Re(2):Re(10):Re(10):Final fight streetwise of" , posted Mon 13 Feb 16:23:
quote: How is Beat Down 'same old' when the characters have over a dozen attacks, instead of the punch/jumpkick of the old Final Fight? It's no VF4, and being so would defeat the whole point anyway, but it was fighting system that held up through the whole game for me. While DMC3 had become repetitive after a few hours, and even the weapons that get introduced all seemed weak compared to Rebellion /E&I to make them seem a bit pointless outside of set situations.
I would say whether or not DMC3 gets repetitive all depends on how you play. Counting the special edition, it's almost been a year since I've been playing and I've yet to get bored with it.
With the exception of Cerberus, the other weapons are all stronger than Rebellion as it is. In terms of guns, the only one without much redeeming value is the shotgun, which is only truly useful using Gunslinger (for the sake of the Gunstinger technique). Kalina Ann isn't all that useful except for the battle with Arkham (for the slugs), but Artemis becomes one of the best guns in the game with Gunslinger. Spiral shines mostly by means of Royal Guard, in which case guard canceling makes it more abusable than any other gun in the game (especially seeing as the style rating only goes up as you continue to do it). It's not that E&I is stronger, it's simply the most versatile, which can be said for Rebellion as well, hence why I almost always carry them with me (regardless of the secondary gun and Devil Arm chosen).
FF was never complex to begin with, so it's not hard to picture something with considerably more depth. But Beat Down's combat doesn't compare to the likes of SoR2 or 3, now does it? Are there multiple throw types (the likes of which can be used to throw the enemy into crowds, or simply use to take advantage of the invincibility)? Are there standard specials to go along with the health-draining specials? Are there two types of jump-in attacks, one for knocking down and one for stunning to lead into a combo? Is there a normal attack specifically for knocking enemies down? Does it have some form of reliable evade? If the attacks are simply quantity rather than serving some practical purpose to merit using specific ones over the others, then I don't see how it's not simply redundant and undemonstrative of actual progress made.
A beat'em-up doesn't need VF4: Evo's complexity (but I can't argue for many other games actually needing that), but it does need enough potential to continue to find new ways to approach combat, and of course, to keep it from getting dull, even months after first playing.
quote:
Weight is a number of factors, like adding a little rumble at the right moments and the animation reaction to an attack of both opponents. The only time DMC3 had this was when an attack was deflected. All the rest of the time it felt like slicing through air.
Then it's what I mentioned in regards to God of War having, then. Fair enough, I can agree on that as being something they could work on (it's there for things aside from deflecting, but it's not very prominent).
quote:
The lock-on works in the sense that attacks directed at the enemy will hit them, but I was hoping, like it is in Onechanbara, that it would also keep the enemy on the screen. It doesn't because the camera is terrible, and a bit disorienting, especially if you're near a wall and the angle keeps changing as you're evading.
As I've said, the camera isn't perfect, and while it could use improvement, it's not enough of an issue to take away from the experience. If anything, I complain about the examine and special functions both being assigned to O (which can get quite annoying if there's either something to examine or if there's a door nearby). While a lock-on that dramatically changes the angle to give a better view of the enemy could potentially be disorienting, I could see how it could be beneficial as well.
quote:
The cut-scenes are pointless percisely because you're not playing... and why aren't you? Why don't you play Dante running down the side of the tower or leaping onto a missile? What fun is it to sit there and watch him deliver painful one liners instead?
But that's not the point of cutscenes, now is it? If your complaint is not having interactivity at every waking moment of the game, then there's not much else I can say.
quote:
Ninja Gaiden is a little closer to the evolution that you speak of, though I'd really it much rather be the upcoming Dead Rising, if that's all it's cracked up to be.
Considering the fact that it owes much to DMC as it is (DMC1, mind you), I wouldn't understand how it's any better, especially considering the chains for the weapons being (correct me if I'm wrong) predetermined instead of having a myriad of ways to mix things up like in DMC3, largely thanks to the on-the-fly weapon switching and freedom to cancel into other attacks and combinations.
I don't recall Dead Rising, but I'll look into it.
[this message was edited by Korigama on Mon 13 Feb 16:37] |
Ammadeau 1491th Post
Red Carpet Executive Member
| "Re(3):Re(10):Re(10):Final fight streetwise of" , posted Mon 13 Feb 19:17:
quote: But Beat Down's combat doesn't compare to the likes of SoR2 or 3, now does it? Are there multiple throw types (the likes of which can be used to throw the enemy into crowds, or simply use to take advantage of the invincibility)? Are there standard specials to go along with the health-draining specials? Are there two types of jump-in attacks, one for knocking down and one for stunning to lead into a combo? Is there a normal attack specifically for knocking enemies down? Does it have some form of reliable evade?
