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Mosquiton 2068th Post
Platinum Carpet V.I.P- Board Master
| "Re(3):Fighting Game Thread 10: All 3D" , posted Tue 22 Sep 06:43
quote: If this allows for a clearer separation of aesthetics between the actual fighting games and these spin-offs, maybe at one point DoA can go back to the more respectable direction it was attempting early on in DoA5's life...
But didn't Koei Tecmo abandon that path for DOA5 because it simply didn't sell as well as pandering?
DOA is in a position similar to Nintendo, where its image is a self-sustaining cycle. People won't take DOA seriously because it is a "mindless rock-paper-scissors button mashing T&A game". It doesn't matter if Temco tries to make DOA more respectable. It doesn't matter if the image is actually wrong. People aren't going to give it a chance. So Tecmo goes the T&A route to make money, which reinforces the whole image that DOA is a trash won't take DOA seriously because it is a "mindless rock-paper-scissors button mashing T&A game".
(The Nintendo comparison being that Nintendo's "kiddie console that people only buy Nintendo games for" is self-sustaining.)
I really enjoyed DOA2 when I was in school, really fun, quick matches where terrain/walls/etc. is a factor.
I could not get into DOA5 no matter how hard I tried. I don't feel that it's a bad game, but it just lacks something for me. Is it the feeling that the game is pandering rather than just having fun?
I also can't help but think "this is a budget game, or a fan game, or some technically solid but somehow lesser than 'professional' game" when I look at it.
It's not that it looks bad... but there's something that bothers me. Let me try to describe it.... I kind of feel like the characters are really "characters" during their intros and victory celebrations, but when they're fighting they just seem like "character models." Maybe the visuals are too realistic in some ways and not realistic enough in others (not talking about bounce here at all, just to be clear).
I dunno. I do kind of feel like I'm done with the series somehow but I don't wish them ill.
/ / /
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karasu 1566th Post
PSN: robotchris XBL: robotchris Wii: n/a
Red Carpet V.I.P- Platinum Member
| "Re(1):Fighting Game Thread 10: All Recycled (" , posted Wed 23 Sep 07:29
quote: Also, I finally found my Capcom Fighting Evolution/Jam disc for PS2 and I sat down with it for a few nights in the last week and... it's a lot more interesting than the joke game I initially wrote it off as. I've been mining ancient SRK threads and GameFAQs stuff for info and I feel compelled to stick with it for a little while. Wish I could tell you why, and more than anything I wish I still had roommates who'd help me test out wacky nonsense in fighting games, but you may find you want to dust your copy off too, or pick one up for whatever change is in your pocket if you've never tried it out!
I've never NOT liked it, really! I've heard that from a serious fighting game player perspective it's considered all sorts of broken, but I've always enjoyed it, if for no other reason than the serious love Warzard gets. The backgrounds are for me the very weakest piece in an otherwise fun to play game. In fact, my copy's sitting right here next to me at my desk by coincidence!
As for Dead or Alive, I've disliked the aesthetic of the game from day one, despite having had quite a bit of fun with 1 and 2. From 3 onward it's not so much that it's gotten worse in my opinion, it's just gotten closer and closer to the wax dummy look and feel for the characters that was only a far off dream back in the PS1/Saturn days. It's just not appealing to me at all. Again, I can't comment on how it's held up in terms of gameplay since I'm far from a serious fighting game contender.
You have to carefully reproduce the world of "Castlevania" in the solemn atmosphere.
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nobinobita 1469th Post
Red Carpet Executive Member
| "Re(2):Fighting Game Thread 10: All Recycled (" , posted Wed 23 Sep 21:27:
quote: Also, I finally found my Capcom Fighting Evolution/Jam disc for PS2 and I sat down with it for a few nights in the last week and... it's a lot more interesting than the joke game I initially wrote it off as. I've been mining ancient SRK threads and GameFAQs stuff for info and I feel compelled to stick with it for a little while. Wish I could tell you why, and more than anything I wish I still had roommates who'd help me test out wacky nonsense in fighting games, but you may find you want to dust your copy off too, or pick one up for whatever change is in your pocket if you've never tried it out!
I've never NOT liked it, really! I've heard that from a serious fighting game player perspective it's considered all sorts of broken, but I've always enjoyed it, if for no other reason than the serious love Warzard gets. The backgrounds are for me the very weakest piece in an otherwise fun to play game. In fact, my copy's sitting right here next to me at my desk by coincidence!
I played the heck out of this game when I was in college! I'd always pick Hauser while one of my best friends would pick Jedah. It was not a good matchup for me lol, but it was FUN! The way the Warzard characters could level up and do counters was really excellent!
I think at some point I might have been a top ranked Hauser player by default because I entered a Capcom Fighting Jam tourney on a lark and I was the only person who picked Hauser. Justin Wong was there too! My buddy Gammon got one round on him in a Karin vs Karin battle.
Ah memories. There were so many questionable things about Capcom Fighting Jam (weird backgrounds, not balanced at all, seriously they just cut and pasted a lot of existing character art into some of the backgrounds!) but I had fun with it.
www.art-eater.com
[this message was edited by nobinobita on Wed 23 Sep 21:32] |
Just a Person 1677th Post
Tailored Carpet V.I.P- Platinum Member
| "Re(3):Fighting Game Thread 10: All 3D" , posted Wed 23 Sep 23:06:
quote: I'm somewhat sad that Tina was left out since she's my favorite, but then again, those things never really had much in the way of gameplay so it's not really that big of a loss.
It's a big surprise, indeed; I always thought that Tina's body figure (blonde, tanned, with lots of curves) would be more popular with the Western audience (which was also allowed to pick which girls they wanted in this game, right?). Same for Christie.
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quote: Ah memories. There were so many questionable things about Capcom Fighting Jam (weird backgrounds, not balanced at all, seriously they just cut and pasted a lot of existing character art into some of the backgrounds!) but I had fun with it.
Not to mention the clear difference in the quality of the sprites of the characters, ranging from the smooth animation for SFIII and Warzard characters, to the acceptable quality of Ingrid and the people originally remodeled for the CvS crossovers, to everyone else (especially the Darkstalkers characters)...
Although, if I remember correctly, all of them had considerable cuts in their animation frames, so I guess the SFIII/Warzard characters weren't as smooth in CFE after all.
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
[this message was edited by Just a Person on Wed 23 Sep 23:08] |
Ishmael 5277th Post
PSN: Ishmael26b XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Re(2):Fighting Game Thread 10: All 3D" , posted Thu 24 Sep 02:36
This post is all about the pretty people found in fighting games. What a strange, unexpected theme.
quote: Cuter?
Does that mean moe?
I'm not surprised that Capcom is still fiddling with the character models, especially since Cammy didn't look finished in her debut footage. One comment I see again and again in Capcom art books is that the illustrators always worry about how the female character art turns out since they know those pictures will receive closer scrutiny. The people working on the games probably feel the same pressure. Oh well, as long as Chun-Li doesn't go back to being hunched over and breathing through her mouth like her SF2 sprite I'm certain the XX chromosome characters will look fine.
Speaking of girls, I was surprised by how much I liked DoA5:LR since it was a game I picked up on a lark. LR is, to be fair, back to straddling that line between silly and sleazy that DoA has often danced along. Vanilla DoA5 tried to reign things in to such a degree that Bayman's neon beret was no longer his default outfit. LR ditches any hint of respectability and goes straight for the bunny outfits. But in spite -or, perhaps, because- of that go-for-it attitude it also feels quite energetic. A good chunk of the cast are either teleporting or flying through the air during fights which is a nice change of pace for a 3D fighter. It's the sort of game where a character as silly as Nyotengu can be featured and even gain a following. I don't know if DoA5 will ever be the tournament worthy title the developers have hoped for but it's certainly fun in its own way.
As for CFJ, it was a game that always felt like it wasn't terrible but needed something to get it up to the next level. It felt like there were decent ideas at the core of CFJ that didn't fully come together. Or were all those good ideas lifted from the games that the character sprites originally came from? I don't know, but I do wish there had been a sequel with an actual budget since something interesting might have been patched together. At least the developers of CFJ knew that sex sells and gave poster boy Zangief a new head.
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Iggy 9992th Post
Platinum Carpet V.I.P- Board Master
| "Re(4):Fighting Game Thread 10: All 3D" , posted Thu 24 Sep 08:38
I couldn't, and still can't defend CFJ. For a game all about recycled assets regardless of animation, palette, or even resolution to the point it's painful to look at (and let's not get started with the backgrounds, they look worse than KOF 2002's), the package is miserable. Up until release, I was sure they would double the amount of characters for the consumer version. It wasn't possible the game was just that. It couldn't be it, could it?
It was a crossover, supposedly to make up for the failure of CFAS (and salvage Ono's job, so in the end it was worth it), with a balance almost as bad as MvC2, and so far the only real "Capcom vs Capcom" fighting game we ever had... I hated the Marvel side of MvC, I wanted the same game with the lame super heroes replaced by Capcom's, and instead I got... this. Even with the limited roster, there is plenty wrong with it. Why so many Street Fighters instead of some of the characters from the broader Capcom universe, such as Strider (who was part of CFAS)? Why not save Ruby Heart? WHY YUN?
It could have been so much more. The obviously ridiculous budget (for a game sold full price) felt almost insulting. It salvaged Ingrid while dooming the other two characters (D.D. and... Luke???), while giving her an absolutely terrible song that prevented me from even getting close to her stage (at least Sakura's song was bearable). Finally, the system of changing character between rounds at will was stupid and only added massive amounts of random as a way to patch out the terribly balanced matchup.
I can't find anything positive to say about it, sorry. Ah, yes: "Capcom Fighting Evolution" was an hilariously fitting title.
I still hope someone is talking with 8ing to reuse the Capcom cast from UMvC3 and make a Capcom-only crossover. The dream doesn't die!
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nobinobita 1469th Post
Red Carpet Executive Member
| "Re(5):Fighting Game Thread 10: All 3D" , posted Thu 24 Sep 13:24
quote: I couldn't, and still can't defend CFJ. For a game all about recycled assets regardless of animation, palette, or even resolution to the point it's painful to look at (and let's not get started with the backgrounds, they look worse than KOF 2002's), the package is miserable. Up until release, I was sure they would double the amount of characters for the consumer version. It wasn't possible the game was just that. It couldn't be it, could it?
It was a crossover, supposedly to make up for the failure of CFAS (and salvage Ono's job, so in the end it was worth it), with a balance almost as bad as MvC2, and so far the only real "Capcom vs Capcom" fighting game we ever had... I hated the Marvel side of MvC, I wanted the same game with the lame super heroes replaced by Capcom's, and instead I got... this. Even with the limited roster, there is plenty wrong with it. Why so many Street Fighters instead of some of the characters from the broader Capcom universe, such as Strider (who was part of CFAS)? Why not save Ruby Heart? WHY YUN?
It could have been so much more. The obviously ridiculous budget (for a game sold full price) felt almost insulting. It salvaged Ingrid while dooming the other two characters (D.D. and... Luke???), while giving her an absolutely terrible song that prevented me from even getting close to her stage (at least Sakura's song was bearable). Finally, the system of changing character between rounds at will was stupid and only added massive amounts of random as
-- Message too long, Autoquote has been Snipped --
I should note that my friends and I were never under any illusion that Capcom Fighting Jam/Evolution was a "good" game. It was basically an official MUGEN game with all the incongruous graphics and broken gameplay, but without the benefit of a huge roster. It was such an obvious lazy, rushed cash grab.
But it had Hauzer. Put Hauzer into any game and I will have fun.
Seriously, look at how great he is! http://www.fightersgeneration.com/characters/hauzer-a.html
On a serious note, the way they did his anatomy is masterful. I showed Hauzer to a professor of mine who was a leading dinosaur reconstructionist and he thought he was great. He was really impressed with the artistry and anatomical accuracy in Capcom games in general.
www.art-eater.com
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Loona 921th Post
PSN: IkariLoona XBL: n/a Wii: n/a
Red Carpet Regular Member++
| "Re(4):Fighting Game Thread 10: All 3D" , posted Thu 24 Sep 18:30
quote: It's a big surprise, indeed; I always thought that Tina's body figure (blonde, tanned, with lots of curves) would be more popular with the Western audience (which was also allowed to pick which girls they wanted in this game, right?). Same for Christie.
Maybe Christie just came off as mocking the kind of audience the DoAX games are likely to get, so they figured she'd be best left out of the fantasy those spin-offs represent. Not quite Bayonetta levels of "I don't think you can handle this, boy", but she's about as close as DoA gets to it.
I never really got to play CFJ, although the concept certainly holds more appeal than the execution. I wonder if Capcom's doing anything with that "Fighters of Capcom" trademark they registered some years ago... Udon was accepting submissions for a Capcom fighter themed artbook at the end of last year, which apparently they already started selling at cons... It might not mean much, but after Marvel had their crossover games and their DLC removed from digital stores, they'd have extra motivation to stick to their own series. Especially with something like PXZ2 helping to remind people of some of their older works...
...!!
