Fighting Game Thread 2016: Guilty! - http://www.mmcafe.com/ Forums


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Iggy
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"Fighting Game Thread 2016: Guilty!" , posted Tue 19 Jan 19:57post reply

So, new character in GGXrd.
https://twitter.com/famitsu/status/689372187745095680/photo/1

Pretty standard look, a bit disappointing by GG standard... Except it's actually a little girl, and her (?) hitstun animation have her turn back into her real appearance.
So, yeah, Bisuke.






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Professor
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"Re(1):Fighting Game Thread 2016: Guilty!" , posted Tue 19 Jan 22:30:post reply

quote:
So, new character in GGXrd.
https://twitter.com/famitsu/status/689372187745095680/photo/1

Pretty standard look, a bit disappointing by GG standard... Except it's actually a little girl, and her (?) hitstun animation have her turn back into her real appearance.
So, yeah, Bisuke.



I've frontpaged it with additional info, thanks!
So SFV, JP-Skullgirls, KOF14, and now Xrd:Revalator. Humm... already plenty of fighters for the year.

I dearly hope the PS4 version of this new Xrd has an invitation function. I wonder though, how many people are looking forward to a girl-macho-man as preorder bonus for the game.





[this message was edited by Professor on Tue 19 Jan 22:30]

Ishmael
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"Re(2):Fighting Game Thread 2016: Guilty!" , posted Wed 20 Jan 02:27post reply

A gigantic old man who secretly contains an adorable young girl? This character is just like me!





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"Re(3):Fighting Game Thread 2016: Guilty!" , posted Wed 20 Jan 08:57post reply

quote:
A gigantic old man who secretly contains an adorable young girl? This character is just like me!



....Go on....





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"Re(4):Fighting Game Thread 2016: Guilty!" , posted Wed 20 Jan 09:15post reply

quote:
A gigantic old man who secretly contains an adorable young girl? This character is just like me!


....Go on....

Post Number Three of the 2016 fighter thread will be remembered as the proud day that Ishmael took up the mantle of Pollyanna after she'd been MIA for a year. We will call it Guilty (Gear) Pleasures Day.





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"Re(5):Fighting Game Thread 2016: Guilty Smap" , posted Wed 20 Jan 16:29post reply

About the SMAP news snippet on MMCafe's front page:

quote:
The idol group has been active since 1988 and a number of characters in SNK's KOF franchise have names derived from its members.



No way!!!! Don't tell me that KOF's "Kusanagi" and "Shingo" names are actually based on the Smap crew?????? My world is crumbling...






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"Re(6):Fighting Game Thread 2016: Guilty Smap" , posted Thu 21 Jan 00:46post reply

Since we're talking about one Arc System series, can we also mention the announcement of another character for BlazBlue: Central Fiction?

So apparently we'll finally be able to play as Ragna's and Jin's sister (the real one, not one of her many copies). No sign of a playable Jubei yet, though... maybe in a future DLC and/or a Central Fiction Extend?





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"Re(7):Fighting Game Thread 2016: Guilty Smap" , posted Thu 21 Jan 01:22post reply

quote:
Since we're talking about one Arc System series, can we also mention the announcement of another character for BlazBlue: Central Fiction?

Those are quite the shoes she floating around in. When you do nothing but air dash I guess you can get away with those sort of clogs.

In not unexpected news MK is coming out with a full edition with the woeful title of MKXL. What's interesting about this is that there are pre-order bonus costumes for the game, making it more of a "komplete" MK than a "complete" MK.





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"Re(8):Fighting Game Thread 2016: Guilty Smap" , posted Sat 23 Jan 04:47post reply

The continued run of DoA5 is impressive. From Tatsunoko costumes to a guest shot from a Sengoku Musou character, that game keeps chugging right along. It also appears that exploding costumes are now going to be incorporated as much as possible. Seeing as how Soul Calibur has featured ripped up clothes and MK has featured ripped up bodies for ages it's surprising that it's taken until now for DoA to get in on what seems like an obvious gameplay feature for the franchise.

While I appreciate DoA being honest about what it is there is a point where you can be too open. DoAX3 has crossed that line and kept on running by deciding to share way, way too much. Yeesh, is there even a volleyball game left in there?





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"Re(9):Fighting Game Thread 2016: Guilty Smap" , posted Thu 28 Jan 01:07post reply

Three hit combo!

The Williams sister that isn't Anna has been added to T7. It's surprising she's been missing from the game for this long.

The Evo lineup has been announced. Is Tekken 7 going to be out on consoles by then? If not, this is the second year in a row that the game is making it to the main stage even though it's only available in the few arcades that are still out there. Tekken players need to be dedicated to even get a chance to play. Speaking of "-kken" games Pokken made it in? I guess Pokken fever is going to sweep the world over the next few months?





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"Re(10):Fighting Game Thread 2016: Guilty Smap" , posted Thu 28 Jan 01:20post reply

quote:
The Williams sister that isn't Anna has been added to T7.

My big question is: who is she married to?
I hope we'll later find out the reason she missed T7 was that she had a honeymoon with Gouki.

quote:
Speaking of "-kken" games Pokken made it in? I guess Pokken fever is going to sweep the world over the next few months?

I am really, really, REALLY intrigued on how the game will fare at high level. I'm more excited for it than for SF5.
Surprised-but-not-surprised-but-a-bit-surprised at no SF4.

Interesting bits:
There are 3 Nintendo games at this evo against 2 Capcom. Or 3 games developed by Namco against 0 developed by Capcom.
The most represented characters are Ryu, Pikachu and Mewtwo, appearing in 3 games each, and each has one extra berserk/shadow/Lucha libre version on top of the regular one.





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"Re(2):Re(10):Fighting Game Thread 2016: Guilt" , posted Thu 28 Jan 02:22post reply

quote:

Speaking of "-kken" games Pokken made it in? I guess Pokken fever is going to sweep the world over the next few months?
I am really, really, REALLY intrigued on how the game will fare at high level. I'm more excited for it than for SF5.
Surprised-but-not-surprised-but-a-bit-surprised at no SF4.


Aha, you reminded me that I wanted to post two recent things about Pokken Tournament that had interested me:

First: OH WOW. I was borderline interested in the game but the addition of such a strange choice (and one of my favorite Pokemon designs) has tipped me over the edge.

Second: I... huh. It seems as though there are some very big problems with the Pokken controller. I'd say that it was this console generation's NegCon, but in fact the NegCon was quite cool and interesting, whereas this seems... practically pointless.





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Iggy
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"Re(3):Re(10):Fighting Game Thread 2016: Guilt" , posted Thu 28 Jan 04:54post reply

quote:
Second: I... huh. It seems as though there are some very big problems with the Pokken controller. I'd say that it was this console generation's NegCon, but in fact the NegCon was quite cool and interesting, whereas this seems... practically pointless.

Wow, that's... I just...
Didn't the WiiU already have a fantastic classic controller pro, that anyone who played (obligatory) Bayo2 or Tropical Freeze should have used anyway? I still don't understand what that pad does that the CCP doesn't.

Either way, Chandelure is the best, and I can't wait for his trailer, it looks fantastic.





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"Re(4):Re(10):Fighting Game Thread 2016: Guilt" , posted Fri 29 Jan 02:16post reply

quote:

Wow, that's... I just...
Didn't the WiiU already have a fantastic classic controller pro, that anyone who played (obligatory) Bayo2 or Tropical Freeze should have used anyway? I still don't understand what that pad does that the CCP doesn't.


Yes, I'm not really sure why this was needed, but Bandai Namco has acted all along as though "of course there will be a controller specific to this game". Making it exclusive to this game I think takes it a bit too far.
quote:

Either way, Chandelure is the best, and I can't wait for his trailer, it looks fantastic.


I'm glad I'm not the only Chandelier fan! I expected nothing but super safe decisions about the roster with no surprises at all, but I never once thought there would be a ghost chandelier in the game. Bravo.





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"Re(5):Re(10):Fighting Game Thread 2016: Guilt" , posted Fri 29 Jan 02:33post reply

quote:

I'm glad I'm not the only Chandelier fan! I expected nothing but super safe decisions about the roster with no surprises at all, but I never once thought there would be a ghost chandelier in the game. Bravo.



I'm so out of touch with Pokemon that I don't even know what would be considered a safe/risky choice outside of usual suspects Pikachu/Squirtle/Charizard/Bulbasaur/<their evolutions> and.... Meowth?

I'm genuinely curious which of the starting pokemon over the course of the series have had enduring iconic quality aside from the original bunch.





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"Re(6):Re(10):Fighting Game Thread 2016: Guilt" , posted Fri 29 Jan 03:23post reply

quote:
I'm genuinely curious which of the starting pokemon over the course of the series have had enduring iconic quality aside from the original bunch.

No starting Pokémon is allowed to have enduring popularity, because that would overshadow Pikasama's empire. That's why the only other Pokémon who manage to come back regularly (Mewtwo or Lucario for example) talk to a different segment of the public, the "Pokémon for grownup (read: 12 y-o)" niche.
Piplup was very close to touch Pikasama during DPp, and yet he was unceremoniously cast aside when his time under the spotlight was over, to the sound of "NOW YOU FALL IN LOVE WITH THE STARTERS OF BW AND FORGET THE LOSERS OF GEN4".





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"Re(6):Re(10):Fighting Game Thread 2016: Guilt" , posted Fri 29 Jan 07:34post reply

quote:

I'm so out of touch with Pokemon that I don't even know what would be considered a safe/risky choice outside of usual suspects Pikachu/Squirtle/Charizard/Bulbasaur/<their evolutions> and.... Meowth?


I'm not either, but most of the others revealed so far don't stray that far away from the kinds of somewhat physical attackers that you'd expect in a fighting game. Chandelure surprised me since it doesn't even really have limbs!





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"Re(7):Re(10):Fighting Game Thread 2016: Guilt" , posted Fri 29 Jan 19:12post reply

Ramza finally gets fully displayed for the new Dissidia - no video yet though.

This tweet about it isn't referring to a PC port, is it? Couldn't find anything about that in the site, so maybe PC means Player Character in this context?...





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"Re(8):Re(10):Fighting Game Thread 2016: Guilt" , posted Fri 29 Jan 19:14:post reply

quote:
Ramza finally gets fully displayed for the new Dissidia - no video yet though.

This tweet about it isn't referring to a PC port, is it? Couldn't find anything about that in the site, so maybe PC means Player Character in this context?...



They're saying that the PC version's website now features FFTactics' BGM (whereas the smartphone website probably doesn't).





[this message was edited by Professor on Fri 29 Jan 19:15]

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"Re(9):Re(10):Fighting Game Thread 2016: Guilt" , posted Sat 30 Jan 07:22post reply

In a game full of bishounen, Ramza is the girliest one yet. I'm a little disappointed he's not wearing armor, though: The designs of the armor in games Yoshida is involved in are usually really cool.





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"Re(10):Re(10):Fighting Game Thread 2016: Guil" , posted Sun 31 Jan 10:08:post reply

quote:
In a game full of bishounen, Ramza is the girliest one yet. I'm a little disappointed he's not wearing armor, though: The designs of the armor in games Yoshida is involved in are usually really cool.



Better choices from FFT include:

Meliadoul
Agrias
T.G. Cid
Delita
Celia
Lettie
Reis
Beowulf
Cloud... oh right he's already in it.

Edit: Sorry Mustadio, I almost added your name there.





/ / /

[this message was edited by Mosquiton on Sun 31 Jan 10:08]

Spoon
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"Re(2):Re(10):Re(10):Fighting Game Thread 2016" , posted Sun 31 Jan 10:42post reply

quote:
In a game full of bishounen, Ramza is the girliest one yet. I'm a little disappointed he's not wearing armor, though: The designs of the armor in games Yoshida is involved in are usually really cool.


Better choices from FFT include:

Meliadoul
Agrias
T.G. Cid
Delita
Celia
Lettie
Reis
Beowulf
Cloud... oh right he's already in it.

Edit: Sorry Mustadio, I almost added your name there.



In terms of heroes/protagonist picks, I think it's pretty hard for them not to use the main character from any given FF entry provided there is a clear one. They can go ahead and include secondary characters once the main character is in. Could you imagine them declaring "FF8 is in!" and then NOT including Squall? Or "FF7 is in!" and not including Cloud, or "FF9 is in!" and not including Zidane? It's unfortunate, too, given how memorable a lot of secondary characters are. Particularly in FF6's ensemble, sometimes it can be hard to decide just who really is the main character! FF1 and FF3 didn't have rigidly defined story-based protagonists, so going with a character class as opposed to a particular character seems right, hero-wise.

I'd agree that Agrias would be a great pick, among many potential candidates in FFT. I just want more heavy-armored characters in the game, and for them to not be all villain characters.

So really, there needs to be a WARMECH representative. I can't think of any enemy from FF1 that was so out of left field: a Macross-like mech in the middle of a fantasy RPG? Crazy! Awesome! Crazy awesome! Really, there are a lot of very memorable mechanical designs across the history of FF, and while picking WARMECH itself might not be the best one (it is pretty blatantly styled after a Macross mech, as opposed to being one of their cool original designs like the Magitek armor which headlined FF6), some kind of representation is deserved.





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"Re(3):Re(10):Re(10):Fighting Game Thread 2016" , posted Sun 31 Jan 11:54post reply

quote:

In terms of heroes/protagonist picks, I think it's pretty hard for them not to use the main character from any given FF entry provided there is a clear one. They can go ahead and include secondary characters once the main character is in.

I'd agree that Agrias would be a great pick, among many potential candidates in FFT. I just want more heavy-armored characters in the game, and for them to not be all villain characters.



Hah, yeah of course you have to go with the main guy first. I'm sure Square Enix is like, "Don't blame us. Blame yourself or god."

But Ramza is alright, I guess. He does kind of get the shaft with his name being erased from history and what not, so I guess he deserves it.

I just hope he throws rocks.



So really, there needs to be a WARMECH representative. I can't think of any enemy from FF1 that was so out of left field: a Macross-like mec



I always liked this guy for mechanical FF enemies.





/ / /

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"Martial artist, design student..." , posted Sun 31 Jan 11:58:post reply

...and demon asskicker. That's the résumé of the first newcomer for Killer Instinct's Season 3 (sorry, Rash, you're awesome, but you're a guest fighter).

She looks kinda cheesy... and somehow still manages to be awesome. One of the best reveal trailers (the part with her hitting herself in the head is priceless), and it's good to know that now she has a different face from Orchid's and Maya's (although Iron Galaxy could still improve her face model a little bit).

The only bad part of the trailer is that it's missing a teaser. But it seems that the cast from the first two games may finally be complete, as the Iron Galaxy developers already confirmed Tusk, and Gargos was mentioned a lot in the Story Mode for Season 2 and in Kim's trailer, so he'll likely be the boss for Season 3. Eyedol is the only one which fate is uncertain...

---

EDIT: nevermind, the complete trailer includes the teaser for the next character, who's apparently another guest, this time from the Halo series. Meh.





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[this message was edited by Just a Person on Sun 31 Jan 12:03]

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"Re(3):Re(10):Re(10):Fighting Game Thread 2016" , posted Sun 31 Jan 14:05:post reply

quote:
Better choices from FFT include:
Meliadoul
Agrias
T.G. Cid
Delita
Celia
Lettie
Reis
Beowulf

You forgot Professor Daravon! "This is the way!" Sadly, he is only funny to English-speaking audiences.
quote:
In terms of heroes/protagonist picks, I think it's pretty hard for them not to use the main character from any given FF entry provided there is a clear one.
Then again, I may have mused here before how it would have been REALLY funny (and more interesting) if Balflear had been the selection from XII based on his running joke to hapless idiot Vaan that "I'm the main character of this story."





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[this message was edited by Maou on Sun 31 Jan 14:09]

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"Re(3):Re(10):Re(10):Fighting Game Thread 2016" , posted Sun 31 Jan 20:45:post reply

Regarding Warmech, Omega seems to carry its torch in later FFs, and was a summon in prior Dissidias, so who knows...

Especially considering the minor plot point in a game or two about Omega being built to hunt down Shinryu, who was an actual Dissidia plot point in past games.





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[this message was edited by Loona on Mon 1 Feb 20:24]

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"Re(1):Arbiter, design student..." , posted Mon 1 Feb 04:09post reply

I'm guessing that Kim Wu isn't a fashion design student otherwise she would never have shown up to a fight wearing that outfit. At least the cameo by Jack Burton during the ultra combo was a nice touch.

For the record I'm generally not a fan of guest characters. Plus, with KI in particular it feels like the guests are a result of corporate meddling rather than characters who would fit in with the world of KI. That said, the Arbiter is a surprising and rather fun choice. Nuts, now I'm looking forward to seeing how a Halo character handles in a fighting game.





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"Re(2):Arbiter, design student..." , posted Mon 1 Feb 04:26post reply

quote:
I'm guessing that Kim Wu isn't a fashion design student otherwise she would never have shown up to a fight wearing that outfit. At least the cameo by Jack Burton during the ultra combo was a nice touch.

For the record I'm generally not a fan of guest characters. Plus, with KI in particular it feels like the guests are a result of corporate meddling rather than characters who would fit in with the world of KI. That said, the Arbiter is a surprising and rather fun choice. Nuts, now I'm looking forward to seeing how a Halo character handles in a fighting game.



Who would be an appropriate guest character in a ki game, though? The battle toads character is a fighting character of western origin, but his IP is way less self serious than KI, which makes him feel a little odd even though he's not a bad rendition at all. Mortal kombat characters actually would probably fit OK.





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"Re(3):Arbiter, design student..." , posted Mon 1 Feb 05:37post reply

quote:
I'm guessing that Kim Wu isn't a fashion design student otherwise she would never have shown up to a fight wearing that outfit. At least the cameo by Jack Burton during the ultra combo was a nice touch.

For the record I'm generally not a fan of guest characters. Plus, with KI in particular it feels like the guests are a result of corporate meddling rather than characters who would fit in with the world of KI. That said, the Arbiter is a surprising and rather fun choice. Nuts, now I'm looking forward to seeing how a Halo character handles in a fighting game.


Yeah, me neither. But it seems to be a trend, nowadays: Tekken 7 with Akuma, DOA5 Last Round with Naotora (plus the four VF characters), MKX with FOUR guests, Smash Bros. getting many characters that don't belong to Nintendo... I'm surprised Ono hasn't announced any guest characters for SFV (yet).

That said, I do like the idea that they're using for Rash: the possibility of playing a fighting game character like if we were playing a beat 'em up game. Although Iron Galaxy could have just given this fighting style to a new character, instead.

quote:
Who would be an appropriate guest character in a ki game, though? The battle toads character is a fighting character of western origin, but his IP is way less self serious than KI, which makes him feel a little odd even though he's not a bad rendition at all. Mortal kombat characters actually would probably fit OK.



Yes, MK characters would fit into the KI game. Which is interesting, because I don't think that the opposite would work (despite its name, Killer Instinct never felt like a really violent franchise, so seeing its characters performing and receiving the kind of fatalities from MKX would be really odd).





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"Re(4):Arbiter, design student..." , posted Mon 1 Feb 06:08post reply

quote:
KI violent franchise


Well, KI did have fatalities, complete with the whole "screen darkens except for the participants" treatment, as well as stage fatalities. They certainly weren't as gory as MK's, though!

MK has entered it's own realm of guro/gore with its most recent entries, which is way way beyond what any other franchise has. Having horror movie characters as the guests actually seems kind of ok, given the fact that they come from an inherently slasher/gore environment. I would personally feel uncomfortable with characters from almost any other kind of IP in MK though.

Actually, now that I think about it, Dorohedoro characters would fit into MK, but unfortunately they are much cooler than most of the MK characters. There's a character in Dorohedoro whose power is to cut people apart without them dying from it or bleeding out, for goodness' sakes! And given how incredible violence happens to all sorts of characters in Dorohedoro (that sometimes is and sometimes is not survived literally because of magic), it winds up being ok in both directions.





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"Re(3):Arbiter, design student..." , posted Mon 1 Feb 08:12post reply

quote:
Who would be an appropriate guest character in a ki game, though? The battle toads character is a fighting character of western origin, but his IP is way less self serious than KI, which makes him feel a little odd even though he's not a bad rendition at all. Mortal kombat characters actually would probably fit OK.

So far the KI guests have been limited to MS properties so that limits the selection quite a bit. I guess we're lucky that Fulgore isn't getting into a fight with the Microsoft Paperclip.





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"Re(4):Arbiter, design student..." , posted Mon 1 Feb 10:43post reply

quote:
Who would be an appropriate guest character in a ki game, though? The battle toads character is a fighting character of western origin, but his IP is way less self serious than KI, which makes him feel a little odd even though he's not a bad rendition at all. Mortal kombat characters actually would probably fit OK.
So far the KI guests have been limited to MS properties so that limits the selection quite a bit. I guess we're lucky that Fulgore isn't getting into a fight with the Microsoft Paperclip.



Clippy shouldn't have to fight alone, he should bring Microsoft Bob along.





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"Re(2):Arbiter, design student..." , posted Mon 1 Feb 20:33post reply

quote:

For the record I'm generally not a fan of guest characters. Plus, with KI in particular it feels like the guests are a result of corporate meddling rather than characters who would fit in with the world of KI. That said, the Arbiter is a surprising and rather fun choice. Nuts, now I'm looking forward to seeing how a Halo character handles in a fighting game.



I like guest characters when there's more to their presence than corporate synergy - Gouki having a role in the Tekken canon or the character interactions, which included guests Snake and Sonic, were nice touches I appreciated.

There is, however, a precedent for a Halo character in a fighting game, in a practically self-ashamed way, that Nicole-458 in Dead or Alive 4 - Bungie/Microsoft created a character from the Halo setting just for that just so they wouldn't mix their "real" characters with DoA's reputation, and DoA for the most part settled for giving her moves from the existing DoA grapplers/hard-hitters. That mess barely works as promotional screenshot fodder.
Since KI is so much more involved with MS and their related IPs, I guess they'll manage to pull out something more interesting, but the poor character will still be stuck in a KI game.





...!!

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"Re(3):Arbiter, design student..." , posted Wed 3 Feb 22:42post reply

Ramza gameplay in arcade Dissidia - I've read some speculation about him being able to shout and throw rocks as a squire, but no having played that, none of the animations really made me think of those things. Seems quite mobile though, which makes sense since his fights take place in big maps as opposed to fairly static battle screens like most of the other characters' source games.





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"Imaginary Games" , posted Sat 6 Feb 05:20post reply

A new trailer for Tekken 7 has come out. At some point in the far, far distant future I may actually get to play this game but with its nebulous console release date who knows?

Some enthusiastic fan art of Weaponlord has popped up. While I appreciate the artist's love of the source material I'm not certain the stylized, cartoonish art matches the grunting Frazetta/Bisley style of the game. Still, this fan art already has more frames of animation than poor Weaponlord could ever pull off.





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"Borderline free games" , posted Sat 6 Feb 14:47post reply

Though your Lunar New Year should ideally involve playing Lunar while eating moon cakes, you could also play a bunch of fighting games on Steam for next to nothing, including a bunch of SNK and Arc games as well as Skullgirls, as Shoryuken so kindly noted.





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"Re(1):Imaginary Games" , posted Sat 6 Feb 15:34post reply

quote:
Some enthusiastic fan art of Weaponlord has popped up. While I appreciate the artist's love of the source material I'm not certain the stylized, cartoonish art matches the grunting Frazetta/Bisley style of the game. Still, this fan art already has more frames of animation than poor Weaponlord could ever pull off.

I always wanted to see Weaponlord characters resurface somehow. It would have been cool to see them in something like Soul Calibur as guest characters, and I always wondered why they never did, as if there may have either been some licensing issue or they just neglected the IP.

That said, I also feel as though that style is a bit too cartoony for the grittiness of the original style, and characters like Jen-tai seem to lack any muscle whatsoever. I'm also not really fond of that Divada's new look, and she was my favorite from the original game.





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"Re(1):Imaginary Games" , posted Sat 6 Feb 20:18post reply

quote:
A new trailer for Tekken 7 has come out. At some point in the far, far distant future I may actually get to play this game but with its nebulous console release date who knows?

Some enthusiastic fan art of Weaponlord has popped up. While I appreciate the artist's love of the source material I'm not certain the stylized, cartoonish art matches the grunting Frazetta/Bisley style of the game. Still, this fan art already has more frames of animation than poor Weaponlord could ever pull off.



I still don't know what to think about Akuma. I don't like guest characters in fighting games, but he does look interesting in Tekken 7.

But what did Bamco do with the costumes of some characters (Bryan, Hwoarang, Lili, Nina, Xiaoyu...)? Suddenly, Lucky Chloe doesn't look as different from the rest of the cast as she did when she was announced... except that the unusual costume fits her personality, unlike the other characters.

As for Weaponlord, yes, the art looks a little cartoonish. But it's still nice, nevertheless. Nice homage, and it would be interesting to see other franchises get this treatment (Eternal Champions, for instance).





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"Re(2):Imaginary Games" , posted Sat 6 Feb 22:24post reply

quote:
As for Weaponlord, yes, the art looks a little cartoonish. But it's still nice, nevertheless. Nice homage, and it would be interesting to see other franchises get this treatment (Eternal Champions, for instance).



Sega VS Namco with only Eternal Warriors and Weapon Lord characters sounds so bizarre I wouldn't be surprised if it happened.





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"Holy Cripes" , posted Wed 10 Feb 15:03post reply

A 37% layoff is crazy. I wonder how much its arcade peripheral division is doing, considering how much they seem to be using for promotions.

http://www.gamasutra.com/view/news/265502/Mad_Catz_lays_off_63_of_staff_in_restructuring_plan.php





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"Re(1):Holy Cripes" , posted Wed 10 Feb 20:34post reply

quote:
A 37% layoff is crazy. I wonder how much its arcade peripheral division is doing, considering how much they seem to be using for promotions.

http://www.gamasutra.com/view/news/265502/Mad_Catz_lays_off_63_of_staff_in_restructuring_plan.php



As much as I'm more of a HORI fan, I'm genuinely worried for MadCatz. They suddenly turned from a subpar joypad maker to an arcade stick powerhouse, I do have a Soul Calibur V MCZ stick for my X360 and it's great, from design to actual in-game quality.



Spoiler (Highlight to view) -
Plus, I bought it used for 50 €, but it looks brand new -just a minor scratch somewhere- and is boxed, the box shows no noticeable signs of wear as well.

End of Spoiler



I first felt something was off with MCZ when Markman announced his resignation...I really hope things don't go downhill: competition is good, and buying HORI stuff here in Europe isn't easy, so MCZ is a great alternative.





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"Gouki in Tekken" , posted Fri 12 Feb 12:44post reply

Fireball confirmed. Not sure about the Shungokusatsu yet.





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"Re(2):Arbiter, design student..." , posted Fri 12 Feb 13:27post reply

Gouki in Tekken 7 seemed like a fun thing easter egg thing, but seeing that Harada interview where he tells Ono how terrible the story has gotten with IV ("Gouken wasn't dead but sleep? HUH??") and how he's basically saving Gouki's dignity by putting him in his game gives me confidence in his role in Tekken 7.

Ono's latest blurb on "hey SF's story is... like Star Wars!" just made me go "You mean SF5 taking place before III is like how the prequels made everything in Ep.IV make even less sense??"

Gouki is also massive, I wasn't expecting him to be bulkier than Heihachi.





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"Re(1):Gouki in Tekken" , posted Sun 14 Feb 13:34post reply

quote:
Fireball confirmed. Not sure about the Shungokusatsu yet.



.....Urgh, so; Gouki is the only character in the cast that can consistently aim at a time over, as if his presence wasn't a disgrace already. The main problem is that his back jump is strong (no other character has this), rather than chasing him down and mauling him like the little girl he is, you have to waste time dodging the rottentartballs, and I bet that the dp is gonna have some invincibility to help that run away game.

Since he has a strong jump, eventually is going to become obvious how the tekken cast has no decent anti-airs overall, but right now skill level hasn't travelled "that far".






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"Re(2):Gouki in Tekken" , posted Sun 14 Feb 14:13post reply

Akuma's gigantic in Tekken. His arms are probably as thick or thicker than that of the Jacks. His movement and moves seem really stiff and singular in the world of Tekken, however faithful to SF they are. The fact that he seems to have a normal jump seems utterly gamebreaking since Tekken isn't a game about anti-airs like most 2D fighting games are. I can only imagine what trying to deal with him on an endless arena is like.

Still, I look at this as the best preview we may ever have of TxSF. At one point I imagined that TxSF was going to wait until both T7 and SF were released, since both use Unreal engine, and that would serve as the common ground on which to build TxSF. But Akuma is so stylistically different from anybody in SFV (good on Bamco for putting so much effort into him, too!) that maybe T7 with Akuma is the closest taste we'll ever have of TxSF.





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"King of Assassin Fist" , posted Mon 15 Feb 01:03post reply

When Akuma was announced for T7 I wondered how they were going to balance him for such a radically different game engine. Now I'm wondering if the Tekken programmers are still asking themselves that same question. Between that jump and his ground and air fireballs he's going to be murder to get in on. Does he still have his teleport? I'm still a little uncertain on all the game mechanics in T7:FR; is there some aspect of the Rage Arts or Rage Attacks that will help players get through Akuma's barrage? If not, I could see Akuma very quickly filling up the opponent's Rage Quit meter.





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"Re(1):King of Assassin Fist" , posted Mon 15 Feb 15:26post reply

quote:
When Akuma was announced for T7 I wondered how they were going to balance him for such a radically different game engine. Now I'm wondering if the Tekken programmers are still asking themselves that same question. Between that jump and his ground and air fireballs he's going to be murder to get in on. Does he still have his teleport? I'm still a little uncertain on all the game mechanics in T7:FR; is there some aspect of the Rage Arts or Rage Attacks that will help players get through Akuma's barrage? If not, I could see Akuma very quickly filling up the opponent's Rage Quit meter.



Doesn't side stepping make fireballs a lot less dangerous? (forgive my ignorance, I am a super casual Tekken player)






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"Re(2):King of Assassin Fist" , posted Mon 15 Feb 20:58post reply

quote:
Doesn't side stepping make fireballs a lot less dangerous? (forgive my ignorance, I am a super casual Tekken player)

That was my thought as well, but at some point Nina does a side-step, and not only is the step super short, but it's also so slow Gôki can throw another fireball at her before she can react.
It's sad, because if it had been Soulcalibur, it would have been absolutely useless and make the thing much more fun... Back-jump Gôki is the worst possible Gôki, and it's already one of the worst characters of SF.
Urgh.
Wasn't there some versions of him where he couldn't throw a fireball from a back-jump? Or am I thinking of other jump moves of other games? (Mai's Musasabi no mai ???)





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"Re(3):King of Assassin Fist" , posted Tue 16 Feb 00:18post reply

While Capcom is about to release SFV, Koei Tecmo is about to release... more alternate costumes for DOA5LR! YAY!

Surprisingly, the male fighters got swimsuits this time (which show us that Team Ninja isn't very familiar with the male anatomy). Meanwhile, the girls get bikinis (or bras and panties, I don't know) covered by an apron that can be destroyed, AOF-style. I guess the previous alternate costumes with clothing damage option were successful enough.





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"Re(4):King of Assassin Fist" , posted Tue 16 Feb 02:21post reply

quote:
While Capcom is about to release SFV, Koei Tecmo is about to release... more alternate costumes for DOA5LR! YAY!

Surprisingly, the male fighters got swimsuits this time (which show us that Team Ninja isn't very familiar with the male anatomy). Meanwhile, the girls get bikinis (or bras and panties, I don't know) covered by an apron that can be destroyed, AOF-style. I guess the previous alternate costumes with clothing damage option were successful enough.



Gotta love the fact they made a point of having Bass wearing his champion belt for the occasion.





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"King, Billy, Dizzy, Raven" , posted Tue 16 Feb 22:32post reply

King and Billy join KOF XIV (Source : the banner of this very site. It is useful indeed, thanks for the addition prof!).

Raven joins GGXrd Revelator, and, to everyone's surprise, Dizzy's number one place in the poll has convinced ArcSys to start thinking about adding her in.
Source





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"Re(1):King, Billy, Dizzy, Raven" , posted Wed 17 Feb 03:08post reply

quote:

Raven joins GGXrd Revelator, and, to everyone's surprise, Dizzy's number one place in the poll has convinced ArcSys to start thinking about adding her in.
Source



..... If they are phrasing it like that, why did do the poll in the first place? ..... I mean, they didn't had an intention of including the character till recently, didn't they?

quote:
King and Billy join KOF XIV (Source : the banner of this very site. It is useful indeed, thanks for the addition prof!).



That "stylish cool looking" King image is burning a hole through my eyes, imprinting itself in my brain becoming a trauma that will haunt my blood decendants for over 10 generations, such a horrible night to have a curse.






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"Re(2):King, Billy, Dizzy, Raven" , posted Wed 17 Feb 03:45post reply

quote:
..... If they are phrasing it like that, why did do the poll in the first place? ..... I mean, they didn't had an intention of including the character till recently, didn't they?
Well, it's obvious they had started working on Kliff instead, but the poll results took them by surprise and they had to change their plans mid-way through production.
That's the only explanation that makes sense, really.