...you haven't actually played Beat Down, have you? Because it's yes for most of those. It's robust enough that it's almost but not quite enough to support the 1 on 1 versus mode which plays more like a traditional 3D fighter. The only thing it's lacking is the characters are sort of half formed, like one will have complex kick attacks while only very basic punches, while another will have a range of fist moves, but only a few kicks.
quote: But that's not the point of cutscenes, now is it? If your complaint is not having interactivity at every waking moment of the game, then there's not much else I can say.
No, my complaint is sitting there a good 10-15 mins with nothing to do but watch Dante show off, which just isn't impressive if I'm not the one doing it. DMC3 approaches Xenosaga in its obsessive with cut-scenes. I know you can skip them, but geez.
quote: Considering the fact that it owes much to DMC as it is (DMC1, mind you), I wouldn't understand how it's any better, especially considering the chains for the weapons being (correct me if I'm wrong) predetermined instead of having a myriad of ways to mix things up like in DMC3, largely thanks to the on-the-fly weapon switching and freedom to cancel into other attacks and combinations.
Actually, I liked DMC1 better than 3 now that it's brought up, and no arguement NG borrows plenty from DMC, but where it improves is it makes each fight count, especially at the higher difficulties. In DMC3 most enemies are just fodder. In NG you need to fight with more care and not focus entirely on being flashy. I don't care if I can string together a 100 hit combo if I can do it blindfolded. There's no challenge to it then there's no fun for me.
Ammadeau.net - My own personal waste of time.
[this message was edited by Ammadeau on Mon 13 Feb 19:18] |
Maese Spt 170th Post
Regular Customer
| "Re(2):Re(10):Final fight streetwise official " , posted Tue 14 Feb 19:44
quote:
simply majority of most people on this board and probably on other boards have a few liking and not one as well towards that rap and hip hop feel ala gangsta music or scene populated by 50 cent
But I mean look at this way, give or take the original final fight that came out was late 80s to 90s if I'm wrong, but final fight was heavily biting off the Mad Max Motorcycle gang like look with a few exceptations towards original characters like Sodom, Rolento. Same with Double Dragon.
Actually, you have a point in that. And, to certain degree, I agree with you. Street culture has changed since late 80's - early 90's, so it´s only natural for a brand new street brawler to reflex those "tribal" changes.
I don't like this new hip-hop trend (nor did I enjoy the 80's punk fashion), but that's what we've got nowadays, so we have to bear it. If only for nostalgic reasons, I prefered the good old punks with leather jackets and that hilarious Mad Max look, right, but it's just my personal taste. I guess Metro City has changed acording to the new trends as well. I don`t like it, but I must admit it. It´s only natural.
My point was not that. Someone has said a few post earlier that all the bizarreness of the classic FF is nowhere to be found in this new installement. And I agree with it.
I've only seen a few video footages, but the visuals looked terribly lame. Everything was dull and plain (and ugly, but that, like the hip-hop thing, it's more a personal observation). There was nothing spectacular or even eye-catching. I had serious problems to follow the main character, since he looked exactly the same as those street thugs he fought. And those street thugs looked all the same as well. The stages were quite plain and lifeless too. Pretty much everything on this new Metro City is so uninspired (and uninspiring)...
Old FF was funny because of its bizarre, oversized and impossible characters (Damnd, Eddy, Abigail, Andore & Co., Haggar...). And I think such things can be done on 3D street brawlers as well, we have the Dinamite Deka saga to confirm it. Those two games are a pure stravaganza, one can feel a resemblance of the good old FF while playing them. If someone feels like reviving FF on 3D, why not follow Dinamite Deka's example, instead of drowning on the GTA/50 cents/random trash current?
Heck, FF were not cool nor flashy, they were just ridiculous. Just bizarre. From the plot to the main characters. For heaven's sake, you had to fight André the Giant, anf then a bunch of street (and transvestite) hookers with the city Mayor!! That's why FFs were so damned fun to play.
This new FF's failure is not about street fashion, not even about graphics. It´s about spirit. I didn't know the game was Capcom America's doing, but that may explain a lot of things.
"At his coming the gods themselves are put to flight and the Buddhas vanish"
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Just a Person 758th Post
Red Carpet Regular Member+
| "Re(1):Sodom/Cammy sketch" , posted Mon 27 Feb 14:17
quote: From the pre-order comic/sketch book
Cammy, Poison, Andore Sodom
Yes, I pre-ordered it. It was more out of curiosity than anything. I wonder how/if they will do Sodom's Japanglish or if any reference is made to the Hugo Wrestling Alliance.
Cool! It's nice to see the return of all these characters like Guy, Haggar, Cody, Andore, Poison... Cammy is a great addition as well (although Maki would make more sense in this game)! Now, I wonder how does this game fits into the Final Fight/Street Fighter chronological storyline, and whether this Andore is Hugo or another member of the family. Anyway, maybe FFS does turn out to be an amazing game after all. Maybe not, but I'll give it a chance with no doubt!
I can be any person in the world ... maybe I'm this person right in front of you ... or maybe I'm not !!