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Just a Person 1677th Post
Tailored Carpet V.I.P- Platinum Member
| "Re(5):Fighting Game Thread 10: All 3D" , posted Thu 24 Sep 22:45
quote: Why so many Street Fighters instead of some of the characters from the broader Capcom universe, such as Strider (who was part of CFAS)? Why not save Ruby Heart? WHY YUN?
While I agree with all your complaints about CFE, there was an explanation for this (as lame as it is): one of the goals in that game was that each character played EXACTLY as they did in the game they represent (of course, the "EXACTLY" part didn't end up being so accurate...). So the SFII characters (Ryu, Guile, Zangief, M.Bison) were supposed to play like in SSFII Turbo, with simple mechanics and a simple super gauge; the SFIII ones (Chun-Li, Yun...) had moves like the Parry and a gauge similar to SFIII, the Warzard characters could gain levels during the fight, the Darkstalkers ones had Chain Combos, and so on.
Hiryu and Ruby Heart weren't in any of the five systems represented (SFII, SFIII, SF Alpha, Darkstalkers and Warzard). While they could have been added with the same original system that Ingrid had, it would downgrade the novelty about Ingrid (she wouldn't be as "unique").
But of course, while it justifies the presence of many SF characters, that's not really an excuse for the lack of more characters. Capcom could have added a seventh system based on the crossover games, with Hiryu, Ruby, maybe Megaman and Captain Commando as well. D.D. and Rook/Luke could have also been added alongside Ingrid. Unfortunately, none of this happened.
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
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Just a Person 1678th Post
Tailored Carpet V.I.P- Platinum Member
| "Re(7):Fighting Game Thread 10: All 3D" , posted Fri 25 Sep 23:10
quote: Also, Ingrid apparently appears in PxZ2, along with Shenmue's Ryo? I wonder how they will insert her in the scenario (and how Ryo will pair with Segata Sanshiro).
Ah, PXZ2... if it is like the first one, they'll surely come with a bizarre explanation for all of that. It's that kind of game where the story makes no sense for a player unfamiliar with the series represented in it, but it's a great way to put the most unlikely characters fighting side by side, nevertheless.
(and yes, Rent-A-Hero should be in there. Plus, it's a surprise that Sonic and Pac-Man weren't in the first game already - and since PXZ2 will have Nintendo characters, there's also Mario...)
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quote: I'm not a big fan of giving players style/groove choices. They feel like a cop-out, that the developers can't come up with a single acceptable system. CFE was the game where I felt that option was both warranted and deserved. It was a cut-and-paste game, and seemingly meant to be a celebration of different games themselves as much as the characters.
And Capcom didn't deliver.
Everyone was locked to their game system. You couldn't fool around with an SF2 Ryu using Warzard's system, or Hauzer using Darkstalker's system, or pit SF2 Chun-Li against SF3 Chun-Li.
The double let-down was that the game's roster was Street Fighter vs A Few Guest Stars. A celebration of Capcom games, where three-fifths of them were the same series.
The roster make-up would honestly have been a bit more acceptable with selectable grooves, as it would make sense for Capcom to load the roster with SF games in order to cut down on the work required to adapt each character to four other games (as several SF characters already had such representation.)
Indeed. I just pointed Capcom's excuse for the cast chosen for CFE, but I'm not sure if there's any gamer that actually agrees with their choices.
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
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Mosquiton 2073th Post
Platinum Carpet V.I.P- Board Master
| "Re(2):Next stage: Brazil" , posted Thu 8 Oct 17:45
quote:
Ono must be mad by now... oh well, he's still the one who will explain Laura's V-Trigger and other gameplay stuff of hers.
It looks like he's pretty bummed out. He couldn't resist indulging in a black-and-white filter. I honestly really feel for the guy, things like this are very stressful when it comes to work. My heart goes out to this man, hope he gets a good reception at the show.
quote:
As for the character, I'm not sure if I like the back of her pants. But she seems to be an awesome fighter!
My first reaction to the pants was "Oh man, a faux-thong, really?" But honestly I think it works. They obviously set out to make a super-sexy character and the effort certainly wasn't wasted. Plus the rolling momentum on the throws looks fantastic. Another character I'll definitely play.
One thing I wanted to mention about the game in general though, though. I'm probably in the minority but the supers (I mean CAs) for Karin, Rashid, Gief, and Laura have felt underwhelming to me.
I don't have a problem with them being quicker than SFIV's ultra-drawn-out ultras. For some of them I think they are maybe too cartoony in a way that isn't consistent with the rest of the attack/special animations, like Karin's spinning the opponent around like fourteen times before blasting them away (I love the actual chi blast though) or Rashid's silly little kicky feet at the end of his CA. Or Laura orbiting the borders of the screen.
In other cases just don't feel like they have a satisfying final impact, like Zangief's "well I'll just jam them in there a little harder" or Laura's final "oh and btw I was choking him" pose.
I mean, they aren't really bad, they just don't all hit that high bar I'd like them to. But maybe R. Mika's critical art ruined me for all other CAs with the awesome choke face thundering double impact?
But I could always use that meter for EX moves, I suppose.
/ / /
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Just a Person 1689th Post
Tailored Carpet V.I.P- Platinum Member
| "Re(3):Next stage: Brazil" , posted Thu 8 Oct 23:32:
quote: It looks like he's pretty bummed out. He couldn't resist indulging in a black-and-white filter. I honestly really feel for the guy, things like this are very stressful when it comes to work. My heart goes out to this man, hope he gets a good reception at the show.
He shouldn't worry about that; even if Capcom had nothing new planned for this show, people would still be happy just to have the man behind Street Fighter V attending the event. The fact that he will show a brand-new Brazilian character there (despite her trailer being leaked before the event) will only make people more hyped - and if he also shows her official art and details about her gameplay, even better.
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UPDATE: poor, poor Ono... the man really had big plans to trick the people at BGS. From what I read, he was dressed with a "Blanka shirt" and was prepared to make people believe initially that he would reveal Blanka... then Sean (who the average gamers probably aren't even aware that is a Brazilian character - or that he exists)... then a female Blanka... to then reveal Laura. Such a shame that people knew in advance about her.
However, people DIDN'T know that he would also bring a badass Laura statue! And it seems that people really enjoyed his presentation, regardless of the surprises he prepared, so hopefully he's not angry or frustrated anymore.
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
[this message was edited by Just a Person on Fri 9 Oct 05:24] |
Gojira 3139th Post
PSN: Gojira_X XBL: Gojiraaa Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Re(3):Next stage: Brazil" , posted Fri 9 Oct 12:47
Short low-quality videos of Laura's gameplay are trickling out, and from the looks of it she does indeed have several attack throws where the attack is one part and the throw followup is another. Also it appears she charges up her projectile in her hair. Of course.
quote: One thing I wanted to mention about the game in general though, though. I'm probably in the minority but the supers (I mean CAs) for Karin, Rashid, Gief, and Laura have felt underwhelming to me.
I actually feel the same way, to be honest. Well, except for Karin's. I actually think Karin's is okay. Her martial art is officially random so it makes sense that she'd do some aikido throw into a weird one-inch punch. The laughing pose at the end helps too. I do think it could be better, but it doesn't need as much help as the other three. With Rashid, Gief, and Laura there's no "oomph" like with the critical arts shown before them.
Rashid does his tornado/genie homage and that's great, but he ends it with one of the most awkard-looking kicks I've ever seen, which doesn't even look like it's hitting, just that he stuck his leg out at the end.
Zangief's I want to like, but I feel like it was too ambitious an idea. He needs to be making a deeper and deeper crater in the stage to show how much force he's applying, like that anime trope where people are so powerful they make craters just standing around (I can't really find a great example on the fly so this will have to do). That would take some serious effects, though.
And now Laura, which is just kind of strange. I mean the lock at the end is okay, but overall it's just kind of silly. She rolls around and it just ends in a freeze frame. If there were just a few extra frames of her wrenching on the neck that would make it look like it had some impact.
At least I can say at this point that there's definitely time to improve them, but will they? I'm not sure. I certainly hope they will, but I don't know what the priorities will be up until release; this is definitely more of a polishing task.
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Doshin 60th Post
Occasional Customer
| "Re(6):No Urienating in SFV" , posted Fri 16 Oct 12:44
Haha, wow, I see we have a lot of SF3 fans in here.
Seriously, I was never much of an SF3 fan myself and didn't really get into it at all until Third Strike, admittedly because of Chunli, but then I fell in love with using Makoto instead. Even so, that was but a transient period and I went back to the Alpha series because I enjoyed its broken custom combos, characters and aesthetics much more. Somehow, getting 100% Rose combos in A2 just seemed so much more satisfying.
Spoiler (Highlight to view) - And I liked the music in Alpha 1 and 2 more than SF3 series, please don't hurt me
End of Spoiler
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Maou 2940th Post
PSN: zonepharaoh XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Re(7):No 3S in SFV" , posted Fri 16 Oct 13:02
quote: Haha, wow, I see we have a lot of SF3 fans in here.
There are a lot of SFIII art fans around here, though! Actually, plaing SFIII is like classical music or Virtua Fighter or eating your vegetables. You know it's classier and better for you but deep in your heart you still think it kind of sucks. I told Karasu that once, but I don't care, I'll use it again here! I do admit that years later, I just find the prospect of Alex (who?) being the "main character" even more hysterical than the running joke that Vaan isn't the main character of FFXII. You're right that Makoto is great. If KTall weren't so busy he could probably defend Ibuki. I look forward to seeing none of them in V.
quote: And I liked the music in Alpha 1 and 2 more than SF3 series, please don't hurt me
YOU'VE PROVED YOURSELF, STREET FIGHTER There's a good chance that 50% of the reason I can't stand playing Third Strike is because of the music. Except the gloriously inane chatter of Chun-Li's stage, of course.
人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...
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Just a Person 1691th Post
Tailored Carpet V.I.P- Platinum Member
| "Re(2):That gear is guilty....." , posted Mon 19 Oct 06:58
quote: So is he really implying that it's not necessarily an SF2 character or is it just mere misdirection?
From what I understood, he's saying that the last "classic" character may not be from SFII, but is someone that is often in the games of the franchise. Sakura and Dan are two characters that fit this description, since they're very recognizable in the franchise (and even outside of it, like the "Marvel vs." and "SNK vs." crossovers, plus Pocket Fighter and so on) despite not being from SFII. Rose, Guy, Fei-Long, T.Hawk and Dee Jay can also be considered, and maybe Ibuki and Yun (although I suspect that none of the SFIII characters is considered "classic" by Capcom).
I guess the final classic character will be either Guile (due to his connection with Nash and being one of the most recognizable characters of the franchise), Dhalsim (due to his name being on that supposedly leaked list - if it weren't for that, I'd say his chances would be quite small) or Sakura (another very recognizable character, with connections to both Ryu and Karin - then again, if Ono is aiming at diversity, I'm not sure if he would add a third character who fires Hadoukens...).
But I'm awful to guess this kind of things.
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
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badoor 444th Post
PSN: BadoorSNK(forPSVITA:BadoorUSA) XBL: BadoorSNK(ForWiiU/Steam:BadoorSNK) Wii: 3DS:4253-3532-0341
Gold Customer
| "Re(7):That gear is guilty....." , posted Tue 20 Oct 18:50
quote: I think there's supposed to be an Indian style of wrestling. Darun Meister from the SF EX games was based on an Indian wrestler known as the Great Gama - it would be about as far from Dhalsim as can be, but if that rumor has any truth to it, that's one possibility. I'd still like Dhalsim to be an option though.
That sounds like an interesting choice, but there's a bit of worry going around that SFV may have a lot of grapplers, or at least characters with command throws. Personally I like grapplers so the more the merrier.
But since Street Fighter V is trying to bring back characters who didn't get the cut in SF4, it would be cool to bring some of the EX series or even Rival Schools series characters back in. Sf has quite an expansive universe composed of multiple series, yet Capcom seems insistent on just sticking with the mainline ones, and even then only focusing on 2 and then Zero/Alpha and then 3. Street Fighter 4 followed that same hierarchy, with the vanilla 2 cast being first added in the first ever Sf4 arcade release in 2008, then the Super SF2+Alpha cast were added on consoles. And then the SF3 cast only started showing up by Super SF4 and on.
http://100daysofmegashock.wordpress.com/ http://badoorsnk.wordpress.com/
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chazumaru 1586th Post
Red Carpet V.I.P- Platinum Member
| "Taking my time to climax" , posted Wed 21 Oct 07:26:
Another BlazBlue has been announced in Famitsu this week, and I'll be honest, it's getting hard for me to follow. I completely forgot that Chronophantasma was a thing; I just thought that new game took a very very long time to get released. So this new episode Centralfiction counts as the 4th one? Because BlazBlue: Continuum Shift II (the only release with an actual number) doesn't count as a sequel but simply as a revision? Alright. I'm getting too old for this shit.
Which leads me to a confession. I am really enjoying Dengeki Bunko Fighting Climax. It came out in Europe last week, keeping in tone with the treatment of European players we mentioned with GGXrd, but I am actually playing the japanese Vita version provided to Japanese PS+ users in October (possible to populate the online servers for EU players, most certainly to get people interested in DBFC Ignition releasing in December).