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"Re(3):King, Billy, Dizzy, Raven" , posted Fri 19 Feb 09:26post reply

So, Raven doesn't blush when getting hit?

..... I demand a refund.






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"Re(4):King, Billy, Dizzy, Raven" , posted Sun 21 Feb 02:57:post reply

This doesn't seem to be the best week for fighting game developers: after Capcom faced lots of complaints about SFV's online problems and lack of an Arcade Mode, this time Iron Galaxy is having to deal with the Killer Instinct fanbase. Basically, they showed how they improved the lighting in all stages for Season 3 (and the work really looks great)... and then dropped the bomb that Season 3 will only introduced three new stages (meaning that, unlike Season 1 and 2, many characters won't have their own stages) - one of them belonging to the guest Halo character, by the way.

I'm not sure of what to think about this. On the one hand, KI does have more stages than other fighting games (SFV, MKX, possibly KOF XIV as well); on the other hand, they were the ones who gave individual stages for each character in the previous seasons, so I can't blame the KI community for feeling frustrated with this change (plus, giving one of the three stages to a GUEST character and leaving official characters stage-less seems like a quite stupid move).

Next week, Microsoft is expected to present some details for Season 3 (including the release date), so hopefully they will manage to show other content that can compensate this problem.

---

EDIT: using the momentum of the Halo World Championship tour (and maybe in an attempt to calm down everyone who was complaining about the decision of leaving some Season 3 characters without their own stages) Microsoft showed Arbiter's trailer (no teaser for the next character, unfortunately).

He looks great, and so does his stage, but I'll be pissed if Tusk doesn't get his own stage while a guest Halo character does.





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"Re(5):King, Billy, Dizzy, Raven" , posted Mon 22 Feb 12:02post reply

I certainly understand that this can be disappointing for any fan, and I might even underestimate the importance of character-specific stages for the KI fan base in particular, but I have to say I find strange to put this issue on the same level as "the basic online functions of SF5 don't work properly and half the contents are missing". I wish the lack of stages in SF5 (which is also an issue!) was everyone's #1 pet peeve with the game.

This arbiter trailer made me wonder if Capcom would eventually bring a guest character from another series / a Sony franchise (Drake?) at some point in SF5. Personally, it would bother me, both because it would be at the expense of work done on a SF character, and also because it would kinda break the little bubble in which these characters live (and Capcom already has a very convenient "Vs." series to do just that). But I could see the appeal for them as they try to grow the userbase of the game.





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"Re(6):King, Billy, Dizzy, Raven" , posted Mon 22 Feb 12:32post reply

quote:

This arbiter trailer made me wonder if Capcom would eventually bring a guest character from another series / a Sony franchise (Drake?) at some point in SF5. Personally, it would bother me, both because it would be at the expense of work done on a SF character, and also because it would kinda break the little bubble in which these characters live (and Capcom already has a very convenient "Vs." series to do just that). But I could see the appeal for them as they try to grow the userbase of the game.



This is the second time that Halo has had a character added to an existing Xbox fighting game, what with the last time being Dead or Alive 4 with the female Spartan character (who was the tallest character in the game! Taller than Bass!). I think that as long as the character is thoroughly designed by the fighting game staff, almost anything can work. Consider than in the Vs. series we got Ryu fighting Frank West, and though Frank West comes from an overtly gory and visually gritty (however goofy) game, but the MvC3 team still made it work.

The brawler fighting, enormous amount of gunplay, and zany terrain navigation would be hard to represent in a regular SF game, though. Vs. games have never had problems with people shooting guns and throwing grenades in them (and hey, Rolento throws grenades and knives!), but guns have really not been much of a thing in mainline SF. That aspect of Nathan Drake really demands representation, but might not fit so well in SF.

So maybe the secret long con is to have Sony bring Spider-Man to Capcom following the joint deal Sony has with Disney-Marvel on Spider-Man movie releases in order to re-open the door for a three-way game licensing deal between Sony, Disney-Marvel, and Capcom.





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"Re(6):King, Billy, Dizzy, Raven" , posted Mon 22 Feb 21:20post reply

quote:
I certainly understand that this can be disappointing for any fan, and I might even underestimate the importance of character-specific stages for the KI fan base in particular, but I have to say I find strange to put this issue on the same level as "the basic online functions of SF5 don't work properly and half the contents are missing". I wish the lack of stages in SF5 (which is also an issue!) was everyone's #1 pet peeve with the game.



Oh, it's not really on the same level; I just meant to say that like SFV, KI was also the target of complaints this week. I guess if the developers haven't given individual stages for each character in the previous seasons, this complaint wouldn't even exist now - unfortunately, because they did it then, people associate the identity of each character to their stages and tracks, and some players fear that the new characters won't feel "complete" without their stages (fortunately, everyone is still getting their own music tracks).

Overall, the reason for the complaint may be because this is the first time that the KI team fails to deliver something (which is quite a feat in comparison to the other current fighting games): Season 1 had little content but this little content had great quality, and Season 2 expanded this content a lot while also keeping the quality of it. Who knows, even with this complaint, it's still very likely that Season 3 will manage to be just as great (judging from the screenshots shown, the lighting adjustments do make the game look MUCH better than I would expect, and apparently the lack of stages will be compensated by some other content, like new game modes or a better Story Mode).





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"Re(1):King, Billy, Dizzy, Raven" , posted Tue 23 Feb 00:08post reply

quote:
Dizzy's number one place in the poll has convinced ArcSys to start thinking about adding her in.
Forgive me if I'm wrong, but wasn't that poll regulated by the fact that you had to play the game to participate, meaning you had to feed them money? If there was no original thought to follow up on the poll with any kind of action, wouldn't that be a little insulting?





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"Re(2):King, Billy, Dizzy, Raven" , posted Tue 23 Feb 00:57post reply

quote:
Dizzy's number one place in the poll has convinced ArcSys to start thinking about adding her in.Forgive me if I'm wrong, but wasn't that poll regulated by the fact that you had to play the game to participate, meaning you had to feed them money? If there was no original thought to follow up on the poll with any kind of action, wouldn't that be a little insulting?



I think the feeling was that there wasn't any question that ArcSys would add Dizzy, and the wording of ArcSys being "convinced" is meant to be a bit of a joke. (I wouldn't call it sarcasm, not sure what the best word would be.)





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"Re(6):King, Billy, Dizzy, Raven" , posted Wed 24 Feb 23:56post reply

Instead of being concerned about the lack of new stages KI fans should be more concerned about the seeming lack of Keith David. The Arbiter just doesn't sound right.

quote:
This arbiter trailer made me wonder if Capcom would eventually bring a guest character from another series / a Sony franchise (Drake?) at some point in SF5. Personally, it would bother me, both because it would be at the expense of work done on a SF character, and also because it would kinda break the little bubble in which these characters live (and Capcom already has a very convenient "Vs." series to do just that). But I could see the appeal for them as they try to grow the userbase of the game.


Other franchises have survived guest characters. Examples include Gon in Tekken or Normiaro in MSFvSF, a strange little man who managed to make an ugly looking game even more unsightly. Still, I really hope the powers that be wouldn't clog up SF with a guest character; the franchise already has deep enough lore to draw from and doesn't need cheap MK-style stunt casting. But honestly I'm not too worried about the possibility of a guest character. After the very low bar for "all-stars" that PSASBR had to set I'm sure Sony has realized they aren't in the business of mascots.





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"Re(7):King, Billy, Dizzy, Raven" , posted Thu 25 Feb 00:07post reply

So, there are lots of reports that SFV sold almost the half of copies than SFIV on the UK and Japan. This doesn't include digital copies though.

So, the game sold well or what?





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"Re(8):King, Billy, Dizzy, Raven" , posted Thu 25 Feb 00:25post reply

quote:
So, the game sold well or what?

It's a failure except if the US (or the PC crowd) saved the world.
But since it's a game-as-service, the true results will probably only come out in a couple of years after some re-releases. The only true consequence might be that the first re-release might come faster than planned (in September, for example).

I like how everyone forgot Kuro, Toro and the guy from Infamous in SFxT.
Not that I would blame anyone, really.





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"Re(9):King, Billy, Dizzy, Raven" , posted Thu 25 Feb 01:54post reply

quote:
So, the game sold well or what?
It's a failure except if the US (or the PC crowd) saved the world.
But since it's a game-as-service, the true results will probably only come out in a couple of years after some re-releases. The only true consequence might be that the first re-release might come faster than planned (in September, for example).



Wow, that's sad. Despite its terrible problems at launching, SFV does look like a good fighting game.

quote:
Instead of being concerned about the lack of new stages KI fans should be more concerned about the seeming lack of Keith David. The Arbiter just doesn't sound right.


Apparently, the reason for this (other than Keith David deciding not to voice him) is that in game, this is a different Arbiter.

But yeah, he still doesn't sound right without Keith David.





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"Re(10):King, Billy, Dizzy, Raven... and HIM" , posted Thu 25 Feb 02:43:post reply

Speaking of Killer Instinct, they uploaded an updated version of Arbiter's trailer... with a teaser in the end: HE. IS. HERE. And either he got his own stage, or Glacius's stage will have different features when he's the one battling.

Everything is fine with Season 3, after all.





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"Re(2):Re(10):King, Billy, Dizzy, Raven... and" , posted Thu 25 Feb 03:43post reply

quote:
Speaking of Killer Instinct, they uploaded an updated version of Arbiter's trailer... with a teaser in the end: HE. IS. HERE. And either he got his own stage, or Glacius's stage will have different features when he's the one battling.

Everything is fine with Season 3, after all.



It is surprisingly distracting how badly the background characters are animated in that trailer. I can only assume that they are trying to copy movement from Halo, but it is really jarring both when viewed in a different situation and when viewed right next to characters animated in a different style.





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"Murder fish" , posted Fri 26 Feb 12:35post reply

So in another atrocious "for the show" ideas, Harada pitted nobi (current tekken world champion) vs tokido (the only sf player who is fat in tekken that I can think of?) playing gouki in the new tekken. It's actually kind of interesting despise being such a childlike idea.

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"Spider Sense Tingling" , posted Sun 28 Feb 10:38post reply

quote:
It's a failure except if the US (or the PC crowd) saved the world.

Meh.

quote:
The brawler fighting, enormous amount of gunplay, and zany terrain navigation would be hard to represent in a regular SF game, though. Vs. games have never had problems with people shooting guns and throwing grenades in them (and hey, Rolento throws grenades and knives!), but guns have really not been much of a thing in mainline SF. That aspect of Nathan Drake really demands representation, but might not fit so well in SF.

Oh. Guns in Uncharted, right. I keep forgetting that Uncharted is meant to be a shooting game and not, as I play it, a melee action game in easy mode because (I refuse to consider I suck at shooting games so) I find the shooting segments appalling in this series.

quote:
So maybe the secret long con is to have Sony bring Spider-Man to Capcom following the joint deal Sony has with Disney-Marvel on Spider-Man movie releases in order to re-open the door for a three-way game licensing deal between Sony, Disney-Marvel, and Capcom.

Wow, good point, it's true that Spidey really fits the SF universe. In Marvel vs SF, you could have fooled me he came from the other camp. He has reasonable strength/powers, can move around, has a projectile attack, goes through common people problems and aspirations such as struggling to paying rent, he has a stupid hobby, they can pretty much re-use Cammy's skeleton for his body frame, and most importantly, he has many popular palette swaps.

quote:
everyone forgot [...] SFxT.






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"Tusk, the Barbarian... viking... immortal..." , posted Wed 2 Mar 08:05:post reply

So, after several weeks without giving actual information on Killer Instinct's Season 3, Microsoft finally announced its release date: March 29. Season 3 will have 8 characters like each of the previous ones, four of them being released at launch (more than in Season 2, less than in Season 1).

The four characters were demonstrated last week, but for some weird reason, the media was only allowed to show it today. Game Informer has quite a nice video, showing the first four newcomers in action.

Anyway, Tusk looks... different. While Maya and Kim Wu became girls from the present but retained their tropes (jungle warrior and kung-fu chick), Tusk turned from a barbarian to a kind of immortal viking guy. Weird.

His gameplay looks great, nevertheless! Although his face really needs to be fixed (so does Kim Wu's hair, by the way), and I hope it will by the time Season 3 is released.

As for Arbiter... to be honest, I'm not too familiar with the Halo franchise, and that may be the reason why I'm not really interested in him even after watching him in action. But there seems to be A LOT of people hyped with his inclusion, so that's cool.

---

EDIT: I was watching the Arbiter live stream, and while I'm still not interested in him (his playstyle looks great, though), it seems that Kim Wu's face was hugely improved since the KI World Cup. It gives me hope that, by the time Season 3 is released, Tusk's face and Kim's hair will be fixed as well. Tusk's face already looks incredibly better (to the point that he doesn't even seem to be the same character shown in this week's videos) in his official render.

He doesn't look bad in his official trailer, either (plus, his suplex is awesome!).





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[this message was edited by Just a Person on Sun 6 Mar 01:17]

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"Re(1):Tusk, the Barbarian... viking... immort" , posted Thu 3 Mar 03:54post reply

quote:
The four characters were demonstrated last week, but for some weird reason, the media was only allowed to show it today. Game Informer has quite a nice video, showing the first four newcomers in action.

When I saw you mention "four" new KI characters I was surprised since I didn't remember them announcing someone else along with Tusk. Even when I saw the name Rash I still couldn't put a face to the name. For some reason my mind still refuses to accept that there's a cartoon frog in this game.





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"Re(2):Tusk, the Barbarian... viking... immort" , posted Thu 3 Mar 06:30post reply

quote:
When I saw you mention "four" new KI characters I was surprised since I didn't remember them announcing someone else along with Tusk. Even when I saw the name Rash I still couldn't put a face to the name. For some reason my mind still refuses to accept that there's a cartoon frog in this game.



Yeah, Rash's playstyle looks awesome and his game model even looks cool, but it's clear that he doesn't belong to Killer Instinct. Same thing goes for Arbiter.

And it's possible that they won't even be the only guest characters in Season 3. And assuming that IG (or other company) may develop a Season 4 for next year or so, it's likely that even more guests may be added, considering that all the old characters are already in the game (...well, except for Gargos and Eyedol, but the first one is heavily teased to be S3's final boss, and Eyedol is hardly popular enough that his inclusion in a Season 4 would make people interested in it).





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"Science Combat - better have calculus" , posted Thu 3 Mar 18:07post reply

This is called a late night kneejerk.

One of Newton's enormously significant contributions to the field of maths, science, and engineering in his contributions to the field of calculus. The mathematics of instantaneous change over an infinitesimal interval, or of aggregate change over some larger interval is hugely crazily useful and important. All disputes aside over who really invented calculus, Newton cannot be denied as one of the contemporaries to its invention, and certainly his application of it towards physics immediately made it useful.

So the question is, how do you represent this in fighting terms?

The first and most obvious one that comes to mind is a screen-filling super, because integrals cover an interval (even an infinite one), but that's boring.

A more interesting one would be to suddenly illustrate the path he has moved through space over a recent period of time, and fire tangent laser beams from the inflection points of the motion curve. That's much cooler, capturing the notions of time, space, and the derivative.

Leibniz was perhaps more interested in the tangent than Newton was, but there is no denying that the tangent underlies the derivative. A counter move in which the angle of strike against the point of contact upon Newton's person, immediately upon which a countering perpendicular line and a countering parallel but negative line os drawn and Newton sends a perfect pair of counter blows to the opponent could capture this.

Perhaps instead we looked at the Newton Raphson approximation, in which an infinite series of recursive approximations can converge (or diverge) to a particular value. I imagine a spiraling display in which Newton attempts to manually converge upon his opponent's position, and if the exact center sweetspot of his opponent is hit, a deadly blow is achieved. Preferably, this is done with the aid of something like the MUGEN Golgo 13, which would doubly serve as representative of Newton's work in optics.

But all this still leaves out interesting possibilities for the integral. Integral calculus is fantastic and important, even if in many computer scenarios we cannot solve the integral perfectly and have to go for a discretized approximate approach to the problem. Unfortunately for Newton, Leibniz' notation with its familiar long S is the symbol forever associated with integration, and perhaps for that any super involving integration should see Newton grappling with a visage of his contemporary rival, a struggle in which a flood of infinitesimals fill part of the arena. Imagine something like a way cooler version of the dam explosion super of Juda from HnK.

Upon immediate reflection, this is possibly the most demented screed I have ever written in mmcafe, among many.





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"Re(3):Tusk, the Barbarian... viking... immort" , posted Mon 7 Mar 06:12post reply

quote:
When I saw you mention "four" new KI characters I was surprised since I didn't remember them announcing someone else along with Tusk. Even when I saw the name Rash I still couldn't put a face to the name. For some reason my mind still refuses to accept that there's a cartoon frog in this game.


Yeah, Rash's playstyle looks awesome and his game model even looks cool, but it's clear that he doesn't belong to Killer Instinct. Same thing goes for Arbiter.

And it's possible that they won't even be the only guest characters in Season 3. And assuming that IG (or other company) may develop a Season 4 for next year or so, it's likely that even more guests may be added, considering that all the old characters are already in the game (...well, except for Gargos and Eyedol, but the first one is heavily teased to be S3's final boss, and Eyedol is hardly popular enough that his inclusion in a Season 4 would make people interested in it).



It's me or those new characters are as ugly or even more than the ones from KOF 14?





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"Re(4):Tusk, the Barbarian... viking... immort" , posted Mon 7 Mar 07:40post reply

quote:
It's me or those new characters are as ugly or even more than the ones from KOF 14?



I don't think it's possible to be uglier than the KOF 14 characters...





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"Re(4):Tusk, the Barbarian... viking... immort" , posted Mon 7 Mar 09:33post reply

quote:
It's me or those new characters are as ugly or even more than the ones from KOF 14?


I get the feeling that the facial models for Tusk and Kim Wu aren't 100% done. Or I hope they aren't.





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"Re(5):Tusk, the Barbarian... viking... immort" , posted Mon 7 Mar 09:50post reply

quote:
I don't think it's possible to be uglier than the KOF 14 characters...

Faces have been a problem this year... From SF5 (Cammy getting 3 different variations before the game was complete, and Ken and Karin still being ugly as sin) to KOF14 to the poor Tusk looking like he's a user-created character in Soulcalibur 3, it's a good day to be plastic surgeon in the fighting streets.
The only series that doesn't get any criticism is MK, because the previous game was so hilariously bad that anything is an improvement. Having ugly-on-purpose characters (or characters without a face) is also an elegant way to dodge the team's lack of skills.





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"Re(5):Tusk, the Barbarian... viking... immort" , posted Mon 7 Mar 11:40post reply

quote:
I get the feeling that the facial models for Tusk and Kim Wu aren't 100% done. Or I hope they aren't.



They probably aren't; one of the game developers mentioned that the game build they showed wasn't the final one and that they are still fixing some things (like the Shadow Move effect). The fact that Kim Wu's render hasn't been released over a month after her reveal seems to indicate that they're not only fixing her face in the game, but in the render as well.





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"Re(6):Tusk, the Barbarian... viking... immort" , posted Mon 7 Mar 12:08post reply

quote:
I don't think it's possible to be uglier than the KOF 14 characters...
Faces have been a problem this year... From SF5 (Cammy getting 3 different variations before the game was complete, and Ken and Karin still being ugly as sin) to KOF14 to the poor Tusk looking like he's a user-created character in Soulcalibur 3, it's a good day to be plastic surgeon in the fighting streets.
The only series that doesn't get any criticism is MK, because the previous game was so hilariously bad that anything is an improvement. Having ugly-on-purpose characters (or characters without a face) is also an elegant way to dodge the team's lack of skills.



It's a mixed bag, for sure.

Zangief's face in SFV is really expressive! I think it's a terrific face. Whereas in KOF14, I'm sure someone who is actually a modeler could point out real technical deficiencies in the topology and bones (there's almost certainly not enough complexity around the cheeks, and if you're curious what an extreme deficiency in that looks like, the answer is the Tekken 1 and 2 character select screen), Tusk's face in KI just seems... bland? There's nothing overtly wrong or aesthetically offensive about it.

My brain still reels when trying to parse an ethnicity out of SFV Ken's head, right now it's coming up Samoan even though I know that's wrong.





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"Re(7):Tusk, the Barbarian... viking... immort" , posted Mon 7 Mar 21:06post reply

quote:
My brain still reels when trying to parse an ethnicity out of SFV Ken's head, right now it's coming up Samoan even though I know that's wrong.

My problem with Ken's face is that on some screenshots, on some very particular angles, he actually looks very good!
Unfortunately, they are not the angles you see him at 90% of the time.
I'd really like to know what happened his model (different artist?), because most of the other faces are fine or better.
Even his basic expression is strange: his face looks weirdly congested, with bulging eyes and... is he having a heart attack?





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"Nothing like a good workout!" , posted Mon 7 Mar 23:02post reply

Unfortunately Kuma was too busy filming love scenes with Leo DiCaprio to take part in the latest Eric Jacobus video.





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"Re(1):Nothing like a good workout!" , posted Mon 7 Mar 23:41post reply

I hope Jacobus replaces Mokujin in Tekken 8.
That's totally a character I would main, wink wink nudge nudge.





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"Re(2):Stand by your main" , posted Tue 8 Mar 00:04post reply

quote:
I hope Jacobus replaces Mokujin in Tekken 8.
That's totally a character I would main, wink wink nudge nudge.



In English there's a general "-job" suffix for denoting a wide variety of erotic acts. What is the equivalent, if one exists, in French? "main-emploi" just seems odd.





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"Re(8):Tusk, the Barbarian... viking... immort" , posted Tue 8 Mar 00:25post reply

quote:
My brain still reels when trying to parse an ethnicity out of SFV Ken's head, right now it's coming up Samoan even though I know that's wrong.
My problem with Ken's face is that on some screenshots, on some very particular angles, he actually looks very good!
Unfortunately, they are not the angles you see him at 90% of the time.
I'd really like to know what happened his model (different artist?), because most of the other faces are fine or better.
Even his basic expression is strange: his face looks weirdly congested, with bulging eyes and... is he having a heart attack?


The explanation I made up for myself is that Ken had a bad round of Botox right before the tournament. While I wish he looked as good as the rest of the cast part of me is enjoying Ugly Ken; he looks remarkably like his original character select portrait from SF2.





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"Re(3):Stand by your main" , posted Tue 8 Mar 03:56post reply

quote:
In English there's a general "-job" suffix for denoting a wide variety of erotic acts. What is the equivalent, if one exists, in French? "main-emploi" just seems odd.

Thanks for this question.
I presented it to the French team at work, and we all decided to retreat into the office kitchen and discuss this important question while eating a delicious cake one of us had baked today by pure chance (true story).

The conclusion we reached was that a direct translation didn't exist, though we all love the concept of "main-emploi" and "souffle-emploi".
However, French tends to be quite creative to name sexual acts in general. From really cute words (if you don't know what it is, doesn't "levrette" sounds super cute, like a cute baby animal or something?) to weird intricate images nobody quite understands.
One thing we like is to add a random nationality to a mundane word, and BAM, suddently you have a brand new, exciting (and possibly slightly dangerous) sexual position.
We don't know what the Thai Wheelbarrow, the Italian Telephone or the Finnish Stool could be, but we all agree: they all sound filthy and mildly arousing.





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"Re(4):Stand by your main" , posted Tue 8 Mar 04:08:post reply

quote:
Iggy's fabulous cake story

Levrette is cute, et bon, it's even good for the back~
quote:

We don't know what the Thai Wheelbarrow, the Italian Telephone or the Finnish Stool could be
Hmm, Kikkoken's reports used to indicate otherwise





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[this message was edited by Maou on Tue 8 Mar 04:09]

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"Re(1):Science Combat - better have calculus" , posted Fri 11 Mar 18:16post reply

quote:
This is called a late night kneejerk.

One of Newton's enormously significant contributions to the field of maths, science, and engineering in his contributions to the field of calculus. The mathematics of instantaneous change over an infinitesimal interval, or of aggregate change over some larger interval is hugely crazily useful and important. All disputes aside over who really invented calculus, Newton cannot be denied as one of the contemporaries to its invention, and certainly his application of it towards physics immediately made it useful.

So the question is, how do you represent this in fighting terms?

The first and most obvious one that comes to mind is a screen-filling super, because integrals cover an interval (even an infinite one), but that's boring.

A more interesting one would be to suddenly illustrate the path he has moved through space over a recent period of time, and fire tangent laser beams from the inflection points of the motion curve. That's much cooler, capturing the notions of time, space, and the derivative.

Leibniz was perhaps more interested in the tangent than Newton was, but there is no denying that the tangent underlies the derivative. A counter move in which the angle of strike against the point of contact upon Newton's person, immediately upon which a countering perpendicular line and a countering parallel but negative line os drawn and Newton sends a perfect pair of counter blows to the opponent could capture this.

Perhaps instead w

-- Message too long, Autoquote has been Snipped --


Just wanted to say I enjoyed this lengthy post. They should hire you as a consultant for Science Kombat!

One thing I'm enjoying about this project is how they're referencing old 2d fighters.

Like Darwin's evolution combo must have been inspired by Zangief's evolution of man combo from Pocket Fighter.

Lots of other nice references in there too.






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nobinobita
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"Re(1):Science Combat - better have calculus" , posted Fri 11 Mar 18:20post reply

quote:
This is called a late night kneejerk.

One of Newton's enormously significant contributions to the field of maths, science, and engineering in his contributions to the field of calculus. The mathematics of instantaneous change over an infinitesimal interval, or of aggregate change over some larger interval is hugely crazily useful and important. All disputes aside over who really invented calculus, Newton cannot be denied as one of the contemporaries to its invention, and certainly his application of it towards physics immediately made it useful.

So the question is, how do you represent this in fighting terms?

The first and most obvious one that comes to mind is a screen-filling super, because integrals cover an interval (even an infinite one), but that's boring.

A more interesting one would be to suddenly illustrate the path he has moved through space over a recent period of time, and fire tangent laser beams from the inflection points of the motion curve. That's much cooler, capturing the notions of time, space, and the derivative.

Leibniz was perhaps more interested in the tangent than Newton was, but there is no denying that the tangent underlies the derivative. A counter move in which the angle of strike against the point of contact upon Newton's person, immediately upon which a countering perpendicular line and a countering parallel but negative line os drawn and Newton sends a perfect pair of counter blows to the opponent could capture this.

Perhaps instead w

-- Message too long, Autoquote has been Snipped --


Just wanted to say I enjoyed this lengthy post. They should hire you as a consultant for Science Kombat!

One thing I'm enjoying about this project is how they're referencing old 2d fighters.

Like Darwin's evolution combo must have been inspired by Zangief's evolution of man combo from Pocket Fighter.

Lots of other nice homages in there too, like Tesla's laser feeling a lot like an MvC animation etc. Is this actually going to be made into a full game?






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"Pokkén" , posted Tue 22 Mar 03:56post reply

After this interesting Final Round, during which Capcom saw fit to say fuck all about their future plans for SF5, I decided to pick up Harada's new strange offspring instead, and the game keeps surprising me for the better (once I've gone into the options to shut down the annoying tutorial girl).
From the solid tutorial, which teaches you the basis in three steps (you need to know that to play / you should know that to understand what you're doing / these systems are useful if you want to be better), to the combo training menus, to the solid online and extremely good netcode (on WiiU, no less), everything shows how Namco has surpassed Capcom in the genre they created (the fact that the game was probably much less outsourced than SF5 should help).

For people who still think it's Tekken or Naruto (it's neither), here are some good matches that show how the game plays:
Rimururu's second coming
https://www.youtube.com/watch?v=DkQcGSmUqNU
I still wonder whether the game would be too complex for its own good... but then I'm having too much fun to want anything removed.
I guess one of the main issues is that the zoners, while fun to play, are terrible to fight against and even worse to watch in a tournament, but turning every character into a rushdown character wouldn't help...
(And yeah, being on a console which wouldn't be the WiiU would be a great improvement as well, arr arr).

It has 16 characters, which is low for a Pokémon game but great for a new fighting game, and it's an entirely new sub-genre in the fighting game plaza, it's fun and fresh, and I really don't mind if Soulcalibur were to remain dormant for a couple more years if we get a bigger Pokken 2 on NX instead, Ivy's boobs be damned.





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"Re(1):Pokkén" , posted Tue 22 Mar 15:39post reply

quote:
After this interesting Final Round, during which Capcom saw fit to say fuck all about their future plans for SF5, I decided to pick up Harada's new strange offspring instead, and the game keeps surprising me for the better (once I've gone into the options to shut down the annoying tutorial girl).
From the solid tutorial, which teaches you the basis in three steps (you need to know that to play / you should know that to understand what you're doing / these systems are useful if you want to be better), to the combo training menus, to the solid online and extremely good netcode (on WiiU, no less), everything shows how Namco has surpassed Capcom in the genre they created (the fact that the game was probably much less outsourced than SF5 should help).

For people who still think it's Tekken or Naruto (it's neither), here are some good matches that show how the game plays:
Rimururu's second coming
https://www.youtube.com/watch?v=DkQcGSmUqNU
I still wonder whether the game would be too complex for its own good... but then I'm having too much fun to want anything removed.
I guess one of the main issues is that the zoners, while fun to play, are terrible to fight against and even worse to watch in a tournament, but turning every character into a rushdown character wouldn't help...
(And yeah, being on a console which wouldn't be the WiiU would be a great improvement as well, a

-- Message too long, Autoquote has been Snipped --


Thanks for posting those videos and your feedback.
This has become my most anticipated fighting game in years. I love the characters and the gameplay looks genuinely interesting. The idea of having different controls for distance vs close up fighting sounds awesome. If you'd care to post further impressions of how the game plays I'm all ears.






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"Re(2):Pokkén" , posted Tue 22 Mar 21:15post reply

The controls are extremely simple: they are either one button press, one long button press, or button+direction. You also have some very basic strings (for example Y, Y, Y, Y. I haven't seen any Tekken-esque Y, A, Y, wait, then B for example).
The issue is that you end up having quite a few buttons: 3 attacks, one jump, one assist, and one blocking. It can also be confusing to have several attacks change entirely between phases, while others remain the same.
In the zoning phase, the "close attack" button makes your Pokémon do a homing run towards the opponent to use its attack, and is useful to have an alternate way of moving during this phase (since you can interrupt the homing dash any time). Throws are done by pressing attack 1+jump, and there is a sort of focus attack that is done by pressing attack2+3.
Throw beats block and focus attack, block beats attack, and focus attack beats attacks and blocking.

The netcode is, really, ridiculously good.
You have a 10 seconds timer, and in the rare cases the game doesn't find an opponent during these 10 seconds, it launches a fight against the CPU... which never starts because it always finds a human opponent before loading the CPU.
And I haven't had any laggy match, compared to the dozen of teleport-happy garbage I had on SF5 (which I have played much, much more, of course, so the comparison is not entirely fair). And again, on WiiU! A console that doesn't have an ethernet port, and where most users probably are connected via Wi-Fi! What magic is that? I thought the game would adapt the online code from Smash, but I never had such a smooth experience in Smash.
Obviously, it's so easy to get a fight because the game just released, and it will go down as players drop the game... But then SF5 was unplayable for the first week because the servers couldn't handle the load. And the game didn't have any public beta to test the netcode either.
Magic, I tell you.

To be honest, most of my thought process when I play the game is "in a perfect world, this should have been Jojo ASB". I mean, I like Pokémon and I still can't understand how, out of 721, I was so lucky that they ended up picking the unlikely absolutely not-fighting type chandelier which happens to be one of my absolute favourite Pokémon, but... this type of game is absolutely perfect for Jojo.
You could even recycle elements of EOH for the far-away phase. Kakyoin, Mariah or Narancia would be immensely advantaged in that phase, and Joseph or Jonathan would have to work hard to get closer, but then the situation would have been reversed and Kakyoin/Mariah/Narancia would have to find an opening to run back into the distance. Old Joseph could use Hermit Purple to drag people close, and Jotarô use the in-breathing move for this as well. DIO would be good at any distance, while Dio would be better close-up and a version of Capcom's Shadow DIO would be the zoning specialist.
Characters with horses would use them to get a huge advantage in the zoning phase, and jump down their horses when close-up. Kira could have used Sheer Heart Attack as a far away super, and Hayato as a close-up version. Valentine would entirely disregard the system and be the only character that could teleport at any distance and in any mode.
The possibilities...





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"Re(3):Pokkén" , posted Wed 23 Mar 23:13post reply

quote:
The controls are extremely simple: they are either one button press, one long button press, or button+direction. You also have some very basic strings (for example Y, Y, Y, Y. I haven't seen any Tekken-esque Y, A, Y, wait, then B for example).
The issue is that you end up having quite a few buttons: 3 attacks, one jump, one assist, and one blocking. It can also be confusing to have several attacks change entirely between phases, while others remain the same.
In the zoning phase, the "close attack" button makes your Pokémon do a homing run towards the opponent to use its attack, and is useful to have an alternate way of moving during this phase (since you can interrupt the homing dash any time). Throws are done by pressing attack 1+jump, and there is a sort of focus attack that is done by pressing attack2+3.
Throw beats block and focus attack, block beats attack, and focus attack beats attacks and blocking.

