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Spoon 1493th Post
Red Carpet Executive Member
| "Re(4):Arcana Heart US release: should I get i" , posted Sat 2 Feb 17:14
quote: the music is awful
It has been observed that the game sounds like it's playing elevator music all the time. I find it difficult to disagree.
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The system is combo-oriented,
This is very true...
quote: so if you're into that sort of thing more than a technical fighter,
... but this I'm not so sure about. There's quite a lot of interesting stuff that can be done for trapping your opponent or setting things up or getting out of and away in a number of clever ways. There's also definitely something to how each character handles clashes, according to those that know these things well, anyway. Actually, speaking of clashes, some characters have moves (normals, even!) that can clash with other moves before the hitting part of the move even comes out! It reminds me of World Heroes...
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I don't know how much I can recommend it if you don't have friends to play it with.
It has very scant content for anybody who is just playing it solo, and the CPU is dumb. So this I definitely agree with.
I don't think Advanced Variable Geo holds up so well anymore. I think that part of my problem with it is that by the time I got to playing it, I had been playing games that came out (long) after it, so its systems didn't seem particularly interesting. At the time, what was great about it? I'd love to know what I missed out on :)
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Pollyanna 2428th Post
Platinum Carpet V.I.P- Board Master
| "Re(5):Arcana Heart US release: should I get i" , posted Sat 2 Feb 17:49
Grave
I guess by saying "it's not a bad game at ALL" gives the impression that it is lacking in bad elements. What I'm trying to say is that while it HAS bad elements, I definitely wouldn't call it an awful game.
Spoon
I guess it's not fair to say that a combo-oriented game can't be technical, but I always thought that as far as terminology went those were the two extremes. What is a non-combo oriented game then? Just...non-combo oriented? I mean, if you don't need combos to do big damage, then it's more "technical"...well, either that, or it's just "nothing."
But yeah, I agree with what you're saying, definitely. My terminology is just wrong.
As for AVG2, it's only 2, definitely not 1 which is and has always been garbage. 2 had quick chains, air juggles, EX supers, level 2 supers and super cancels. You could do combos with all of those things at once. But the combos had a good feel to them...they had good variety. Of course, the system was so loose, I'm sure plenty of people found ways to absolutely go nuts with it and break the game, but at the level I played at, it was great.
Anyway, at the time I played it, I felt that it was a good balance between crazy chain combo games (which I didn't like so much) and something like KOF.
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Spoon 1494th Post
Red Carpet Executive Member
| "Re(7):Arcana Heart US release: should I get i" , posted Sat 2 Feb 19:06
quote: I gotcha. So, uh... when somebody launches into one of those hour-long combos, is there really anything you can do about it? I really don't know much about how the game plays.
And by much, I mean anything.
You can do "burst" which makes you invulnerable to all attack and breaks you out of the combo. This can be done once per round, and also puts you into a special mode with perks corresponding to your Arcana, as well as the ability to do a sort of Arcana super (specific to the Arcana you picked, not the character). This powered up state drains all your super meter.
Certain things which look like they combo are not actually combos. For instance, if you get wallslammed you can tech off the wall at the cost of a Homing gauge.
@Polly:
Yes, I know what you mean, at least I think I do. Basically all the fighting game action that is not the execution of combos... some would argue the actual fighting part of the fighting game. I don't think there's a well accepted term for it.
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hikarutilmitt 448th Post
Gold Customer
| "Re(6):Arcana Heart US release: should I get i" , posted Sun 3 Feb 01:02
quote: As for AVG2, it's only 2, definitely not 1 which is and has always been garbage. 2 had quick chains, air juggles, EX supers, level 2 supers and super cancels. You could do combos with all of those things at once. But the combos had a good feel to them...they had good variety. Of course, the system was so loose, I'm sure plenty of people found ways to absolutely go nuts with it and break the game, but at the level I played at, it was great.
Anyway, at the time I played it, I felt that it was a good balance between crazy chain combo games (which I didn't like so much) and something like KOF.
Wow another fan of AVG2. I freaking LOVE AVG2, much more than Asuka 120%. Despite, or maybe because, of all the crazy stuff you can do and how much there is to the system itself it's a pretty solid game, even if it is a little broken in a variety of ways.
That being said, I might buy Arcana Heart when it comes out because it's not expensive and I'd like to give the gamer another chance, but it just feels so SLOW, jesus.
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hikarutilmitt 449th Post
Gold Customer
| "Re(8):Arcana Heart US release: should I get i" , posted Sun 3 Feb 08:21
quote: but it just feels so SLOW, jesus.
AH reminds me of Rumble Fish in that when the two people are far apart, the game feels slow as hell. But once the two people get close, the game feels fast-ish. AH doesn't get quite as spastic as Rumble Fish once the two players close, though.
Sometimes I do wonder about just how fast a fighting game needs to be. Does anybody else wonder that?
Well, I think that at least most of us can agree that SF2/CE/Super speed is a bit too slow, these days, since so many of us are now used to KoF and GGX/XX, but at the same time I think a lot of the pace of the Versus games or, in some cases, GGX/XX series itself, may be a bit too fast for most instances simply because it's harder to react to some things.
Either way I look at it, AH just feels like it's almost too slow-paced to really be "fun" since I feel like I'm trying to move through mud. Most moves came out slow, the characters moved slow and even the weak/fast attacks seemed like they took longer to come out than the "normal" convention of 2D fighting games.
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