I think I am enjoying the game mostly because "I am getting too old for this shit", and DBFC is comfortable like a familiar blanket. It has a game system, probably too complex for a newcomer of 2D fighting games, but familiar enough for anyone who has at least taken this seriously at some point in their life. There's a striker like in KOF2000, everyone has a universal <whatever>, there are EX moves and Supers, every character has the same commands but they all have a clever little quirk to how they fight, there are not too many moves to learn... It just feels right.
I remember the Café discussing the game a while ago, probably near the release of the console version in Japan. At the time, I believe I was quite critical and skeptical following my short experience at TGS. I got much more into it now that I grasp the system, and I got used to the snappy animations which used to bother me in places.
I knew very little about the IPs referenced in the game beforehand, but for everything else, I am the target. I am almost done unlocking all the costumes, which have the kind of refreshing color+pattern variety brought up by KOF12. There's even an ersatz of a Demon Bliss! And the online players from Japan I've met so far are surprisingly beatable.
The fun I had with the game made me look into all the franchises, just to understand why each character was picked. Unsurprisingly, most of the stories are eyes-rollingly terrible for an adult, but it was interesting to figure out the difference between each IP (I'll admit I had never realized 魔法科高校の劣等生 and とある魔術の禁書目録 were two different series until this weekend) and the meaning behind some special moves, quotes or cameos. Finding out that obscure VHS release Boogiepop was originally a light novel and actually launched the light novel boom was genuinely fascinating.
The only reason I launched the game this weekend was because I wanted to take a look at how Akira is transposed in DBFC (you need to finish the game once to unlock him), so what I am going to say should be taken with a grain of salt, but I almost regret that Sega IPs were involved prominently (I am sure there must be a Valkyria light novel somewhere). Even as someone with little knowledge of Dengeki Bunko's world, the cast and their interactions feel very cohesive and I am sure I would have gotten a kick out of trying to figure out the references in each background.
By contrast, the Sega-themed stages feel like a wasted opportunity, and I would have much preferred to have two completely separate game: one for Dengeki, and a similar game for Sega franchises. Afer all, we'll never get Fighters Megamix 2, so why not have a Sega-themed 2D fighting game? That'd be fun.
Also, I never everwant to be seen in the same postcode as that oreimo IP now that I have read more about it, but in the game, the character of Kirino is wonderful. Not only is she fun to play (and possibly overpowered... I was not surprised to see she is top tier), and not only does she perform instant switch cosplay reminiscent of Pocket Fighter, but her meta/4th wall breaking comments are hilarious. And she has an awesome gyaru palette swap. She is the perfect character for this kind of crossover.
Même Narumi est épatée !
[this message was edited by chazumaru on Wed 21 Oct 07:54] |
Loona 935th Post
PSN: IkariLoona XBL: n/a Wii: n/a
Red Carpet Regular Member++
| "Re(6):That gear is guilty....." , posted Wed 21 Oct 18:25
quote: Does any gamer even consider EX to be a classic SF game? To consider a EX character as a classic/returning character for SFV? I ask because, I would prefer them to use one of the EX characters to create a more abstract character to balance the roster. We can get that "yes, finally something different" feeling that I would like to see.
Well, a lot of people consider El Fuerte's Halloween costume a reference to Skullomania, which is about as close to referencing EX Capcom's ever likely to get.
As for a Sega-only take on DBFC, I'd love that - the mixed settings worked out nicely in the Sonic Racing games, there are clearly enough characters with decent movesets to feed animations for Project X Zone, and it would be better than no new Virtua Fighter ever.
BTW, isn't the personified Dreamcast character part of the DBFC story mode? Every video I come across featuring that still has Japanese text, and I wonder about the context for her being there, considering the heavy light novel stuff that I'd expect to be unrelated. (if it were a sequel hook for a Sega-only game I'd be fine with that)
...!!
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Just a Person 1696th Post
Tailored Carpet V.I.P- Platinum Member
| "Re(2):Dhalsim + Beard = Hot Dhalsim?" , posted Wed 28 Oct 03:00:
India will get a lot of representation in SFV, it seems. Besides Dhalsim, the trailer shows a stage based in India, and the rumors about the fourth new character (Zen, is that it?) indicate that he also comes from there.
Dhalsim looks cool, but it's surprising to see him added before people like Sagat, Sakura or Guile.
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quote: Details on the character, post-launch (1 character every two months, probably Urien-Guile-Boxer-Ibuki-Juri-Alex), and fight money.
Interesting that there's no Final Fight representative. I'm curious to see how they'll introduce new characters down the line. Are they waiting for the reaction the 4 new ones of SF5 before moving along? At least the first 3 ones are much better than the offering of SF4.
Urien and Alex aren't a big surprise, as they were not only in that rumored SFV list (alongside Juri), but were also the only popular SFIII characters that didn't make it to USFIV.
(in fact, I wonder why Capcom didn't just take Seth's model, change its colors, remove the yin-yang ball from his stomach and add some white hair to release it as Urien. That probably wouldn't be more difficult to do than the changes in Cammy's model to make Decapre, and the game community would have certainly enjoyed that MUCH more).
But I'm really surprised that Balrog and Ibuki will enter SFV before Sakura, Sagat or Akuma.
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
[this message was edited by Just a Person on Wed 28 Oct 03:32] |
Loona 938th Post
PSN: IkariLoona XBL: n/a Wii: n/a
Red Carpet Regular Member++
| "Re(3):Dhalsim + Beard = Hot Dhalsim?" , posted Wed 28 Oct 18:47
quote: (in fact, I wonder why Capcom didn't just take Seth's model, change its colors, remove the yin-yang ball from his stomach and add some white hair to release it as Urien. That probably wouldn't be more difficult to do than the changes in Cammy's model to make Decapre, and the game community would have certainly enjoyed that MUCH more).
Didn't they base the SFxT Ogre on Seth? If so, the part about removing that torso sphere was already taken care of, really.
I like the renewed Dhalsim look - the painted stripes on his head were always a strange element of his design to me, as much as I like the character, so working in the turban he removes in some of his intro animations was a neat way to rethink his look, and the beard can't hurt.
He's probably not getting auto-stretch like in the old games, is he? I kinda liked that, but I think that last we saw that was in the Marvel Vs games and his EX version in CvS1...
Didn't SF5 do away with the difference between normal used at far and close range?
...!!
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karasu 1580th Post
PSN: robotchris XBL: robotchris Wii: n/a
Red Carpet V.I.P- Platinum Member
| "Hot Yoga" , posted Thu 29 Oct 01:24
quote: I like the renewed Dhalsim look - the painted stripes on his head were always a strange element of his design to me, as much as I like the character, so working in the turban he removes in some of his intro animations was a neat way to rethink his look, and the beard can't hurt.
I've never been a huge fan of Dhalsim, except for a brief period when he was brought back for Street Fighter Zero 2 along with Zangief, so I really don't care one way or the other. I'm not sure there's a different 'classic' character that I would have preferred, so... yeah. I will say that while the majority of the SFII characters are tastefully handled, Dhalsim always bugged me for the simple reason that he's got those damned skulls around his neck, which makes him feel more than a little bit witch-doctor-y. I'm not sure whose idea it was to add them, but I'd love to know who greenlit keeping them in a character being redesigned in 2015. I do like the beard though, naturally! Let's hope one of his alts is 'hipster Dhalsim', which would assuredly destroy the Internet as we know it.
You have to carefully reproduce the world of "Castlevania" in the solemn atmosphere.
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karasu 1582th Post
PSN: robotchris XBL: robotchris Wii: n/a
Red Carpet V.I.P- Platinum Member
| "Re(2):Hot Yoga" , posted Thu 29 Oct 02:41:
quote: What's the deal with the skulls? I've seen a few comments around the net where people voice out their dislike for them. I don't see what the fuss is about.
I can't really speak for what other peoples' issues are, but they've always felt like arbitrary tacked on things that don't match the rest of his relatively well-developed design. I mean, this is a guy who has a family that shows up even in the first SFII, but here he is with human skulls around his neck. Or human-like or whatever. It seems like they wanted to have this stoic guru-ish guy but somebody saw an image of Kali somewhere and they just went with it.
quote: Storywise, it's supposed to be the skulls of children who died from poverty and symbolizes his reason of fighting to save his villagers despite being a holy man.
EDIT: Oh, that makes more sense, I had no idea that was what they were supposed to be!
I'm not sure if I mentioned it before, but I like that they decided to acknowledge his age with this white beard, instead of making him a Sakura-ish eternally young character. He's always felt like he was about a decade older than the rest of the World Warriors cast, but they've made that more explicit here.
You have to carefully reproduce the world of "Castlevania" in the solemn atmosphere.
[this message was edited by karasu on Thu 29 Oct 02:44] |
Mosquiton 2085th Post
Platinum Carpet V.I.P- Board Master
| "Re(2):Hot Yoga" , posted Thu 29 Oct 03:48:
quote: What's the deal with the skulls? I've seen a few comments around the net where people voice out their dislike for them. I don't see what the fuss is about.
All of the other explanations in this thread are sadly misinformed.
The fact is that these grotesque elements explicitly imply that several murders committed by Dhalsim in the name of the Hindu religion — one for each skull. Consider the following quote, originally included in the extended character biography section of the original Japanese instruction manual for Street Fighter II.
"My charming ornaments are made from garlands of human skulls," said Dhalsim. "I dwell in the cremation ground and eat my food from a human skull. I view the world alternately as separate from God and one with Him, through the eyes that are made clear with the ointment of yoga... I offer oblations of human flesh mixed with brains, entrails and marrow. We break our fast by drinking liquor from the skull of a Brahmin. At that time the god Mahābhairava should be worshipped with offerings of awe-inspiring human sacrifices from whose severed throats blood flows in currents."
....
For real though, I think the skulls do kind of contribute to the impression that the character resulted from throwing together a combination of whatever looks visually appealing. In other words, one could accuse the design of lazily borrowing real life cultural/religious elements without thinking much about how it all fits together.
Or it could just be that they look kind of goofy and cheesy. That's my take, really, although it's not enough to put me off the character. Either way, like so many things I think in the end it's just a matter of personal taste.
Like Iggy, I was also kind of hoping they would lose the skulls. But I understand that it's become one of Dhalsim's signature element. I'm content to chalk this up to an artist (are there individual artist credits for the original designs?) looking at a reference photo of an ascetic holding a skull and thinking "Huh, maybe a skull motif might be cool. He can't really hold it while he's fighting... that would be too weird. Maybe if he wears them on a necklace."
Overall, Dhalsim looks pretty damn cool in the new trailer. I am most assuredly getting into those yoga shenanigans as well as continuing my study of Spanish ninjutsu.
/ / /
[this message was edited by Mosquiton on Thu 29 Oct 03:50] |
nobinobita 1482th Post
Red Carpet Executive Member
| "Re(4):Hot Yoga" , posted Fri 30 Oct 15:50:
quote: Storywise, it's supposed to be the skulls of children who died from poverty and symbolizes his reason of fighting to save his villagers despite being a holy man.
This is what I had read aeons ago as well. And I wouldn't have a problem with the skulls even if that wasn't the real reason he has them. I don't see any problem with them at all. While the huge knockers on the female characters do make me wonder a bit.
I remember hearing that too.
I'm not really a fan of the beard and turban. I thought Dhalsim looked very distinct without them. Adding those items is what every other artist in the world would have done in the first place. It's an easy shortcut that makes him more visually cluttered and draws attention to his face rather than his hands.
As an ethnic indicator, the Turban actually doesn't work that well either, because it's very generic looking. It does not look particularly Indian.
His tattoos also look terrible and arbitrarily designed. They are just random easy shapes, again, not particularly Indian looking. Please trust me on this, arbitrary tattoos with no basis in any real culture are one of the laziest things any character designer can add to a character.
The way his limbs stretch like rubber, with no bones, also looks really bad to me. His moves don't feel like they have any power. For instance look at this image: http://images.onesite.com/capcom-unity.com/user/haunts/93cbc2ac4a100c1bb371e752f8d71e11.png?v=202200 His leg is moving like an octopus tentacle. There's clearly no bones in there (on top of that the way the texture stretches is completely arbitrary, there's no semplance of leg muscles in there at all). The kick would have looked more natural if it was either straighter, or if it curved in the proper direction as if it was whipping toward the opponent, not curving around and angling at him from an odd angle (which would work maybe if he looked even weirder and played like a trap character)
Sorry for the negativity. I don't mean to rain on the parade, I just ... I really can't stand how this game looks haha. For me, this is even worse than SFIV or even HDRemix.
Again, sorry for the negativity. Let me know if I'm being rude, and I should stop commenting on it.
www.art-eater.com
[this message was edited by nobinobita on Fri 30 Oct 16:11] |
Spoon 3116th Post
Platinum Carpet V.I.P- Board Master
| "Re(5):Hot Yoga" , posted Sat 31 Oct 04:19
quote: Storywise, it's supposed to be the skulls of children who died from poverty and symbolizes his reason of fighting to save his villagers despite being a holy man.