The netcode is, really, ridiculously good.
You have a 10 seconds timer, and in the rare cases the game doesn't find an opponent during these 10 seconds, it launches a fight against the CPU... which never starts because it always finds a human opponent before loading the CPU.
And I haven't had any laggy match, compared to the dozen of teleport-happy garbage I had on SF5 (which I have played much, much more, of course, so the comparison is not entirely fair). And again, on WiiU! A console that doesn't have an ethernet port, and where most users probably are connected via Wi

-- Message too long, Autoquote has been Snipped --


Thanks for that summary. I had no idea that the game had already launched globally. I might actually pick this up over Dark Souls 3 this weekend.

You really got me with this description:

quote:
To be honest, most of my thought process when I play the game is "in a perfect world, this should have been Jojo ASB


It sounds like they made a system where the gameplay actually gives you the feeling of engaging in an awesome, high powered manga / anime battle. Where doing cool looking stuff is actually how you win the game (as opposed to turtling and poking and exploiting obtuse game mechanics). I really love the idea of the phase changes. It sounds like the game is all about forcing the other player to fight the way YOU want to fight. That's a very JoJo mentality. I mean, that's also just a competitive mentality in general, but it looks especially pointed in Pokken.

Thanks for sharing your thoughts.






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"The barbarian and the bloodsucker" , posted Fri 25 Mar 04:47:post reply

So, few days before Killer Instinct's Season 3 is launched, Microsoft and/or Iron Galaxy (I can never be sure) decided to re-release Tusk's trailer. Why, do you ask? To tease another character (even though this person won't even be available by the time Season 3 is released - in fact, Rash is the only of the four initial newcomers who can be purchased individually when Season 3 is released; the other three will have to wait some days... or weeks... maybe a month or two).

Nevertheless, the good news is that it looks like a great new addition to the KI cast. The bad news is that this reveal indirectly confirms another character (who was leaked some time ago by Shoryuken alongside this new inclusion), and I'm not interested in that character. At all.

---

EDIT: by the way,

Spoiler (Highlight to view) -
Mira is supposed to be Maya's twin sister, but so far her face looks a bit different. Then again, it's only a short tease, and there's always the possibility that they're not identical twins...

End of Spoiler







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[this message was edited by Just a Person on Fri 25 Mar 04:54]

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"Re(1):The barbarian and the bloodsucker" , posted Fri 25 Mar 05:21post reply

quote:
So, few days before Killer Instinct's Season 3 is launched, Microsoft and/or Iron Galaxy (I can never be sure) decided to re-release Tusk's trailer. Why, do you ask? To tease another character (even though this person won't even be available by the time Season 3 is released - in fact, Rash is the only of the four initial newcomers who can be purchased individually when Season 3 is released; the other three will have to wait some days... or weeks... maybe a month or two).


A bit of a digression, but when did spiky black and red become the standard for vampire armor? I'm guessing it originates from Eiko Ishioka's designs in the film Bram Stoker's Dracula but is there an earlier example?





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"Re(2):The barbarian and the bloodsucker" , posted Fri 25 Mar 20:16post reply

quote:

A bit of a digression, but when did spiky black and red become the standard for vampire armor? I'm guessing it originates from Eiko Ishioka's designs in the film Bram Stoker's Dracula but is there an earlier example?



Warhammer Fantasy has red spikey armored chaos warriors who worship the blood god since the 80's but they're not vampires. The warhammer fantasy vampires looked more like robed necromancers or vest and cape wearing counts, I'm not sure if any of them wore armor before the 1992 Eiko design.

After that movie came out Warhammer added the "Blood Dragon" bloodline of red plate armored vampire knights. Bat winged armor was already around with skeletal wights tho'. and it was often in a red and black motif.





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"Re(3):The barbarian and the bloodsucker" , posted Sat 26 Mar 03:44post reply

quote:
Warhammer Fantasy has red spikey armored chaos warriors who worship the blood god since the 80's but they're not vampires. The warhammer fantasy vampires looked more like robed necromancers or vest and cape wearing counts, I'm not sure if any of them wore armor before the 1992 Eiko design.

After that movie came out Warhammer added the "Blood Dragon" bloodline of red plate armored vampire knights. Bat winged armor was already around with skeletal wights tho'. and it was often in a red and black motif.


That's a good point, historically Warhammer is the place to go when it comes to "angry armor."





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"Re: sports based characters in FG" , posted Sun 27 Mar 10:45post reply

I know rival schools covered the most sports based fighting characters than any other fighting game. Others have one or two. The majority of the sports have been covered. I think the only ones I have not seen are cricket,hockey,and rugby. These sports are big internationally with each having a world cup. I thought the guy Abel from SFIV was a rugby based character based on his looks. So does anyone know or seen any games that has any of those three types of sports characters?





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"Fight On!" , posted Tue 29 Mar 23:16post reply

In a couple hours, Killer Instinct's Season 3 will be officially released. And for some weird reason, its official trailer was only shown yesterday (although it's not that surprising, as they did the same thing with the official trailers for Seasons 1 and 2).

Apparently, one of the big news coming with this season is the new Shadow Lords mode, a single player mode that is "part ladder, part arcade mode, part story mode, and part roguelike, all rolled up into one unique experience". How this will work out, I have no idea, but it sounds interesting - plus, it will be tied to a new multiplayer mode not revealed yet.

Unsurprisingly, the trailer already announces Maya's vampire twin sister Mira (whose name was one of the two leaked by Shoryuken) for April. The big surprise is that the character to be released on May isn't the other leaked name, but none other than Corrupted Shinnok Gargos! Yeah, I know, his new design isn't the most original nowadays, but at least he doesn't look so lame like he did back in the KI2 days.

Now, as the supposed main threat from Season 3, I was expecting Gargos to be final character to be released. We already know one of the final two fighters, but only time will tell if the last name will be Eyedol (which would make the plural name in "Shadow Lords" mode more meaningful), a brand-new character or another boring guest.





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"Re(1):Fight On!" , posted Wed 13 Apr 23:12post reply

Garland in arcade Dissidia

I wonder about the pace of character releases, since I'm curious to see who'll make it once they're done with the Duodecim cast + Noctis... it could take a while...





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"Re(2):Fight On!" , posted Thu 14 Apr 00:06post reply

quote:
Garland in arcade Dissidia

I wonder about the pace of character releases, since I'm curious to see who'll make it once they're done with the Duodecim cast + Noctis... it could take a while...

If they add back 1 evil character per month per game, it may be 10 months before they reach any new character, and only if they decide to add an enemy from 11 onward? Then Tifa and whoever else would be left from Duodecim before anyone really new is added? They already said Noctis wouldn't be added before FF15 is released, but there wasn't any risk, really.
I really hope they are drip-feeding the characters to the arcade release, but the consumer version has everyone and more, like Pokkén (well, with 2-3 times the cast).

Garland also comes with a healthy rebalance patch, so hopefully the consumer version will be good (again, like Pokkén).





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"Downtown Nekketsu SP with DD Fighting 2016" , posted Wed 20 Apr 06:15post reply

awwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww yeaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah





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"Re(1):Downtown Nekketsu SP with DD Fighting 2" , posted Wed 20 Apr 22:18post reply

quote:
awwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww yeaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah



Nice! Does the Double Dragon mode feature no depth/Z-axis like a fighting game? That's going to be so insane.





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"Re(2):Downtown Nekketsu SP with DD Fighting 2" , posted Wed 20 Apr 23:16post reply

I really hope there aren't any licensing issues between this and River City Underground that would prevent this from coming to the US, because it looks awesome and I would play the shit out of it!





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"Re(1):Downtown Nekketsu SP with DD Fighting 2" , posted Thu 21 Apr 09:49post reply

quote:
awwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww yeaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah



This looks amazing.





/ / /

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"Re(1):Downtown Nekketsu SP with DD Fighting 2" , posted Fri 22 Apr 03:10post reply

quote:
awwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww yeaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah



River City: Tokyo Rumble confirmed for the west





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"TxSF on indefinite hold" , posted Sat 23 Apr 01:40post reply

To the surprise of absolutely no one.





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"Re(1):TxSF on indefinite hold" , posted Sat 23 Apr 11:49post reply

Isn't Pokkén selling better than SFV right now? Harada likes fooling around in front of the camera but he's originally a real hustler from the arcade operating business so he might have his priorities straight. And if he has so many characters available from the work on TxSF, I guess he can always introduce a second SF character in Tekken 7. It's not like there is a risk it overshadows SFV in Japanese arcades.





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"Re(2):TxSF on indefinite hold" , posted Sat 23 Apr 12:34post reply

quote:
Isn't Pokkén selling better than SFV right now?



Launch-aligned, almost certainly. SFV is marginally ahead LTD, but it really isn't much to brag about: SFV probably has yet to break 500k across all platforms/formats.





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"Re(3):TxSF on indefinite hold" , posted Sat 23 Apr 18:26post reply

What I'd really like to know (and I guess we'll never know) is whether it was a good or a bad idea to have Pokkén released in arcades.
Not only did it give the game a bad rep (which fortunately didn't seem to hamper the consumer version too much), but it also had to cost quite a lot (including the stupid controller). Did they still make money out of it or was it money lost they had to recoup with the consumer version? Or do they take it as "bad press is still good press" and consider the whole thing as one of the game's marketing plan?





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"Re(4):TxSF on indefinite hold" , posted Mon 25 Apr 04:57post reply

quote:
What I'd really like to know (and I guess we'll never know) is whether it was a good or a bad idea to have Pokkén released in arcades.
Not only did it give the game a bad rep (which fortunately didn't seem to hamper the consumer version too much), but it also had to cost quite a lot (including the stupid controller). Did they still make money out of it or was it money lost they had to recoup with the consumer version? Or do they take it as "bad press is still good press" and consider the whole thing as one of the game's marketing plan?


If anything was learned from this experiment it's probably that the success or failure of Pokken was in no way affected by its time in the arcades. 99% of the Pokken audience either didn't have access to an arcade or, even worse, didn't feel like going to an arcade to try it out. While I doubt Pokken set the world on fire in the arcades that might reflect more poorly on arcade releases in general than on that particular game.





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"Kohime Enbu coming to Steam" , posted Mon 25 Apr 07:57post reply

wait what

Now, I actually think that the game has a lot of mechanically interesting ideas and an underlying gameplay design direction that I think is appealing (i.e. the game is about poking, and successful counter-poking is where all the big damage is, coming at the expense of combo damage that does not occur from a counter-hit), though I can't say that the IP has any appeal to me.

Melty Blood getting the person who made the rollback netplay hack for it to rejigger the game's netplay for the Steam release is probably the best and most important news for the game since the Steam release of it.





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"Vampire Cammy? Not really..." , posted Sat 30 Apr 04:08:post reply

This week, Mira joined the Killer Instinct cast (...well, for people who purchased the Season 3 Ultra Combo edition or the full Supreme Edition; other people will have to wait one or two more weeks). Oh, and she also got a trailer.

Apparently the developers confirmed Mira and Maya are fraternal twins, not identical ones (I guess that explains why Mira is shorter, has different facial features and all). I really like her, with her crazy rush moves, her version of Cammy's Spiral Arrow and her powerful special attacks - that cost her life bar unless she can restore it by biting her opponent. A little weird that she can even bite and suck blood from people like Spinal (who is just a bunch of bones, Aganos (a bunch of rocks, metal and plants), Hisako (a ghost) and so on - but hey, in a game with so many weird fighters, we shouldn't be surprised by things that don't make sense.

Mira's soundtrack is also great! Such a shame that she doesn't have her own stage, though... I guess she'll need to borrow Sabrewulf's for a while.

Oh well, next month, Gargos comes, and maybe Shadow Lords Mode (a.k.a. Season 3 Story Mode - yup, Story Mode is being changed AGAIN...) as well.





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"Re(1):Vampire Cammy? Not really..." , posted Sat 30 Apr 06:26post reply

quote:
her powerful special attacks - that cost her life bar unless she can restore it by biting her opponent.



ABA wants her gimmick back!





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"Re(2):Vampire Cammy? Not really..." , posted Tue 3 May 02:38post reply

She throws little bats! That's adorable even if Demitri was doing it ages ago.

Apropos of nothing, but Spiral Arrow is a really awful looking move. I can accept Cammy doing it since it originated with her but it's an awkward looking attack that doesn't look like it should have any sort of momentum or power. Tanya from MK has one and now Mira and I'm certain there are other examples out there... it's not so impressive that it needs that many copies.

quote:
her powerful special attacks - that cost her life bar unless she can restore it by biting her opponent.


ABA wants her gimmick back!



Does Mira have any original moves?





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"Re(3):Vampire Cammy? Not really..." , posted Tue 3 May 07:31post reply

quote:
Does Mira have any original moves?

The last vampire girl in a fighting game we've seen was that narcoleptic weirdo in F2P Tekken who stored the blood she sucked out of her opponents into her inflatable boobs.
Mira may be fighting an unwinnable battle.





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"Re(3):Vampire Cammy? Not really..." , posted Tue 3 May 12:53post reply

quote:

Apropos of nothing, but Spiral Arrow is a really awful looking move. I can accept Cammy doing it since it originated with her but it's an awkward looking attack that doesn't look like it should have any sort of momentum or power. Tanya from MK has one and now Mira and I'm certain there are other examples out there... it's not so impressive that it needs that many copies.



Spiral Arrow was inspired by Gunm/Battle Angel Alita!
http://fightingstreet.com/folders/variousinfofolder/ripofffolder/ripoffpage2.html
^scroll down a bit for the Cammy part.

AH CRAP. Cammyfan is down! So sad to see all those pre web 2.0 fan sites go the way of the dodo.

Anyway, I think the Spiral Arrow works well in 2d. It looks much funnier in the 3d style they adapted for SFIV and V where every move is meaty and has a lot of windup and settledown. The move probably would have looked fine in Tatsunoko vs Capcom though, which did a great job capturing the appeal of 2d sprites in 3d.






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"Re(4):Vampire Cammy? Not really..." , posted Wed 4 May 12:37post reply

quote:
Spiral Arrow was inspired by Gunm/Battle Angel Alita!
http://fightingstreet.com/folders/variousinfofolder/ripofffolder/ripoffpage2.html
^scroll down a bit for the Cammy part.

I don't know about that... I'd need to check, but I think that sketch was made for the Gunnm video game, which was released years after Super Street Fighter II.

That thing about Juni/Juli and Elf/Zwölf doesn't quite work either, as those Gunnm characters were created years later as well. I guess we did know about there being 12 Gally replicas before Juni and Juli first appeared, but that doesn't seem particularly significant to me...





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"Re(5):Vampire Cammy? Not really..." , posted Wed 4 May 18:03post reply

quote:
Spiral Arrow was inspired by Gunm/Battle Angel Alita!
http://fightingstreet.com/folders/variousinfofolder/ripofffolder/ripoffpage2.html
^scroll down a bit for the Cammy part.
I don't know about that... I'd need to check, but I think that sketch was made for the Gunnm video game, which was released years after Super Street Fighter II.

That thing about Juni/Juli and Elf/Zwölf doesn't quite work either, as those Gunnm characters were created years later as well. I guess we did know about there being 12 Gally replicas before Juni and Juli first appeared, but that doesn't seem particularly significant to me...



Alright! Cammy Fan is actually still up! Phew! There's a better explanation of all the similarities between Gally/Alita and Cammy there:
http://www.cammyfan.com/miscellaneous/gally-cammy/cammy-vs-gally.htm

Those sketches diagraming Gally's moves did come later, but if you read the original comic, she has always moved like Cammy.

The first attack she does in the story looks very much like the Spiral Arrow:
https://www.otakusmash.com/read-manga/mangas/Battle%20Angel%20Alita/001/Read-Battle-Angel-Alita-Manga-Online-Free-028.jpg

Later in the first volume she pretty much does the Canon Spike:
https://www.otakusmash.com/read-manga/Battle_Angel_Alita/001/53/

I'm not sure about the tuned agents inspiring Dictator's Dolls though. Like you said the tuned clones aren't much like them. And Sechs, Elf and Zwolf weren't created until years later in Last Order. If anything I think the dolls were inspired by Gadaffi's group of young beautiful elite female bodyguards that journalists called the "Amazonian Guard."

I don't think Cammy was supposed to be a direct 100% homage to Alita, but I do think her look and feel and moveset are influenced by Gunm.






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"Re(6):Vampire Cammy? Not really..." , posted Wed 4 May 19:07post reply

I thinks the Gunspike rollers and the CQC super Cammy got in SSF4 are more "Gally-ish" than anything she did prior.
The "Spiral Arrow" of Gally looks more like a drop kick to me (also, she hits the head with it, while Cammy is more aiming at her opponent's... tibia?)





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"Re(6):Vampire Cammy? Not really..." , posted Wed 4 May 21:00:post reply

quote:
Alright! Cammy Fan is actually still up! Phew! There's a better explanation of all the similarities between Gally/Alita and Cammy there:
http://www.cammyfan.com/miscellaneous/gally-cammy/cammy-vs-gally.htm

Hm... There's actually even more questionable stuff.
That picture of Gally near the title is from a 1997 short story, i.e. years after Super Street Fighter II. Same thing for the "Cannon Spike" one. And there are more sketches that I believe were made for the 1998 video game.
I dunno.





[this message was edited by Olivier Hague on Wed 4 May 21:05]

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"Re(7):Vampire Cammy? Not really..." , posted Thu 5 May 03:55post reply

Thanks to Hague pointing out those dates I'm beginning to doubt the Cammy/Gally connection or at least that Cammy is a full homage. Ugh, at this rate I'm soon going to be watching YouTube videos about Cammy chemtrail conspiracy theories.





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"Re(8):Vampire Cammy? Not really..." , posted Thu 5 May 04:35:post reply

There might be something, but... I don't know, I might be a bit too used to Capcom's "homages" being a good deal more blatant than that. Also, I'm under the impression Gunnm never was all that major a title in Japan either, so...

EDIT: According to Yasuda Akira, she was based on Misty from Kizuoibito (more specifically her appearance in the OVA, it seems?), and there was also some Shirow Masamune influence for her arm protectors.





[this message was edited by Olivier Hague on Thu 5 May 06:42]

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"Re(9):Vampire Cammy? Not really..." , posted Thu 5 May 08:50post reply

quote:
There might be something, but... I don't know, I might be a bit too used to Capcom's "homages" being a good deal more blatant than that. Also, I'm under the impression Gunnm never was all that major a title in Japan either, so...

EDIT: According to Yasuda Akira, she was based on Misty from Kizuoibito (more specifically her appearance in the OVA, it seems?), and there was also some Shirow Masamune influence for her arm protectors.



I guess if it's straight from the man himself it's probably reliable.

However, even a creator can't fully and perfectly recount the mixture of conscious and subconscious inspirations, internalized attitudes, and environmental conditions/mood that birthed a character... especially since fighting game characters don't typically emerge from the mind of the concept artist fully-formed with an immutable story and complete set of fighting techniques.

There's always a little bit of mystique and plenty of room for conjecture. And hey, who knows where some of these ideas come from.





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"Re(9):Vampire Cammy? Not really..." , posted Thu 5 May 13:52post reply

quote:
There might be something, but... I don't know, I might be a bit too used to Capcom's "homages" being a good deal more blatant than that. Also, I'm under the impression Gunnm never was all that major a title in Japan either, so...

EDIT: According to Yasuda Akira, she was based on Misty from Kizuoibito (more specifically her appearance in the OVA, it seems?), and there was also some Shirow Masamune influence for her arm protectors.



Ah cool! That was such an insane comic. I had no idea there was an OAV too!
I always wondered if the white haired main character, Rio Baraki inspired the look of Dante from Devil May Cry. I didn't think Wounded Man was that popular, but i also figured that if I know about a comic, the Capcom artists probably know about it too. I would have never guessed that Cammy's face and hair were inspired by such an obscure side character, but you never know when inspiration will strike. That's why its so important to have a big pool to draw from.

Thanks for the info! Can you tell me where you read that? I'd love to know more!






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"Re(10):Vampire Cammy? Not really..." , posted Thu 5 May 16:39:post reply

quote:
Can you tell me where you read that?

From what I understand, one of the developers had said in a Gamest issue that Cammy was based on "a girl from some old, minor anime", and Akiman's clarification can be found in the Street Fighter x Tekken Artworks artbook.





[this message was edited by Olivier Hague on Thu 5 May 16:40]

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"Re(2):Re(10):Vampire Cammy? Not really..." , posted Thu 5 May 22:46post reply

So any Cammy/Gally cross-pollination might be game ideas that were inspired by Cammy's animation? Everything I knew yesterday about the world is wrong! At least I can take comfort in the knowledge that even though we are well into the 21st century CammyFan still has no idea what its talking about.





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"Re(3):Re(10):Vampire Cammy? Not really..." , posted Mon 9 May 01:12post reply

I opened this thread to share some backlogging antics of mine, and I found such great info totally unrelated to what I was about to post that I willingly spent some time reading it before posting my nonsense. Good read like always ^^ I'm intrigued by this Kizuoibito manga now.

I've officially started Guilty Gear Xrd -SIGN-. 4 freaking months after buying it and trying training mode a couple times. I played Sol's Arcade Mode and it easily reminded me of how much I love ArcSys's storytelling, no matter how cliche the plot can get in their games. And the main menu music...wow. Just wow.





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"She-male Mai BlazBlue anatomical question" , posted Wed 11 May 14:58post reply

I am super confused. Is it really her back leg showing below her tummy? What's happening here? Is she a Dhalsim-like character but able to retract her limbs? Or (provided Prof's description that she is a she-male is correct) does her dick wear high heels? I could see ASW's designers do something like that.





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"Re(1):She-male Mai BlazBlue anatomical questi" , posted Wed 11 May 22:11post reply

quote:
I am super confused. Is it really her back leg showing below her tummy? What's happening here? Is she a Dhalsim-like character but able to retract her limbs? Or (provided Prof's description that she is a she-male is correct) does her dick wear high heels? I could see ASW's designers do something like that.



Heh, it is her back leg, as anatomically impossible as it is.

Mai is... quite a different kind of she-male. If I remember correctly, she was born a male, but got accidentally transformed into a female (kinda like Rumiko Takahashi's Ranma, but without the ability to return to her real gender).

She would be quite a cool character to be included in BlazBlue Centralfiction (or the obviously future BlazBlue Centralfiction Extend). But considering that even Jubei wasn't added to the roster until now, Mai's chances don't seem very promising...





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"Re(2):She-male Mai BlazBlue anatomical" , posted Wed 11 May 22:46post reply

Ah, so rather the "gender bender" Boku wa Mari no Naka sort of trope. Well then it totally makes sense, I am sure we would also be confused and not really sure where to put our organs (and backspine) either in that situation. The thing with Arc System Works is that you're never really sure what's intentional or not, like that time they mistakenly scanned a bed in the background rather than the new character's spritesheet, then tried to persuade us the bed was the new character.





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"Re(1):She-male Mai BlazBlue anatomical questi" , posted Thu 12 May 11:38post reply

quote:
Or (provided Prof's description that she is a she-male is correct) does her dick wear high heels?
Hahaha, it is a pretty amazing stretch of anatomy. I just...don't know where her leg went.





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"Terry Bogard hopping into the background" , posted Thu 12 May 21:37post reply

So one of Fatal Fury's signature gameplay features was the ability to hop into the foreground and background. As the games went on this was reduced to just the background, to just temporarily standing in the background, and finally to just an evasive move on the same plane.

Multi plane brawlers seem a bit more common though with Guardian Heroes, Panzer Bandits, that PSVita game, and Kinu of Princesses. I guess it makes more sense there where you may be one dude against a horde of guys or four dudes against one giant boss.

But for a 1 on 1 fighting game is there still potential in having multiple planes of movement? Or is it a dead end that's better handled with an 'evade'command.





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"Re(1):Terry Bogard hopping into the backgroun" , posted Thu 12 May 22:07post reply

quote:
So one of Fatal Fury's signature gameplay features was the ability to hop into the foreground and background. As the games went on this was reduced to just the background, to just temporarily standing in the background, and finally to just an evasive move on the same plane.

Multi plane brawlers seem a bit more common though with Guardian Heroes, Panzer Bandits, that PSVita game, and Kinu of Princesses. I guess it makes more sense there where you may be one dude against a horde of guys or four dudes against one giant boss.

But for a 1 on 1 fighting game is there still potential in having multiple planes of movement? Or is it a dead end that's better handled with an 'evade'command.



Didn't Guilty Gear Isuka had two planes of movement? I think that was the last game to experiment with that concept. If a 1v1 fighter used this feature, it would be a more defensive strategy fighter. Samurai spirits maybe?





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"Re(2):Terry Bogard hopping into the backgroun" , posted Thu 12 May 22:33post reply

Aren't side stepping mechanics in VF and Tekken fulfilling the same premise as 2D plane hopping?





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"Re(3):Terry Bogard hopping into the backgroun" , posted Fri 13 May 12:13post reply

Did Guilty Gear Isuka do anything that a Fatal Fury game didn't with plane hopping?

quote:
Aren't side stepping mechanics in VF and Tekken fulfilling the same premise as 2D plane hopping?



I was thinking of 2D games in particular, but yes 3D games with sidestepping/circling largely fulfill the premise that plane hopping was going for in 90's 2D games.

The 2D Dragon Ball fighting games on the SNES also had a "fly into the air, now hit each other with ranged attacks" mechanic that I guess you could count as plane shifting. They didn't do much with it though as it was easy enough to pursue your opponent.

There was a Bastard!! SNES game that focused around hurling fireballs at each other https://www.youtube.com/watch?v=ct4lTaHccR4

Would've been neat if there was a Dragon Ball kinda game where you shifted between ranged attack mode and close combat mode, Pokken on the Wii-U does that.





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"Re(4):Terry Bogard hopping into the backgroun" , posted Fri 13 May 12:57post reply

The Bleach DS fighting games had two planes, as well.

I think the goal of the plane hopping system was to give fighters the ability to sidestep and circle each other in a time before true 3D, while retaining the very complicated amount of one-on-one fighting systems typical of SF-inspired games. So while you could beat each other up and had much more fluidity of in/out movement in a 3/4-view beat em up like Final Fight, such a thing wouldn't necessarily lend itself to the nuanced spacing/poking/fireball game we had grown accustomed to from SF2.

Pokken certainly isn't a bad attempt at it, and it allows for somewhat deeper one-on-one melee mechanics and finer grained melee fighting than, say, Gundam VS series.

My biggest gripe with the two-plane system though is that foreground plane action can obscure background plane action. In order to be able to keep track of what's happening in both planes at once (and so, just bring the camera up to the background plane in lieu of being able to see the foreground plane is not an option), you could flip the camera around and make the background plane the new foreground plane, but this immediately results in flipping the left/right and you'd have to make sure every environmental context makes this ok. The left/right flipping is probably jarring enough alone, though.

I don't think it's a worthless system, but I think that in order for it to be a worthwhile system, it has to serve a design ambition beyond just sidestepping and circling, because both of those are achieved in a way that is more immediate and more intuitive in a fully 3D game environment.





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"Re(5):Terry Bogard hopping into the backgroun" , posted Tue 17 May 12:33post reply

quote:

My biggest gripe with the two-plane system though is that foreground plane action can obscure background plane action.


That seems to be why multiplane brawlers were created though, there's suppose to be enough space between planes so you can clearly see who is fighting who, like in Guardian Heroes. The alternative is a single plan with depth like Final Fight, which can lead to characters overlapping one another.

I wonder if multiple planes would've added to Vanillaware games like Dragon's Crown, if having 2-3 planes would've made magic users conjuring elemental storms a bit less chaotic.

quote:

In order to be able to keep track of what's happening in both planes at once (and so, just bring the camera up to the background plane in lieu of being able to see the foreground plane is not an option), you could flip the camera around and make the background plane the new foreground plane, but this immediately results in flipping the left/right and you'd have to make sure every environmental context makes this ok. The left/right flipping is probably jarring enough alone, though.


I could see that working in a "Wild Guns" kind of game where if you're on different planes you fire at each other but once you reach the same plane it's a sidescroller view. The perspective flip is going to be jarring though.

quote:

I don't think it's a worthless system, but I think that in order for it to be a worthwhile system, it has to serve a design ambition beyond just sidestepping and


"changing planes changes gameplay mechanics" seems to be what makes it interesting in a way that doesn't make you go "just make a 3D game with sidestepping"





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"Re(6):Terry Bogard hopping into the backgroun" , posted Thu 26 May 00:35post reply

Although Gargos has yet to get his official trailer for KI's Season 3, he was throroughly presented in a live stream by the Iron Galaxy team (I suggest you start watching it at 10:30, which is when the gameplay actually starts).

It seems he is a combination of Star Platinum, Demitri, Disney's Hades and any random demon from Doom. Which is actually a huge evolution for him, considering how Gargos used to look (and fight) like in KI2.

I kinda liked him; my only concern is that, with him being so overpower, Eyedol's chances of being the last character are probably next to none (I don't think it's very likely that TWO overpower characters will be added in the same game - and Gargos at least has the excuse of being the final boss for the Shadow Lords mode). And since they are already using three guest characters this season, it's likely that Season 4 either won't even exist (thus preventing Eyedol from ever returning) or will bring even more guest characters (something that killed my interest in SSBWiiU and MKX)... oh well, then again, Eyedol wasn't really an interesting character, so it's not a huge loss in the end of the day.





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"Re(1):Fighting Game Thread 2016: Guilty!" , posted Thu 26 May 19:40post reply

http://super.abril.com.br/jogo-science-kombat
Science Kombat is playable!
They even added Alan Turing!





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"Re(2):Fighting Game Thread 2016: Guilty!" , posted Thu 26 May 21:09post reply

quote:
http://super.abril.com.br/jogo-science-kombat
Science Kombat is playable!
They even added Alan Turing!



Whoah thanks for the heads up! I didn't think they would really make it!
The gameplay is obviously unpolished, but the presentation is very fun. I love the character descriptions and their unique move sets. That last boss is gonna be controversial haha. Very well done though.






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"Re(3):Fighting Game Thread 2016: Guilty!" , posted Fri 27 May 00:33post reply

quote:
http://super.abril.com.br/jogo-science-kombat
Science Kombat is playable!
They even added Alan Turing!


Whoah thanks for the heads up! I didn't think they would really make it!
The gameplay is obviously unpolished, but the presentation is very fun. I love the character descriptions and their unique move sets. That last boss is gonna be controversial haha. Very well done though.



Alan Turing having a special move where he just stands there and thinks is LAME AS HELL, even if it heals him.





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"Guilty! Such a -REVELATOR-" , posted Wed 8 Jun 01:34post reply

GG Revelator is out today in the Western world!

But I understand if few buy it because it is full-priced. I have misgivings myself, but in the end I'm buckling and going to get it.





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"Re(1):Guilty! Such a -REVELATOR-" , posted Wed 8 Jun 08:36post reply

quote:
GG Revelator is out today in the Western world!

But I understand if few buy it because it is full-priced. I have misgivings myself, but in the end I'm buckling and going to get it.


What are the differences between Revelator and Sign? Is it just more characters or did ArcSys go in fiddle with the game engine? If so, do GG players like the latest changes?





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"Re(2):Guilty! Such a -REVELATOR-" , posted Wed 8 Jun 10:58post reply

quote:
GG Revelator is out today in the Western world!

But I understand if few buy it because it is full-priced. I have misgivings myself, but in the end I'm buckling and going to get it.

What are the differences between Revelator and Sign? Is it just more characters or did ArcSys go in fiddle with the game engine? If so, do GG players like the latest changes?



The DLC/unlock characters (i.e. Elphelt, Sin) from the previous game are part of the regular cast.

5 new characters (Johnny, Jam, Jack-O, Raven, Kum) with Dizzy to come as DLC.

Some new stages.

New story mode content.

Game comes as the current arcade balance version of the game, which I have lost track of the changes between it an SIGN. Evidently in latter versions of Xrd, some characters that were very strong at the start of Xrd's lifespan are now rather on the weak end (e.g. Ramlethal), while others remain strong throughout (e.g. Elphelt).

Significant new universal systems.
Stylish Type (i.e. easy/beginner mode) which has autoblocking, one-button-combo, but takes extra damage. Picking Chipp or Millia in this mode problems means you die in a single combo.

Throw Break (in Xrd, one person always won)

Slight changes to homing dash from Dust.

Super Overdrives that consume the Burst gauge.

Blitz Shield more restrictive in what crouching Blitz Shield will reject.

Blitz Attack, which is basically a sort of Focus Attack. While you charge it, it rejects attacks, and when fully charged, it unleashes a powered up attack that blows the opponent back or causes crumple, and steals some of their Burst gauge.





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"Re(3):Guilty! Such a -REVELATOR-" , posted Wed 8 Jun 12:13post reply

quote:
GG Revelator is out today in the Western world!

But I understand if few buy it because it is full-priced. I have misgivings myself, but in the end I'm buckling and going to get it.