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shin ramberk 241th Post
Frequent Customer
| "Re(2):Instruction booklet" , posted Mon 6 Mar 06:22
With all of this brouhaha surrounding the game, it made me think that if Def Jam Vendetta or Def Jam New York had simply been renamed Final Fight Vendetta and you replaced all the rapper/hip hop fighters with final fighter characters-- we would have had a more liked game.
I haven't played FF-SW. Though, it's just a fricken shame that an American dev studio simply can't make a good fighting game. I mean honestly, can anyone recall of a good fighting game coming from America? Are we only good at making shooters, sports games, platform games, sims, RTS, and some RPGs? Okay, those are a lot of genres, but I don't care for any of them!
http://ramberk.blogspot.com
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TiamatRoar 745th Post
Red Carpet Regular Member+
| "Re(6):Instruction booklet" , posted Wed 8 Mar 07:50:
Yea, it did. I'm pretty sure that was done on purpose, like whenever a character tells another character a story to get them up to speed but the writer/animator doesn't want to waste the viewer's time listening to something the viewer already saw before.
Of course, the main problem being that in this case, it wasn't something the viewer saw before. -_-
I guess the storyline writers just figured that it was such a small detail that they didn't need Guy to go into detail about it. Sure as heck didn't seem like a small detail to me, though.
Looking at what Guy does in the game and how he talks to Kyle about the crime, I have a theory on what the crime was about (basically, Guy committed the crime on purpose believing he was doing the right thing in an "ends justify the means" way), but I can only go by circumstantial evidence for that (for instance without spoiling the latter parts of the game, after telling Kyle about the crime, Guy says he honours Cody for taking the fall and feels in-debted to him for it, but doesn't show any regret for his crime. At least, if I heard things right)
[this message was edited by TiamatRoar on Wed 8 Mar 07:54] |
catalyst 144th Post
Regular Customer
| "Re(7):Instruction booklet" , posted Wed 8 Mar 08:16
quote: Yea, it did. I'm pretty sure that was done on purpose, like whenever a character tells another character a story to get them up to speed but the writer/animator doesn't want to waste the viewer's time listening to something the viewer already saw before.
Of course, the main problem being that in this case, it wasn't something the viewer saw before. -_-
I guess the storyline writers just figured that it was such a small detail that they didn't need Guy to go into detail about it. Sure as heck didn't seem like a small detail to me, though.
Looking at what Guy does in the game and how he talks to Kyle about the crime, I have a theory on what the crime was about (basically, Guy committed the crime on purpose believing he was doing the right thing in an "ends justify the means" way), but I can only go by circumstantial evidence for that (for instance without spoiling the latter parts of the game, after telling Kyle about the crime, Guy says he honours Cody for taking the fall and feels in-debted to him for it, but doesn't show any regret for his crime. At least, if I heard things right)
Thanks Tiamat, much appreciated, I feel though I'm leaning on the exact same score you posted for this game as well. The bonuses and Mini games [however somewhat amusing in some cases] could be so much better. If anything i'm having fun just smacking people around and the random npcs coming up to Kyle and speaking to him. The story also so far is pretty fair. I just wish like how we discussed about Guy and Cody those little nit picks are revealed same goes for Jessica as well.
I feel though the sound is my biggest complaint, the FMV scenes felt like I really needed to hit the volume button just to hear what the characters were saying. Even on in game play I had to fiddle around to get a proper amount of music and sound effects so one doesnt flood the other.
Catalyst jukebox ::kicks:: - Etro Anime: "Endless"
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TiamatRoar 747th Post
Red Carpet Regular Member+
| "Re(2):Re(10):Instruction booklet" , posted Fri 10 Mar 23:11:
quote: I am doing my second play through and was wondering if anyone knew how to do that "Alternating Body Blows" move it says
"A,A pause A, rapidly press A"
However I am not getting it. Is there some visual cue I need to be looking for?
Also, does respect have any effect on the game at all? I am just wondering as I haven't really seen anything that would tell me it does.
And finally, nobody has found Sodom have they?
I LOVE that move. Use it with instinct and watch the boss's life meter draaaaaain.
...er, yea. To do it, press X twice rather quickly (so Kyle does two weak punches. Make sure you just press X and not say, Forward + X. That makes Kyle do a medium punch. You want weak punches).
...lemme start over.
Press X twice rather quickly (two weak punches), then pause for about half a second or so before pressing X to make Kyle do his third punch. Immediately button mash X from there.
Actually, a better way to describe it is:
Press X twice, pause for half a second, then mash X like crazy.
No one has found Sodom or Poison to my knowledge. I wonder if they were cut out of the final game or if they're really big secrets.
Also, sfdevotion told Sano at the New York comikon that Guy would be married to "Maki's sister" in Streetwise (assumedly Rena from Final Fight 2) but I saw no mention or indication of that whatsoever in the game (Maybe the secret quest is that Sodom kidnaps her? Perhaps I'm being too optimistic and they were all just cut from the final version)
[this message was edited by TiamatRoar on Fri 10 Mar 23:12] |
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