This is what I had read aeons ago as well. And I wouldn't have a problem with the skulls even if that wasn't the real reason he has them. I don't see any problem with them at all. While the huge knockers on the female characters do make me wonder a bit.
I remember hearing that too.
I'm not really a fan of the beard and turban. I thought Dhalsim looked very distinct without them. Adding those items is what every other artist in the world would have done in the first place. It's an easy shortcut that makes him more visually cluttered and draws attention to his face rather than his hands.
As an ethnic indicator, the Turban actually doesn't work that well either, because it's very generic looking. It does not look particularly Indian.
His tattoos also look terrible and arbitrarily designed. They are just random easy shapes, again, not particularly Indian looking. Please trust me on this, arbitrary tattoos with no basis in any real culture are one of the laziest things any character designer can add to a character.
The way his limbs stretch like rubber, with no bones, also looks really bad to me. His moves don't feel like they have any power. For instance look at this image: [URL=htt
-- Message too long, Autoquote has been Snipped --
You make it sound as though we can't handle criticism about things we had no hand in making :p
What I do like about new Dhalsim is that he has lots of new things he can do gameplay-wise, and that goes for some other characters, too, like R.Mika.
I do think that the comparison of the fully animated Twelve and Necro to the still shot of Sim isn't 100% fair, but it is also fair that if this is meant to show a keyframe of the motion it is kind of a confusing frame and that's a real flaw for a keyframe. At a glance I thought Sim was just whipping his leg counter-clockwise, but we're missing the parts of the animation where/if the elastic tension reaches its limit and . I do agree that it's a pretty boneless look, though.
A really great thing in 3S with Twelve that also makes him much more alien and much more distinct from fellow stretchy man Necro is that Twelve can do a lot more than just stretch. Specifically, he can make his body change shape, but does so under the restriction of mass/volume. So when he does his standing fierce (that axe swing Nobi linked to) the axe head is big and heavy and he loses mass/volume on his arm that is doing the swinging. There are liberties taken on this kind of thing (see: his standing roundhouse, where he stretches out and yet also makes a huge blade with his feet), but that concept of volume transformation is there and is realized through the animation. I can imagine that some of the larger structures he makes of himself are lower density, which allows for the big size, but all that is just me trying to rationalize it. It's kind of the same idea expressed in everybody's favourite liquid shape changer that was probably also huge influential with Tweleve, the T1000: the T1000 can't just turn one of hands into a full-sized Mack truck, because he doesn't have that much material in his body.
One of the great ironies of skinned 3D models is that the technology for volume-preserving deformation of these models took a long time to develop, and publications are still being made on this topic! One of the classic artifacts of skinned model deformation was how sharp joint bends looked really ugly. It's a strongly intuitive visual element about the bulk and weight of something that seems physically trivial, but in certain math/computational contexts is really not trivial at all.
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Professor 4671th Post
MMCafe Owner
| "Re(7):Hot Yoga" , posted Sun 1 Nov 22:58:
I had the opportunity to play Street Fighter V's closed beta last month and wrote a review. It's been collecting dust for about a week since I wasn't sure whether to post it, but I decided that some members here might be interested in reading it nevertheless.
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So far with Street Fighter V (SFV), it's clearly evident from the game's development that Capcom is trying to make it the standard "fighting game tool" for the so called E-sports scene. The game seems to have been developed with a pretty good budget, its program is well designed, and there's a lot of features built into the game's menu and interface.
From the get-go, one of the things that certainly impressed me is that the game features a world map for the menu's background in a subtle manner and it graphically shows the volume of real-time players in each region. What's more, the map also reflects on time zones and shows which areas of the world are currently in morning or night. With just a few taps on the menu, you can check your stats as a player and see replays of your matches, not to mention the rankings of other players around the world. These player stat features were available in SF4 as well, but it's a lot more seamless and well organized in SFV. Capcom certainly put in a lot of thought to making the game into a global product, and it also show much much talented graphic designers the company has.
Gameplay
As far as gameplay goes, SFV plays relatively simplistic like older SF titles that didn't have complicated systems. It also returned to the classic tradition of keeping combos simple with high damage, meanwhile taking out many of the agressive aspects of those older games to try and balance things out. As a result, SFV is designed in a way that the offense and defense will constanly switch sides between players almost every time an attack gets blocked, allowing the gameplay to go back and forth like an exhilarating game of Tennis.
...Or at least, that's how the developers probably wanted the game to play.
SFV is probably a case of "What sounds good on paper doesn't actually play that way". From the aforementioned way the game is designed right now, players aren't given much reward to engage in offense, and because of the high damage that the game features, it seems important to play passively than even SF4, which was a really non-aggressive game to begin with. (explanation on the logic: if you're required to switch to defense after trying to attack, it's better to just play passively and wait until the opponent makes a mistake).
The game also features shorter reach for normal moves compared to past SF titles, slower jump speed, and slow throwing speed that justifies a lot of low-risk poking in point-black range. Because of all that, there seems to be a lot of players that think that the game isn't too fun in the current development build, myself included.
As of the current way the game plays, SFV will probably still be a good entry-level game for people that are new to fighting games, but I think they'll generally have more fun playing games with easier controls and flashier moves, like Dengeki Climax and Persona 4 for example.
Graphics
SFV's graphics certainly makes use of the PS4's console power and while its character models are up to people's taste, it's certainly in the lead of technology together with Tekken 7. Given that, it's sort of ironic for me to have said that sprite-drawn games like Persona 4 and Dengeki Climax may be flashier. The fact that SFV is 3D certainly gives it more dynamic move sequences over 2D titles, but the problem is that 1/the animated sequences don't feel much different in comparison to SF4, and 2/the game has less super moves per character than SF4, ironically because they took out one of SF4's main system to make the gameplay more simple in SFV. It also doesn't help that players need to be more careful than ever about doing special moves including fireballs, because the punishment for getting countered are pretty severe in SFV.
My biggest gripe about graphics in SFV isn't about moves, but more about artistic value. You simply can't feel the same artistic freedom or spirit that was present in older SF games, particularly in terms of stage backgrounds. I have no doubt that Capcom still has talented artists-- you just don't feel their spirit in this game. Or it might be a case of outsourced graphics where the designers that worked on them didn't want to take freedom from the risks of getting their work handed back from Capcom for a retake. That said, some of the animals moving in the background look nice, like the lizard in the New Zealand stage.
All in all, SFV seems to be shaping up as a well-featured "fighting game tool". Its gameplay at the current time seems a tad questionable, but I think it'll be improved over the course of its product lifespan with patches. Hopefully its story mode will be as good as its online features, because it was something which lacked in SF4 compared to other fighting games of the current era.
In a nutshell, SFV sort of plays like a Capcom's version of KOF12.
[this message was edited by Professor on Mon 2 Nov 09:54] |
Doshin 65th Post
Occasional Customer
| "Re(8):Hot Yoga" , posted Mon 2 Nov 07:53
quote: I had the opportunity to play Street Fighter V's closed beta last month and wrote a review.
Your points of contention with the gameplay I can agree with. I do think they were trying to aim for offensive-based gameplay without making it go to 50/50 vortexes or be down-back: the game. But sometimes, the approach they take seems to be way too inline with Sakurai's philosophies which may encourage too much of that passive, defensive play. This is actually more annoying EVEN to the casual player that would get as frustrated as a coyote trying to chase down an ever so evasive road runner who may just let the coyote hurt itself through its own contraptions. Most of these people, Sakurai included, don't seem to understand that the casual players just want to mash and make something hit, and they actually rarely ever block.
Peter Rosas supposedly has a hand in design and development of the mechanics in some way, so that the mechanics would be something of his own vision, but I'm confused if he's encouraging something like this. When the game comes out of neutral into one side aggressing, he should be able to aggress through blocked hits or confirms until he makes way too predictable of an approach that allows the defender to get a good read and respond accordingly. On the other hand, the aggressor should have the ability to make good chases on his opponent and read his defense--so it's not an infinite blockstring pressure that can't be escaped especially by someone with no meterless reversals.
Despite such, there are characters who do have a scary corner game, such as Karin, which counters this sentiment. Oddly enough, it isn't because of her Guren Ken series, which is actually weaker than her SFA3 version because of the ability to mash a crouching jab to deny her nearly any of her followups. This is really confusing because this is part of her V-trigger, and I was under the impression that V-trigger was supposed to give the characters something MORE useful. Instead, Karin is actually dangerous when she DOESN'T rely on her Guren set.
Furthermore, I'm hearing stuff about nerfs happening in each build, but I do recall that the presentation DOES say that they would only "buff weaker characters, not nerf stronger ones". I would hope they start traveling the other direction from this trend, because they're just going to give reason to those still on the fence about SFV more reason to fall back on SFIV, and I'd hate to see that on a game that has the potential to get us away from vortexes and FADC nonsense, among other problematic things of SFIV.
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Gojira 3144th Post
PSN: Gojira_X XBL: Gojiraaa Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Re(10):Hot Yoga" , posted Mon 2 Nov 10:45
quote: I forgot one more thing about the graphics!
For some reason, the character models are dithered in real-time. I'm pretty sure it's due to some filter that the developers are using on them, but I can't figure out why they'd do that. Almost reminds me of the 1990s when people used a lot of GIF on the web.
I'll post up some sample images soon.
I think I know what you're talking about, but correct me if I'm wrong.
I wouldn't say it's a filter but the way the graphics are actually output. I believe it's part of the measures Capcom/Dimps has taken to ensure a smooth framerate for the game. The dithering is strongest in stages with a lot of alpha effects like Forgotten Waterfall because the things like water effects can cause hitches in processing, messing with the framerate. A lot of "prettier" 3D fighting games have made this mistake, so I think Capcom is just taking a safe route until they can optimize the engine to look better. Or it may just stay that way; SF4 also did something like this, if you watched it closely enough.
There are similar measures taken in the hair, cloth and soft-body physics in that they don't collide with each other. If they did, the calculations would probably cause slowdown or dropped frames even on high-end hardware. So instead they just clip through, which doesn't look great but it's better than damaging the framerate.
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Spoon 3122th Post
Platinum Carpet V.I.P- Board Master
| "Re(5):Six Characters (Quasi)-Confirmed" , posted Wed 4 Nov 16:15
quote: Did Dudley play that way at all? He's at least a bit less of a sap than Bison.
My heart aches to read this unabashed admission of ignorance!
Dudley and Boxer Rog could not be more different.
Dudley has only ever had one charge move, and it was removed in his 3S incarnation but brought back in his SF4 incarnation. Dudley has a weak poking game, and in both 3S and SF4 is full of flashy combos with threatening close range normals that continuously apply pressure and make you scared to press buttons in response.
The irony of Rog is that post-ST, Rog is more of a boxer than Dudley has ever been. Rog has many strong normals, such as a very fast and far-reaching jab (the foundation of a good boxer!) and an excellent sweep. Dudley's standing fierce and Rog's standing fierce in SF4 make for a fun contrast: they LOOK similar, but Rog's is actually good in the poking game, while Dudley's can lead to combo damage up close. Rog's sweep is a strong, fast sweep that is useful in footsies, Dudley's is the infamous "kani-pan" (crab punch) that is terrible in footsies but leads to big combo damage.
Rog is capable of doing the old attack/throw mixup, and if he has some meter, is capable of doing some flashy combos, but his in-close offense is a straight forward one, and his practical combo options are not nearly as varied as Dudley's. Rog can play a fencing game that Dudley cannot, which is kind of funny given how Rog's portrayal has been increasingly brutish (as opposed to British, I guess). That's how I see the philosophical difference of the two in their modern (i.e. SF4) incarnations.
All of that is rather out of wack with how Rog can play in ST, where is one of the most fearsome rushdown monsters that has ever existed in any SF game. His rush punches are extremely fast and safe on block, the recovery from dash upper is almost non-existent (making it a terrifying throw setup), his invincible headbutt is safe on block at close range (WTF!), he has reliable hit confirmable combos into super (a trait extremely few characters have in ST), he has a mashable throw that does way too much damage and flips the opponent for post-throw mixup/pressure... it all comes together to make ST Rog an explosive, in-your-face menace who is capable of ending rounds in seconds, and is probably more representative of Mike Tyson than any of the post-ST versions of him which force him to play in a more restrained, plodding, poke-oriented fashion pretty much all the time.
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Spoon 3124th Post
Platinum Carpet V.I.P- Board Master
| "Re(7):Spoon (Quasi)-Confirmed" , posted Wed 4 Nov 17:00
quote: Boxer is lame
Back in the 90s, I would've 100% agreed with you, because here's this big dumb boring boxing dude while other guys are shooting fireballs, elastic limbing, literally flying, etc. Boxer in all of SF2 outside of the super shadows (which EVERYBODY has) does not have a single dramatic visual special effect. Guile's Flash Kick isn't just a funny backflip, it has this huge awesome wicked blade-like blur! Honda's HHS has got these wicked crazy movement and parts of his arms literally disappear as he does them! Claw can interactively use the background! Hell, even Zangief got in on the fire action eventually. That might sound stupendously shallow, but that's 100% how my mind worked back when SF2WW was new and it made Boxer the lamest.