What are the differences between Revelator and Sign? Is it just more characters or did ArcSys go in fiddle with the game engine? If so, do GG players like the latest changes?


The DLC/unlock characters (i.e. Elphelt, Sin) from the previous game are part of the regular cast.

5 new characters (Johnny, Jam, Jack-O, Raven, Kum) with Dizzy to come as DLC.

Some new stages.

New story mode content.

Game comes as the current arcade balance version of the game, which I have lost track of the changes between it an SIGN. Evidently in latter versions of Xrd, some characters that were very strong at the start of Xrd's lifespan are now rather on the weak end (e.g. Ramlethal), while others remain strong throughout (e.g. Elphelt).

Significant new universal systems.
Stylish Type (i.e. easy/beginner mode) which has autoblocking, one-button-combo, but takes extra damage. Picking Chipp or Millia in this mode problems means you die in a single combo.

Throw Break (in Xrd, one person always won)

Slight changes to homing dash from Dust.

Super Overdrives that consume the Burst gauge.

Blitz Shield more restrictive in what crouching Blitz Shield will reject.

Blitz Attack, which is basically a sort of Focus Attack. While you charge it, it rejects attacks, and when fully charged, it

-- Message too long, Autoquote has been Snipped --


Looks like I will buy. Last GG I played and purchased was accent core.





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"Re(4):Guilty! Such a -REVELATOR-" , posted Wed 8 Jun 18:16post reply

Just pre-ordered it online, I desperately waited for signs of an official distribution in Italy in order to buy it from the store near home but it's 99.9% sure it won't happen. Can't wait for my copy!!





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"Re(5):Guilty! Such a -REVELATOR-" , posted Thu 9 Jun 00:03post reply

That sounds like a nice amount of added content for an update to Xrd. While Arc System's method of expanding on their games isn't my favorite I would like to get one good, solid version of Xrd. Thing is, Sign didn't really grab me for whatever reason and if I buy Revelator I know that ArcSys will announce an arcade-only update featuring Baiken the very next day. What to do, what to do.

Speaking of sequels, Injustice 2 has been announced. The same bad animation and gameplay from Injustice now with the addition of loot crates? At least the decision to pass on I2 is an easy one.





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"Re(6):Guilty! Such a -REVELATOR-" , posted Thu 9 Jun 03:35post reply

quote:
That sounds like a nice amount of added content for an update to Xrd. While Arc System's method of expanding on their games isn't my favorite I would like to get one good, solid version of Xrd. Thing is, Sign didn't really grab me for whatever reason and if I buy Revelator I know that ArcSys will announce an arcade-only update featuring Baiken the very next day. What to do, what to do.

Speaking of sequels, Injustice 2 has been announced. The same bad animation and gameplay from Injustice now with the addition of loot crates? At least the decision to pass on I2 is an easy one.



The loot crate idea sounds like a horrible idea, but to Netherrealm's credit, the animation of MKX was a huge improvement. Now we see if it was just a fluke or not.





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"Re(6):Guilty! Such a -REVELATOR-" , posted Thu 9 Jun 19:35post reply

quote:
That sounds like a nice amount of added content for an update to Xrd. While Arc System's method of expanding on their games isn't my favorite I would like to get one good, solid version of Xrd. Thing is, Sign didn't really grab me for whatever reason and if I buy Revelator I know that ArcSys will announce an arcade-only update featuring Baiken the very next day. What to do, what to do.

Since ArcSys's system is the equivalent of Apple's iPhone strategy, be ready for your game to be obsolete next year regardless.
You may get a solid version of Xrd in 5 years, when the series will begin to dry up and Arc Sys is focusing their energy into rebooting Blazblue 2.

I guess the moment to start would be whenever your favourite character gets added? I personally admire the game, but Xrd reminded me I lack the motor function to play it properly so I'll pass until I forget again.





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"Re(7):Guilty! Such a -REVELATOR-" , posted Thu 9 Jun 21:04post reply

quote:

Since ArcSys's system is the equivalent of Apple's iPhone strategy, be ready for your game to be obsolete next year regardless.
You may get a solid version of Xrd in 5 years, when the series will begin to dry up and Arc Sys is focusing their energy into rebooting Blazblue 2.

I guess the moment to start would be whenever your favourite character gets added? I personally admire the game, but Xrd reminded me I lack the motor function to play it properly so I'll pass until I forget again.



I love it how Arcsys didn't go shy at all in placing on their store Dizzy's system voice; that's like someone screaming from the outside of your house, reminding you that you need to have those bucks more than ready for the next time you meet up.

On a side note, another thing that's horrible for those trying to enter into Guilty Gear is that Ishiwatari expects players to have roughly over 100~ hours of practice with their prefered characters if they want to do stuff beyond "punch -> fireball".

A friend of mine complained that not even for college he needed that level of dedication before never touching the saga again, heh.






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"Re(8):Guilty! Such a -REVELATOR-" , posted Thu 9 Jun 22:44post reply

quote:

On a side note, another thing that's horrible for those trying to enter into Guilty Gear is that Ishiwatari expects players to have roughly over 100~ hours of practice with their prefered characters if they want to do stuff beyond "punch -> fireball".

A friend of mine complained that not even for college he needed that level of dedication before never touching the saga again, heh.



The great thing about the ArcSys games is that they are deep and complicated and a huge amount of effort is expended into making each character really unique and really interesting. Nobody can claim that the characters in GG are headswaps/clones, and even its version of Ken and Ryu are two characters that share no animations/fx/audio/anything-but-joystick-motions.

The problem with ArcSys games is that the characters are so deep and so complicated and so unique that not only do you have to spend a huge amount of time gaining proficiency with any one character, but it is very easy to lose to other characters because you just aren't familiar with what they do and how you fight them. ArcSys fighting games are like the opposite of KOF, where even if you don't know the special moves of a character you can still hyper hop and jump CD and guess that close C chains into forward A or forward B or standing CD.

I remember in one interview with either Mori or Ishiwatari, they said that they wanted to make games that rewarded effort. By making the characters in this way, there is are deep chasms into which you can expend effort in mastering the unique traits of a character, as well as spending effort learning how to deal with other characters, to an extent that few other fighting games have.

I remember one time when I asked one of my pals why they liked Melty Blood so much, they said "because in the time it takes to become good with 1 character in GG, you can become good with at least 3 characters in MB if not more".





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"Re(9):Guilty! Such a -REVELATOR-" , posted Sun 12 Jun 10:21post reply

The tutorial content including character-specific trials (which are not just combo trials, but matchup details like "how to counter move X") in Revelator is really fantastic!

The Xrd tutorial got into very technical things a little too fast (I'll never forget how early it introduces the notion of the safe jump-in....), but the beginner's Revelator tutorial looks great with no emphasis at all on special moves and instead just on basic movement and coming to terms with normals and normal chains. The character-specific matchup challenges have a grading to them, too, to encourage repeated attempts (much like in Xrd).

I'm really impressed!





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"Re(10):Guilty! Such a -REVELATOR-" , posted Sun 12 Jun 17:34post reply

All this talk about Guilty Gear's depth suddenly reminded me the time when somebody around the net kept on deeming GG as a button masher, maybe just because moves look flashy...so far from the truth. (unless the first editions were actually button mashers and I didn't notice because GGXrd -SIGN- is the first GG I've actually poured some time into...)





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"Re(2):Re(10):Guilty! Such a -REVELATOR-" , posted Mon 13 Jun 00:30post reply

quote:
All this talk about Guilty Gear's depth suddenly reminded me the time when somebody around the net kept on deeming GG as a button masher, maybe just because moves look flashy...so far from the truth. (unless the first editions were actually button mashers and I didn't notice because GGXrd -SIGN- is the first GG I've actually poured some time into...)



From what I remember of playing it, the original PS1 Guilty Gear was a fairly standard console 2D fighter, a bit faster paced than average. People called it a button masher due to its pace, but I believe it would have been dismissed for one reason or another regardless of its design. Its real "sin" was that it was a console fighting game, in an era where people wouldn't even try to take a fighting game seriously if it wasn't an arcade title first.

By the time of Guilty Gear X, Guilty Gear was still "different" from the accepted norms, with its rock music, flashy moves, pace, anime stylings, not being a Capcom game, instant kills, and the like. So it was still going to get dismissed immediately by many, and its design still lent itself to being labeled at first sight a button masher.

Thinking about it, I kind of wonder if Guilty Gear's fascination with high complexity and taking hundreds of hours of practice to even be decent with a single character might stem from its early reception. It is so extreme that it feels a bit like over-reaction, a strong desire to be so complex that no one could again get away with calling the game a button masher.





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"Re(3):Re(10):Guilty! Such a -REVELATOR-" , posted Mon 13 Jun 01:48post reply

quote:
From what I remember of playing it, the original PS1 Guilty Gear was a fairly standard console 2D fighter, a bit faster paced than average. People called it a button masher due to its pace, but I believe it would have been dismissed for one reason or another regardless of its design. Its real "sin" was that it was a console fighting game, in an era where people wouldn't even try to take a fighting game seriously if it wasn't an arcade title first.


I loved the first GG game because it was totally nuts. There were so many different ways to land infinites or to juggle people around in the air like they were beach balls it makes you wonder if anyone play tested the game. Then again, every character had a move that could instantly end the match and there was no limit or penalty for trying to DESTROY your foe. Perhaps it was supposed to even out by making all the characters broken? In the end I guess GG was built on the idea of not having limits, making it the most pure distillation of what, in my mind, makes for an ArcSys game. GGX and everything that has followed has tried to be more respectable but at the cost of that initial, fidgety energy.

Keeping with the music theme of GG, GGX is the more slickly produced album that will sound good when performed in a big arena while GG1 is that weird thing someone recorded in their garage.





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"Re(4):Re(10):Guilty! Such a -REVELATOR-" , posted Mon 13 Jun 05:14post reply

I've mentioned it before, but I have such a funny feeling for Guilty Gear, including Xrd, which I own but do not/cannot play. The nutty character designs and playful ROCK AND ROLL aesthetic seem like they should be such a joy for everyone, yet they exist so strangely inside a game that is so completely impenetrable to the uninitiated. What are these weird attack buttons? What is a slash? Why wouldn't I just have commands that use my legs or fists like real life?

I freely admit that on some level, I'm in the wrong for being too bound to the expectations of genre and essentially expecting the fighters I play to more or less work on a Street Fighter/KOF/Tekken/Soul Calibur continuum. But...I just don't want to spend so much time to learn how to play just Arc games. Is this the same as not wanting to bother to learn Icelandic because you can only use it in Iceland?

Man, Xrd sure is a work of art, though. If someone ever made a mod where I could enjoy the visuals with a Street Fighter control scheme, I'd probably be there forever. For now, I will continue to discuss THE MIDNIGHT TRAAAAAAIN (is the song in Revelator, too???) with JJJ.





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"Re(5):Re(10):Guilty! Such a -REVELATOR-" , posted Mon 13 Jun 07:09post reply

quote:
What is a slash? Why wouldn't I just have commands that use my legs or fists like real life?




Well, there is a button called Punch and a button called Kick!

But it absolutely is pretty strange all around. Like, why would Faust's HCF+K be a long range spear thrust? Why is Sol's command grab DP+K? What does Dust even mean?

And quite unlike SF and KOF, even though there is a button called "Slash" and a button called "Heavy Slash", doing a motion and pressing one or the other doesn't always give you weaker/stronger versions of the move! Maybe if you're Sol you can get two versions of DP, but you won't get two versions of Grand Viper.

I've just sort of written it off along with the other 3D fighting games as just things I have to learn. Like in Tekken, it might make sense that not every character is ambidextrous and so can only do moves with one hand/foot or the other, but for any given move, you just kind of have to remember which it is, and if you input it wrong, you'll either get no move or an entirely different move.

SF is relatively consistent in its approach to having multiple strengths of moves, but this tends to come at the cost of fewer unique moves. I can't say I genuinely like one more than the other, especially when in past versions some of the strengths were just useless.





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"Re(6):Re(10):Guilty! Such a -REVELATOR-" , posted Tue 14 Jun 02:52post reply

I'm not sure if this should go to this Fighting Game thread or to the E3 2016 thread, but anyway, Microsoft revealed the seventh character for Killer Instinct Season 3. And it's a huge surprise...

...not.

Now, only one spot remains, which means that either Eyedol will be ignored for the third time in a row (not that he had great chances to appear in Season 1 or 2, but still...), or Thunder's brother Eagle (presented in the last chapter of the KI Novella, published every week on the game's official website as a way to present the backstory for the new characters) will be left out. Hopefully at least one of them makes the cut - or, if neither of them does, that at least the last spot is given to an official character. Three guests is already too much; the last thing this game needs is a fourth one...





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"Re(7):Re(10):Guilty! Such a -RAAM-" , posted Tue 14 Jun 04:53post reply

quote:
I'm not sure if this should go to this Fighting Game thread or to the E3 2016 thread, but anyway, Microsoft revealed the seventh character for Killer Instinct Season 3. And it's a huge surprise...

...not.


KI should be congratulated on making it to three seasons. Too bad the third season is being clogged up with guest stars like General Goat or whatever instead of being used as a chance to build up the KI roster and backstory.

In other fighting game news, it looks like the clash system is back in Injustice 2. As a non-player of the series I have to ask, did anyone like that system? In the matches I watched the clashes were momentum killers where the outcome was always known. Is there something interesting about that game mechanic that I'm missing?





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"Re(8):Re(10):Guilty! Such a -RAAM-" , posted Tue 14 Jun 05:04post reply

quote:
KI should be congratulated on making it to three seasons. Too bad the third season is being clogged up with guest stars like General Goat or whatever instead of being used as a chance to build up the KI roster and backstory.


The sad part is, the developers ARE building up the KI roster and backstory (the Novella is giving more insight about the official KI roster, and apparently the Shadow Lords Mode will bring more development to the story than the Story Modes of Seasons 1 and 2 - not that it's particularly hard to do that, of course), but the excess of guests is preventing them from adding more new stuff. I mean, RAAM has taken the place of either Eyedol or Eagle, Arbiter got a stage while official characters like Mira and Gargos didn't, and so on.

If KI manages to get a Season 4, I really hope they don't repeat the excess of guest characters (although that's most likely what would happen).

quote:
In other fighting game news, it looks like the clash system is back in Injustice 2. As a non-player of the series I have to ask, did anyone like that system? In the matches I watched the clashes were momentum killers where the outcome was always known. Is there something interesting about that game mechanic that I'm missing?



The only interesting thing in the Clash system was to watch the interactions between certain heroes and/or villains (which gets old after a while); other than that, nothing really interesting.

Then again, it seems NRS is great at making content that gets old fast and still managing to sell loads of copies. MKX's Fatalities and Story Mode (which IS amazing, I'm not complaining, but once you finish it, there isn't much incentive to play it again) are a proof of that.





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"Re(9):Re(10):Guilty! Such a -RAAM-" , posted Tue 14 Jun 09:08post reply

I had no problems with the guest characters, they are only a 1/8 of the game, and they already gave us lots of new characters (even though I don't like most them) and all the characters from the first 2 games are included (I'm sure that eyedol is the last character to be revealed)





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"Re(10):Re(10):Guilty! Such a -RAAM-" , posted Tue 14 Jun 23:32post reply

quote:
I had no problems with the guest characters, they are only a 1/8 of the game, and they already gave us lots of new characters (even though I don't like most them) and all the characters from the first 2 games are included (I'm sure that eyedol is the last character to be revealed)



I WAS sure that Eyedol would be the last character, but like I said before, the last chapter of the KI Novella heavily hints that Eagle (Thunder's brother) could be the final character instead. Which wouldn't actually be a bad thing (Thunder's backstory mentions that Eagle excels both as a wrestler and as an amateur boxer - that could be a very interesting playstyle), but then we wouldn't really have all characters from the first two games (even if Eyedol was the second lamest of them all back then, Gargos being the first one).

And, if Eyedol is indeed the final character, it means Eagle won't manage to debut (unless they come up with the "special 9th character" again, but nothing was even hinted about it for Season 3 so far, while Shadow Jago was kinda available from the start for people who pre-purchased Season 1, and Omen was already teased in the Season 2 launch trailer)...

---

By the way, thanks to all these Novella chapters and prelude backstories on the Ultra Combo website, I must apologize to the developers: I once said that Season 1's Story Mode was following the events of KI2, while Season 2's Story Mode seemed to reboot not only the events of the previous games, but also the ones from Season 1.

Thanks to the backstories, I got to understand that Season 1 was already a reboot which just reused some ideas from the old games (like Gargos fooling Jago or Sabrewulf and Glacius being captured by Ultratech) to describe the KI Tournament, while Season 2 describes the events following the end of the tournament (Combo and Orchid invading Ultratech, Kan-Ra being set free and then hunted by Aganos and Maya, and so on), ending with ARIA manipulating Kan-Ra to free Gargos - which will be followed on in Season 3's Shadow Lords Mode.

Sure, there are still some visible plot holes (like Sabrewulf supposedly participating of a previous KI Tournament instead of the last one, Sadira's death by Cinder's hands being retconned to them never actually fighting, or the Novella describing Aganos and Maya as former contestants of the KI Tournament when both of them hadn't even left Maya's temple before it was attacked in Season 2), but at least they're trying to fix their mess.





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"Re(6): Injustice Animations" , posted Thu 16 Jun 01:45post reply

quote:
That sounds like a nice amount of added content for an update to Xrd. While Arc System's method of expanding on their games isn't my favorite I would like to get one good, solid version of Xrd. Thing is, Sign didn't really grab me for whatever reason and if I buy Revelator I know that ArcSys will announce an arcade-only update featuring Baiken the very next day. What to do, what to do.

Speaking of sequels, Injustice 2 has been announced. The same bad animation and gameplay from Injustice now with the addition of loot crates? At least the decision to pass on I2 is an easy one.



I guess I will reply to this post again.

But if anyone has been paying attention to Injustice 2, it appears they are reusing assets from Injustice 1.

They even kept Batman's horrible stance.

It also appears that gear upgrades change the properties of certain moves.

Link Here

They mention throwing three Batarangs instead of 1.

It also appears that there will be a tournament mode to keep things standardized

Link Here

Thats good to know for the tournament crowd and tournament watching experience.

I honestly am not sure how to feel about this game yet. In the end I think it will depend on who is on the roster, which I imagine will be more inspired by the movies and CW shows. It is cool to see Atrocitus and Dex Starr on the initial reveal so I have hopes for a wide range of characters.

I wish they went with a MKX variant system which tied into a spin of the Crisis on Infinite Earths story where each variant was a different Earth.





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"Re(7): Injustice Animations" , posted Thu 16 Jun 03:24post reply

quote:
I guess I will reply to this post again.

But if anyone has been paying attention to Injustice 2, it appears they are reusing assets from Injustice 1.

They even kept Batman's horrible stance.

Why did they go and do a silly thing like that? Out of all the characters in the game you think they would at least want to make certain Batman looks impressive. It's Batman for crying out loud.

It sounds like in addition to reused assets there are going to be a lot of reused systems in I2. MK games have featured radical shake-ups in the way they play but for whatever reason I2 looks like it's sticking close to the formula. Perhaps it's easier to make changes when you don't have to deal with outside influences such as the owners of the DC characters.

I guess I should say something positive so this doesn't turn into a litany of complaints:

1. While the armor mostly look lousy I at least appreciate that you can change the color scheme to something that's not totally drab.

2. There's a gorilla in the game. Not enough games give you the option to play as one of the large primates.





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"Re(8): Injustice Animations" , posted Thu 16 Jun 04:50post reply

quote:
I guess I will reply to this post again.

But if anyone has been paying attention to Injustice 2, it appears they are reusing assets from Injustice 1.

They even kept Batman's horrible stance.
Why did they go and do a silly thing like that? Out of all the characters in the game you think they would at least want to make certain Batman looks impressive. It's Batman for crying out loud.

It sounds like in addition to reused assets there are going to be a lot of reused systems in I2. MK games have featured radical shake-ups in the way they play but for whatever reason I2 looks like it's sticking close to the formula. Perhaps it's easier to make changes when you don't have to deal with outside influences such as the owners of the DC characters.

I guess I should say something positive so this doesn't turn into a litany of complaints:

1. While the armor mostly look lousy I at least appreciate that you can change the color scheme to something that's not totally drab.

2. There's a gorilla in the game. Not enough games give you the option to play as one of the large primates.



On the flip side, Supergirl actually looks like a woman (not exactly a good-looking woman, but way better than the women in Injustice 1). If Raven is still in Injustice 2, I really hope NRS fixes her face (and her voice).

But really: Gorilla Grodd? Atrocitus? I'm pretty sure there were characters who were much more expected than them (I'd also complain about another derivation of Superman, but the reason for Supergirl's inclusion is quite obvious). John Constantine? Black Canary? Starfire? If they want to increase the number of villains, there are also better choices (Captain Boomerang, Star Sapphire, Cheshire and Dr. Light are just some of the bad guys that I could list right now - and that's not even considering the huge cast of Batman villains...).





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"Re(7): Injustice Animations" , posted Thu 16 Jun 18:03post reply

quote:
I wish they went with a MKX variant system which tied into a spin of the Crisis on Infinite Earths story where each variant was a different Earth.


The multiverse is the most interesting part of DC comics to me, but the possibilities are too vast and the balancing process kinda forces them to narrow things down to keep it all under control. Still, if the previous game is any indication, there's no shortage of possibilities for alternate skins for each character based on the concept.





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"Re(8): Injustice Animations" , posted Thu 16 Jun 22:24post reply

By the way, I wonder if all the characters from the previous game will return (except Scorpion, of course). While there probably aren't many people that will miss Solomon Grundy or Killer Frost, they were still kinda cool in the game. And I'd be really sad if Zod didn't return for the sequel; I barely knew him before Injustice (and the Man of Steel film didn't help his image very much), but he turned out to be so badass he may be my favorite villain in that game.





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"Re(6):Re(10):Guilty! Such a -REVELATOR-" , posted Thu 16 Jun 23:33post reply

Sorry for being late to reply, but thanks everyone for the interesting insights about Guilty Gear, a pleasant reading like always. I got my copy today, the graphics update is impressive and ArcSys finally bother to reveal -right away in Sol's arcade mode episode-a certain lore detail everyone and their grandma had guessed a long time ago...the Revelator subtitle is appropriate for sure :D



Spoiler (Highlight to view) -
I'm a little baffled at how the disc was freely floating in its own box instead of being held in place by the button thingy, but it's no big deal as long as it works fine.

End of Spoiler







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"Re(7):Re(10):Guilty! Such a -REVELATOR-" , posted Fri 17 Jun 00:34post reply

quote:
Sorry for being late to reply, but thanks everyone for the interesting insights about Guilty Gear, a pleasant reading like always. I got my copy today, the graphics update is impressive and ArcSys finally bother to reveal -right away in Sol's arcade mode episode-a certain lore detail everyone and their grandma had guessed a long time ago...the Revelator subtitle is appropriate for sure :D





Please let me know what are your thoughts on the game. I haven't played GG since the Dreamcast days. I kind of wanted to try it out but all the talk on how demanding the game is made me think it twice.





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"Re(8):Re(10):Guilty! Such a -REVELATOR-" , posted Fri 17 Jun 03:05post reply

quote:
I kind of wanted to try it out but all the talk on how demanding the game is made me think it twice.



Guilty Gear has always been demanding, but GG Xrd is probably the least demanding GG in about a decade. It's certainly less demanding than GGXX series, where you had to spend time in training learning how to FRC. GGAC made everybody so lethal (... if you learned the combos... ) and increased the game speed and added a super-tight parry mechanic that it was probably the most hardcore of all the GGs.





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"Re(8):Re(10):Guilty! Such a -REVELATOR-" , posted Fri 17 Jun 03:43post reply

quote:

Please let me know what are your thoughts on the game. I haven't played GG since the Dreamcast days. I kind of wanted to try it out but all the talk on how demanding the game is made me think it twice.



I'm sorry, but I can't be of much help for a couple weeks, I'll be busy enough that I'll only be able to slowly progress in story-driven modes in Revelator. Spoon gave you a truthful answer anyway, GGXrd -SIGN- is viewed as a simpler game compared to the XX subseries, so I don't think Revelator can be suddenly back to that complexity.





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"Shadow Lords Mode preview" , posted Sat 18 Jun 03:54post reply

Yesterday, the Killer Instinct developers previewed the Shadow Lords Mode. It is quite... different.

When the first screenshots leaked, it seemed to be like UMvC3's Heroes and Heralds Mode, but now it seems more like Playdom's Marvel: Avengers Alliance game - except with actual fighting instead of the turn-based battles. Oh, and it's also Season 3's Story Mode, following the story of whoever you choose to be the captain of your team and including special texts or cinematics depending of the player's choices.

I'm still not sure about my opinion about this mode. It can either become a huge mess or something really addictive. Let's hope for the latter.





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"Verdict Guilty" , posted Sun 19 Jun 00:13post reply

5 days ago a new fighting game called Verdict Guiltywas released on steam.

I didn't liked the art from the game, but since it was hella cheap, I bought it anyway. This game was developed by koreans and has a detective/police setting. There are 8 characters (Including the token women from the 90's) who are divided between the police force and the villians.

The game recreates well the feeling of those unpolished fighting games from he 90's, it has orthopedic movement and the hitboxes/hitstuns are at times weird, and has some mechanics that could be interesting for some

- All the characters had a movement that spend bullets.
- Characters can only do 1 throw per round, that being said, the throws are special moves: The police characters can handcuff you for 3 seconds, in this state you can't block or do moves but you cant move. The villians set a bomb on your body that will explode after 15 seconds.

I can't see myself playing this that much since it doesn't had online mode, but for $2.24 I think that is an ok game that could get you some laughs while playing on versus. Also even though the artwork isn't my taste at all, I liked the police setting and the use of pixel art that recreates well those games from the 90's (even though not like the masterpieces from SNK or Capcom)





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"Re(1):Shadow Lords Mode preview" , posted Sun 19 Jun 00:16post reply

quote:
I'm still not sure about my opinion about this mode. It can either become a huge mess or something really addictive. Let's hope for the latter.



It is kind of worrying that they are happily bragging about making Gargos the cheapest fighting game boss ever. Because that is what makes a boss fun.

Mind, I find cheap boss design to be a very bad thing, something that completely kills any entertainment and one of the biggest/widest-spread single-player mode issues in fighting game design.





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"Re(2):Shadow Lords Mode preview" , posted Sun 19 Jun 02:14post reply

quote:
It is kind of worrying that they are happily bragging about making Gargos the cheapest fighting game boss ever. Because that is what makes a boss fun.

Mind, I find cheap boss design to be a very bad thing, something that completely kills any entertainment and one of the biggest/widest-spread single-player mode issues in fighting game design.



Well, they explained that Gargos will be the cheapest fighting game boss ever IF you don't manage to defeat any of his Omens; for every Omen you defeat, Gargos won't have one of his buffs in the final battle.

They also mentioned that every time a player is defeated by Gargos in Shadow Lords, s/he will get better items the next time s/he tries this mode again, so I guess people may manage to defeat Gargos after some time.

One thing I wonder, though, is why they decided to name this mode "Shadow Lords", in plural, since Gargos is the only Shadow Lord in the game... unless Gargos's Omens are also counted as Shadow Lords.





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"Re(3):Shadow Lords Mode preview" , posted Sun 19 Jun 03:01post reply

quote:
Well, they explained that Gargos will be the cheapest fighting game boss ever IF you don't manage to defeat any of his Omens; for every Omen you defeat, Gargos won't have one of his buffs in the final battle.


The idea that I got was that the buffs were on top of Gargos already intentionally being designed to be cheap.

When talking about how cheap a boss he was, they specifically spoke about things like his specially designed "cheap" AI and his moveset.

They didn't get into the Shadowlords buffs until later in the video. There, they pretty much described removing Gargos's buffs not as a way to make the fight fair, but rather to just make the fight winnable. (I believe the interviewer mentioned making the fight fair, but they didn't state agreement.) Besides, Gargos's buffs in that mode are already at least somewhat countered by the buffs the player can also accumulate, so I'm not sure how much they count towards "cheapness".





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"Re(1):Verdict Guilty" , posted Sun 19 Jun 06:02post reply

quote:
5 days ago a new fighting game called Verdict Guiltywas released on steam.

I didn't liked the art from the game, but since it was hella cheap, I bought it anyway. This game was developed by koreans and has a detective/police setting. There are 8 characters (Including the token women from the 90's) who are divided between the police force and the villians.

The game recreates well the feeling of those unpolished fighting games from he 90's, it has orthopedic movement and the hitboxes/hitstuns are at times weird, and has some mechanics that could be interesting for some

- All the characters had a movement that spend bullets.
- Characters can only do 1 throw per round, that being said, the throws are special moves: The police characters can handcuff you for 3 seconds, in this state you can't block or do moves but you cant move. The villians set a bomb on your body that will explode after 15 seconds.

I can't see myself playing this that much since it doesn't had online mode, but for $2.24 I think that is an ok game that could get you some laughs while playing on versus. Also even though the artwork isn't my taste at all, I liked the police setting and the use of pixel art that recreates well those games from the 90's (even though not like the masterpieces from SNK or Capcom)



What's they button layout for the game? I hope it's just 4 buttons at max.

Only being able to throw once per round sounds like the weirdest mechanic in a fighting game ever.





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"Re(1):Verdict Guilty" , posted Sun 19 Jun 06:27post reply

quote:
it has orthopedic movement



This is a remarkable phrase and I request that you explain it to me because my brain is delighting in creating interpretations for it and I need to make it stop.





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"Re(2):Verdict Guilty" , posted Sun 19 Jun 08:44post reply

quote:
it has orthopedic movement


This is a remarkable phrase and I request that you explain it to me because my brain is delighting in creating interpretations for it and I need to make it stop.



hahaha, I must had fucked up my english, but I try to use it as a way to say that the movement feels stiff, like a prothesis





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"Re(3):Verdict Guilty" , posted Wed 6 Jul 22:14post reply

Not exactly news, but something for speculation: the KI development team is conducting a survey to know what character and what features the players would like to see in the game. Considering that the final Season 3 character should be nearly finished by this point, could they be already planning a Season 4?

If so, the inclusion of both Eyedol and Eagle (Thunder's brother) in the survey would imply that neither of them will be in Season 3, which is a shame. On the other hand, some of the ideas for new characters in the survey do sound interesting, like the djinn and the magic archer. If a Season 4 really becomes reality, I just hope they won't fill it with many guests like they did with Season 3...





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"Killer Instinct Bros" , posted Fri 8 Jul 03:16post reply

If they want to go full guest characters, I will not mind it at all, since I really have never taken the original roster so seriously (and neither did rare imo)

They could still use some characters from Jet Force Gemini in honor of rare, or Marcus Fenix who is still the coolest character from ms imo.





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"Re(1):Killer Instinct Bros" , posted Fri 8 Jul 22:42post reply

quote:
If they want to go full guest characters, I will not mind it at all, since I really have never taken the original roster so seriously (and neither did rare imo)

They could still use some characters from Jet Force Gemini in honor of rare, or Marcus Fenix who is still the coolest character from ms imo.



Yeah, Rare's take on the game was goofy, but Microsoft seems to be taking the roster more seriously (Jago isn't dropping cars on people, Maya isn't dropping elephants on people, Orchid isn't flashing her opponents, and so on)...

That said, the Jet Force Gemini twins could indeed be cool guest characters. They could even follow the Ryu Hayabusa route and become part of the roster for real, including future installments and all.





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"Es in action in BlazBlue" , posted Mon 11 Jul 00:45post reply

In other news, Arc System Works released the official trailer for XBlaze's Es debut in BlazBlue Centralfiction.

Considering that the game is scheduled for home consoles only in October, I wonder if Mai Natsume (from Remix Heart) and Jubei will finally debut in it, or if ASW is saving them for DLC/BBCF Extend...





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"Where in the world is Carm... er, Eyedol??" , posted Thu 14 Jul 06:01post reply

First of all, sorry for my third post in a row here (although my previous one was done some days ago)...

That said, despite the survey conducted by the Killer Instinct developers seeming to indicate a possible Season 4, this seems a lot more unlikely now that Microsoft announced the release of Killer Instinct: Definitive Edition for September.

That said, this seems to be a very appealing package, including the classic games, trailers... AND ITS AMAZING SOUNDTRACK!!!

Now, if this means that Season 3 is the end for KI, and if the game will really stop at 26 characters, then the final spot better be given to EYEDOL! Please don't disappoint me now, Microsoft.

(although not all the information there seems to be reliable; it mentions the game has "20 stages", but we know that Shadow Lords Mode features a 21st stage...)





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"Re(1):Where in the world is Carm... er, Eyedo" , posted Thu 14 Jul 07:43post reply

I actually like that you post news about games less popular on the café, JaP. Even if I don't react to those, I read those posts to know what's going on there, so don't worry about posting several times in a row (I know I wouldn't).







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"Re(2):Where in the world is Orchid" , posted Thu 14 Jul 13:57post reply

quote:
I actually like that you post news about games less popular on the café, JaP. Even if I don't react to those, I read those posts to know what's going on there, so don't worry about posting several times in a row (I know I wouldn't).