The frightening rushdown Rog was something that took time to develop, and certainly the flying headbutt was a key part of it... and that was a move he straight up didn't have until ST. So yeah, I'd agree that Rog was basically one of the most boring of the stereotypes until his sudden shining moment in ST.
Post-ST, I think people just missed the presence of a boxer of any kind, being that it's one of the most recognizable martial arts of all. Unfortunately, the only SF example that came to mind was Balrog (because nobody played SF3 hahahaha.... T_T). So they wound up being nostalgic for Balrog, and wound up getting a really dull-playing version of the character for years and years and years.
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Iggy 10025th Post
Star Platinum Carpet- S.P.W. Board Master
| "Re(3):Six Characters (Quasi)-Confirmed" , posted Wed 4 Nov 18:59
Wait, we already knew about these 6, right? I even remember saying I was surprised Sakura was not only not in the game, but not in the first 6?
As for the other discussion, I never could play Dudley, but I remember liking Boxer in SF2T. And then T Hawk appeared and took my heart (and W/L ratio) away. I think it's obvious the popularity of characters is not an important criteria in SF5, or we wouldn't have had Birdie to begin with. But they don't seem to focus on gameplay as a primary thing either, since I would have thought all the grappler ruled out Alex, and maybe Birdie's big pokes ruled out boxer. Maybe not? Maybe everyone changed so much that it doesn't mean anything? We are getting Guile AND Nash in the end, and they play very differently so...
Still, no Sakura, no Dan, no Gouki and no Sagat. If we had been spared Guile on top of those, that would have been a perfect starting roster, but I can't really complain.
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caiooa 35th Post
PSN: n/a XBL: n/a Wii: n/a
Rare Customer
| "Re(6):Six Characters (Quasi)-Confirmed" , posted Thu 5 Nov 06:30:
quote: Dudley has a weak poking game, and in both 3S and SF4 is full of flashy combos with threatening close range normals that continuously apply pressure and make you scared to press buttons in response.
The irony of Rog is that post-ST, Rog is more of a boxer than Dudley has ever been. Rog has many strong normals, such as a very fast and far-reaching jab (the foundation of a good boxer!) and an excellent sweep. Dudley's standing fierce and Rog's standing fierce in SF4 make for a fun contrast: they LOOK similar, but Rog's is actually good in the poking game, while Dudley's can lead to combo damage up close. Rog's sweep is a strong, fast sweep that is useful in footsies, Dudley's is the infamous "kani-pan" (crab punch) that is terrible in footsies but leads to big combo damage.
Rog is capable of doing the old attack/throw mixup, and if he has some meter, is capable of doing some flashy combos, but his in-close offense is a straight forward one, and his practical combo options are not nearly as varied as Dudley's. Rog can play a fencing game that Dudley cannot, which is kind of funny given how Rog's portrayal has been increasingly brutish (
-- Message too long, Autoquote has been Snipped --
*Angry rant of sad old person starts here* Why dudley st hk activate in the 4rth frame, goes nowhere but have hitboxes protecting his hurthboxes? For counterpoking and whiffpunishing things, from really far away.
Almost every one of his normals is for this. And he walks back almost as fast as bison walks foward, beeing perfect to put him at the right spot at the right moment. How can someone say that dudley is bad at footsies? How can someone say that this is not boxer-like?
Footsies are not just pokes, but counterpokes (to cut opponet attacks during activation), whiff punishes (to cut opponent attacks during recovery) and movement speed (to be at the right spot to use a poke/counterpoke/whiffpunsihes at the right timing). And dudley excells in 3 of those 4. *Angry rant of sad old person ends here*
But seriously, it's not just for flashy combos, i swear. But i agree that he don't have good pokes.
edit: found a video of Juicebox saying the same thing, while demonstrating dudley specific case at 33:57
[this message was edited by caiooa on Thu 5 Nov 06:34] |
Gojira 3149th Post
PSN: Gojira_X XBL: Gojiraaa Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Re(6):let the CammyFan voice be heard" , posted Fri 6 Nov 09:05
quote: Oh and on the subject of voices, Skullgirls 2nd Encore has JP voice acting... well, at least in Japan. This is kind of old news but since the first video that was shared had the volume pathetically low I was waiting for the official version.
These evidently won't be in the English version though, so if you're hankering for Daisuke Ono's Beowulf then you'll need to get the JP version (or wait until someone hacks them into the PC version). Disasterously, the interfaces and story are available in Japanese but the voices are not, no matter where you are using Steam. Doubly disasterously, the English voices are really bad.
Reminds me: in between Skullgirls and SFV, it could be neat if there were room for Steam IDs alongside the other ones in our profiles...
Sorry, I didn't mean to mislead anyone. I hope you didn't just jump on the Steam store and buy it without seeing the "PS4/Vita" part at the end of the trailer. The Steam version isn't published by ASW so it won't get this update, since Lab Zero doesn't have the licensing and can't afford it.
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Iggy 10028th Post
Platinum Carpet V.I.P Requiem
| "Re(7):let the CammyFan voice be heard" , posted Fri 6 Nov 22:46
quote: I wonder how much of this is a matter of being so used to hearing special move names and the like being said out loud during matches in a foreign language, where it might register as another sound effect, and that sounding a lot stranger in a language you're a lot more fluent with.
That's what I was wondering as well. I don't find the English VA of Skullgirl bad at all, actually. I think the Skullgirl voices fit the characters and even do a good job of conveying their identity (I mean, the voice don't only mimic personality of the character, it adds to it). Mostly the female characters, though: I'm not sold on Big Band's voice, he needed a much more exaggerated tone (something the Japanese excel at, to the point that they struggle sometimes at making normal-souding voices).
I rarely compromise on localization, but I even put a couple of characters in SF4 in English rather than Japanese after comparing both (at least Hakan, I think).
But English and Japanese are absolutely similar for me: both foreign languages I am very comfortable with. The few experiments of fighting games dubbed in French I have come across have sounded disastrous to me.
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Maou 2963th Post
PSN: zonepharaoh XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Re(8):let the CammyFan voice be heard" , posted Fri 6 Nov 23:17:
quote: I wonder how much of this is a matter of being so used to hearing special move names and the like being said out loud during matches in a foreign language, where it might register as another sound effect, and that sounding a lot stranger in a language you're a lot more fluent with.
The few experiments of fighting games dubbed in French I have come across have sounded disastrous to me.
Ah, I expect that's a common phenomenon, but neither language sounds particularly foreign to me, it's just that for Skullgirls in English, everyone sounds like they're yelling irritably, and Filia's Samson sounds like someone was told to "make a growly monster voice." Maybe I'm being unkind.
Sadly, there's plenty of bad Japanese fighting game acting, of course. I've already blocked out most of SFIV but recall finding it pretty painful, and FFXII's Vaan was a towering achievement. English does have the disadvantage of lacking a voice acting tradition with particularly wide range given that the industry has mostly been for children's animation until recently. In Japanese, whether it's because of this range or because of a lack of the natural cynicism of English, you can get away with saying a lot more fantasy-like things while sounding slightly less ridiculous.
人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...
[this message was edited by Maou on Fri 6 Nov 23:19] |
Iggy 10030th Post
Platinum Carpet V.I.P - THE FOOL
| "Re(9):let the CammyFan voice be heard" , posted Sun 8 Nov 00:13
quote: I can say that Eddy and Christie sound a little off in Portuguese in TTT2 (the voice actors are actually pronouncing everything correctly, but some expressions seem too formal and some intonations don't sound like they should in a casual dialogue). Katarina in T7 seems to be a bit better, though some of her expressions also don't seem like something anyone would say before/during/after a fight.
Exactly the same. Lili (haven't heard Sebastian) just... pronounces words. These words are in French and grammatically correct. They somehow fit in context. Except they feel... hollow? And the delivery is bland, probably because on top of not being directed by someone who understand what she says, the VA couldn't really make sense of the character she was playing. The script has been directly translated from Japanese to English to French, and even though the translation is accurate, it doesn't fit because the short voice samples of fighting games require heavy localization, not translation. I feel bad for criticizing Tekken's localization, as the multilingual thing is hilarious and is probably not easy to pull off, but I think the script for the non Japanese/English speaking characters should be heavily reworked by a native speaker. Not "here is what she says, translate it", but "Here is the information that needs to be passed to the player in that sentence, write whatever a native would say to achieve that in that context". That's what I was talking about with Skullgirl's English VAs: since they understand their characters, their acting not only conveys the meaning of the words, but also adds personality to the character. Similarly, I wouldn't love Shermie so much if her VA didn't do such an amazing job giving life to every little laugh. Bayonetta wouldn't be the same character if anyone else was delivering the exact same lines (and really, the Japanese VA cannot compare). Lili's VA doesn't convey anything. Just words, but nothing that adds to the character's personality. It's just hollow noise.
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Gojira 3150th Post
PSN: Gojira_X XBL: Gojiraaa Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Re(1):Plums to Prudes" , posted Sun 8 Nov 17:24
quote: https://www.youtube.com/watch?v=eo00HhjBTbE https://www.youtube.com/watch?v=U0uvMjJBHc0 Capcom made a few visual changes which weren't just adjustments to the faces. Most likely to accommodate the ratings board in America at the very least, so I guess I understand why they'd remove the focus of Mika's ass-slap among other things. I still feel that's really prudish and even far more encourages the really childish attitude of "ew, cooties!", however.
But more importantly are the gameplay balance changes. Reportedly, between betas, characters are receiving some questionable balance changes, mostly nerfs. I can sometimes understand that there are times where this needs to happen, but at the same time, there's this. What is ComboFiend up to? What does he plan to do with the magic skirt of chaos? Will our heroes be able to save the day? Find out on the next episode of Dragon Ball Z.
To be fair, that slide applies to their post-release philosophy, not development. It creates an awkward disconnect that everyone is able to play the beta and treat it like they would a fully released title. I think a lot of people are still confused that the game is continuously changing for reasons that are outside of their line of sight, but that's what happens during development.
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Doshin 75th Post
Occasional Customer
| "Re(2):Plums to Prudes" , posted Mon 9 Nov 03:52:
quote: To be fair, that slide applies to their post-release philosophy, not development.
I guess you're right. Though it still makes me question what direction they really plan on going here, as Professor's cited gameplay concerns are shared by my own concerns of how it'll become a sort of wait and bait game, and people afraid to make the first move because doing anything is punishable by mashing. Granted, braindead aggression is also mashing, and it's hard to find that clever medium.
I think KOF games did that quite well, but mostly because a lot of the mechanics were universal, and you didn't have too many extremely different playstyles sharing the battlefield. At least, there wasn't something even remotely like a Zangief vs Dhalsim match for example.
Also, the worry extends to future development when DLC hits and if they want to maintain this kind of direction so new players can still be in the game. My experiences with new players who aren't into fighting games is that they never really stick around anyway, and that's just the way it is.
[this message was edited by Doshin on Mon 9 Nov 03:55] |
Ishmael 5308th Post
PSN: Ishmael26b XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Re(2):Plums to Prudes" , posted Mon 9 Nov 06:36
Since day one Capcom has struggled to figure out just how much of a free show Cammy should give during the course of a match. Being able to adjust the camera angle must make life much easier. It's also interesting to see how Mika's super has evolved. It reminds me of how Abel's ultra changed from early betas. I'm certain someone, somewhere is upset with these differences but since Mika and Nadeshiko still sandwich their opponent's head between their asses the spirit of the move is still certainly intact even if the particulars have changed.
A brief breakdown of Dhalsim confirms my belief that he's now a stance character. Seeing his full animation -instead of just a few publicity shots- also made me think about his design. If I had to guess the top half of his body was designed around his new walking animation where he hops on one leg. The skulls now bounce when he walks, giving him something visual on the upper part of his body when he moves. Likewise, I suspect the turban and beard are there to add more volume to his upper body. Otherwise, the leg he is holding up would give him bottom-heavy, pear shaped look. At least that's my thought, but what do I know?
quote: To be fair, that slide applies to their post-release philosophy, not development. It creates an awkward disconnect that everyone is able to play the beta and treat it like they would a fully released title. I think a lot of people are still confused that the game is continuously changing for reasons that are outside of their line of sight, but that's what happens during development.
SF5 is odd in that there is almost too much transparency. People are forming hard and fast opinions on a game in which the details are nowhere near finalized.
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nobinobita 1489th Post
Red Carpet Executive Member
| "Re(3):Plums to Prudes" , posted Mon 9 Nov 13:18:
quote: Since day one Capcom has struggled to figure out just how much of a free show Cammy should give during the course of a match. Being able to adjust the camera angle must make life much easier. It's also interesting to see how Mika's super has evolved. It reminds me of how Abel's ultra changed from early betas. I'm certain someone, somewhere is upset with these differences but since Mika and Nadeshiko still sandwich their opponent's head between their asses the spirit of the move is still certainly intact even if the particulars have changed.
A brief breakdown of Dhalsim confirms my belief that he's now a stance character. Seeing his full animation -instead of just a few publicity shots- also made me think about his design. If I had to guess the top half of his body was designed around his new walking animation where he hops on one leg. The skulls now bounce when he walks, giving him something visual on the upper part of his body when he moves. Likewise, I suspect the turban and beard are there to add more volume to his upper body. Otherwise, the leg he is holding up would give him bottom-heavy, pear shaped look. At least that's my thought, but what do I know?
To be fair, that slide applies to their post-release philosophy, not development. It creates an awkward disconnect that everyone is able to play the beta and treat it like they would a fully released title. I think a lot of people are still confused that the game
-- Message too long, Autoquote has been Snipped --
I just seriously saw a Facebook discussion about how Capcom is trying to "hide" their sexism with R Mika and Cammy, but it's "too late" the world has seen it! We're on to you Capcom! LOL.
Seriously though, a Beta is no longer a Beta. If you put a Beta in front of someone, and they have internet access and a social platform, they will speak of it like it's a finished product to everyone they know.
I personally don't like this model for building a game. Playtesting is good to catch serious issues (like game balance, or maybe there's a point where everyone's dropping off, or maybe everyone REALLY HATES this one mechanic). But man, it's a terrible terrible way to make any decisions that require nuance. When you get thousands of voices in the mix critiquing every aspect of the game, expecting to have their opinions appeased in the final product, that's the best way to divest a game of its soul. You put all the responsibility of decision making on the audience, and to wrest it from the hands of the creators.
This is a great way to design a new McDonalds dipping sauce. It is a terrible way to design a fighting game.
www.art-eater.com
[this message was edited by nobinobita on Mon 9 Nov 16:29] |
Iggy 10033th Post
Star Platinum Carpet- S.P.W. Board Master
| "Re(4):Plums to Prudes" , posted Mon 9 Nov 21:55
quote: I personally don't like this model for building a game. Playtesting is good to catch serious issues (like game balance, or maybe there's a point where everyone's dropping off, or maybe everyone REALLY HATES this one mechanic). But man, it's a terrible terrible way to make any decisions that require nuance. When you get thousands of voices in the mix critiquing every aspect of the game, expecting to have their opinions appeased in the final product, that's the best way to divest a game of its soul. You put all the responsibility of decision making on the audience, and to wrest it from the hands of the creators.
This is a great way to design a new McDonalds dipping sauce. It is a terrible way to design a fighting game.
I don't think the main focus of the beta plan was to design the game. We've seen that the game was very advanced in its mechanics since the first time it was shown, and while details have changed and will continue to change, the core of the design mechanics haven't changed yet.
What the beta was/is/will be for is to test the netcode and the servers. Unfortunately, you need a game for that, and many players to connect so you need something to keep their interest, hence the roster changes (I guess they could have kept it to Ryu and Chunli, but then they wouldn't have had that many players trying to connect to the server each time). I think beta testing online is possibly the best thing Capcom could have done for this game. I'm not sure the PS4/PC crossplay could have been possible without it, for example.
On a separate topic... It might have been for the best if they had used the kind of testplaying you suggest to save SFxT...
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Loona 945th Post
PSN: IkariLoona XBL: n/a Wii: n/a
Red Carpet Regular Member++
| "Re(4):Plums to Prudes" , posted Mon 9 Nov 21:57
Maybe I'm getting old, but I recall older games where girls slapped their own butts (Yuri) and there wasn't much of a fuss about it, and the stuff that might involve some fuss was kept behind a code so it wouldn't be visible by default unless you knew it was there and really wanted to see it (the "blood & bounce" code from KoF94).
Something else from older games that could have helped solve this were conditional animations - for example, IIRC in SFA2 Rose had a special winning animation when she won with a perfect. They could tweak Mika's slap so it would only happen if Mika's HP is still at 100%, justifying her, well, cheekiness... The slap's sound is a neat audio cue regardless, so IMO it'd be a waste to get rid of the whole thing unconditionally, especially for a character that projects both strength and fun in a balanced way, even if she's no personal favorite. It's probably too late to make Nadeshiko the slap-less default, while Mika could be the assist playable via unlock though...
...!!
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Baines 451th Post
Gold Customer
| "Re(5):Plums to Prudes" , posted Mon 9 Nov 23:57
quote: Maybe I'm getting old, but I recall older games where girls slapped their own butts (Yuri) and there wasn't much of a fuss about it, and the stuff that might involve some fuss was kept behind a code so it wouldn't be visible by default unless you knew it was there and really wanted to see it (the "blood & bounce" code from KoF94).
To be fair, the camera didn't zoom in on Yuri's butt for that slap. I wouldn't be surprised if the only reason it didn't was due to the technical limitation, but it didn't.
With SF5, the camera does focus on Mika's rear. Cammy's intro was even worse with how awkwardly obvious its camera angle was aiming for the crotch shot.
And, as you mentioned, some of the old stuff *did* get censored in some regions. So it was either an issue then to some, or developers/publishers worried that it would be an issue. Mind, parents were also less likely to notice what their kids were playing back then.
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Gojira 3152th Post
PSN: Gojira_X XBL: Gojiraaa Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Re(4):Plums to Prudes" , posted Tue 10 Nov 00:13:
quote: I just seriously saw a Facebook discussion about how Capcom is trying to "hide" their sexism with R Mika and Cammy, but it's "too late" the world has seen it! We're on to you Capcom! LOL.
Seriously though, a Beta is no longer a Beta. If you put a Beta in front of someone, and they have internet access and a social platform, they will speak of it like it's a finished product to everyone they know.
I personally don't like this model for building a game. Playtesting is good to catch serious issues (like game balance, or maybe there's a point where everyone's dropping off, or maybe everyone REALLY HATES this one mechanic). But man, it's a terrible terrible way to make any decisions that require nuance. When you get thousands of voices in the mix critiquing every aspect of the game, expecting to have their opinions appeased in the final product, that's the best way to divest a game of its soul. You put all the responsibility of decision making on the audience, and to wrest it from the hands of the creators.
This is a great way to design a new McDonalds dipping sauce. It is a terrible way to design a fighting game.
Like Iggy said, that's not really why the public beta exists. It's primarily for testing network features so they're working properly from day one.
However I'm not surprised that you had this impression because it's the same mistaken impression of a lot of beta players. They think because they're playing a beta and offering feedback (aka complaining about things) they have some deeper connection to the direction of the game, but that's just their own misinterpretation. And Capcom isn't going to come out and explain to them that what they're playing isn't even the most updated version of the game and hundreds of changes have been made since that build was completed. It's not that they don't want to listen to feedback, it's just that because it's so outdated it gets tuned out. They only want feedback on a few certain things, because that's all they're waiting for.
Some of them get that and they're just complaining to the ether, venting frustration while knowing that it won't have much (if any) effect. But sometimes it's hard to tell the difference between that and someone who honestly thinks that they're speaking from a place of importance.
[this message was edited by Gojira on Tue 10 Nov 00:16] |
nobinobita 1490th Post
Red Carpet Executive Member
| "Re(5):Plums to Prudes" , posted Tue 10 Nov 02:09
quote: I just seriously saw a Facebook discussion about how Capcom is trying to "hide" their sexism with R Mika and Cammy, but it's "too late" the world has seen it! We're on to you Capcom! LOL.
Seriously though, a Beta is no longer a Beta. If you put a Beta in front of someone, and they have internet access and a social platform, they will speak of it like it's a finished product to everyone they know.
I personally don't like this model for building a game. Playtesting is good to catch serious issues (like game balance, or maybe there's a point where everyone's dropping off, or maybe everyone REALLY HATES this one mechanic). But man, it's a terrible terrible way to make any decisions that require nuance. When you get thousands of voices in the mix critiquing every aspect of the game, expecting to have their opinions appeased in the final product, that's the best way to divest a game of its soul. You put all the responsibility of decision making on the audience, and to wrest it from the hands of the creators.
This is a great way to design a new McDonalds dipping sauce. It is a terrible way to design a fighting game.
Like Iggy said, that's not really why the public beta exists. It's primarily for testing network features so they're working properly from day one.
However I'm not surprised that you had this impression because it's the same mistaken impression of a lot of beta players. They think because they're playing a beta and offering feedback (aka complaini
-- Message too long, Autoquote has been Snipped --
Apologies, I think my unending hatred for SFV's garish visuals and art direction have clouded my ability to interpret any information on this game. I was under the impression that they were actually telling the Beta testers that they were also making gameplay and art tweaks based on their feedback. For instance, all the recent outcry about the changes to R Mika toning down her butt slaps etc. I was under the impression they were a direct response to fan feedback. Same goes for the updates to the character's faces etc.
I don't even necessarily disagree with the changes they made. I'm just concerned with the very idea that the public should be so involved in game development every step of the way, setting up this relationship were game dev is not an art, but a service meant to cater to every whim of the customer (which isn't effectie because what people think they want isn't usually what they actually want)
www.art-eater.com
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Loona 948th Post
PSN: IkariLoona XBL: n/a Wii: n/a
Red Carpet Regular Member++
| "Re(6):Plums to Prudes" , posted Tue 10 Nov 02:52
quote: To be fair, the camera didn't zoom in on Yuri's butt for that slap. I wouldn't be surprised if the only reason it didn't was due to the technical limitation, but it didn't.
It was a taunt, so doing so would have meant focusing away from a camera angle that let you judge the distance between characters - I'm still annoyed that activating supers in SF4 and beyond does that, personally. Let the fancy animations play out since the hit that seals the deal actually lands, that's how Darkstalkers turned perfectly common-looking moves into visual spectacles that would have otherwise clashed with the rest of its gameplay.
quote:
With SF5, the camera does focus on Mika's rear. Cammy's intro was even worse with how awkwardly obvious its camera angle was aiming for the crotch shot.
I'm getting flashbacks of KoF MI2, and matches of the likes of Lien and Mai against Clark - the ladies would walk in, the camera would focus on their chest, and Clark would say "You look like a pro...". Shouldn't really be a default behavior...
But damn that slap was great audio punctuation...
...!!
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Doshin 75th Post
Occasional Customer
| "Re(7):BananaKens in Pajamas" , posted Tue 10 Nov 13:50
quote: I'm getting flashbacks of KoF MI2, and matches of the likes of Lien and Mai against Clark - the ladies would walk in, the camera would focus on their chest, and Clark would say "You look like a pro...". Shouldn't really be a default behavior...
But damn that slap was great audio punctuation...
Mai is so cheesy with it that it stops being sexy and just becomes a part of her character. Well, at least that's how I feel about it. Lien is another story because she's a fresher character. Maybe that's giving Mai too much leeway because she was kind of...how to put it...a prototypical character, so to speak?
On the other hand, I don't think sexualization is inherently a bad thing by itself, and can be one of many defining characteristics (yes, for both guy and gal) if it isn't just something thrown in there just for the sake of having it. I worry that people are being a little too afraid of it and how kids may react to it, and a clue of how we're becoming really scared of our own bits of humanity. We really don't give ourselves and others enough credit or faith in the matter of how we treat it or what we learn from it.
It takes a village to raise a baby. Speaking of villages raising babies (or games rather)...
quote: I'm just concerned with the very idea that the public should be so involved in game development every step of the way, setting up this relationship were game dev is not an art, but a service meant to cater to every whim of the customer (which isn't effective because what people think they want isn't usually what they actually want)
That above analogy about McDonalds is pretty spot on. They really did say that this beta test was mainly to test features such as online and the fight money stuff, and a lot of people misinterpreted it. I don't want to be misunderstood on my earlier posts either; I'm just questioning if this direction is the one they aim to go for when they press on after release. Maybe that was being a little too pessimistic, though.
On the other hand, the balance changes inbetween betas unfortunately seemed to be a little too inviting to some of those criticisms especially from other people who didn't care to read the memo.
We've had loketests and the like (sort-of) function as some kind of way of public balancing, but that was usually around the final stages of the game and reveals of characters weren't so small and intermittent, so we weren't all hooked in the sustained hype machine and we HAD to be patient for some kind of news. The advent of the internet, or rather the more widespread accessibility thereof, really changed all of that for better or worse. And what used to be a small esoteric thing on usenets and Brawl FTP archives has now exploded to really loud unsortable Twitter garbage, and everybody's a capable critic or expert.
Back when MML3 was still an in-development, uncanceled project, it was worrisome that they were asking for the public to participate in its development, which is a gesture that says "Hey, we don't have any ideas of our own about our own thing! Do our job for us!" This, as said above, really does strike the soul out of it. It stops being a labor of love and becomes a chore or a job at a customer service desk. They didn't want it for themselves. There was no passion behind the idea...no "I want to get him off the moon!" Another inherent problem pointed out earlier (or at least implied) was the fact that due to the broader scope of people involved, there's bound to be disagreements and conflicts of interests, as could be seen in Kickstarter projects such as Mighty No. 9. And sometimes a solution is to either write it off democratically or an even worse solution, try to please everybody by pleasing just about nobody at all at the lowest common denominator. Thus alienating people who were more specific with their requests, which is often a large percentage of the stakeholders or other public.