Oh yes, I could happily host a 100-post thread with myself about how great Fuurai or the new Lupin series are (oh wait, I already did for the latter), so no fear there on multi-posting.

I remember playing a lot of KI2 while visiting Sea World in San Antonio, Texas at age 11 or so. I remember that Orchid's theme was hot hot hot, so if the new entry's soundtrack is anything like it, I totally get Just a Person's enthuasiasm.





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"Re(3):Where in the world is Orchid" , posted Thu 14 Jul 23:45post reply

quote:
I actually like that you post news about games less popular on the café, JaP. Even if I don't react to those, I read those posts to know what's going on there, so don't worry about posting several times in a row (I know I wouldn't).
Oh yes, I could happily host a 100-post thread with myself about how great Fuurai or the new Lupin series are (oh wait, I already did for the latter), so no fear there on multi-posting.

I remember playing a lot of KI2 while visiting Sea World in San Antonio, Texas at age 11 or so. I remember that Orchid's theme was hot hot hot, so if the new entry's soundtrack is anything like it, I totally get Just a Person's enthuasiasm.


I remember Iggy once noted that he was using the board as a personal journal which seems to me like the best approach. Even if someone doesn't respond to your post odds are someone is interested in what you are talking about. If not, then you can at least take comfort in the fact that you are educating the masses so they can finally have some good taste in games and popular culture.





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"Re(4):Where in the world is Orchid" , posted Fri 15 Jul 19:57:post reply

JaP: no worries. As for me, it's just that I don't have the game right now (I don't have an XOne nor a PC powerful enough to run it).

I'd dare to say I'd buy one of them if somebody sells it on eBay or something...that typo x'D





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"Re(5):Where in the world is Orchid" , posted Sat 16 Jul 05:16post reply

Thanks, everyone! And yes, the soundtrack for the new game is quite amazing!

Today, Iron Galaxy announced that Shadow Lords mode will only be released on September 20, same launch day of the Definitive Edition.

As for the final character, s/he will be revealed tomorrow. I hope the developers have chosen wisely who to pick as the final entry on the roster, or they may experience the same fan reaction that Capcom experienced when Decapre was revealed as the final USFIV character...





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"Re(6):Where in the world is Orchid" , posted Sun 17 Jul 00:01post reply

quote:
Thanks, everyone! And yes, the soundtrack for the new game is quite amazing!

Today, Iron Galaxy announced that Shadow Lords mode will only be released on September 20, same launch day of the Definitive Edition.

As for the final character, s/he will be revealed tomorrow. I hope the developers have chosen wisely who to pick as the final entry on the roster, or they may experience the same fan reaction that Capcom experienced when Decapre was revealed as the final USFIV character...


That certainly sounds like a better deal for KI fans than the latest debacle in the continuing goat rodeo that is SF5.





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"Re(7):Where in the world is Orchid" , posted Sun 17 Jul 14:18post reply

quote:
That certainly sounds like a better deal for KI fans than the latest debacle in the continuing goat rodeo that is SF5.



Wow, that's... yeah, that's not the best way to have your fans hyped up for new content, Capcom.

Now, THIS is a way to have your fans hyped up!

Thanks, Iron Galaxy!





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"Dizzied....." , posted Mon 18 Jul 11:03post reply

4 gamer article is there with basically the same stuff that was said during Evo; they even put there the result of the pool to remind us that actually interesting characters didn't had the chance due to some ignorant dude that doesn't play clicking on his 2D waifu non stop. Instead of that, finally adding color customization so that we aren't let "happy" with the staff's horrible palette choices is the best news they had in there. Oh, and supposedly rebalance incoming?

For other games, Bob who actually looks even better than before and Master Raven who is there to make us facepalm but at least we can be glad that they are not horrible guest chara are now there on Tekken 7.... Well, I suppose this sort of confirms that they are going to announce characters on pairs; which if they announce monthly till early next year (game release date) would mean that they can fill the character screen (it has like 14~ free spaces if you assume is going to end in a rectangle shape).






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"Re(1):Dizzied....." , posted Mon 18 Jul 12:29post reply

quote:
4 gamer article is there with basically the same stuff that was said during Evo; they even put there the result of the pool to remind us that actually interesting characters didn't had the chance due to some ignorant dude that doesn't play clicking on his 2D waifu non stop. Instead of that, finally adding color customization so that we aren't let "happy" with the staff's horrible palette choices is the best news they had in there. Oh, and supposedly rebalance incoming?

For other games, Bob who actually looks even better than before and Master Raven who is there to make us facepalm but at least we can be glad that they are not horrible guest chara are now there on Tekken 7.... Well, I suppose this sort of confirms that they are going to announce characters on pairs; which if they announce monthly till early next year (game release date) would mean that they can fill the character screen (it has like 14~ free spaces if you assume is going to end in a rectangle shape).



I actually think that everybody in GGXX is very interesting, so anybody they bring back is good news to me! Even the most fanservice-y of characters have unique and interesting gameplay gimmicks!

Meanwhile at the EVO tournament, GO1 Chun vs. Nemo claw has resulted in the match ending with Chun doing a super followed by a stomp for the finish. Straight up SF2 movie ending. So good.

LI Joe is the underdog American hero, and has managed to win his first match!

Infiltration is still gdlk







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"Infiltration is really, really good at SFV" , posted Mon 18 Jul 14:37:post reply

There was a round where with no meter, against Yukadon's Nash that had a super stocked, Infiltration just walked forward slowly, crouching and jabbing, daring Yukadon to try supering him.

There was a moment where he got 3 consecutive perfect rounds on Fuudo.

There was a mindbending defensive moment at the final moments of the final round where he V-Triggered out of the corner, into an incoming Nadeshiko, and blocked it all, and jumped out of the tick throw. I am not sure if he just freestyled it or if he actually has something prepared for this situation because SERIOUSLY

The first match with Fuudo was terrific by Fuudo, but Infiltration's adaptation to Fuudo's interesting neutral game in the second and third matches was too much.

Everybody in top 8 earned their spot, but I do wish we had the chance for a runback with Tokido/Infiltration. That said, Infiltration's conquest of SFV cannot be denied. He is absolutely the best, and frankly I think it's great that he is, because his playstyle is so varied and so fluid that watching him slip around all of his many strong opponents is a joy. I hope all high tier characters can be as multidimensional as Nash in SFV, and that the greatest players of them can be as brilliant as Infiltration.





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"Re(1):Dizzied....." , posted Mon 18 Jul 20:29post reply

quote:
For other games, Bob who actually looks even better than before and Master Raven who is there to make us facepalm but at least we can be glad that they are not horrible guest chara are now there on Tekken 7....
I like both Bob's return (my reason to have played SFxT for far too many hours) an Master Raven, but I hope Miguel is next.
And no "Lady Miguel" or "Miguelita" please.





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"Re(2):Dizzied....." , posted Mon 18 Jul 21:18:post reply

quote:
I like both Bob's return (my reason to have played SFxT for far too many hours) an Master Raven, but I hope Miguel is next.
And no "Lady Miguel" or "Miguelita" please.



100% agree! Raven, Bob and Miguel are among my favorite Tekken characters; it's amazing to see the first two of them back, and hopefully Miguel will be added soon. Tekken 7 needs a Spanish-speaking character, and who would be better to fill this spot than a hardass expert in street fighting?

This time I won't even ask Harada to bring Michelle back (as long as, assuming Julia will fill her spot again, Michelle can at least appear in her ending).

---

EDIT: oh, now I saw that "Master Raven" isn't the Tekken 5/6 Raven, but a new character... now the "Miguelita" joke makes sense.

It's sad that the actual Raven may be left out of Tekken 7 because of that... oh well, at least Master Raven looks really cool (even if she just seems to reuse Raven's moves without having her own signature moves).





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"Re(1):Infiltration is really, really good at " , posted Mon 18 Jul 23:35post reply

A few quick thoughts:

Kudos to Iron Galaxy for figuring out a new gimmick for Eyedol. It gives him a bit of a tragic backstory while keeping him as ridiculous as he has always been.

I guess someone finally realized that having a character that looks exactly like Wesley Snipes wasn't a good idea. Still, couldn't they at least have come up with a more distinct name for the new Raven?

I was in and out of watching the Evo stream (well, I guess it will soon be known as the US Evo) but I enjoyed what I saw. The Sunday finals were Eyedol levels of huge and absurd. The mix of professional production and organic fandom gave us amazing sights such as massive television screens projecting a picture of someone like Aris into a giant arena full of people. While I have been very critical of SF5 it works just fine as a spectator sport. Even if I don't spend any money on overpriced DLC for the game I would be perfectly willing to watch more events such as that. Considering that Capcom partnered with all these groups just to push the games this is a terrible outcome but the progression of fighting games has been so weird it might as well have a weird ending.





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"Nohoho passes away..." , posted Wed 27 Jul 22:11post reply

I've just read Nohoho passed away some days ago. Thank you for everything, and rest in peace...





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"Tekken 7 bios" , posted Tue 13 Sep 00:18post reply

"Lucky Chloe used one weird trick to become famous (North Americans hate her!)"

From Famitsu with English translation at Avoiding the Puddle.





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"Re(1):Tekken 7 bios" , posted Tue 13 Sep 03:38post reply

quote:
"Lucky Chloe used one weird trick to become famous (North Americans hate her!)"

From Famitsu with English translation at Avoiding the Puddle.



Now that's an amusing bio! And so true...

Overall, I liked them, although Katarina's doesn't seem to fit with her personality (she seems quite calm and sassy for someone whose father disappeared), and Kazumi's doesn't explain why she looks like Heihachi's granddaughter (Kazuya looks like her father, so it's probably not the Devil Gene).

I wonder if there will be any other people joining the roster before the game reaches the consoles. I'd love to see Miguel (because he punches hard and it would be cool to have a Spanish-speaking character), Zafina (because if her participation ended in Tekken 6, she's the most pointless character ever in this franchise) and Julia (only because her presence means Michelle could make a cameo in her ending).





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"Re(1):Tekken 7 bios" , posted Tue 13 Sep 16:59post reply

quote:
"Lucky Chloe used one weird trick to become famous (North Americans hate her!)"


LOL I took a while to get it because I had to install AdBlock in Chrome months ago xD (I'm all for traffic monetization, but ads included in sites like Wikia often made my OS slower than a sloth...)

Anyway, I'm super happy for Claudio's role in the story, because I love this kind of character and he's Italian :D I'm curious to know who is his voice actor, I looked for info when footage of him first showed up but I didn't find anything.

Bamco doesn't want to reveal Chloe's nationality right now...may she be more than meets the eye in terms of plot? She's tied to G Corporation after all.

I seriously agree with JaP about Kazumi looking so insanely young xD May be another detail being saved for later.

Now there's just one thing I feel Tekken 7 is missing in my opinion: JUN KAZAMA. It's the damn conclusion of the Mishima feud, and she's knee deep involved in the events of this saga. I don't even dare to ask that she's made playable, but I need to see her in at least one story cutscene.





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"Re(2):Tekken 7 bios" , posted Tue 13 Sep 22:35post reply

quote:
Now there's just one thing I feel Tekken 7 is missing in my opinion: JUN KAZAMA. It's the damn conclusion of the Mishima feud, and she's knee deep involved in the events of this saga. I don't even dare to ask that she's made playable, but I need to see her in at least one story cutscene.



Completely agree! Although considering the way Tekken's story has been conducted, it could turn out like this:

Jun: "Ah, there you are, Jin!"
Jin: "MOM?? I thought you were dead... or became Unknown or something..."
Jun: "No, I just took some vacations and when I came back, you weren't home... I've been there all these years. Now leave this young lady alone and let's go home."
Jin: "Uh... mom, that's my grandma."
Jun "...She really needs to tell me what beauty product she uses."
Michelle and Kunimitsu, appearing out of nowhere: "Yeah, then maybe someday Bamco will bring us back despite our ages."





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"Re(3):Tekken 7 bios" , posted Wed 14 Sep 01:41post reply

quote:

Jun: "Ah, there you are, Jin!"
Jin: "MOM?? I thought you were dead... or became Unknown or something..."
Jun: "No, I just took some vacations and when I came back, you weren't home... I've been there all these years. Now leave this young lady alone and let's go home."
Jin: "Uh... mom, that's my grandma."
Jun "...She really needs to tell me what beauty product she uses."
Michelle and Kunimitsu, appearing out of nowhere: "Yeah, then maybe someday Bamco will bring us back despite our ages."


Given how some TTT2 endings make fun of the Mishimas, it's kinda fitting xD





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"BBCF news: Mai in, English dub out" , posted Thu 15 Sep 04:37post reply

Good news: the new BlazBlue: Central Fiction trailer shows that Mai Natsume will indeed be part of the playable roster (even though s/he wasn't considered important enough to get a trailer of her/his own, like Es...). Rumors say that Trinity Glassfille and Jubei could also be included in this game, so let's wait and see.

Bad news: apparently Arc System Works decided not to include an English dub for BBCF. I can understand their reasons, since without it the game can be released sooner all around the world, but it's a pity nevertheless; the English dub from the previous BB entries were really good, in my opinion...





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"Re(1):BBCF news: Mai in, English dub out" , posted Thu 15 Sep 15:40post reply

I'm all for English dubs in Japanese games as long as Western editions are fully dual audio, which ArcSys always does minus P4U2 and Vita conversions IIRC. So, the lack of an English dub in GGXrdR and BBCF makes me a bit worried.

Yesterday I booted DoA5LR for the first time in ages in order to try Naotora -I still hadn't bought her- and Mai. Naotora looks fun with all those crazy lightning kicks, Mai...oh well, I'm partial here. She's an SNK character and has fire powers, I couldn't ask for anything better. I kinda was in a rush so I didn't manage to trigger a stage hazard with her Power Blow -I tried her in the Zack Island stage after all xD-, and I forgot to check out the mashup costumes though I bought the whole set instead of just Mai.





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"Re(2):BBCF news: Mai in, English dub out" , posted Fri 16 Sep 02:51post reply

quote:
I'm all for English dubs in Japanese games as long as Western editions are fully dual audio, which ArcSys always does minus P4U2 and Vita conversions IIRC. So, the lack of an English dub in GGXrdR and BBCF makes me a bit worried.

Yesterday I booted DoA5LR for the first time in ages in order to try Naotora -I still hadn't bought her- and Mai. Naotora looks fun with all those crazy lightning kicks, Mai...oh well, I'm partial here. She's an SNK character and has fire powers, I couldn't ask for anything better. I kinda was in a rush so I didn't manage to trigger a stage hazard with her Power Blow -I tried her in the Zack Island stage after all xD-, and I forgot to check out the mashup costumes though I bought the whole set instead of just Mai.



Mai (Shiranui)'s adaptation to DOA5LR seems very good. I didn't expect Team Ninja to keep her special attacks and all, but not only they did it, her transition to a fully 3D environment seems flawless. Despite DOA's fame as a fanservice game, the developers do deserve credit for getting guests from other games like VF, KOF and Naotora's game and still make them play like in their games without the result becoming a mess.

By the way, Mai (Natsume)'s individual trailer is finally up! It's interesting to see BBCF will merge the main game's plot with the plot of its several tie-ins (like Mai's manga, Es's visual novel games and Naoto's and Celica's novel series) - now, if it will manage to make all of these plots converge into a single, cohesive story, one can only hope...





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"Re(3):BBCF news: Mai in, English dub out" , posted Fri 16 Sep 03:55post reply

At this point all fighting game characters are going to be renamed "Mai."

In other crossover fighting game news, the upcoming 3DS One Piece fighting game is going to feature cross-game battles with the recent Dragon Ball 3DS fighter. I sure hope Mai from Pilaf's gang is playable!





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"Re(4):BBCF news: Mai in, English dub out" , posted Fri 16 Sep 04:25post reply

quote:
At this point all fighting game characters are going to be renamed "Mai."

In other crossover fighting game news, the upcoming 3DS One Piece fighting game is going to feature cross-game battles with the recent Dragon Ball 3DS fighter. I sure hope Mai from Pilaf's gang is playable!



Me too, she's my favorite Mai!





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"Re(4):BBCF news: Mai in, English dub out" , posted Fri 16 Sep 11:33post reply

quote:
At this point all fighting game characters are going to be renamed "Mai."



I was hoping to check out BBCF's Mai at TGS but she's only going to be available on public days unfortunately. The preorder DLC character Es was available for playing.

Given that BBCF might be the closing iteration in the series, I do wonder if this is going to be the last pixel-based fighter we'll be seeing from Arc System Works. It's a 720P game that's playing in 1080P on the PS4 and the stretched graphics doesn't do justice to it.





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"Re(3):BBCF news: Mai in, English dub out" , posted Fri 16 Sep 11:38post reply

quote:
I'm all for English dubs in Japanese games as long as Western editions are fully dual audio, which ArcSys always does minus P4U2 and Vita conversions IIRC. So, the lack of an English dub in GGXrdR and BBCF makes me a bit worried.

Yesterday I booted DoA5LR for the first time in ages in order to try Naotora -I still hadn't bought her- and Mai. Naotora looks fun with all those crazy lightning kicks, Mai...oh well, I'm partial here. She's an SNK character and has fire powers, I couldn't ask for anything better. I kinda was in a rush so I didn't manage to trigger a stage hazard with her Power Blow -I tried her in the Zack Island stage after all xD-, and I forgot to check out the mashup costumes though I bought the whole set instead of just Mai.


Mai (Shiranui)'s adaptation to DOA5LR seems very good. I didn't expect Team Ninja to keep her special attacks and all, but not only they did it, her transition to a fully 3D environment seems flawless. Despite DOA's fame as a fanservice game, the developers do deserve credit for getting guests from other games like VF, KOF and Naotora's game and still make them play like in their games without the result becoming a mess.

By the way, Mai (Natsume)'s individual trailer is finally up! It's interesting to see BBCF will merge the main game's plot with the plot of its several tie-ins (like Mai's manga, Es's visual novel games and Naoto's and Celica's novel series) - no

-- Message too long, Autoquote has been Snipped --

I will buy DOA5LR for the simple fact that this collaboration with bringing Mai into the game shows that Tecmo and Team Ninja is supporting SNK. That alone is good in my books and worth my dollars. The SNK developers probably learned more on 3-D development while sitting with the Team Ninja developers transitioning Mai. Would be great to see more guest SNK fighters in others games. My opinion on SNK characters blending good as guest characters in others games are:
Tekken: Takuma (KOF 2002 version) or Gato
Super Smash Bros.: Chang w/ Choi (CvS 2 version)
Guilty Gear: Shikyoh/Mukuro or Setsuna
Soul Calibur: Hoahmaru or Ukyo





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"Re(4):BBCF news: Mai in, English dub out" , posted Fri 16 Sep 16:31:post reply

As for Mai, adapting such attacks to a 3D fighting game wasn't an easy task for sure. I'd dare to say Team Ninja had to struggle more than Bamco with Gouki in Tekken 7, since Bamco's idea is to let Gouki players carry their skills over Tekken, with all the understandable criticism this vision brought. And if SNK artists actually got access to the Team Ninja studio and v

The DBZ/OP crossover thing is absolutely brilliant. I wonder whether other developers will let themselves inspired by this approach: each developer builds all its fighting games in the same exact engine, only making different characters, stages, trials and (possibly) story modes, paving the way to a crossover craze. Limiting this thing to ArcSys, imagine a BlazBlue 2 in the same engine as GGXrd with such an option. I'd dig it. Isn't P4U's engine the same as BlazBlue? Or are there any significant differences?

BlazBlue may not be the most up-to-date fighter graphically, but I'll be missing its sprite art for sure.





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"Re(4):BBCF news: Mai in, English dub out" , posted Fri 16 Sep 19:52post reply

quote:
I will buy DOA5LR for the simple fact that this collaboration with bringing Mai into the game shows that Tecmo and Team Ninja is supporting SNK. That alone is good in my books and worth my dollars. The SNK developers probably learned more on 3-D development while sitting with the Team Ninja developers transitioning Mai. Would be great to see more guest SNK fighters in others games. My opinion on SNK characters blending good as guest characters in others games are:
Tekken: Takuma (KOF 2002 version) or Gato
Super Smash Bros.: Chang w/ Choi (CvS 2 version)
Guilty Gear: Shikyoh/Mukuro or Setsuna
Soul Calibur: Hoahmaru or Ukyo



For Tekken Harada already mentioned a preference for Geese, which could both be adapted based on his less projectile-focused self from KoF96, or his Reppukens could be based on Eliza's counterparts from the F2P Tekken.

Smash Bros tends to go for the famous stars - of all the Final Fantasies they went with 7's Cloud, so someone like Terry would have greater chances, or Athena due to her NES past, and the sword can't hurt. Her armor could be used to mess around with the game's gravity system in interesting ways...

Guilty Gear leans toward the outrageous and crazy, so someone from the Fu'un game like Sho Hayate would fit just fine - or more a more moderate take, May Lee all tokusatsu'd up... that might fit, since IIRC in GG's story Japan is gone, so a Korean obsessed with replicating feats from Japanese media to try and keep that flame alive wouldn't be out of place.

SC x SS should really happen, especially after SS Sen's system turned out to be so close to SC's... those series should meet in something more dignified than Queen's Gate Spiral Chaos...





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"Re(4):BBCF news: Mai in, English dub out" , posted Sat 17 Sep 03:22post reply

quote:

In other crossover fighting game news, the upcoming 3DS One Piece fighting game is going to feature cross-game battles with the recent Dragon Ball 3DS fighter. I sure hope Mai from Pilaf's gang is playable!



How is this even possible?
All characters sprites form both games should be in each game for this to work.







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"Re(5):BBCF news: Mai in, English dub out" , posted Sat 17 Sep 04:31post reply

quote:
How is this even possible?
All characters sprites form both games should be in each game for this to work.

Considering how little animation there was in that DBZ game it's entirely possible that there's enough room left over in the cart for the entire One Piece cast.

quote:
SC x SS should really happen, especially after SS Sen's system turned out to be so close to SC's... those series should meet in something more dignified than Queen's Gate Spiral Chaos...

I had completely forgotten about that Queen's Gate game. I think I was happier in my ignorance as well...







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"Re(6):BBCF news: Mai in, English dub out" , posted Sat 17 Sep 05:20post reply

quote:

Considering how little animation there was in that DBZ game it's entirely possible that there's enough room left over in the cart for the entire One Piece cast.


BURNNNNNNNN!

Hmm, thinking on this, my guess is that they're using the same engine (or a compatible character format at least) and that an update to the DBZ game downloads the whole character set and vice versa. Imagine like the Hyrule Warriors Legends DLC updates-- they don't update the cart, they live on the 3DS as game data.

...and what Ishmael said! Wowee that's some sparse animation!





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"Re(5):BBCF news: Mai in, English dub out" , posted Sat 17 Sep 07:15post reply

quote:
SC x SS should really happen, especially after SS Sen's system turned out to be so close to SC's...
Not a single element from SSSen should ever be brought back from the cesspit it has drowned into. I'm even OK with losing forever the great designs Senri Kita did for this game if that mean that piece of trash get sealed and forgotten forever.
I'd rather see the terrible PS1-only game come back.

The problem with SS is that the moment you try to make the game faster or more combo oriented, you lose the entire point of what makes the series unique (which is: being a 2D Bushido Blade 5 years prior). It doesn't help the series has more trash games than good ones (the only SS I consider good games are ShinSS, Zero, ZeroSP as the greatest game of the series, and mayyyyyybe Asura Zanmaden)(it's probably nostalgia talking for this one though). Tenkaichi gets a lazy pass as well, along with a shrug.
The moment you try to make SS more modern than ShinSS, whatever "modern" means at that moment, you would be better off with literally any other series. Last Blade is much more versatile than SS, for example.

The SS characters also generally end up making odd additions to crossover fighting games: Nako and Haomaru didn't mix very well with the cast of CvS2 (almost any character from any other SNK series would have fit better), and Nako is breaking KOF14 as we speak (the way she broke CvS1 back in her day). They didn't feel too out of place in SvC Chaos or NGBC, but these games were wack anyway.







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"Re(6):BBCF news: Mai in, English dub out" , posted Sat 17 Sep 08:30post reply

quote:
SC x SS should really happen, especially after SS Sen's system turned out to be so close to SC's... Not a single element from SSSen should ever be brought back from the cesspit it has drowned into. I'm even OK with losing forever the great designs Senri Kita did for this game if that mean that piece of trash get sealed and forgotten forever.
I'd rather see the terrible PS1-only game come back.

The problem with SS is that the moment you try to make the game faster or more combo oriented, you lose the entire point of what makes the series unique (which is: being a 2D Bushido Blade 5 years prior). It doesn't help the series has more trash games than good ones (the only SS I consider good games are ShinSS, Zero, ZeroSP as the greatest game of the series, and mayyyyyybe Asura Zanmaden)(it's probably nostalgia talking for this one though). Tenkaichi gets a lazy pass as well, along with a shrug.
The moment you try to make SS more modern than ShinSS, whatever "modern" means at that moment, you would be better off with literally any other series. Last Blade is much more versatile than SS, for example.

The SS characters also generally end up making odd additions to crossover fighting games: Nako and Haomaru didn't mix very well with the cast of CvS2 (almost any character from any other SNK series would have fit better), and Nako is breaking KOF14 as we speak (the way she broke CvS1 back in her day). They didn't feel too out of place in SvC Chaos or NGBC, but these gam

-- Message too long, Autoquote has been Snipped --


I love the way the 2D samsho games looked so much that wanting them to be 3D in any way feels like sacrilege. But I think that a 3D fencing/duelling game has greater chance to succeed now than even during the heydey of Soul Calibur.

But people have finally figured out that big, hard hitting melee duels where fights end in a low single digit number of hits can be totally awesome, largely because of Dark Souls. Scoring huge counter hits is a SamSho staple, and any attempt to fill it up combo mechanics feels bizarre. I think that what SamSho wanted to be, intense one-on-one melee duels decided in a single gigantic attack, the world would be much more receptive of now than 10 years ago.





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"Re(6):BBCF news: Mai in, English dub out" , posted Sat 17 Sep 16:06:post reply

quote:

The problem with SS is that the moment you try to make the game faster or more combo oriented, you lose the entire point of what makes the series unique (which is: being a 2D Bushido Blade 5 years prior). It doesn't help the series has more trash games than good ones (the only SS I consider good games are ShinSS, Zero, ZeroSP as the greatest game of the series, and mayyyyyybe Asura Zanmaden)(it's probably nostalgia talking for this one though). Tenkaichi gets a lazy pass as well, along with a shrug.
The moment you try to make SS more modern than ShinSS, whatever "modern" means at that moment, you would be better off with literally any other series. Last Blade is much more versatile than SS, for example.



Iggy thank you for saying all this, now I have nothing to say myself so I can instead go to sleep after simply offering you a brief thanks for expressing this completely correct evaluation.

quote:

But people have finally figured out that big, hard hitting melee duels where fights end in a low single digit number of hits can be totally awesome, largely because of Dark Souls. Scoring huge counter hits is a SamSho staple, and any attempt to fill it up combo mechanics feels bizarre. I think that what SamSho wanted to be, intense one-on-one melee duels decided in a single gigantic attack, the world would be much more receptive of now than 10 years ago.



And also thank you Spoon.





/ / /

[this message was edited by Mosquiton on Sat 17 Sep 16:11]

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"Re(7):BBCF news: Mai in, English dub out" , posted Sat 17 Sep 23:31post reply

I think a new SamSho game could follow the KOF XIV footsteps: 3D graphics (even if poor in comparison to other fighting games) with 2D gameplay. But slower than KOF XIV, to better capture the feeling of the SamSho games.

A game with the roster of the first four games (which seem to be the iconic ones, regardless of whether they're the best ones or not), working as either a reboot or a retelling of them, maybe could work as a way to introduce the series to new players. Although Sieger maybe should get a new weapon (a giant gauntlet may have worked in the 90s, but I don't think it will work now...).





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"Re(8):BBCF news: Mai in, English dub out" , posted Sun 18 Sep 02:21:post reply

quote:
Although Sieger maybe should get a new weapon (a giant gauntlet may have worked in the 90s, but I don't think it will work now...).



untrue provided you are a moe loli





[this message was edited by Spoon on Sun 18 Sep 02:22]



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"Re(8):BBCF news: Mai in, English dub out" , posted Sun 18 Sep 07:21post reply

quote:
Although Sieger maybe should get a new weapon (a giant gauntlet may have worked in the 90s, but I don't think it will work now...).



Do giant gauntlets ever go out of style?

Hellboy still sports his giant rock hand. That ice using guy in Shaman King had giant ice gauntlets. Vi in League of Legends has giant gauntlets. Koei keeps giving Meng Huo giant gauntlets, and Link sported giant gauntlets in Hyrule Warriors.

Maybe Sieger's weakness is that he uses a single super-size gauntlet, as few characters can carry that particular look well.







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"Re(9):BBCF news: Mai in, English dub out" , posted Sun 18 Sep 07:52:post reply

quote:
Although Sieger maybe should get a new weapon (a giant gauntlet may have worked in the 90s, but I don't think it will work now...).


Do giant gauntlets ever go out of style?

Hellboy still sports his giant rock hand. That ice using guy in Shaman King had giant ice gauntlets. Vi in League of Legends has giant gauntlets. Koei keeps giving Meng Huo giant gauntlets, and Link sported giant gauntlets in Hyrule Warriors.

Maybe Sieger's weakness is that he uses a single super-size gauntlet, as few characters can carry that particular look well.




Giant or not, some people are about to make a movie about a person wearing a single really important gauntlet.


And there totally exist characters cool enough to pull the look off


There also exist super badass villain/monster type characters that have a gigantic hand


But if we're just talking about mechanical arms/hands, it's still pretty possible to make a heroic character with a huge one


And the fiddler crab look is much beloved in Warhammer, which continues to be much imitated


EDIT: Bonus mecha





[this message was edited by Spoon on Sun 18 Sep 07:53]

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"ShinATProof playing some Vampire Savior in JP" , posted Sun 18 Sep 12:54post reply

Judgement Day 4 is going on right now

I noticed team USA has ShinATProof. Wish him good luck.







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"Re(1):ShinATProof playing some Vampire Savior" , posted Sun 18 Sep 20:04post reply

quote:
Judgement Day 4 is going on right now

I noticed team USA has ShinATProof. Wish him good luck.

That was intense! Some great Bishamon and Gallon happened before the tier gods claimed their throne.
I didn't see team USA and ShiAtProof, how did they do?





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"Re(2):ShinATProof playing some Vampire Savior" , posted Mon 19 Sep 05:01post reply

quote:
Judgement Day 4 is going on right now

I noticed team USA has ShinATProof. Wish him good luck.
That was intense! Some great Bishamon and Gallon happened before the tier gods claimed their throne.
I didn't see team USA and ShiAtProof, how did they do?



Lost their match.

https://www.twitch.tv/gamenewton/v/89976692

You see him play at the 55 minute mark where the event begins.







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"Re(3):ShinATProof playing some Vampire Savior" , posted Mon 19 Sep 08:22post reply

quote:
Judgement Day 4 is going on right now

I noticed team USA has ShinATProof. Wish him good luck.
That was intense! Some great Bishamon and Gallon happened before the tier gods claimed their throne.
I didn't see team USA and ShiAtProof, how did they do?


Lost their match.

https://www.twitch.tv/gamenewton/v/89976692

You see him play at the 55 minute mark where the event begins.

Thanks for the news! I'll certainly check out the archives later since I can never get enough VS.





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"Re(5):BBCF news: Mai in, English dub out" , posted Wed 21 Sep 14:02post reply

quote:
I will buy DOA5LR for the simple fact that this collaboration with bringing Mai into the game shows that Tecmo and Team Ninja is supporting SNK. That alone is good in my books and worth my dollars. The SNK developers probably learned more on 3-D development while sitting with the Team Ninja developers transitioning Mai. Would be great to see more guest SNK fighters in others games. My opinion on SNK characters blending good as guest characters in others games are:
Tekken: Takuma (KOF 2002 version) or Gato
Super Smash Bros.: Chang w/ Choi (CvS 2 version)
Guilty Gear: Shikyoh/Mukuro or Setsuna
Soul Calibur: Hoahmaru or Ukyo


For Tekken Harada already mentioned a preference for Geese, which could both be adapted based on his less projectile-focused self from KoF96, or his Reppukens could be based on Eliza's counterparts from the F2P Tekken.

Smash Bros tends to go for the famous stars - of all the Final Fantasies they went with 7's Cloud, so someone like Terry would have greater chances, or Athena due to her NES past, and the sword can't hurt. Her armor could be used to mess around with the game's gravity system in interesting ways...

Guilty Gear leans toward the outrageous and crazy, so someone from the Fu'un game like Sho Hayate would fit just fine - or more a more moderate take, May Lee all tokusatsu'd up... that might fit, since IIRC in GG's story Japan is gone, so a Korean obsessed with replicating feats from Japanese media to try and keep that flame al

-- Message too long, Autoquote has been Snipped --


I wonder if Mai being featured in DOA5LR is a test to see if Dead or Alive vs. Fatal Fury would work out in the future. I wouldn't mind that.