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Spoon 3131th Post
Platinum Carpet V.I.P- Board Master
| "Re(6):Plums to Prudes" , posted Tue 10 Nov 15:37
quote: I'm just concerned with the very idea that the public should be so involved in game development every step of the way, setting up this relationship were game dev is not an art, but a service meant to cater to every whim of the customer (which isn't effectie because what people think they want isn't usually what they actually want)
Interestingly, a Vancouver studio (Klei) is probably one of the ones which spearheaded having very deep involvement with the playerbase relatively early in the development of a game when they made Don't Starve. It worked out really, really well for them, largely because the people that cared to be a part of it already knew that the game was going to be quirky and the Stream Greenlight + development access was novel at the time: they got a generally good audience that genuinely cared for the uniqueness of the game. They wound up being strong advocates for the game, the game creators got good feedback from them, there was a really positive development atmosphere, and everybody was happy.
With a title that's incredibly mainstream, there are things that I think are essential to get a large aggregation of data on. The games which are aiming to be platforms unto themselves, like the moddable Valve games and League of Legends and whatnot, need to make sure that the means by which players engage with the game are constantly improving, and the only way to know that is with a huge aggregation of data. DOTA2 may be the last official DOTA we ever see, because it is constantly being improved, to the extent that they completely replaced its game engine recently! Capcom may not yet have quite that ambition with SFV, but I can see them one day just having "Street Fighter", no numbers. I certainly don't want to see another Lost Planet 2, where a great game got buried because the market at large didn't understand how to engage with it.
This kind of ongoing-ly developed game which is intended to be a mainstream platform unto itself I don't think has a choice but to be more willing to compromise. It turns the game into an even more actively commercial enterprise, and that comes with demands all its own. It's not at all the same as creating a one-off, self-contained piece, for better or for worse. I think that that fundamental aspect of their business has much larger implications: it is software-as-a-service, and all that that entails.
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Just a Person 1699th Post
Tailored Carpet V.I.P- Platinum Member
| "Re(8):Plums to Prudes" , posted Wed 11 Nov 01:07
Besides SFV and KOF XIV (and the console version for Tekken 7), the Season 3 content for Killer Instinct is also in development. Unfortunately, Iron Galaxy hasn't revealed much about it so far.
So, how do you try to distract your fanbase without showing new content? Present them the bios for the old characters and use them to tease the new special moves that they will get in Season 3.
So far, they already presented the backstories for Jago, Sabrewulf, Glacius, Thunder and Sadira. And each new backstory is substantially longer than the previous ones, so I guess by the time they reach ARIA, her bio will be a full book...
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
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Baines 453th Post
Gold Customer
| "Re(1):Plums to Prudes" , posted Wed 11 Nov 08:29
quote: Capcom made a few visual changes which weren't just adjustments to the faces. Most likely to accommodate the ratings board in America at the very least, so I guess I understand why they'd remove the focus of Mika's ass-slap among other things. I still feel that's really prudish and even far more encourages the really childish attitude of "ew, cooties!", however.
While this is a 3D fighter thread, it might be relevant to mention that a couple of months ago Skullgirls saw the removal of some panty-shot animation frames.
Kind of interesting is the official justification given afterwards. The stance is that while they don't go out of their way to hide panty shots and the like, they also don't go out of their way to show it. They felt that the shots in question were made early in development, that their standards have changed, and that they felt those shots went out of the way.
Mind, not long after reading that, I fired up Skullgirls, realized that I hadn't played it since before Beowulf was released, played through Beowulf's story mode, and noticed one of Beowulf's cutscenes has Cerebella's rear pointed at the camera so you can see a gratuitous panty shot...
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chazumaru 1597th Post
Red Carpet V.I.P- Platinum Member
| "Re(1):Ex-KOF13 producer shows off Konami stuf" , posted Thu 12 Nov 04:51
Nice drawings. I am actually reading The Untold History of Japanese Game Developers Vol.2 at the moment. It really is the direct sequel to the first book, in terms of messed up layout (maybe even moreso than the first volume because there are many more images and sketches), often erratic writing and overall really interesting info. So the qualities and issues remain the same, but it's mostly really valuable stuff. The book does have significantly less pages than the previous one, which could be a plus or a minus for you (the first one weighed the equivalent of a small calf).
Since the source of Vol.2's contents mainly comes from the same batch of interviews as the first book, it's unfortunate that some of the active developers will only comment on their work or on game-related events dating up to TGS 2013. The problem could grow bigger depending on when he can release the next book. The eventual Vol.3 is already heavily promoted in Vol. 2, which originally annoyed me as I bought Vol.2 on the promise I would get what was missing from Vol.1; but quickly flipping through, it seems all the interviews promised in Vol.1 are indeed inside Vol.2, such as the ex-Human staff and Granzella conversations which I was really looking forward to, so it seems there is no reason to feel cheated.
We already mentioned Vol.1 here in the past but, while the books don't delve too much into fighting games, they are definitely worth a read for the typical MMC reader.
Même Narumi est épatée !
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badoor 446th Post
PSN: BadoorSNK(forPSVITA:BadoorUSA) XBL: BadoorSNK(ForWiiU/Steam:BadoorSNK) Wii: 3DS:4253-3532-0341
Gold Customer
| "Re(5):Ex-KOF13 producer shows off Konami stuf" , posted Mon 16 Nov 21:55
quote: Complete design/effect coincedence, or a teaser? https://twitter.com/KingsofCO/status/665554987611615232/photo/1
Coincedently, 48 is the same number as the rumored roster that was supposed to be debunked (the one we translated that had 'prisoner Chang').
If the 48 number is true, this would be a pretty amazing achievement for a game to have 48 freshly made non-recycled characters. I mean 48 is pretty huge for KOF WITH recycled sprites, ura-characters and headswaps. But to be all made from the ground up? I think that could be unprecedented for this whole genre. I doubt any other fighting game had as big of a debut or a reboot/refresh as 48 characters. No wonder they went with the quasi-cheap looking 3D models if they had to pump out 48 characters because making them with all new sprites or even the "Guilty Gear Xrd" style would not have been even feasible for a number this big.
Still, I do feel like KOF did not need a refresh and could have done well by keeping the KOF XIII sprites, adding a couple or so more teams, doing a new system (perferabbly a simpler one cause man HD combos, as cool as they are as this Clark combo video shows, are kind of insanely hard for me and the average player) and then calling it KOF XIV but we are long past that argument anyway.
http://100daysofmegashock.wordpress.com/ http://badoorsnk.wordpress.com/
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karasu 1585th Post
PSN: robotchris XBL: robotchris Wii: n/a
Red Carpet V.I.P- Platinum Member
| "Re(7):Ex-KOF13 producer shows off Konami stuf" , posted Tue 17 Nov 01:36
quote: The last fighting game with a huge roster of all-new characters was Jojo ASB (41, if I remember correctly?). The 3D models were gorgeous, with barely any clone, plus most characters had a stand (so double the models) but the game ran at 30 FPS.
... I take for granted KOF14 will run at 60FPS without slowdown, right? RIGHT?
Before Jojo, the 42 (?) characters of vanilla MvC3 were also a big achievement.
I've been doing a lot of thinking about all this KOFXIV news lately, and I think it ultimately won't matter if the models look cheap or not, as long as the gameplay is good. We are all old grumpy codgers around here who are the last remaining culture of people who yearn for brand new, lushly animated 2D sprite work that somehow surpasses or equals the works of the past (when it was often the only choice, most platforms having lower resolution or no 3D capabilities to speak of) while somehow not bankrupting the company who makes it. Which is what it sounds like nearly happened with KOFXIII and SNKP! The bottom line is that if XIV can attract the attention of eSports folks, which seems likely, the series will do well and will perhaps have a lifespan past next year. And I'm sure there are exceptions, but my guess is that the majority of eSports enthusiasts don't give a crap about what the game looks like beyond flashiness and a smooth framerate. And if they can pull off 48 characters, I think it will be doubly impressive. And from a longtime fan's perspective, I can remember quite well how KOF94's rougher style alienated folks who had been fans of AOF's huge sprites, Garou's warm and friendly animations, and Samurai Spirits' crazy designs, so complaints about the series' appearance are nothing new. For me, XIII was a beautiful surprise that just barely avoided putting its creators out of business.
But not to sound completely crotchety-- I think all hope isn't lost for great looking 2D works, but that it will come mostly from smaller imprints like Indivisible (which continues to impress me).
You have to carefully reproduce the world of "Castlevania" in the solemn atmosphere.
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Just a Person 1701th Post
Tailored Carpet V.I.P- Platinum Member
| "Re(8):Ex-KOF13 producer shows off Konami stuf" , posted Tue 17 Nov 02:03
quote: I've been doing a lot of thinking about all this KOFXIV news lately, and I think it ultimately won't matter if the models look cheap or not, as long as the gameplay is good. We are all old grumpy codgers around here who are the last remaining culture of people who yearn for brand new, lushly animated 2D sprite work that somehow surpasses or equals the works of the past (when it was often the only choice, most platforms having lower resolution or no 3D capabilities to speak of) while somehow not bankrupting the company who makes it. Which is what it sounds like nearly happened with KOFXIII and SNKP! The bottom line is that if XIV can attract the attention of eSports folks, which seems likely, the series will do well and will perhaps have a lifespan past next year. And I'm sure there are exceptions, but my guess is that the majority of eSports enthusiasts don't give a crap about what the game looks like beyond flashiness and a smooth framerate. And if they can pull off 48 characters, I think it will be doubly impressive.
Agreed. Besides XIII, KOF isn't exactly remembered for its outstanding visuals, considering the constant sprite recycling from game to game. It shone due to its fast gameplay and cool anime-ish character designs. I believe SNKP can do it again.
And, if it can't, it's always possible to re-release KOF'98 UM (maybe with some slight visual upgrade, 94 Re-Bout style) to compensate any financial losses, and people would probably buy it again.
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
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Ishmael 5317th Post
PSN: Ishmael26b XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Re(9):Ex-KOF13 producer shows off Konami stuf" , posted Tue 17 Nov 04:11
quote: Possibly! But on the other hand, what can KOFXIV possibly offer that others can't? An ugly 3D game won't make any more people happy, right? Why would the uninitiated or e-sports pay any attention to this PS2 retread when they could be playing any number of good-looking and well-playing modern games? Unless KOFXIV has the greatest gameplay of all time, I can't see how it can get the attention of...well, anyone, other than the disappointed diehards who won't like it either.
That's my problem with what we have seen of KoFXIV as well. For me it's not 2D vs 3D, it's that the game looks so lifeless and, in spite of being brand new, old. Perhaps it will have amazing gameplay but is anyone going to be thrilled about paying full price for a game that looks like that in 2016? There have been a number of fighting games that have developed cult followings but KoFXIV is going to have to do something really extraordinary in the upcoming months to even reach that level. As it is, I suspect that you're right in that the usual suspects will buy it and then go right back to playing KoF98.
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mrkarate23 1th Post
New Customer
| "Re(6):Ex-KOF13 producer shows off Konami stuf" , posted Tue 17 Nov 09:58
Even if kof xiv was still sprite based it would still have a hard time gaining traction in 2016. Why pay 40 or 50 dollars for it when 60 dollars can get you playing SFV, GG Xrd revelation, or MK 10. If kof xiv was just adding a couple more teams, some new stages and a modification of kox xiii gameplay, I dont think i would get excited. Its the bare minimum they could do. I dont think kof xiii sold well at all, if it did we would have not receive radio silence from them for several years.
Realistic I believe lighting, shading, effects, textures, modelling, animations will see gradual improvement till the end of development. Unless they change engine I'm not expecting some crazy change, snkp has to work with what they got. This game is a mystery to me.
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mrkarate23 2th Post
New Customer
| "Re(8):Ex-KOF13 producer shows off Konami stuf" , posted Tue 17 Nov 13:01
quote: Even if kof xiv was still sprite based it would still have a hard time gaining traction in 2016. Why pay 40 or 50 dollars for it when 60 dollars can get you playing SFV, GG Xrd revelation, or MK 10.
I'm specifically thinking that KOFXIV is going to be F2P and will be PC/mobile oriented since those are the two dominant gaming platforms of China. It might get released on consoles because why not, but the market they are aiming for is not the one of Western players on consoles.
Imagine if Rise of Incarnates still used Gundam IP and was released in China for PC, on whatever portal is the popular one there. I have to wonder if it wouldn't be doing awfully well.
Snkp announce this game for the ps4 only, no where did it mention pc and phones on their press release. I think they want to release this game elsewhere beside China otherwise it should have never came to existence. If China was their primary market to release shovel ware they should have come out and say that.People in China have choices why would they want to play a game that is unfinish and still in development when LOL, WarCratf and ect... are available to them.