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"Re(6):BBCF news: Mai in, English dub out" , posted Wed 21 Sep 18:19post reply

Let's start with Mai as a guest in that Musou post-Orochi-crossover, and then put back Sophitia so we have a crossover that ero doujin from the late nineties didn't even dare to dream of.







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"Re(7):BBCF news: Mai in, English dub out" , posted Thu 22 Sep 12:50post reply

quote:
Let's start with Mai as a guest in that Musou post-Orochi-crossover, and then put back Sophitia so we have a crossover that ero doujin from the late nineties didn't even dare to dream of.

Don't be too sure!

I look forward to "No Mai, no buy" becoming a fighting game industry-wide standard.





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"REVELATOR ON SALE, 60% OFF!" , posted Sun 25 Sep 05:35post reply

I totally bought this immediately, even though I totally don't have the time to learn how to use anybody in it, let alone the cool new/returning characters in it.







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"Re(1):REVELATOR ON SALE, 60% OFF!" , posted Sun 25 Sep 13:42post reply

quote:
I totally bought this immediately, even though I totally don't have the time to learn how to use anybody in it, let alone the cool new/returning characters in it.

Oh, it still works out perfectly: you can use the 60% you saved to hire a tutor, or better still, to hire someone else to play the game for you so you don't have to! Either way, you can enjoy looking at the thing, which is the prime goal as far as I'm concerned.





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"Re(1):REVELATOR ON SALE, 60% OFF!" , posted Mon 26 Sep 06:24post reply

quote:
I totally bought this immediately, even though I totally don't have the time to learn how to use anybody in it, let alone the cool new/returning characters in it.



I bought it, although I don't even have time to play the games I already had (sorry Lagfest!). But! It's just so beautiful to look at!

Downside: 2 DLC characters are NOT on sale and are still ridiculously priced at $8US apiece!





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"Re(2):REVELATOR ON SALE, 60% OFF!" , posted Mon 26 Sep 08:03:post reply

quote:
I totally bought this immediately, even though I totally don't have the time to learn how to use anybody in it, let alone the cool new/returning characters in it.


I bought it, although I don't even have time to play the games I already had (sorry Lagfest!). But! It's just so beautiful to look at!

Downside: 2 DLC characters are NOT on sale and are still ridiculously priced at $8US apiece!



If you bagged the Dizzy DLC while it was free, it is a permanent unlock of her. The only DLC character that you actually have no means of acquiring without paying money for is Kum, as Raven can be bought with in-game currency. Not only that, doing the basic system tutorial will give you exactly enough to get him. This is factually incorrect, it's 200k not 20k.

Trying to play the game with a PS4 controller that hasn't been worn in yet is miserable. Johnny thankfully got some nerfs, but he's still really powerful and fun to use. Jack-O's animations are a delight and she has some really unconvential normals even for Guilty Gear (j.D is a stream of projectiles?! 2D makes her fly upwards?! 2HS is a mashable normal that has two phases?! 4D and 6D are both different, with one being a blockable grab?! What on earth...), but as much fun as her design is I don't know how complicated she is to actually use.

One thing I've heard is that while she seems really complicated, it actually isn't that hard to use.

Dizzy's got a whack of new changes. She's one of those characters that is still incredibly strong at the opposite end of the arena (because she gets time to set up a wall of projectiles) as well as once she gets momentum (her okizeme backed with projectiles and bubble-pops that can't be counter-hit!).

Jam's fist becoming enormous in some of her attacks is really funny.

Being able to unlock GGXX music is fun, the multiplayer lobbies are fun, the MOM mode looks like it should be way more fun than it has any right to be....

I think one of the most un-fun things about GG is that you see this big screen of awesome characters and right away you are already defeated by how you will probably only ever be able to have real fun playing as like 2 or 3 of them. KOF being a lot more homogeneous in its mechanics makes it way easier to enjoy playing more of the cast. SFV being just plain simpler in general also makes it much easier to get to a "able to have fun" level of proficiency with more characters. It's nice that they took that philosophy of "hard work should be rewarded" so seriously, and put so much effort into making each character profoundly unique, but it's so extreme that it feels like you'll only ever be able to enjoy a fraction of the game.

EDIT: accidental triple-post!





[this message was edited by Spoon on Wed 28 Sep 03:57]



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"Re(3):REVELATOR ON SALE, 60% OFF!" , posted Wed 28 Sep 12:13post reply

The "Arcade Ver. Secret Voice" unlocks are each of the voice actors giving some comments about the character they voice.

Naturally, when you unlock I-no's, Kikuko Inoue introduces herself as "Kikuko Inoue, 17 years old".







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"Re(4):REVELATOR ON SALE, 60% OFF!" , posted Wed 28 Sep 12:22post reply

quote:
Naturally, when you unlock I-no's, Kikuko Inoue introduces herself as "Kikuko Inoue, 17 years old".
And this alone is reason enough for me to go back to Guilty Gear. Inoue is basically a seal of quality for artistically perfect games/dames: Lunar, Dragon's Crown, Guilty Gear...

I will figure out how to play Guilty Gear after I beat Last Window.





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"Re(5):REVELATOR ON SALE, 60% OFF!" , posted Wed 28 Sep 21:50:post reply

quote:
Naturally, when you unlock I-no's, Kikuko Inoue introduces herself as "Kikuko Inoue, 17 years old". And this alone is reason enough for me to go back to Guilty Gear. Inoue is basically a seal of quality for artistically perfect games/dames: Lunar, Dragon's Crown, Guilty Gear...

I will figure out how to play Guilty Gear after I beat Last Window.



Which store is selling the game at 60% off? I only saw PAL version for 30 bucks.





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[this message was edited by neo0r0chiaku on Wed 28 Sep 21:50]



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"Re(6):REVELATOR NOT on sale!" , posted Thu 29 Sep 02:15post reply

quote:
Naturally, when you unlock I-no's, Kikuko Inoue introduces herself as "Kikuko Inoue, 17 years old". And this alone is reason enough for me to go back to Guilty Gear. Inoue is basically a seal of quality for artistically perfect games/dames: Lunar, Dragon's Crown, Guilty Gear...

I will figure out how to play Guilty Gear after I beat Last Window.


Which store is selling the game at 60% off? I only saw PAL version for 30 bucks.



It was on sale on the PSN store, but it looks like the sale for the PS4 version has ended.

The PS3 version remains at a lower price point, though the PS4 version is certainly preferable if that's an option. On the PSN Canadian shop, the PS4 version is 79.99, while the PS3 version is 49.99.







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"Re(7):REVELATOR NOT on sale!" , posted Wed 5 Oct 03:28post reply

In surprising news, MKX is receiving a new balance patch. It looks like Alien is no longer going to get to be the Yun/K' of the game.





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"Time to Hunt. Ti-Ti-Time-Time-Time to Hunt..." , posted Wed 5 Oct 04:41:post reply

quote:
In surprising news, MKX is receiving a new balance patch. It looks like Alien is no longer going to get to be the Yun/K' of the game.



Made Alien slightly less awesome.
Made Alien slightly less awesome again.
Did another thing to make alien less overpowered.
Okay Alien was still pretty broke so we also did this.
That wasn't quite enough so we also changed that other thing.
By the way, we also nerfed this a little bit.
Well this thing was actually worse, fixed that too.
Oh hey what's that over there! *tweak tweak*
We also felt we should probably nerf that other thing while we're at it.
Oh crap we made three versions of this thing.





/ / /

[this message was edited by Mosquiton on Wed 5 Oct 04:43]

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"Re(8):REVELATOR NOT on sale!" , posted Wed 5 Oct 04:47:post reply

According to BlazBlue's creator, Central Fiction won't have an Extend version... Question is: can he be trusted? And will we see any other characters as DLC (ASW has added eight new ones in each sequel - considering the Extend versions as the actual sequels -, and so far there are "only" six newcomers including Es and Mai)? AND, if so, can Jubei finally be one of them, instead of another random Murakumo Unit or another alter-ego of the veteran characters?

Changing subjects, not really news, but Killer Instinct's Shadow Lords mode has been out for a couple weeks. As the story mode for Season 3, it's a mess with little detail on what's going on and one of the laziest endings ever (and Eyedol isn't even available on this mode yet because whatever random cutscene he'll get wasn't ready in time); but as a single-player mode in general, it's surprisingly engaging.

-----

BLAZBLUE EDIT:
Apparently there is a secret character in BBCF, and it's... Susano'o. Who basically seems to be Hakumen's armor possessed by Terumi (in other words, another alternate version of a character - in this case, an alternate version of TWO characters).

He looks intimidating, and it's cool that he seems to have his own sprites and moveset. It's a pity that he's taking a spot that could be given to either Jubei or Trinity, though...

-----

KILLER INSTINCT EDIT:
While Eyedol's Shadow Lords quest hasn't been released yet, Microsoft and Dynamite Entertainment did announce a Killer Instinct comic book series for late 2017.

I'd love it to be a decent adaptation and expansion of the backstories of the three seasons of the current game (from the KI tournament to ARIA's and Kan-Ra's machinations to Gargos's invasion) and maybe even lead towards the plot of a possible Season 4/new KI game - like the Injustice comic books. But I know this may be expecting too much, so I guess I'd be okay with something like the MKX tie-in comic books (which were quite lame but at least didn't compromise the franchise as a whole). Hopefully it won't be like the 1990s KI comics (if you guys never read them, well... good for you).





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[this message was edited by Just a Person on Fri 7 Oct 22:38]



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"Re(1):Fighting Game Thread 2016: Tekken" , posted Sat 8 Oct 19:03post reply

OK, Bamco, you won, I'll preorder T7, jeez.

The voice is weird, but that will do.







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"Duelling the KOF live now!" , posted Sun 9 Oct 12:07post reply

Link to twitch stream

Games scheduled to be played are 2k2UM (which I would probably enjoy watching a lot more if Nameless wasn't so good...), 98 (NOT 98UM), KOF13 climax (i.e. the arcade version of the console version), and some kind of exhibition (maybe KOF XIV?)





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"Re(2):Fighting Game Thread 2016: Tekken" , posted Mon 10 Oct 21:54post reply

quote:
OK, Bamco, you won, I'll preorder T7, jeez.

The voice is weird, but that will do.



He looks great! As for the voice, I guess it's the same case as Katarina: Miguel's lines are correct in terms of language and sense, but it doesn't seem that he would deliver those lines with that intonation, or that he would use those exact words (even though, again, they're not wrong).

Considering that Bamco said that T7 probably wouldn't have a roster as big as T6, it's definitely getting closer to it. Now, who else will probably be added before the console version is released? Considering that this should be the last chapter of the Mishima family's messy arc, it would be nice to have Jun (either a middle-aged Jun or an unrealistally young Jun, considering Kazumi's and Nina's appearances). Even if all she gets is a cameo in Jin's ending showing where she's been all this time or something like that.

Lei and Julia (with Michelle cameoing in her ending) would also be nice, since they've been around ever since their respective debuts in the Tekken series.





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"Re(3):Fighting Game Thread 2016: Tekken" , posted Tue 11 Oct 01:37post reply

quote:
He looks great! As for the voice, I guess it's the same case as Katarina: Miguel's lines are correct in terms of language and sense, but it doesn't seem that he would deliver those lines with that intonation, or that he would use those exact words (even though, again, they're not wrong).

That's a good way to describe the voice acting in Tekken; it's not bad but it's off somehow. Whether it's the word choice or the delivery there's always something slightly jarring about the way the characters speak. Considering the tone of fighting games you expect the voice work to be enthusiastic and energetic. Tekken manages to sidestep that entirely. This must be an intentional decision since the cast has consistently sounded like this for some time.

Tekken 7 and SF5 chose different paths for their release but both of them went with a staggered drip-feed release of new content. I wonder if Tekken's slow movement toward completion was more successful than the troubles that have plagued SF5?







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"Re(4):Fighting Game Thread 2016: Tekken" , posted Tue 11 Oct 08:43post reply

Lei Wulong hasn't been announced to be in the game, and I imagine he's probably one of the most annoying characters to balance and make due to the sheer variety of moves he has.

But I've always hoped that one day they'd have the supercop from Hong Kong actually speak in Cantonese.

But then again, I've been hoping that about Chun Li for over 20 years.





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"Re(5):Fighting Game Thread 2016: Tekken" , posted Tue 11 Oct 22:39post reply

quote:
Lei Wulong hasn't been announced to be in the game, and I imagine he's probably one of the most annoying characters to balance and make due to the sheer variety of moves he has.

But I've always hoped that one day they'd have the supercop from Hong Kong actually speak in Cantonese.

But then again, I've been hoping that about Chun Li for over 20 years.



It's curious how most of the Chinese Tekken fighters speak either English (Lei) or Japanese (Lee, Xiaoyu), even after TTT2 added native languages for most of the roster. At least Feng Wei speaks Chinese, right? Not that he speaks a lot, but still.

Nevertheless, I love the diversity of languages in this game: Japanese, English, Korean, Chinese, German, Spanish, French, Italian, Portuguese, Arabic... I don't remember any other fighting game ever doing this (Killer Instinct has Sadira speaking Thai, Thunder speaking Nez Perce language and Hisako speaking Japanese, but that's it). Even though Lars doesn't speak Swedish and neither Alisa nor Dragunov speak Russian (...Dragunov supposedly does, but we never get to hear him doing it), that's still a nice variety of languages.





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"Re(6):Fighting Game Thread 2016: Tekken" , posted Tue 11 Oct 23:12post reply

quote:
Lei Wulong hasn't been announced to be in the game, and I imagine he's probably one of the most annoying characters to balance and make due to the sheer variety of moves he has.

But I've always hoped that one day they'd have the supercop from Hong Kong actually speak in Cantonese.

But then again, I've been hoping that about Chun Li for over 20 years.


It's curious how most of the Chinese Tekken fighters speak either English (Lei) or Japanese (Lee, Xiaoyu), even after TTT2 added native languages for most of the roster. At least Feng Wei speaks Chinese, right? Not that he speaks a lot, but still.

Nevertheless, I love the diversity of languages in this game: Japanese, English, Korean, Chinese, German, Spanish, French, Italian, Portuguese, Arabic...



I haven't really kept up with Tekken closely, but I've always liked when the characters speak their native tongue and everyone understands each other.

Wang's non cannon TT2 ending is a particular favourite

quote:
I don't remember any other fighting game ever doing this (Killer Instinct has Sadira speaking Thai, Thunder speaking Nez Perce language and Hisako speaking Japanese, but that's it). Even though Lars doesn't speak Swedish and neither Alisa nor Dragunov speak Russian (...Dragunov supposedly does, but we never get to hear him doing it), that's still a nice variety of languages.


Why does Sadira speak Thai? I thought she was a middle easter assassin?






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"Re(7):Fighting Game Thread 2016: Tekken" , posted Tue 11 Oct 23:55:post reply

quote:
Why does Sadira speak Thai? I thought she was a middle easter assassin?


According to her backstory, she was born and raised in Thailand; not only that, but her Red Eyes of Rylai organization seems to be headquartered there as well.

That said, it is weird, indeed; "Sadira" sounds more like a Middle-Eastern name than a Thai one. But most KI characters seem to be multicultural, so that may be her case: Jago is half-American, half-Himalayan; Orchid's father is American but she may have been born either in a country either in Eastern Europe or in Africa; Kim Wu is American with a South Korean mother and a Chinese father (and she's supposedly fluent in all three languages); Maya and Mira have Brazilian parents but their birth place could be anywhere in Latin America (plus, Mira was "reborn" in Russia and got their accent and culture); Spinal is strongly influenced by Swedish culture despite being born centuries ago in the Babylonian empire; and Tusk lives in Sweden for years but his birthplace could even be the Astral Plane instead of Earth...





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"Re(4):Fighting Game Thread 2016: Tekken?!" , posted Fri 14 Oct 19:48post reply

I saw "Tekken 7" and my Rage Mode was activated. I suspect everyone knew this was going to happen.
quote:
Tekken 7 and SF5 chose different paths for their release but both of them went with a staggered drip-feed release of new content. I wonder if Tekken's slow movement toward completion was more successful than the troubles that have plagued SF5?


I wouldn't say they're that different at all... it's just that SF5's wasn't planned that way at all and is just happening that way instead, hahahah.

I think SF5's going to change a lot next year, I just hope all the changes are the right ones for its future. The September patch was finally a step in the right direction, though they need to keep momentum with fixing old features and implementing new ones. And the influx of fun Halloween content was a surprise that I'm rather happy about. I think I'm in the minority that likes limited-time-availability cosmetic items in games, as over the years it diversifies what players have and choose to use... also, that stage has Necro and Effie in it, it was totally a cheap shot to grab $2 out of us but I love it, hah.

For all the problems SF5 has, I still find the core of the game incredibly fun and I hope in their tweaking they don't break that, as I'm probably having more fun with it than I ever did with SF4 outside of the era where Super was the dominant version. And for that, I'll give it the leg up on Tekken 7, which I still have not even been in the same physical location as, despite having spent most of the year in two major cities in the US northeast.

When Tekken 7 finally is available to the majority of the world, it'll be 2 years old. The schadenfreude I will feel if the console version is a flop will be incredible, but I'll also be extremely mad because I'll finally be able to play it but I won't have any opponents...

Miguel has soothed me. Somewhat. But we still don't have a release date. My money's on Persona 5 being out in English before it. Sigh.





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"Re(5):Fighting Game Thread 2016: Tekken?!" , posted Sat 15 Oct 04:34post reply

quote:
Miguel has soothed me. Somewhat. But we still don't have a release date. My money's on Persona 5 being out in English before it. Sigh.


Looking on the bright side, Tekken 7 will probably be released before Jubei is added as a playable fighter in any BlazBlue game.





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"Fighting Game Thread 2016: Variable Combo" , posted Mon 17 Oct 02:50post reply

A series of good news for fighting games in Japan:

1) SF5 will get an arcade release that will be based on the PC version (so higher resolution? Potentially lesser input lag, if the machine is capable enough?)
2) the Persona fighting games dudes are hinting at a P5 version
3) Taito announced NESiCAxLive 2. Participating companies include ArcSys, Examu and French Bread (are those two still alive?), FK Digital and G.REVOLUTION (who???). Of course, SQEX as well. What are Theatrythm and Dissidia running on, by the way?
4) but the biggest announcement is that the first NESiCAxLive 2 game will be KOF14. Not only, like SF5, this should give a second youth to the game, but on top of that the announcement also teases that extra characters will be added to the game.







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"Re(1):Fighting Game Thread 2016: Variable Com" , posted Mon 17 Oct 03:41post reply

quote:
A series of good news for fighting games in Japan:

1) SF5 will get an arcade release that will be based on the PC version (so higher resolution? Potentially lesser input lag, if the machine is capable enough?)
2) the Persona fighting games dudes are hinting at a P5 version
3) Taito announced NESiCAxLive 2. Participating companies include ArcSys, Examu and French Bread (are those two still alive?), FK Digital and G.REVOLUTION (who???). Of course, SQEX as well. What are Theatrythm and Dissidia running on, by the way?
4) but the biggest announcement is that the first NESiCAxLive 2 game will be KOF14. Not only, like SF5, this should give a second youth to the game, but on top of that the announcement also teases that extra characters will be added to the game.



French Bread is still very much alive, having pushed out an update to Under Night In-birth (that name....) like... earlier this year?

FK Digital is a weird sticking out one for me, because fighting-game wise, they make Chaos Code, which somehow showed up at Arc Revo (the ArcSys-centric tournament this week). I guess it ties into this announcement.

G.Revolution is possibly just the expanded name of G.Rev? You know them as the people that made Darius Burst Chronice Saviour, and previously shooting games like Senko no Ronde, Border Down, Under Defeat, etc.

I wonder how KOF XIV is doing in China. I don't think there's any market where its success is more important to today's SNK, but neither the PS4 nor the arcade are prime platforms for the game in that region.





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"Re(2):Fighting Game Thread 2016: Variable Com" , posted Mon 17 Oct 04:34:post reply

quote:

I wonder how KOF XIV is doing in China. I don't think there's any market where i

-- Message too long, Autoquote has been Snipped --


Maybe their strategy is to keep releasing new entries just to keep the brand alive. Even if the mainline games aren't profitable they maintain brand awareness. All the better if they're actually good games that score well with the critics and hardcore fans ... People upload lots of videos of em ... The game is a tournament hit etc. And then the real money is in the freemium mobile games for China.

Disney's got something similar going with Winnie the Pooh, where it's quietly selling more merchandise than any Pixar franchise, so they put out a new movie every few years. They don't have to conquer the world, they just need to exist to remind people that Winnie the Pooh is still alive.






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"Re(3):Fighting Game Thread 2016: Variable Com" , posted Mon 17 Oct 05:28post reply

This feels like a strange, bass-ackwards way of doing things but fighting games have to be willing to be crazy to make it. Still, this will mean new life for both SF5 and KoF14 so this is good news.







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"Re(4):Fighting Game Thread 2016: Variable Com" , posted Mon 17 Oct 06:02post reply

quote:
This feels like a strange, bass-ackwards way of doing things but fighting games have to be willing to be crazy to make it. Still, this will mean new life for both SF5 and KoF14 so this is good news.



I want to recall that SNK was one of (several) companies that said that they wanted to try to adopt the Marvel approach to business, where you make most of your money not from your core product, but from the tie-ins and licenses and such.

If SNK could pull it off, then it wouldn't need to be so reliant on its core fighting games to turn major profits. (Obviously they don't want to be taking losses, though.) KOF games continuing to come out means that people are more willing to pay for Mai DLC in DOA, or pay for Iori in some MMO, or pay for some KOF-themed mobile phone rhythm game.







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"Re(5):Fighting Game Thread 2016: Variable Com" , posted Mon 17 Oct 07:36post reply

quote:

If SNK could pull it off, then it wouldn't need to be so reliant on its core fighting games to turn major profits. (Obviously they don't want to be taking losses, though.) KOF games continuing to come out means that people are more willing to pay for Mai DLC in DOA, or pay for Iori in some MMO, or pay for some KOF-themed mobile phone rhythm game.



Well, most of the people buying Blazblue aren't doing so because they are hardcore fighting game players, but because they need their yearly/biennial instalment of this visual novel franchise.

I wonder when or if ever they'll bring back Rhythm of Fighters. Their KOF-license moba didn't go over well, either.

Keep in mind that while the merchandising for things like Pixar's Cars vastly exceeds the actual movie ticket revenue, it helps that the actual movie ticket revenue is still a bonanza and the movies do well in the public eye. Same goes for Marvel's movies: they might be raking in multiple times as much as its already prodigious ticket revenue, but these movies are VERY high profile affairs. So many people see them that can't help but be talking points.

I'm not sure if token releases of KOF on niche platforms will have that same kind of galvanizing effect. It might help remind some people that it exists, but the lowness of its profile might mostly leave them with a general sentiment of "remember back when KOF was awesome and we played them all the time, and how the current one just makes us think of those days rather than actually making us want to earnestly re-engage with KOF? Now I feel sad, let's go play League with our friends and drink alcohol."





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"Re(6):Fighting Game Thread 2016: Variable Com" , posted Mon 17 Oct 12:47post reply

I am just glad we get to see Street Fighter and KOF at JAEPO next year. Seemed improbable not so long ago and at least Prof will be less depressed about travelling all the way to Makuhari.

Also the arcade release is probably running on PC which means there is now a good chance a WUP version (Win10/XB1) version will be released as well, which is cool for people who don't have a PS4. Maybe they'll release a F2P version for the Chinese PC market as well? That would be my strategy, especially since they have a good relationship with Tencent:

All in all, I think this is good news for SNK and KOF.





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"Re(7):Fighting Game Thread 2016: Variable Com" , posted Mon 17 Oct 13:30post reply

quote:
I am just glad we get to see Street Fighter and KOF at JAEPO next year. Seemed improbable not so long ago and at least Prof will be less depressed about travelling all the way to Makuhari.

Also the arcade release is probably running on PC which means there is now a good chance a WUP version (Win10/XB1) version will be released as well, which is cool for people who don't have a PS4. Maybe they'll release a F2P version for the Chinese PC market as well? That would be my strategy, especially since they have a good relationship with Tencent:

All in all, I think this is good news for SNK and KOF.



PC is certainly the platform they'd have to take to for the Chinese market, because the other major market there is the mobile one, and KOFXIV is rather unsuited for that.

F2P can totally work for KOF since the cast is large enough out of the gate for that, and the move to 3D makes costume piece DLC/microtransactions a reasonable possibility. I hope that they pay attention to the feature suite of modern competitive games not only with regards to unlocking content but with regards to match spectating, local and global challenges, player stat tracking, etc. DOTA2's entire suite of community engagement features is pretty amazing on every level and I certainly don't expect that from SNK (heck, not even Riot has duplicated them all yet), but I hope that KOF's PC incarnation fares better than, say, SFV's.

I wonder if there will be control adjustments because some of the things that you typically do in a KOF game, like hyper hop attacks, are uncomfortable to do on a keyboard and prone to error due to the high chance of 3+ simultaneous keys being pressed.







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"Re(1):Fighting Game Thread 2016: Variable Com" , posted Mon 17 Oct 20:00post reply

quote:

4) but the biggest announcement is that the first NESiCAxLive 2 game will be KOF14. Not only, like SF5, this should give a second youth to the game, but on top of that the announcement also teases that extra characters will be added to the game.



Could'd find a mention of those teases in the news I saw about the arcade version, what exactly is hinting at that?





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"Re(2):Fighting Game Thread 2016: Variable Com" , posted Mon 17 Oct 21:10post reply

quote:
Could'd find a mention of those teases in the news I saw about the arcade version, what exactly is hinting at that?


This?
I interpreted it as more characters added to KOF14 because it appears after the KOF14 logo, but now you mention it, it could also mean "KOF14 is the first fighter on NESiCAxLive 2, but other fighters (fighting games) will be announced at JAEPO"?

Hum. Now I'm confused.





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"Re(3):Fighting Game Thread 2016: Variable Com" , posted Mon 17 Oct 22:15:post reply

If this is what you referred to, considering this was first and foremost a NESiCA announcement,and that they referred to KOF as the first 参戦タイトル of the new service, I would rather assume they meant "more fighting games will be announced at JAEPO when NESiCAxLive2 is officially introduced to operators". The 4Gamer news hints at two game announcements for NESiCA2 in early 2017.

Think of NESiCA fighting game machines as the Netflix of the arcade. What matters to them, and what they promise operators (against lower margins), is that you the consumer will sit down and play the machine because there will be a game for you. So it doesn't even really matter that KOF features new characters. It matters more that KOF and <games X, Y, Z> each bring different audiences to the same arcade cabinet.





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"Re(2):Fighting Game Thread 2016: Variable Com" , posted Mon 17 Oct 23:19post reply

What i found interesting in this nesicaxlive2 announcement is...French bread's Unib have heavy ties with sega, i don't think it will be ported to taito machines. In dengeki bunko fighting climax there's even less chances, FB is a subcontractor there with no say in decisions. So it leaves Melty blood or a new game?

ASW beeing there is even more interesting. Blazblue development has ended, so new games aren't coming (at beast console exclusive chars). Guilty gear is heavily tied to Sega too, doubt it would come. As people know, Sega acquired Atlus jp, so even the rumored persona 5 ultimax wouldn't go there too if sega have another option.

Things are too crazy for me, except if sega reached a agreement with taito...





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"Re(3):Fighting Game Thread 2016: Variable Com" , posted Tue 18 Oct 00:13post reply

At the very least, I would not be surprised if they kept BlazBlue Centralfiction in the catalogue as a legacy game, especially as I think Taito has been involved in the financing of the original game. They also have Battle Fantasia and Tottemo E-Mahjong in the NESiCA catalogue. At this stage, considering Taito is shouldering all server and maintenance costs, this is all free money for ASW.

Regarding Persona, I assume a potential "P5U" would rather help Sega's line-up as you mentioned, but maybe Atlus and ASW have a deal in place with Taito for P4U (currently available on Nesica) and want to keep the existing game running on the new service to avoid alienating current players.





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"Re(4):Fighting Game Thread 2016: Variable Com" , posted Tue 18 Oct 02:15post reply

quote:
What matters to them, and what they promise operators (against lower margins), is that you the consumer will sit down and play the machine because there will a game for you.

*check if Savior appears on the list*
*is satisfied*
Understood! The Netflix comparison makes somewhat sense.

Then, it's strange Capcom is not officially part of the line-up yet. They did mention in the SF5 announcement that it may appear in Taito's game centers, so either NESiCAxLive 2 is too weak to play the game and they need to set up a new machine (doubtful) or they are fine-tuning the contracts to get more dough from Taito?
I really wouldn't expect the Capcom of 2016 to bother making an exclusive machine and have to deal with retailers...





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"Re(5):Fighting Game Thread 2016: Variable Com" , posted Tue 18 Oct 02:50:post reply

If I had to bet money on anything, I'd stay away from the arcade business entirely I'd rather expect Capcom to not take any risk and just follow Taito for SF5. They already have SF2/SF3/SF4 on the current service. Once again, why trouble existing players who have their spots, IC cards and habits?

But now that Namco's BanaPassport is compatible with Sega's Aime, maybe Capcom will follow it heart and actually shift towards Sega and Namco? Or was Project X Zone a big fat phony?

quote:
either NESiCAxLive 2 is too weak to play the game and they need to set up a new machine (doubtful)

I seriously doubt there is a new machine to even run NESiCA2, or at least I believe the machine upgrade is completely optional. Who the hell would invest in a new line up of arcade machines nowadays? I would rather expect a system update for existing machines, the same way some people jump from Windows 7 to Windows 10 on their PC. It would also make sense as a business practice (the operator pays for the licence renewal and system upgrade rather than new hardware).

I don't think all machines will be equal, though. Dissidia FF seems to run on more powerful PC than some the standard NESiCA machines, for instance. So maybe they'll offer different PC specs as options. They need to catch up with Sega's more powerful boards which allow stuff such as GGXrd or it might be tough to run KOF14/SF5 properly.





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"Re(6):Fighting Game Thread 2016: Variable Com" , posted Tue 18 Oct 05:45post reply

quote:

I don't think all machines will be equal, though. Dissidia FF seems to run on more powerful PC than some the standard NESiCA machines, for instance. So maybe they'll offer different PC specs as options. They need to catch up with Sega's more powerful boards which allow stuff such as GGXrd or it might be tough to run KOF14/SF5 properly.



It is the case that SFV has significantly higher system requirements than what the Taito Type X2 has, so unless they are ok with a version of SFV that looks substantially inferior to the console release, they're going to have to have a hardware revision. On one hand, the Type X2 used a number of off-the-shelf PC parts like the GPU/CPU, but on the other hand, it's still a hardware cost that somebody is going to have to pay for. I highly doubt it'll be anywhere near as expensive as paying for brand new JAMMA or whatever else boards like back in the day, but exactly how much it'll cost will also depend on how nice they want upcoming games on the platform to look.







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"Re(5):Fighting Game Thread 2016: Variable Com" , posted Tue 18 Oct 10:19post reply

quote:
there will a game for you.
*check if Savior appears on the list*
*is satisfied*
Understood! The Netflix comparison makes somewhat sense.
Equally important: they have Ikaruga. Classiness for the entire platform just increased 500%: they could put Mortal Kombat in there and it would still on average be the equivalent of the Louvre (ahahah, just kidding Mortal Kombat does not exist in Japan, praise zod). Like at the real-life Mikado arcade, I'm puzzled by the selection of Zero 3 and not Zero 2, not just on an aesthetic basis, but because I thought the Cafe had told me that Zero 3 falls apart at super-high-level play.





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"Re(6):Fighting Game Thread 2016: Kinnikuman" , posted Tue 18 Oct 15:13post reply

I wonder which version of the game they use. Maybe it's based on the Naomi port, which is why it is easier to bring SFZ3 than SFZ2? It's strange that they don't just include all episodes of each series. It dilutes the potential of players on each game, but NESiCA's selection screen could inform you if someone else is playing that game right now, and NESiCA2 could tell you if someone is playing the game anywhere in Japan.

I love this mod.





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"Re(7):Fighting Game Thread 2016: Kinnikuman" , posted Tue 18 Oct 19:43post reply

quote:

I love this mod.



Sure is funny to see a Kinnikuman edit of Zangief that has removed all the scars...





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"Re(8):Fighting Game Thread 2016: Kinnikuman" , posted Fri 21 Oct 10:48post reply

Remember when Mortal Kombat was a skeevy punk of a video game that caused much hand-wringing about children's minds being warped and the decline of civilization? Now it's such an established franchise that it can be used as a punch line in a New Yorker cartoon. How times have changed.





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"Re(9):Fighting Game Thread 2016: Kinnikuman" , posted Fri 21 Oct 12:33post reply

Heh! But surely this must be a fake New Yorker cartoon: I actually understood the punchline.

The biggest Parisian arcade center (opened a few years ago by passionate fans) with a lot of classic 90's fighting games and shooting games has unfortunately closed last night. I think that was the last chance for arcades in Paris, unless VR as an on-location entertainment experience swings things in a big way and becomes a trend like kale sandwiches.





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"Re(10):Fighting Game Thread 2016: Kinnikuman" , posted Fri 28 Oct 02:32post reply

Judging from the most recent video Arc System Works did for BlazBlue: Central Fiction, I'd say it's highly suspicious that the last square on the screen only shows the BB logo, while all the other squares show the characters... could it be a sign that Jubei is finally coming?

Then again, if Arc System Works is thinking of charging the same price Mai Natsume will have for her debut, I'm not sure of how many people would be willing to pay that much for him...





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"Re(2):Re(10):Fighting Game Thread 2016: Kinni" , posted Fri 28 Oct 05:27post reply

quote:
Judging from the most recent video Arc System Works did for BlazBlue: Central Fiction, I'd say it's highly suspicious that the last square on the screen only shows the BB logo, while all the other squares show the characters... could it be a sign that Jubei is finally coming?

Blazblue has been around since 2008 and Jubei is still not part of the cast? How is this possible?

Speaking of things that took too long, no one on this board has yet to mention the teaser for Nidhogg 2. Then again, since the game looks like Rust if all the characters were Homer Simpson that's not too surprising.





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"Re(3):Re(10):Fighting Game Thread 2016: Kinni" , posted Fri 28 Oct 15:43:post reply

quote:
no one on this board has yet to mention the teaser for Nidhogg 2.


Thanks for the trailer!
....AGH what happened to its loveable ATARI graphics!


If you know what a Mighty Mauler Move or a Hidden Ability Bopper is, you're a TRUE fan of Real Bout Fatal Fury. Shmuplations has an article on the game and as usual it has some nice tidbits from a developer's standpoint.

http://shmuplations.com/realboutfatalfury/





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"Re(4):Re(10):Fighting Game Thread 2016: Kinni" , posted Sat 29 Oct 04:54post reply

quote:
no one on this board has yet to mention the teaser for Nidhogg 2.

Thanks for the trailer!
....AGH what happened to its loveable ATARI graphics!


If you know what a Mighty Mauler Move or a Hidden Ability Bopper is, you're a TRUE fan of Real Bout Fatal Fury. Shmuplations has an article on the game and as usual it has some nice tidbits from a developer's standpoint.

http://shmuplations.com/realboutfatalfury/


Thanks for the link! I like that even at that point they knew that Geese was "dead" but not dead-dead.

I have the Vampire Savior tournament from Canada Cup streaming at the moment and Nobi's Darkstalkers analysis was mentioned on-air. Good to see that piece is so well regarded.







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"Re(5):Re(10):Fighting Game Thread 2016: Kinni" , posted Wed 16 Nov 00:15post reply

Double Post Combo!

A new fighter called Fantasy Strike has been announced. The discussion about how throws operate in games and FS in particular is interesting in an academic sort of way. However, when the only footage of FS features obviously plagiarized animation I find I'm not filled with confidence.





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"Re(6):Re(10):Fighting Game Thread 2016: Kinni" , posted Wed 16 Nov 01:29post reply

quote:
Double Post Combo!

A new fighter called Fantasy Strike has been announced. The discussion about how throws operate in games and FS in particular is interesting in an academic sort of way. However, when the only footage of FS features obviously plagiarized animation I find I'm not filled with confidence.



Those poses ... For some reason North American animators on fighting games tend to create attacks where the characters are posed leaning wayyyyy too far forward, making them look off balance and silly.

Here's what I mean:

Fantasy Strike (what a strange way to throw a fireball)

Same pose is ubiquitous throughout the history of Mortal Kombat

It's not just fireballs. Mortal Kombat characters tend to throw punches leaning forward
as if they were one of those wooden mermaids carved into the front of a boat.

If you look closely this lean in, off balance, powerless looking punch is also present throughout Shaq Fu

I think maybe the ubiquity of this kind of posing stems from how animation is taught in schools in the western world, where it's very much rooted in Disney and full of interpretive dance-like movements.






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"Re(6):Re(10):Fighting Game Thread 2016: Kinni" , posted Wed 16 Nov 17:50post reply

quote:
Double Post Combo!

A new fighter called Fantasy Strike has been announced. The discussion about how throws operate in games and FS in particular is interesting in an academic sort of way. However, when the only footage of FS features obviously plagiarized animation I find I'm not filled with confidence.



I stopped reading Sirlin's blog years ago as the focused turned more towards his card and board games, and on some level I'm happy for him that he's closer to implementing his ideas in something closer to a traditional fighting game, although I was never fond of the character designs, and the trailer doesn't help with that.

Dropping the crouching state seems reasonable, since in many ways it feels lie a weird artifact from other genres like platformers (like the emphasis on high jumps) that you rarely see applied in actual fights (although fighting from the floor is apparently quite the thing in some forms of MMa/wrestling, but that's additional grappling complexity to implement for a game) - but I think many games have done that before, like the DBZ ones and more 3D-based ones. If it drops the temptation to use crouching kicks for range, I guess that's a good thing (but I did like the classic Mortal Kombat implementation of hold Back + Kick for sweeps, it felt right and returned characters to standing positions when it was finished). I wonder if some sort of dodging or parrying system will be in to help prevent people from just focusing on attacks with good range or something.

Not so sure about the no-controls-for-throw-counter thing - I think Sirlin's overestimating the reactions those may have when successful, considering how the custom animations used in DoA's counter system are rarely brought up. It would make more sense to me if applied to something like a passive bonus, like automatically activating some sort of DBZ/AoF-ish power charge (you're basically standing in place defenseless anyway, why even press buttons to do it since it's the optimal action if you're doing nothing? - well, other than the spectacle of 2 opponents deciding to do it at the same time in the middle of a fight, that always feels kinda cool). Maybe the no-controls effect could have been different for each character... we'll see...





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"Fighting Game Thread 2016: Mahvel" , posted Tue 29 Nov 11:41post reply

So Marvel vs Capcom 4 is once again in the rumor mill. The latest spin is that the game will pull from the movie characters Marvel owns so mainstays such as Wolverine and Doctor Doom would be out. I don't know if any of this is true but if Kamala Khan makes it into this hypothetical game I'm there day one.





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"Re(1):Fighting Game Thread 2016: Mahvel" , posted Tue 29 Nov 13:49post reply

quote:
So Marvel vs Capcom 4 is once again in the rumor mill. The latest spin is that the game will pull from the movie characters Marvel owns so mainstays such as Wolverine and Doctor Doom would be out. I don't know if any of this is true but if Kamala Khan makes it into this hypothetical game I'm there day one.



Not surprising since Marvel has been getting rid of Fox owned characters in marketing material for about a year now.

It would be a shame to lose Doom, Wolverine, Storm and Magneto as they were fun characters who are staples to the series (I hated hidden missiles though).

I would have no feelings either way if Phoenix and Sentinel left (although Sentinel was my anchor in MvC3).

I would be okay compromising with X-23 being Wolverine like she is in the comics now. Deadpool would be a horrible loss as well as he is a fun character and one of the few Marvel books I still collect(along with Ms. Marvel, Punisher and Nova).

I can see them making Black Panther a Wolverine like rush down character. Scarlet Witch could probably be modified to fit a Magneto like role since her powers are whatever they feel like doing.

I am wondering if this will be a Sony Exclusive (or PS4 console exclusive with PC version) like SFV since it is possibly being announced at the Playstation Experience this weekend.

It doesn't seem like Marvel is in a huge rush to get back into console gaming. I wouldn't be surprised if one of their mobile "fighting" games grossed more than the entirety of the Capcom Marvel games combined. Maybe Marvel wants it out to get market share away from Injustice 2?

Sony getting exclusive rights would kind of surprise me since they are kind of the system for fights right now anyways, outside of Killer Instinct that is. SFV hasn't met sales expectations so it would be weird to give Capcom another shot so soon, but maybe the talks were well underway before SFV was out the door.

If it isn't Sony exclusive it would be amazing for Capcom to get a deal worked out with Marvel since the MCU is so huge now. MVC3 came out between Iron Man 2 and Thor.







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"Re(7):Re(10):Fighting Game Thread 2016: Kinni" , posted Tue 29 Nov 17:24post reply

I think crouching in fighting games is great, even if it barely makes sense at times!

But I also think it's totally a good idea to question why anything is in a game. Fighting games as a genre have absolutely been slaves to tradition. Even things which have worked well are worth deconstructing and evaluating: Smash Bros. has an amount of air control that would be infuriating to defend against in a more typical 2D fighting game, but blocking in Smash Bros. is a 360 degree bubble.

In conclusion I totally can't wait for more people to steal from Gleam of Force because seriously wtf guys.







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"Re(1):Fighting Game Thread 2016: Mahvel" , posted Tue 29 Nov 18:33post reply

quote:
So Marvel vs Capcom 4 is once again in the rumor mill. The latest spin is that the game will pull from the movie characters Marvel owns so mainstays such as Wolverine and Doctor Doom would be out. I don't know if any of this is true but if Kamala Khan makes it into this hypothetical game I'm there day one.



I expect the rumors to be overhyped wishful thinking, but the concept of Kamala in a game with enough control options and animation to put her abilities to good use sounds fun - on the other hand, a cast that would include her would likely also be saddled with some of Marvel's recent tendencies pass on character names to other characters and pushing the characters they fully own, so Thor would likely be Jane Foster, and mutants would likely be replaced by inhuman characters. On the other hand, the confusion about the name Captain Falcon should be amusing if they go with the more recent Sam Wilson version from the comics.

Worst of all, Marvel would probably force in Carol Danvers, whom I have a dislike for due to being the latest usurper of the Captain Marvel name, which legitimately belongs to the superior young William Batson. I wish Kamala wasn't saddled with being attached to Marvel's tendency to hold on to that name despite doing nothing interesting with it other than killing a character...

On the Capcom side, NxC Sylphie would be great, if unlikely. I guess sticking to classic Dante and not making Arthur a midget would be acceptable high starting points.





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"Re(2):Fighting Game Thread 2016: Mahvel" , posted Tue 29 Nov 19:10post reply

I don't have much attachment to any Marvel character, so having all mutants kicked out merely impacts me on a gameplay level. While Deadpool and Sentinel were extremely fun to play in 3 (and Sentinel had great animations), Storm and X23 were boring, Wolverine was bland, and Magneto and Doom were extremely annoying (Doom in particular was nothing but hidden missiles and stupidly easy infinite). Phoenix was horrifying to fight but great to watch in tournaments, so maybe she'll be the one I'll miss the most?
Ah, Super Skrull was fun too. Boo.

Anyway, I guess we'll get all sorts of MCU characters, like Groot, Loki, Black Panther and such? I'm sure they'll be able to make something fun out of them. Black Widow can take all of Bio 5 Jill's moveset if that allows Jill to become something more traditional.
The Capcom side is a big question mark. They haven't released that many important games since MvC3. Maybe Rashid or Necalli will replace Viper. Maybe a Monster Hunter rep will be there (a big monster as a striker could be a possibility, since the rumours talk about a MvC1 system?), or the hero of MH Stories. Gene and Asura are being clamoured for. Someone from Dragon's Dogma? Some version of Rockman (hopefully not the horrible cartoon version)? The rest will be filled with old glories from the arcades, I guess.

More importantly: who is developing? I don't think 8ing has the capacity, and Niizuma says he has been moved to a different division. Will their outsourcing system from SF5 be flexible and reactive enough to keep control of so many characters and have them all approved by Marvel down the most minute hand gesture?





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"Re(3):Fighting Game Thread 2016: Mahvel" , posted Tue 29 Nov 21:33post reply

You know, as much as I love the MvC games, maybe Capcom should try to make a Marvel-only fighting game, maybe based on the 2015 Secret Wars event or something like that.

Although it's really sad if characters associated to the X-Men and Fantastic Four franchises are really banned from this project (assuming this project isn't a fake rumor, of course). It feels really childish to alienate several of its most iconic characters (and their respective fanbases) just because it doesn't have their movies rights (whose sales are the main reason why Marvel managed to stand on its feet until Disney purchased it, in the first place)...





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"Re(4):Fighting Game Thread 2016: Mahvel" , posted Tue 29 Nov 22:50post reply

I bought vanilla MvC3 almost day one but for the life of me I didn't manage to bring myself to like it...actually, it was the Marvel side who proved to be a total letdown to me. I had always loved Capcom's choices for the Marvel side in each Marvel licensed game -this extend to the Super Famicom platform/beat'em up hybrids-, except being a bit sad for Rogue's removal from MSHvSF and MvC, who I've always praised as unique thanks to her move stealing mechanic -and her theme is one of my favorites in XMvSF-, but I simply didn't feel the Marvel side in MvC3, to the point I still haven't bought UMvC3. Maybe I'd have been happier with a Capcom only crossover with the MvC3/UMvC3 Capcom characters -I love X-style Zero so I was insanely happy to see him in MvC3, and I found Arthur a great addition as well.

TL;DR: with MvC3, I didn't get the feeling of being taken for a ride.

And this character rights scenario is making me worried about the roster in the rumored MvC4...fingers crossed.

PS: I'm one of the two or three people in the world who actually like the MvC2 OST beyond its iconic character select theme. Seriously, I love those jazzy tunes.





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"Re(5):Fighting Game Thread 2016: Mahvel" , posted Wed 30 Nov 02:44post reply

quote:

PS: I'm one of the two or three people in the world who actually like the MvC2 OST beyond its iconic character select theme. Seriously, I love those jazzy tunes.



You are not. That OST was the bomb!





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"Re(6):Fighting Game Thread 2016: Mahvel" , posted Wed 30 Nov 03:37post reply

quote:

PS: I'm one of the two or three people in the world who actually like the MvC2 OST beyond its iconic character select theme. Seriously, I love those jazzy tunes.


You are not. That OST was the bomb!


Really? I remember reading negative comments about it long ago somewhere, mostly because of how unfitting it is for a fighting game IIRC. But I don't care about music strictly fitting a game genre or not, I really like those tracks.





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"Re(5):Fighting Game Thread 2016: Mahvel" , posted Wed 30 Nov 04:40post reply

quote:

PS: I'm one of the two or three people in the world who actually like the MvC2 OST beyond its iconic character select theme. Seriously, I love those jazzy tunes.



No, me too I like it a lot the MVC2 OST!
IMHO, MVC2 was really a great game in every aspect, I loved it to death, but for some reasons (U)MVC3 didn't appeal to me in the same way, probably it has more to do with the marvel cast, I didn't liked/knew a lot of them (I read some x-men and other marvel comics up until 2000 something?).





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"Re(6):Fighting Game Thread 2016: Mahvel" , posted Thu 1 Dec 00:02post reply

Maybe the problem some people have with the MvC2 OST is that it consisted of fully original tracks, instead of using the classic themes for each character (like in MvC1 and before)?

I don't know, but I like the MvC2 OST. The select screen track may be the most iconic one by far, but the other tracks are quite good themselves.





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"Re(7):Fighting Game Thread 2016: Mahvel" , posted Thu 1 Dec 03:23post reply

Ok, so I was wrong on the first bit, but to quote myself from however long ago....

quote:
So maybe the secret long con is to have Sony bring Spider-Man to Capcom following the joint deal Sony has with Disney-Marvel on Spider-Man movie releases in order to re-open the door for a three-way game licensing deal between Sony, Disney-Marvel, and Capcom.



... actually all of the details are off. But a Sony/Disney-Marvel/Capcom deal is going to necessarily be a thing for MvC4 given that Spider-Man is going to soon have his own feature film from Disney-Marvel and had a prominent appearance in the movie Civil War.





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"Re(7):Fighting Game Thread 2016: Mahvel" , posted Thu 1 Dec 05:11post reply

quote:
Maybe the problem some people have with the MvC2 OST is that it consisted of fully original tracks, instead of using the classic themes for each character (like in MvC1 and before)?

I don't know, but I like the MvC2 OST. The select screen track may be the most iconic one by far, but the other tracks are quite good themselves.


That could be another criticism I heard about, and it's understandable because there are a lot of good to great themes in the previous titles -Gambit's theme is my favorite among all those composed by Capcom for Marvel characters.





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"Re(8):Fighting Game Thread 2016: Mahvel" , posted Thu 1 Dec 09:05post reply

I like the MvC2 music by itself, it just sets a wildly inappropriate mood for all the stuff that's happening in the game. Rather than feeling like you were violently tearing into someone with Wolverine or heroically teaming up with Captain Commando it felt more like you were about to be treated to an episode of What's Happening!!





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"Re(9):Fighting Game Thread 2016: Mahvel" , posted Thu 1 Dec 11:40:post reply

quote:
I like the MvC2 music by itself, it just sets a wildly inappropriate mood for all the stuff that's happening in the game. Rather than feeling like you were violently tearing into someone with Wolverine or heroically teaming up with Captain Commando it felt more like you were about to be treated to an episode of What's Happening!!



Hmm... I dunno, I always thought the MvC games were inherently ridiculous.

This is a game where Wolverine violently tears into people... but those people do include a mummy, a schoolgirl, and a giant cactus.

I mean, when an ancient force of chaos, the immortal, nigh-invincible, and godlike ruler of nearly a hundred alternate universes is catching a beating from a lunch-crazed horde of the chibi, mechanized servants of a pre-teen air pirate with a metal codpiece, who may well be receiving backup from a self-regenerating, life-force siphoning, pheromone emitting Soviet supersoldier with retractable "Carbonadium" tentacles... I don't think a more serious soundtrack would necessarily be out of place (what would be out of place?) but I can appreciate the music embracing and reflecting the game's general absurdity.

EDIT: Pretty sad I couldn't easily find a video of Shuma getting hit by Tron's lunch rush but really I should be working right now. : /





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"Re(10):Fighting Game Thread 2016: Mahvel" , posted Thu 1 Dec 12:34post reply

My biggest gripes with the MvC2 music is that it doesn't seem to match with the pace of anything that's happening in the game, so it feels incongruous with the action, and that the music doesn't reflect the very iconic characters and serieses that they come from.

The character select song is fun and energizing. The rest of the MvC2 music doesn't have any of that same feeling of fun and energy. I would be totally fine with Yakety Sax blaring all the time in MvC2, especially when anybody activates a powerup super like Wolverine's speedup or Strider's Ouroborus.

I don't think the music in MvC2 is bad, but I still don't think it fits the activity in the game very well. This is kind of like how I think the music in SF3:2I is good, but if you played me Ryu's theme in that game and asked me which character it belonged to, I wouldn't have been able to tell you and would've guessed that it was the song that plays during the credits roll.





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"Re(2):Re(10):Fighting Game Thread 2016: Mahve" , posted Thu 1 Dec 12:47:post reply

quote:
My biggest gripes with the MvC2 music is that it doesn't seem to match with the pace of anything that's happening in the game, so it feels incongruous with the action, and that the music doesn't reflect the very iconic characters and serieses that they come from.

The character select song is fun and energizing. The rest of the MvC2 music doesn't have any of that same feeling of fun and energy. I would be totally fine with Yakety Sax blaring all the time in MvC2, especially when anybody activates a powerup super like Wolverine's speedup or Strider's Ouroborus.

I don't think the music in MvC2 is bad, but I still don't think it fits the activity in the game very well. This is kind of like how I think the music in SF3:2I is good, but if you played me Ryu's theme in that game and asked me which character it belonged to, I wouldn't have been able to tell you and would've guessed that it was the song that plays during the credits roll.



I've said this before, but it bears repeating. By the time MVC2 and CVS2 rolled around, I think Capcom had some idea that people would be playing these games for years and years (decades and decades!), so they showed incredible foresight with the easy listening OSTs. Once you've played your 100,000th game of MVC you probably want something relaxing instead of pulse pounding.

That said, the EX Games had vastly underappreciated OSTs that were pulse pounding and also descriptive of the characters. Great stuff that I never get tired of! (it's some of the best work out music you can ask for!)






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"Re(3):Re(10):Fighting Game Thread 2016: Mahve" , posted Thu 1 Dec 16:14post reply

quote:

The character select song is fun and energizing. The rest of the MvC2 music doesn't have any of that same feeling of fun and energy. I would be totally fine with Yakety Sax blaring all the time in MvC2, especially when anybody activates a powerup super like Wolverine's speedup or Strider's Ouroborus.



quote:

I've said this before, but it bears repeating. By the time MVC2 and CVS2 rolled around, I think Capcom had some idea that people would be playing these games for years and years (decades and decades!), so they showed incredible foresight with the easy listening OSTs. Once you've played your 100,000th game of MVC you probably want something relaxing instead of pulse pounding.

That said, the EX Games had vastly underappreciated OSTs that were pulse pounding and also descriptive of the characters.


I think it's a fair point to say that the MvC2 OST could have included a few more energizing/aggressive/pulse-pounding/ tracks. They could have used a few more Capcom Vs SNK 2-style bangers.


However, there is at least one good, high-energy track in MvC 2 that I think is perfectly fitting for the action. Carnival Stage.

This is the one I always play in my head when I think about the game, anyway.





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"Re(4):Re(10):Fighting Game Thread 2016: Mahve" , posted Thu 1 Dec 22:37:post reply

quote:

The character select song is fun and energizing. The rest of the MvC2 music doesn't have any of that same feeling of fun and energy. I would be totally fine with Yakety Sax blaring all the time in MvC2, especially when anybody activates a powerup super like Wolverine's speedup or Strider's Ouroborus.



I've said this before, but it bears repeating. By the time MVC2 and CVS2 rolled around, I think Capcom had some idea that people would be playing these games for years and years (decades and decades!), so they showed incredible foresight with the easy listening OSTs. Once you've played your 100,000th game of MVC you probably want something relaxing instead of pulse pounding.

That said, the EX Games had vastly underappreciated OSTs that were pulse pounding and also descriptive of the characters.

I think it's a fair point to say that the MvC2 OST could have included a few more energizing/aggressive/pulse-pounding/ tracks. They could have used a few more Capcom Vs SNK 2-style bangers.


However, there is at least one good, high-energy track in MvC 2 that I think is perfectly fitting for the action. Carnival Stage.

This is the one I always play in my head when I

-- Message too long, Autoquote has been Snipped --

It’s funny you say that because I was not to fond of the music from CvS2 either. Well, compared to CvS1, I was disappointed with CvS2 music and preferred the OST from part 1. Although, CvS2 did had some memorable tracks like Fight with the Wind (Kinderdijk Stage) and Fight Your Way (Nairobi Stage). My favorite one was indeed The Lord GOD (God Rugal's Theme). This is probably one of the best boss themes. As mentioned before, I felt the other songs we not in place with what was going on like in MvC2. During the Dreamcast days, we figured out a way to disable the music playing throughout the game. I also think we got some bootleg copy where someone put different kind of music in replace of the original that was far more better when playing up to those 100,000 battles in one day.





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"Re(3):Re(10):Fighting Game Thread 2016: Mahve" , posted Fri 2 Dec 01:14post reply

quote:
Nobi's SFEX OST appreciation

I like how you put this OST into the mix because I love it, mostly because of its amount of fusion. Arika's sound team is just so good at this stuff. But my favorite theme is Sakura's totally-not-shojo-anime saxophone fest. I'm just contradictory like that :D

The CvS2 OST is another gem, composed with a clear intention of being as catchy as possible, opposed to its prequel which sported a music style that isn't for anyone IMO. Capcom composers sure liked to experiment back then.





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"Re(4):Re(10):Fighting Game Thread 2016: Mahve" , posted Fri 2 Dec 01:24post reply

quote:
Capcom composers sure liked to experiment back then.




That makes me sad :(





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"Re(3):Re(10):Fighting Game Thread 2016: Mahve" , posted Fri 2 Dec 03:24post reply

quote:

I've said this before, but it bears repeating. By the time MVC2 and CVS2 rolled around, I think Capcom had some idea that people would be playing these games for years and years (decades and decades!), so they showed incredible foresight with the easy listening OSTs. Once you've played your 100,000th game of MVC you probably want something relaxing instead of pulse pounding.



It might've been a bold experiment, but it was one that mostly didn't work. The music called enough attention to itself to be noticeable, and its incongruity with what's happening made it stick out enough for people to always sort of be aware of it. One important point to consider is that there are no rounds in an MvC2 match and instead there is just one very long timer, so I do agree that having SUPER HYPE MUSIC blaring all the time could get grating. Doing something experimental is laudable, but when so many of its casual and hardcore players have the same feeling about it, I think the experiment's results are overall negative.

MvC2 isn't quite... austere? enough to pull of what Samurai Shodown did with having no real music during matches and just having ambient of event-cued audio. I think that that silence actually made the game a lot more intense!

CvS2 had a mix of calm music and more energizing music (everybody remembers "true love making"!), which I think works better over long sets because you get a greater sense of variety over the course of your play session.

And nobody complains about the super hype music in 3S!







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"Re(4):Re(10):Fighting Game Thread 2016: Mahve" , posted Fri 2 Dec 15:07post reply

quote:
And nobody complains about the super hype music in 3S!
You called~~? :3

I dislike Third Strike's music intensely, from the awful "rap" title screen to the deluge of crappy tracks that use that same blurry synthesizer. While I admit that Chun-li and Ryu's stages frequently play in my head in the same way that Zero 3's dumb but catchy thump-thump-thump super bass tracks do, Third Strike is such a tragic mix of pulsing tracks that simultaenously sound like they were recorded underwater (Gouki, Urien, Hugo) and wretched jazz muzak (Necro, Twelve) that's the exact opposite of the smooth jazz pop that Zero 2 perfected. There's plenty of room for chilllll beats (see Second Impact) or low-key cheerful sounds (see Taiyou Gakuen classroom, because Justice Gakuen must be included in every thread), but Third Strike's "jazz" just kind of sucks.
quote:
They could have used a few more Capcom Vs SNK 2-style bangers.
Holy mackerel, that is funky as hell! This is true love makin'. It could be that I (everyone) sort of imagines the CvS2 tracks as belonging to MvC2 in retrospect, since they sort of fulfill the promise offered by its perfect stage select screen.





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"Re(5):Re(10):Fighting Game Thread 2016: Mahve" , posted Fri 2 Dec 15:36post reply

quote:
It could be that I (everyone) sort of imagines the CvS2 tracks as belonging to MvC2 in retrospect



I have never heard of this unusual condition!
I don't think it speaks terribly well for MvC2, though....

quote:
3S's music basically sucked


It definitely has a weirdly lo-fi quality to its recording all over the place, which in some cases can feel kind of ok but in other places definitely feels just plain fuzzy, and if you're coming from the crystal clear recordings of 2I, it's jarring as hell.

But 3S has both Q and Q's theme so I don't think 2I can declare total victory







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"Re(6):Re(10):Fighting Game Thread 2016: Mahve" , posted Sun 4 Dec 03:41:post reply

And as expected
, I'm more interested on how likely it will be that they'll announce shin gouki being boss only in sfv






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"Re(7):Re(10):Fighting Game Thread 2016: Mahve" , posted Sun 4 Dec 04:52post reply

quote:
And as expected[/url
], I'm more interested on how likely it will be that they'll announce shin gouki being boss only in sfv

So, MvC1 + MSH ? I'll take it.
Especially since UMvC3 becomes available again, and on PC this time.

Good news all around!

Also,
best announcement of the day.







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"Re(8):Re(10):Fighting Game Thread 2016: Mahve" , posted Sun 4 Dec 06:04post reply

quote:
And as expected[/url
], I'm more interested on how likely it will be that they'll announce shin gouki being boss only in sfv
So, MvC1 + MSH ? I'll take it.
Especially since UMvC3 becomes available again, and on PC this time.

Good news all around!

Also,
best announcement of the day.





Everything I'm reading is pointing out that this game may be entirely made by USA devs, which explains why the teaser trailer was so darn LAME. I'm not holding my breathe for this one. If true, it'll be one of the worst monkey paw wishes I can ever remember.

Also, a dragon from MonHun is very rumored. ALSO, MvC3 is coming to PC.





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"Re(9):Re(10):Fighting Game Thread 2016: Mahve" , posted Sun 4 Dec 13:33post reply

quote:
And as expected[/url
], I'm more interested on how likely it will be that they'll announce shin gouki being boss only in sfv
So, MvC1 + MSH ? I'll take it.
Especially since UMvC3 becomes available again, and on PC this time.

Good news all around!

Also,
best announcement of the day.




Everything I'm reading is pointing out that this game may be entirely made by USA devs, which explains why the teaser trailer was so darn LAME. I'm not holding my breathe for this one. If true, it'll be one of the worst monkey paw wishes I can ever remember.

Also, a dragon from MonHun is very rumored. ALSO, MvC3 is coming to PC.


I am not a hardcore fan of MvC2 and never had interest in part 3 butttttttttt.........Megaman X is back :/





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"Re(10):Re(10):Fighting Game Thread 2016: Mahv" , posted Sun 4 Dec 17:58post reply

If UMVC3 will be available on PS4/PC/XBone after it was pulled from PSN, is it this possible also for MVC2??





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"Re(2):Re(10):Re(10):Fighting Game Thread 2016" , posted Sun 4 Dec 21:13post reply

IT'S FUCKING X!!! But then I notice Wolverine isn't featured at all in the teaser and the Marvel side of UMvC3 doesn't look so bad to me as it did before. Then I read Sasha's suspicions and I even feel worse about this title. I won't blindly buy MvCI as I did with vanilla MvC3.

As for the PS4 port of UMvC3, I'll buy it if it has balance changes and/or a significant visual improvement compared to the PS360 version, otherwise I'll buy it physical for PS3 or 360.





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"Re(3):Re(10):Re(10):Fighting Game Thread 2016" , posted Sun 4 Dec 22:19post reply

quote:
IT'S FUCKING X!!! But then I notice Wolverine isn't featured at all in the teaser and the Marvel side of UMvC3 doesn't look so bad to me as it did before. Then I read Sasha's suspicions and I even feel worse about this title.
Yeay, the Marvel side is probably going to be mostly MCU stuff, which makes some people angry.

I was about to say "which makes nerds angry", but then that would mean picking Captain Marvel, Doctor Strange or the Guardians of a Galaxy is a popular, non-nerdy choice and I started doubting the meaning of the word.

As for the game itself, it looks nice, and Ryu in particular looks very much like his Tatsunoko version which makes me very happy. Somehow it makes me believe the rumour that they started developing the game as a "Capcom vs [...]" placeholder and only settled for the other half of the roster afterwards. If the game is remotely as good as TvC but with a MvC2-sized roster, it will be the best of both worlds really.

The character-switching mid-combo already eases any worry that the game would be dumbed-down and accessible to the masses. Though learning 2 characters is still less daunting than 3, I suppose.

quote:
As for the PS4 port of UMvC3, I'll buy it if it has balance changes and/or a significant visual improvement compared to the PS360 version, otherwise I'll buy it physical for PS3 or 360.
Have they said they would re-relase anything for last-gen consoles?
Be careful, because if you buy a second hand physical copy, you may end up not being able to buy Jill or Shuma.

The game won't have balance changes, but 1080p and consistent 60 FPS in all stages will be great. Plus all DLC included.





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"Re(4):Re(10):Re(10):Fighting Game Thread 2016" , posted Sun 4 Dec 23:38post reply

quote:
IT'S FUCKING X!!! But then I notice Wolverine isn't featured at all in the teaser and the Marvel side of UMvC3 doesn't look so bad to me as it did before. Then I read Sasha's suspicions and I even feel worse about this title.Yeay, the Marvel side is probably going to be mostly MCU stuff, which makes some people angry.

I was about to say "which makes nerds angry", but then that would mean picking Captain Marvel, Doctor Strange or the Guardians of a Galaxy is a popular, non-nerdy choice and I started doubting the meaning of the word.

As for the game itself, it looks nice, and Ryu in particular looks very much like his Tatsunoko version which makes me very happy. Somehow it makes me believe the rumour that they started developing the game as a "Capcom vs [...]" placeholder and only settled for the other half of the roster afterwards. If the game is remotely as good as TvC but with a MvC2-sized roster, it will be the best of both worlds really.

The character-switching mid-combo already eases any worry that the game would be dumbed-down and accessible to the masses. Though learning 2 characters is still less daunting than 3, I suppose.

As for the PS4 port of UMvC3, I'll buy it if it has balance changes and/or a significant visual improvement compared to the PS360 version, otherwise I'll buy it physical for PS3 or 360. Have they said they would re-relase anything for last-gen consoles?
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That initial teaser was kind of a letdown in terms of direction and overall excitment, but the character models looked good. The in game itself looks alright. I'm also thrilled that they put in TvC Ryu. That's the best he's ever looked in 3d. Looks like Eighting is at the helm again? I wish they could go all out and stylize the game more, have it be more fun and cartoony, but I guess they still need to follow contemporary Marvel comics and movie branding. With all that in mind it looks good for what it is. The animation as always with Eighting looks solid.






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"Re(5):Re(10):Re(10):Fighting Game Thread 2016" , posted Mon 5 Dec 01:34post reply

Iggy: no announcements, I was talking about buying it second hand as you thought, so thank you for the warning. So isn't framerate consistent in any of the last-gen versions of UMvC3? If the framerate improvement on the PS4 version is gonna be noticeable, I'll gladly drop any thought of buying it second hand for PS3 or 360.