If snkp cancels this game its not like they are going to return to sprites. Ledo has their IPs, they can let go of snkp at any time. I get the feeling that snkp has to make this and complete it because why should Ledo Milleneum invest in them if they cant even finish a projects. If snkp still continued with sprites it would have being a noose around their neck because you saw how long it took them to get from 12 to 13. Can you really expect them to make other series instead of being a one hit wonder with kof. Fans want new installments in their favorite franchise. Arcsystem made xrd and their thinking about their future. SNKP better get with the program or stay dead. Sooner or later they would need to start to use 3d. Better now and learn or I cant see them amounting to anything.
All eyes are on snkp, I cant promise you that kof will look as good as the competitors unless development was move to another engine, still there is a chance the game would still look generic.I am still curious to see the development of the game through. If you don't like now you may never like and thats perfectly fine when there's better stuff coming out. I think the game look like crap, but i do expect things to change, they still got another year or less. The game can be decent or it could be straight shit.
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Maou 2983th Post
PSN: zonepharaoh XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Fighting Game Thread 10: All Skullomania" , posted Fri 20 Nov 05:01:
You know, I can count the number of times I've read Gamespot in my life on one hand, but their SFV interview with Ono has made me realize that I have dramatically undervalued their perspective:
What are the chances of getting Skullomania in Street Fighter 5?
O: Aaaaaaahhhh. I get a lot of requests for Arika’s Street Fighter EX characters. There are issues around using characters from EX that would bore you to hear about. So I’ll just say that it’s not easy as it might be, getting characters from another game, unfortunately.
The game has a long-term strategy, we’re going to be bringing content to it for years to come. I’d say never say never, who knows, 2019 or 2020 may be the year of Skullomania.
Every year is the year of Skullomania for me.
O: Hold on to the hope you have, but be ready for disappointment.
There is no disappointment in being a Skullomania fan.
O: Do you actually have questions on that laptop screen you've been looking at?
No, I was just looking at a picture of Skullomania…
O: Oh my god.
人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...
[this message was edited by Maou on Fri 20 Nov 05:06] |
karasu 1586th Post
PSN: robotchris XBL: robotchris Wii: n/a
Red Carpet V.I.P- Platinum Member
| "Re(1):Fighting Game Thread 10: All Skullomani" , posted Fri 20 Nov 06:04
quote:
What are the chances of getting Skullomania in Street Fighter 5?
O: Aaaaaaahhhh. I get a lot of requests for Arika’s Street Fighter EX characters. There are issues around using characters from EX that would bore you to hear about. So I’ll just say that it’s not easy as it might be, getting characters from another game, unfortunately.
The game has a long-term strategy, we’re going to be bringing content to it for years to come. I’d say never say never, who knows, 2019 or 2020 may be the year of Skullomania.
Every year is the year of Skullomania for me.
O: Hold on to the hope you have, but be ready for disappointment.
There is no disappointment in being a Skullomania fan.
O: Do you actually have questions on that laptop screen you've been looking at?
No, I was just looking at a picture of Skullomania…
O: Oh my god.
Oh my god indeed. If Skullomania got added, my interest in SFV would go from "hard pass" to "CAN'T GET ENOUGH OF IT" in about 5 seconds.
Next time I'm in Tokyo I'll have to look for the Skullomania doujinshi that undoubtedly exists.
Hmm, I wonder if Ono would consider going the K9999 and announce a "Skullo-in-all-but-name". Manoskullia could work!
But seriously. Thanks Maou for reading GameSpot so we don't have to!
You have to carefully reproduce the world of "Castlevania" in the solemn atmosphere.
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Maou 2987th Post
PSN: zonepharaoh XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Re(4):The secret life of Justice Gakuen" , posted Wed 25 Nov 09:51:
quote: Daigo's team attack is probably my favorite.
MY MAN! I'd forgotten how much I loved that move...in one of my few non-Halloween cosplay experiences, I was Daigo in high school, I loved his style so much. Too bad my actual high school uniform was the suit style rather than gakuran.
I'll hook this back to my comments from the earlier fighting game thread because Daigo's moves here remind me why Justice Gakuen's characters are so fantastic, despite the game's ugly graphics and dull perponderance of quarter-circle inputs. People often talk in English about "iconic" characters but without really thinking about what they mean. I propose it means this: putting aside the extremely high quality of the designs and art on a technical level, the Justice Gakuen characters are memorable and expressive in the same way the Street Fighter II cast are (and the small but solid cadre of later successes like Sakura and Hakan, and the opposite of Viper); that is, their appearance and moves tell a story about them without us ever having to read a scrap of background material. Helpfully, the shorthand of school and sports attributes substitute for the cultural shorthand of the martial arts and ethnic dress of the SFII cast to tell us who these people are even before we ever put in 15 hours into the life sim-date simulator and score hot dates with Kyoko to the festival or get a love confession from Hayato.
Oddly enough, seeing Batsu and Shoma at school tells us what we already know about their temperments from their school archetypes and fighting styles. And to be able to match the two via primitive PS1 3D graphics was a feat. Of course Daigo's tag-team move involves him absorbing the punches for his partner before comic-seriously knocking out the assailant as a counter: we can tell that's the kind of guy he is. His banchou design and fighting moves tell us he will take those hits like a man, just as we can guess what Shoma's up to with his baseball bat or Tiffany and her cheerleading.
Nobi and others can describe it better than I can, but just looking at this joyous shot of the cast together reminds me not simply of how unstoppable Capcom's 1990s art team is, but of how the spirit of iconic/cultural/school symbols bridges the successes of SFII and Justice Gakuen's character designs.
人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...
[this message was edited by Maou on Wed 25 Nov 13:00] |
nobinobita 1513th Post
Red Carpet V.I.P- Platinum Member
| "Re(5):The secret life of Justice Gakuen" , posted Sat 28 Nov 16:38:
quote: Daigo's team attack is probably my favorite. MY MAN! I'd forgotten how much I loved that move...in one of my few non-Halloween cosplay experiences, I was Daigo in high school, I loved his style so much. Too bad my actual high school uniform was the suit style rather than gakuran.
I'll hook this back to my comments from the earlier fighting game thread because Daigo's moves here remind me why Justice Gakuen's characters are so fantastic, despite the game's ugly graphics and dull perponderance of quarter-circle inputs. People often talk in English about "iconic" characters but without really thinking about what they mean. I propose it means this: putting aside the extremely high quality of the designs and art on a technical level, the Justice Gakuen characters are memorable and expressive in the same way the Street Fighter II cast are (and the small but solid cadre of later successes like Sakura and Hakan, and the opposite of Viper); that is, their appearance and moves tell a story about them without us ever having to read a scrap of background material. Helpfully, the shorthand of school and sports attributes substitute for the cultural shorthand of the martial arts and ethnic dress of the SFII cast to tell us who these people are even before we ever put in 15 hours into the life sim-date simulator and score hot dates with Kyoko to the festival or get a love confession from Hayato.
Oddly enough, seeing Bat
-- Message too long, Autoquote has been Snipped --
Oh man, your comments on Rival Schools is spot on! All those characters are way awesome and oozing with personality. It goes way beyond the surface. Like it's easy to tell what school club they belong to, or even what personality archetype they have. It's the execution that makes it really special. Somehow many of them come across as almost feeling like real people in spite of how ridiculous the whole game is.
It's really hard to put into words, like once glance at Shoma's character art I know exactly what kind of guy he is. I grew up with people like this. Very intense bout their sport, but also had a goofy good sense of humour. It's not any one thing, it's how it all comes together from the design and execution. There's the "texture" of a real (and actually interesting) person mixed in there somehow.
On a related note, I wonder how many hepcats realised that the post hardcore band Rival Schools was named after a video game. Their first album was even called "United by Fate!"
www.art-eater.com
[this message was edited by nobinobita on Sat 28 Nov 16:45] |
nobinobita 1517th Post
Red Carpet V.I.P- Platinum Member
| "Re(1):The secret life of xenomorphs" , posted Sat 5 Dec 13:33
quote: The latest additions to MKX are: a Giger alien, a lumpy Texan, a three-in-one robo ninja and the utterly unloved Bo Rai Cho. It was nice knowing you MKX, you had a good run.
How the hell is Leatherface supposed to throw down in this game with no supernatural powers? He's literally just a guy with a chainsaw.
That's what I thought until I remembered that Kurtis Stryker, mall cop was added back in Mortal Kombat 3. I don't like his odds, though.
As for the xenomorph I thought the arm-blades were really dumb and unnecessary until I remembered that the alien came out of Baraka and they (extended lore people) have already invented a bunch of weird alien varieties based on the kind of creature they bust out of. So, kind of cool? I guess? Maybe?
Thank you for a reminder of why I'll always enjoy Mortal Kombat from afar. I don't actually play it, but I'm glad it's around.
(Also those animal-xenomorph toys were the best!)
I'm glad to have grown up in an era where rated R movies (Robocop, Alien, Predator) had kid's toys.
www.art-eater.com
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Mosquiton 2100th Post
Platinum Carpet V.I.P- Board Master
| "Re(2):The secret life of xenomorphs" , posted Sun 6 Dec 07:48
quote: The latest additions to MKX are: a Giger alien, a lumpy Texan, a three-in-one robo ninja and the utterly unloved Bo Rai Cho. It was nice knowing you MKX, you had a good run.
How the hell is Leatherface supposed to throw down in this game with no supernatural powers? He's literally just a guy with a chainsaw.
That's what I thought until I remembered that Kurtis Stryker, mall cop was added back in Mortal Kombat 3. I don't like his odds, though.
As for the xenomorph I thought the arm-blades were really dumb and unnecessary until I remembered that the alien came out of Baraka and they (extended lore people) have already invented a bunch of weird alien varieties based on the kind of creature they bust out of. So, kind of cool? I guess? Maybe?
Thank you for a reminder of why I'll always enjoy Mortal Kombat from afar. I don't actually play it, but I'm glad it's around.
(Also those animal-xenomorph toys were the best!)
I'm glad to have grown up in an era where rated R movies (Robocop, Alien, Predator) had kid's toys.
My brother actually had the Bull Alien, and I had an Alien Queen sitting on my desk for a while. I was never really a figure collector once I outgrew He-Man, but I remember being pretty impressed with the detail on these.
/ / /
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shin ramberk 439th Post
Gold Customer
| "Re(1):Capcom Cup 2015 if you aren't already t" , posted Fri 11 Dec 08:03
quote: There have been some crazy early eliminations of tournament favourites (did anybody expect Bonchan AND Nemo to be part of the first eliminations?), while fan favourite Poongko has had a huge return to form and made top 8 on the winners side. Infiltration got knocked to losers by vintage Daigo. Snake Eyes did some bizarre mind-reading of Shiro and managed to punish every single reversal command grab with a neutral jump headbutt. Snake Eyes remains the only American alive in the tournament. There is a real possibility of zero Elenas and two Zangiefs in top 8, which is a result that I don't think anybody expected to see. Maybe Infiltration has a pocket Elena, though... never know with him!
If you aren't watching, you really should! It's an incredibly high-level USF4 tournament, and the play is fantastic even if you have some antipathy for SF4 in general.
Misse's Makoto getting completely destroyed by Kazunoko's Yun is an unfortunate reminder of some bad old 3S days, though.
I don't watch a lot of tournament match footage although I am a regular Evo and CC viewer but, and I almost say this in a nostalgic manner (even though it just barely occurred), Capcom Cup 2015 was a great send off to the SF4 period of Street Fighter. Or maybe that's just the nostalgia talking.
Regardless! The tournament felt like it was the last episode of a long running TV series where every character had their climactic battle and resolution. Kudos to Capcom and everyone in the scene (directly or indirectly involved) for keeping the spirit of this genre alive.
I'm excited about next year and SFV. I think SFV will be much more exciting the SF4 but we'll see. What I enjoyed about CC this year though was that it felt more intense and wild versus the typical conservative/cautious style you've seen for a long time at tournaments. That's just my take.
I wish Snake Eyes had gone further but the results reflected the skill levels of all the players. Seeing Daigo play was fun as always because of his precision and seeing him unable to deconstruct and formulate a good counter strategy against Kazunoko was... crazy. Kaz was king and out-thought Daigo.
Everyone was amazing IMO and, at least for me, I couldn't cheer 'less' for anyone. They all were amazing to watch.
http://ramberk.blogspot.com
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Just a Person 1706th Post
Tailored Carpet V.I.P- Platinum Member
| "Re(1):Capcom comics" , posted Fri 11 Dec 21:47
quote: For some reason there's a Street Fighter x G.I. Joe comic coming out. I'm not certain why these two franchises continue to mix since a brief toy line is not much of a legacy. Still, the author is including Hakan and noted one of the Joes is essentially a Tom of Finland character so I guess he understands what it is that works in both properties.
There's been quite a lot of unusual comics crossovers lately, hasn't it? SF and G.I.Joe, Batman and the Teenage Mutant Ninja Turtles, Masters of the Universe and the Justice League, Sonic and MegaMan... now that the Mighty Morphin Power Rangers will get their own comic book series, I wonder when they will cross over with the Teen Titans, or the Avengers, the X-Men, the Justice League or whatever other conventional super-hero team.
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
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