I still hadn't seen the gameplay trailer. The graphics kinda remind me of TvC as well, and that makes me a bit less worried -I compared MvC3 with TvC back then, and I was kinda sad the TvC shading style wasn't kept altogether. I'm also intrigued by the return of the 2 member tag team style and the gem mechanic. I thought Ryu was willingly giving in to the Satsui No Hado when I saw the pre-rendered trailer xD





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"Re(6):Re(10):Re(10):Fighting Game Thread 2016" , posted Tue 6 Dec 01:58:post reply

Although I'd still prefer a Marvel-only fighting game based on Secret Wars 2015 (made by Capcom), I can't deny that MvCI looks cool!

Apparently, the developers said that the X-Men weren't vetoed from this game - although I sadly suspect that, if they even appear in it, we'll only get Wolverine, Storm and Magneto. I'd really like to see Psylocke in it, but I doubt she'll be there...

As for the Capcom side, as long as Chun-Li is in it and she's actually good to play as, I'm satisfied (this being a "(insert any name) vs. Capcom" game, she will definitely be in the roster, so we only need her to be better - much, MUCH better - than in MvC2 and UMvC3).

---

EDIT: thinking about it, since the Infinity Gems will be part of the game mechanics, Power Stone's Power Stones could also be in it somehow; that would be awesome!

Of course, that could only happen if Capcom remembered they once upon a LONG time had a fighting game franchise named Power Stone...





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"Re(7):Re(10):Re(10):Fighting Game Thread 2016" , posted Tue 6 Dec 02:33post reply

Micky: there was noticeable frame-drops on PS3 when launching some supers in certain conditions, and certain stages had a tendency to create problems (G&G was the worst). The 360 version was mostly fine, but had some small frame-drops in the busiest stages, hence the tournaments being played in Bone Wonderland or the training stage mostly. I'd like to think the HD version will make tournaments more varied, but Bone Wonderland also had the advantage of readability, so maybe they'll keep fighting there...?

quote:
As for the Capcom side, as long as Chun-Li is in it and she's actually good to play as, I'm satisfied (this being a "(insert any name) vs. Capcom" game, she will definitely be in the roster, so we only need her to be better - much, MUCH better - than in MvC2 and UMvC3).

The problem of Chunli in these games is that her only definite feature is her speed and mobility. In games with a limited cast such as MvC1 or TvC, she might be among the fastest characters, but the more the cast expands, the more you'll have characters who are super fast, fly around freely AND have other cool powers, a sword, beams, etc. Martial artists such as Chunli, Ryu or Iron Fist always feel a bit limited.
If the game stays limited with the use of assist, or even has no assist at all unlike TvC, then Chunli might have a role as the fastest character of the game with shit damage to open up easily the opponent, though you would have to change to your heavy-hitting partner very quickly to rake up some damage.
I do hope the TvC assists will come back, or something similar... The TTT or SFxT partner system is the less creative type of team games.

I think Rouge from Power Stone was in the list of "characters we would have liked to add if we had time" in both TvC and MvC3, so at least Niizuma remembers her. The problem is whether the people working on Infinite are the same as those of TvC...





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"Re(8):Re(10):Re(10):Fighting Game Thread 2016" , posted Tue 6 Dec 02:48post reply

quote:
The problem of Chunli in these games is that her only definite feature is her speed and mobility. In games with a limited cast such as MvC1 or TvC, she might be among the fastest characters, but the more the cast expands, the more you'll have characters who are super fast, fly around freely AND have other cool powers, a sword, beams, etc. Martial artists such as Chunli, Ryu or Iron Fist always feel a bit limited.
If the game stays limited with the use of assist, or even has no assist at all unlike TvC, then Chunli might have a role as the fastest character of the game with shit damage to open up easily the opponent, though you would have to change to your heavy-hitting partner very quickly to rake up some damage.
I do hope the TvC assists will come back, or something similar... The TTT or SFxT partner system is the less creative type of team games.


But... but... what's the point of being the strongest woman in the world (or at least in the Capcom world), then??





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"Re(8):Re(10):Re(10):Fighting Game Thread 2016" , posted Tue 6 Dec 03:32post reply

quote:
Micky: there was noticeable frame-drops on PS3 when launching some supers in certain conditions, and certain stages had a tendency to create problems (G&G was the worst). The 360 version was mostly fine, but had some small frame-drops in the busiest stages, hence the tournaments being played in Bone Wonderland or the training stage mostly. I'd like to think the HD version will make tournaments more varied, but Bone Wonderland also had the advantage of readability, so maybe they'll keep fighting there...?


Thank you Iggy for your answer and for the detailed explanation. Not having followed MvC3 at all after those few days I played the vanilla version on my PS3, I didn't know these details. I'll make an exception to my insane love for physical versions then.





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"Re(9):Re(10):Re(10):Fighting Game Thread 2016" , posted Tue 6 Dec 03:39:post reply

quote:
The problem of Chunli in these games is that her only definite feature is her speed and mobility. In games with a limited cast such as MvC1 or TvC, she might be among the fastest characters, but the more the cast expands, the more you'll have characters who are super fast, fly around freely AND have other cool powers, a sword, beams, etc. Martial artists such as Chunli, Ryu or Iron Fist always feel a bit limited.
If the game stays limited with the use of assist, or even has no assist at all unlike TvC, then Chunli might have a role as the fastest character of the game with shit damage to open up easily the opponent, though you would have to change to your heavy-hitting partner very quickly to rake up some damage.
I do hope the TvC assists will come back, or something similar... The TTT or SFxT partner system is the less creative type of team games.

But... but... what's the point of being the strongest woman in the world (or at least in the Capcom world), then??



I would be totally fine with fairly radical new gameplay designs for Chun Li in MvC, because when it comes down to it, the only thing which anyone can really point to as a core gameplay identity for Chun Li in SF is... kinda fast and has good normals?

MvC3 gave her an airdash in a game where that wasn't universal in trying to build on the "kinda fast" part of her identity, combined her sometimes infamous palm strike with her kiokken with a hint of SF4 for a crumple stun, but otherwise left her with mediocre fireballs.

I like to think of Gen as being a greater realization of the kung fu vision they had just started reaching for with Chun Li. She's got a big jump and can wall jump, but Gen actually has wire-fu flying kung fu. They both have a "flurry of strikes so fast you can't see them all" move, and Gen has moves designed to be powerful counter-pokes (e.g. the move that deals bonus damage based on the move it countered). But they went so far with the "kung fu MASTER" side of Gen, what with him having two complete movesets, that Gen is very difficult to have fun with for beginners. But Chun is so iconic and has been used by so many people that they don't want to stray too far from what she is in mainline SF... which is mostly a really annoying wall of good pokes, a strategy that is quite limited in MvC without some other serious BS behind it (e.g. MvC2 Sentinel is a flying poke wall whose pokes also deal damage on block and is backed by deadly anti-air assists; MvC3 Haggar jumping pipe is a dominating normal that comes out not too slowly, has a gigantic hitbox with the hurtbox far behind it, and is hard knockdown that can be converted into huge combos, etc. ).

I honestly think that they could take the "poke wall" and "kinda fast" aspects of her much farther (Ryu shoots giant energy beams in Vs. games, after all!), in ways which retain her simple gameplay identity. Make the palm strike chargeable and have it dish out a gigantic, screen-tall shockwave. She already has a command jump in SFV, and power-upping gems are already a thing in MvCI, so let her have powerups that give her increasing wire-fu aerial movement. Kikoken has always been a pretty lame projectile in Vs series, and while in mainline SF it's a "useful tool", in Vs series it is so hopelessly outmatched by the penetrating projectiles, beams, insane spam, and other things that it needs additional utility. Maybe have a charged version of it where upon striking an enemy projectile, it detonates and creates a mini kikosho that persists for a bit and eats other projectiles: this would give her utility in forcing others to go around it, hopefully forcing them to play to her strengths.

etc.





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"Re(10):Re(10):Re(10):Fighting Game Thread 201" , posted Tue 6 Dec 06:23post reply

quote:
Kikoken has always been a pretty lame projectile in Vs series, and while in mainline SF it's a "useful tool", in Vs series it is so hopelessly outmatched by the penetrating projectiles, beams, insane spam, and other things that it needs additional utility. Maybe have a charged version of it where upon striking an enemy projectile, it detonates and creates a mini kikosho that persists for a bit and eats other projectiles: this would give her utility in forcing others to go around it, hopefully forcing them to play to her strengths.
I always thought that if Lilith were to transition into a VS, they would emphasize the EX Soul Flash: a slow, short range persistent projectile she can throw mid-air and run under (especially good against bigger targets such as Victor or Anakaris). Giving it high projectile durability, maybe big enough to stop beams, and maybe allowing her to set two on screen at once would make her totally different from Morrigan (that was before the stupid Soul Fist spam nonsense of UMvC3). Doing that to Kikoken could be an idea: Chun sets up a slow projectile that would stop or at least slow down the most aggressive opponents, and while they wonder what to do she would jump around and break their guard. A bit like what Laura is doing in SF5, and like Laura, it would be mostly good against people not used to the match-up, paralysed by that uncommon situation, while pros would scoff at it.
It would still be better than MvC 2 and 3.

They could also go Shadow Lady route and have her fart missiles, but that's just not Chun-li.

Also, I just remembered that regardless on whether Doom is in it or not, no assist means the Soul Fist spam of Morrigan will not come back, which means she'll probably be garbage tier like in almost all the games she's been in except Hunter. In a way, Hunter is her Third Strike: both Morrigan and Chun traumatized everyone in those games, and got pre-emptively nerfed in all their games ever since. UMvC3 and SF5 are exceptions in an otherwise mediocre career since their peak (OK, I'm sure Chun was dominant in at least one version of SF4, but I'm just going to ignore that game from now on).





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"Re(2):Re(10):Re(10):Re(10):Fighting Game Thre" , posted Wed 7 Dec 23:54post reply

quote:
I always thought that if Lilith were to transition into a VS, they would emphasize the EX Soul Flash: a slow, short range persistent projectile she can throw mid-air and run under (especially good against bigger targets such as Victor or Anakaris). Giving it high projectile durability, maybe big enough to stop beams, and maybe allowing her to set two on screen at once would make her totally different from Morrigan (that was before the stupid Soul Fist spam nonsense of UMvC3). Doing that to Kikoken could be an idea: Chun sets up a slow projectile that would stop or at least slow down the most aggressive opponents, and while they wonder what to do she would jump around and break their guard. A bit like what Laura is doing in SF5, and like Laura, it would be mostly good against people not used to the match-up, paralysed by that uncommon situation, while pros would scoff at it.
It would still be better than MvC 2 and 3.



Speaking of which, would Lilith have any chance of being in MvCI (the REAL Lilith, not Morrigan cosplaying as her)? Most of the DarkStalkers women were already featured in at least one game of the MvC series, and since Hsien-Ko was unfortunately considered bottom tier and Q-Bee is usually ignored, I think this could be her time.

Well, unless Demitri and/or Jon Talbain are chosen instead of her (it's actually surprising that neither of them has appeared in a MvC game so far).





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"Re(3):Re(10):Re(10):Re(10):Fighting Game Thre" , posted Thu 8 Dec 00:11post reply

quote:
Speaking of which, would Lilith have any chance of being in MvCI (the REAL Lilith, not Morrigan cosplaying as her)? Most of the DarkStalkers women were already featured in at least one game of the MvC series, and since Hsien-Ko was unfortunately considered bottom tier and Q-Bee is usually ignored, I think this could be her time.

Well, unless Demitri and/or Jon Talbain are chosen instead of her (it's actually surprising that neither of them has appeared in a MvC game so far).



Lilith might have some gameplay distiction from Morrigan to make it, but I don't see a modern MvC game "stopping" its action for something like Gloomy Puppet Show though.

Wasn't one of Talbain's supers in Savior basically a beam, with him firing 2 or 3 dragons "braided" into each other? That sort of thing might help him to fit in, at least...





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"Re(4):Re(10):Re(10):Re(10):Fighting Game Thre" , posted Thu 8 Dec 00:56post reply

quote:
Wasn't one of Talbain's supers in Savior basically a beam, with him firing 2 or 3 dragons "braided" into each other? That sort of thing might help him to fit in, at least...

Gallon could be the Wolverine replacement if (though now X-men seem to be coming as DLC, there's no replacement to have).
The beam was especially good as an anti-crossup measure, something MvC doesn't really need as bad as Vampire. Though having the slow beam run through the screen from left to right even if Gallon is hit on startup could be fun. But Gallon has so many tools in general that they could take him in quite a lot of directions if they allow themselves to be creative, especially if they add a feral mode separate from his martial artist one. We could even have human Gallon transforming mid-match!

Q-Bee is made for these games though. I wonder if the extremely high quality of her animation makes her difficult to transition to 3D?

Buletta was underwhelming in MvC2, I think she'd need a major revamp of her moves to function in these games. Though MvCI's battlefield seems lower than previous versus... The aerial raves in the trailer happen much closer to the ground than before.

All Leilei would need is a major buff to her Tenraiha and her air dash. OK, probably more than that, but that would be enough to make her at least fun to play.





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"Re(5):Re(10):Re(10):Re(10):Fighting Game Thre" , posted Thu 8 Dec 01:30post reply

quote:
Wasn't one of Talbain's supers in Savior basically a beam, with him firing 2 or 3 dragons "braided" into each other? That sort of thing might help him to fit in, at least...
Gallon could be the Wolverine replacement if (though now X-men seem to be coming as DLC, there's no replacement to have).
The beam was especially good as an anti-crossup measure, something MvC doesn't really need as bad as Vampire. Though having the slow beam run through the screen from left to right even if Gallon is hit on startup could be fun. But Gallon has so many tools in general that they could take him in quite a lot of directions if they allow themselves to be creative, especially if they add a feral mode separate from his martial artist one. We could even have human Gallon transforming mid-match!

Q-Bee is made for these games though. I wonder if the extremely high quality of her animation makes her difficult to transition to 3D?

Buletta was underwhelming in MvC2, I think she'd need a major revamp of her moves to function in these games. Though MvCI's battlefield seems lower than previous versus... The aerial raves in the trailer happen much closer to the ground than before.

All Leilei would need is a major buff to her Tenraiha and her air dash. OK, probably more than that, but that would be enough to make her at least fun to play.



Hmmmmm ... Eighting being in charge of the Darkstalkers reunion is pretty much a best case scenario huh?

Ah man, I would love it if Q-Bee actually turned out well. It would take GGXrd levels of attention to detail to really get her right though. She has so many morphing body parts, and even just her regular non morphing moves have a lot of subtle layers to them. If she doesn't have that awesome squash and stretch, her movements will lose much of their impact. It would be great if they actually tried to replicate the timing and spacing of these sprites frame by frame instead of just copying the key poses and letting the computer tween it.

As a point of reference I made this gif comparing Third Strike Makoto to SFIV. Look at how much got lost in the transition to 3d:

http://giphy.com/gifs/art-animation-street-3o6Zt1JZhXvfKODzNK

You already got the perfect referece for all these characters. Put them to good use Eighting! Good luck!

(Oh man Q-Bee's animations are such a joy to look at!)






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"Re(6):Re(10):Re(10):Re(10):Fighting Game Thre" , posted Thu 8 Dec 02:37post reply

Haha, I knew Q-Bee would provoque a Nobi-action!

Eighting is not doing anything we know of on MvCI though, do they? Haven't they been bought by a chinese company to make VR games?
Though of course, in these companies full of ex-Capcom and ex-SNK people, talent mobility is high, and who knows where these people will end up at.
From what I understand, this game will follow the same route as SF5: as much outsourcing as possible to south-east Asia while the heart of the game would be set internally. So I don't expect hugely complicated characters like Q-Bee, Spiral or Shuma... Not because Malaysian artists would be incapable of doing them, but as you explained last year, having such a high level of outsourcing means going for the lowest common denominator, and it wouldn't be practical to go over each motion in such depth if you have a huge bureaucracy of coordinators between the heart of the project and the 3D artist.

Back to Vampire VS Capcom: a character I never really liked but could do well in this game is Donovan. If indeed the jumps are lower than in MvC2 and 3, but higher than in any normal game, it could be just the height that he could control with the most efficiency.
Jedah is of course a fabulous character that could do well under any condition if the self-harm animations are not a problem for Marvel. He would be BFF with Dormamu I'm sure.
Victor and Sasquatch would struggle to exist in a game where Hulk is the main character, unfortunately... Bishamon and Aulbath would seem out of place, I think they would not be efficient in such a setting. Dimitri without Midnight Bliss is just a waste of a slot.
Phobos and Pyron would work great and integrate seamlessly with both the cosmic and the occult Marvel, though they would require a degree of rework similar to Anakaris.

But of course in the end it will be Felicia again. Urgh.







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"ReReRe MvCI has MvC1 staff" , posted Thu 8 Dec 11:09post reply

Original article from gamewatch

SRK post with some details summarized in English

Norio Hirose, who was a programmer on multiple Vs. series games, Justice Gakuen, and CvS, will have a director role in MvCI. I don't know which directorial role he'll have (the English article just says "Director", which is probably meant to suggest "all creative decision making"), and I don't know if the Japanese article has more to say about that.







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"Re(1):ReReRe MvCI has MvC1 staff" , posted Thu 8 Dec 11:59:post reply

I suck at Marvel but enjoy letting the second one Take Me for a Ride even if 3 was dreary, SO: bafflingly inadequate summary ("worth a look if you can read it, but I won't tell you what I found worth reading"), so here's what matters:

-some Capcom USA guy Mike Evans is executive producer, Hirose is director
-inexplictably, after botching single-player and story for SFV, they're thinking about strong story modes for Marvel OF ALL THINGS...so we can find out the preposterous "reason" these versus games are happening
-going for a fun easy-to-use system, 2 on 2 with teamwork emphasis
-Rockman X, Ryu, Captain Marvel, Iron Man, Morigan, Captain America...but then, you already knew that
-Choose different stones to power up your character (I stayed away from SFXTekken, maybe you should be scared)
-Some players may find the system too simple, but focusing on individual characters to avoid small dominant cadre of charas like in previous entries
-North American gamers REALLY wanted Rockman X

The Shoryuken "summary" doesn't say enough about Hirose. He was a programmer on SF Zero 2, ☆☆Justice Gakuen☆☆, Justice Gakuen Nekketsu Seishun Nikki 2, and Moero! Justice Gakuen. Oh, and some other less important things like like X-men Vs. Street Fighter, Puzzle Fighter, Marvel 1, and Capcom vs. SNK, and ran a lot of Monster Hunter games. Whatever.





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"Re(2):ReReRe MvCI has MvC1 staff" , posted Thu 8 Dec 17:49:post reply

Don't know how to feel about Hirose's inclusion. I love the games he had worked on -except Monster Hunter, I tried the 3DS 3G demo multiple times but I couldn't bring myself to like it-, but I'll only be happy if "director" actually means what Spoon says in the MvC:I project.

I knew somebody would emphasize the Justice Gakuen bit a lot :D And I really can't blame you Maou ^^

Injustice -which I've never played till now- has a cinematic story mode and its sequel is bound to have one as well, so I wouldn't be so surprised that MvCI is following this route, but I get your SFV comparison.

I know I'm asking for too much, but I really, really wish this game gets a TvC tier roster. TvC is another game I still haven't played, but man I love its character choices. Especially the Japanese version: this is one of my favorite kids anime. (earrape warning, audio quite crackling) I got mad when I found out licensing issues kept him out of the Western versions.





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"Re(3):ReReRe MvCI has MvC1 staff" , posted Thu 8 Dec 18:13post reply

quote:

I know I'm asking for too much, but I really, really wish this game gets a TvC tier roster. TvC is another game I still haven't played, but man I love its character choices. Especially the Japanese version: this is one of my favorite kids anime. (earrape warning, audio quite crackling) I got mad when I found out licensing issues kept him out of the Western versions.



I bought an used Wii only to play TvC!
Sadly no Hakushon Daimaou for me, as I have an EU console and was not able to run my japanese copy of the game I got from eBay (stupid region-lock!).
I'm too from Italy and I have watched almost all the classic Tatsunoko's anime featured in the game (Ippatsuman and Gold Lightan I think were never licensed here?). Really the '80/'90 here were good times for anime fans.





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"Re(4):ReReRe MvCI has MvC1 staff" , posted Thu 8 Dec 19:39post reply

When I buy a second hand Wii, TvC will be the main reason for me as well :D But isn't there a Freeloader thing for the Wii that forces it to play out-of-region games? I barely know it exists, don't know about any possible limitation of that method.





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"Re(3):ReReRe MvCI has MvC1 staff" , posted Thu 8 Dec 22:38post reply

quote:
Injustice -which I've never played till now- has a cinematic story mode and its sequel is bound to have one as well, so I wouldn't be so surprised that MvCI is following this route, but I get your SFV comparison.



DOA5 also followed this route, right? That didn't work well for it...

I get that NRS's cinematic story presentation is engaging and all, but I don't think it means every fighting game should follow it. SFIV's way (small prologue, one rival cutscene and one ending for each character) was great for me - maybe it would even be better for SFV than the cinematic mode it has -, and so it's the visual novel-like route adopted by BlazBlue and Skullgirls (even including some creative presentation in Fukua's story route), etc. Even Killer Instinct having THREE different Story Modes (two of which are restricted to few characters), as messy as it is, has some merits (especially in Season 3's mode, where not all story battles may appear for a character in a single playthrough).





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"Re(7):Re(10):Re(10):Re(10):Fighting Game Thre" , posted Fri 9 Dec 00:39:post reply

quote:
Back to Vampire VS Capcom: a character I never really liked but could do well in this game is Donovan. If indeed the jumps are lower than in MvC2 and 3, but higher than in any normal game, it could be just the height that he could control with the most efficiency.
Jedah is of course a fabulous character that
-- Message too long, Autoquote has been Snipped --



Yesterday I was having lunch in Ebisu and on my way back spotted a restauraunt that was using real fire on their flaming tourches in the enterance. Leaving aside whatever hazard laws that violates, it hit me how I'd love to see Pyron in action with the processing powers of the PS4 console. If they have really good motion animators and effects staff, he can potentially look really awesome.





[this message was edited by Professor on Fri 9 Dec 00:51]

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"Re(5):ReReRe MvCI has MvC1 staff" , posted Fri 9 Dec 00:50post reply

quote:
When I buy a second hand Wii, TvC will be the main reason for me as well :D But isn't there a Freeloader thing for the Wii that forces it to play out-of-region games? I barely know it exists, don't know about any possible limitation of that method.



Yes, there is, but I don't know why on my console all I get is a reddish colored video output.





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"Re(6):ReReRe MvCI has MvC1 staff" , posted Fri 9 Dec 01:06post reply

JaP: IMO, they're thinking of those younger players who get more intrigued by a TV show style storytelling rather than an old school way like SFIV -which I personally like a lot in vanilla SFIV, not so much in SSFIV because the endings felt so poor to me...

Lord SNK: you got me curious and I did a brief Google search: the issue should be that you're using an RGB cable. You can only use component or composite to run Freeloader correctly, based on the info I read. Also, your Wii must be on firmware 3.2 or lower.





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"Re(4):ReReRe MvCI has MvC1 staff" , posted Fri 9 Dec 01:44post reply

quote:
Injustice -which I've never played till now- has a cinematic story mode and its sequel is bound to have one as well, so I wouldn't be so surprised that MvCI is following this route, but I get your SFV comparison.

DOA5 also followed this route, right? That didn't work well for it...

I get that NRS's cinematic story presentation is engaging and all, but I don't think it means every fighting game should follow it.


Where I feel Street Fighter 5 failed in its cinematic story is that it didn't feel like it was a story written to be used in a game.

NRS is pretty good with their stories because their stories are designed around the game. Mortal Kombat used a story that was designed to logically follow a character for a bit (getting a few matches out of them) before shifting to the next POV character, with the overall story itself broken into logical progression. It wasn't perfect, but it did a better "movie" than most fighting game adaptations can dream of.

SF5's cinematic story felt like someone came up with an idea for an OVA, and padded it with a bunch of other short encounters to shoehorn in characters. The story was a mess. POV bounced randomly. Pacing was non-existent. There were cameos and even entire scenes that looked like they were meant to be set-ups for playable fights that were not implemented for one reason or another, or which would have been background or side-story action in an animated movie.

SF5's cinematic story simple doesn't feel like it was written primarily to be used as a cinematic story for SF5.







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"Re(5):ReReRe MvCI has MvC1 staff" , posted Fri 9 Dec 02:31post reply

Even though it's bloated, creaking, and suffering from an overdose of "Re" in the message title, can the 2016 fighting game thread make it to the end of the year? Let's find out!

quote:
-Choose different stones to power up your character (I stayed away from SFXTekken, maybe you should be scared)


My guess is the gems in MvCI are going to act as grooves as you would find in A3 or CvS2. Here's to hoping they aren't going the noodly nonsense of SFxT or the dropping gems of MSH. Actually, the MSH can come back only if the announcer from Power Stone returns and shouts "OH NO!" every time you drop a magic rock.

I do find it funny that MvCI is being advertised as having good single player content such as arcade and story modes. It seems Capcom learned a bit from SF5's drubbing. They didn't learn enough to bother putting a simple arcade mode in SF5 but, hey, they are starting to learn what they used to know.

Speaking of single player in SF5...

quote:
SF5's cinematic story simple doesn't feel like it was written primarily to be used as a cinematic story for SF5.

That's a good way to put it. The story does feel like it wants to be an OAV but lacks the capabilities to pull it off. Under other circumstances I would view SF5's story mode as an interesting but muddled attempt but seeing as how the game is still suffering from glaring problems I wonder if it was all worth it. How much resources did story mode sponge up that could have gone to other aspects of SF5?





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"Re(7):ReReRe MvCI has MvC1 staff" , posted Fri 9 Dec 04:10post reply

quote:

Lord SNK: you got me curious and I did a brief Google search: the issue should be that you're using an RGB cable. You can only use component or composite to run Freeloader correctly, based on the info I read. Also, your Wii must be on firmware 3.2 or lower.



We are a bit off topic, thanks for the info, it's true I'm using the official ScartRGB cable.





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"Re(8):ReReRe MvCI has MvC1 staff" , posted Fri 9 Dec 05:10:post reply

You're right, we better talk about the latest/upcoming fighting games in this thread, but as you can see, bits of off topic discussion aren't uncommon, we've just brought some SFV here though it has its own dedicated thread xD

Back to (sort of) new titles, the PS4 port of UMvC3 is unsurprisingly turning into the tournament standard. Since I wasn't following the Marvel tournament scene at all, I wasn't sure there would be other torunaments before MvC:I, but I was sure they would take place on PS4 setups.





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"TvC with the crazy Genie" , posted Fri 9 Dec 11:14post reply

Well, TOs now don't need to illegally get Shuma and Jill or simply ban them because they were delisted years ago. So it was predictable.

quote:

I know I'm asking for too much, but I really, really wish this game gets a TvC tier roster. TvC is another game I still haven't played, but man I love its character choices. Especially the Japanese version: this is one of my favorite kids anime. (earrape warning, audio quite crackling) I got mad when I found out licensing issues kept him out of the Western versions.


I bought an used Wii only to play TvC!
Sadly no Hakushon Daimaou for me, as I have an EU console and was not able to run my japanese copy of the game I got from eBay (stupid region-lock!).
I'm too from Italy and I have watched almost all the classic Tatsunoko's anime featured in the game (Ippatsuman and Gold Lightan I think were never licensed here?). Really the '80/'90 here were good times for anime fans.



quote:
When I buy a second hand Wii, TvC will be the main reason for me as well :D But isn't there a Freeloader thing for the Wii that forces it to play out-of-region games? I barely know it exists, don't know about any possible limitation of that method.



Yeah me too. In Brazil we got many Tatsunoko animes but the ones that I loved(and remember watching) was Speed Racer, Gatchaman and Hakushon Daimaou. Well, at least I got a costume for Gen Fu later.

Spoiler (Highlight to view) -
But no one as Gatchaman(not even CROWDS) or Speed for Elliot

End of Spoiler


Well, at least I got Viewtiful Joe, even more Gatchaman characters, Volnutt and Roll.

Also, can't you both just soft mod your Wiis? I know you might not want to load ISOs or play pirated games but soft modding also unlocks the regionlock of the console and you can still play your original games on it. It's not like there's any online functionality anymore.


As for MvCI, I'm not excited in the least. Gems and tag-ins without assists reminds me too much of SFxT and the possibility of mutants not being in the game because of political reasons is not of my liking. I already missed Cyclops, Anakaris, Amingo, Cable in UMvC3(even if we got Viewtiful Joe, Ammy and Phoenix Wright) and have no hopes for them to come back (and the ones from Clover games were not really popular in MvC3).





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"Re(5):ReReRe MvCI has MvC1 staff" , posted Fri 9 Dec 13:59post reply

quote:
Injustice -which I've never played till now- has a cinematic story mode and its sequel is bound to have one as well, so I wouldn't be so surprised that MvCI is following this route, but I get your SFV comparison.

DOA5 also followed this route, right? That didn't work well for it...

I get that NRS's cinematic story presentation is engaging and all, but I don't think it means every fighting game should follow it.

Where I feel Street Fighter 5 failed in its cinematic story is that it didn't feel like it was a story written to be used in a game.

NRS is pretty good with their stories because their stories are designed around the game. Mortal Kombat used a story that was designed to logically follow a character for a bit (getting a few matches out of them) before shifting to the next POV character, with the overall story itself broken into logical progression. It wasn't perfect, but it did a better "movie" than most fighting game adaptations can dream of.

SF5's cinematic story felt like someone came up with an idea for an OVA, and padded it with a bunch of other short encounters to shoehorn in characters. The story was a mess. POV bounced randomly. Pacing was non-existent. There were cameos and even entire scenes that looked like they were meant to be set-ups for playable fights that were not implemented for one reason or another, or which would have been background or side-story action in an animated movie.

SF5's cinematic story simple doesn't feel l

-- Message too long, Autoquote has been Snipped --


They really ought to hire Masahiko Nakahira (中平正彦) to write the game scenarios. His comics are great! I mean, they liked his character Karin enough to have her in the games. I believe he also came up with the concept of the Dark Hadou which has been a core part of the Street Fighter storyline for Ryu and Gouki for decades now.

On top of all that though, he just knows how to write the characters. His Street Fighter Alpha comic opens with Ryu hanging out with Birdie (who most people would write as a badguy) because Ryu is just an extremely easy going undjudgemental person. There was also a funny gag where Ryu strips naked and changes in front of Chun Li when he gets his clothes back after an interpol interogation. In his Ryu Final comic, he wrote a very satisfying conclusion to Ryu's rivalry with Sagat.

His comics were very good at giving a huge cast of characters their moment to shine in ways that feel natural to the story.

I really dunno why he isn't the official Street Fighter writer. But then, I also don't understand why already proven, super popular, world class artist Bengus is doing last minute story art instead of character design and art direction. Capcom is full of mysteries.






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"ReRoReRo MvCI has MvC1 staff" , posted Fri 9 Dec 18:32post reply

I like how you edited your post's title, that's fun :D (and I got carried away in a silly fashion :P) Still haven't read Nakahira's mangas, but I immensely respect for fleshing out Sakura and bringing Karin to life. So, Nobi, I'm sure Street Fighter storylines would be on another whole level if your wish came true. But -simpleton theory- maybe Nakahira's sensibility wouldn't fit with the Western audiences that well, so Capcom USA doesn't find him suited for the job. Too bad...

As for MvC:I, some of you sound afraid that the gem system may remind of SFxT, but the Shoryuken article says Hirose likened it to CvS grooves, so, let's hope it goes this way.





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"Re(1):TvC with the crazy Genie" , posted Fri 9 Dec 21:08post reply

quote:
As for MvCI, I'm not excited in the least. Gems and tag-ins without assists reminds me too much of SFxT and the possibility of mutants not being in the game because of political reasons is not of my liking. I already missed Cyclops, Anakaris, Amingo, Cable in UMvC3(even if we got Viewtiful Joe, Ammy and Phoenix Wright) and have no hopes for them to come back (and the ones from Clover games were not really popular in MvC3).

The gems shouldn't be a problem (as long as they remain CvS2/SFZ3 ISM and don't change later), but the tag-in system is indeed SFxT-worrying.
Also, it would be the first game with ISM released in the modern age of patches, so I would hope that the balance patches would not only try to balance characters, but also balance the grooves, which could be quite exciting in the long term. Imagine if a CvS2 patch fixed roll-cancelling, nerfed Sagat and Blanka, buffed King, Kyosuke and Maki, but also nerfed A-Groove and buffed P, S and K Grooves!

Word on the street is that mutants won't be in the base game but will be added as DLC, though it will probably mean they will focus on the core "Wolverine Storm Magneto" before they would even think of adding mutants not in the previous games.
For the Capcom side, Amaterasu and Viewtiful Joe were popular at mid-high level play, so I wouldn't worry about their popularity. The only issue would be if they need the graphic style to be more realistic to give it a more MCU-atmosphere, but fortunately the current trailer doesn't seem to go in that direction. Also, while the Marvel side will change a lot because of the movies, the Capcom side doesn't have many necessary changes (maybe trade a Bio Hazard 5 character for one from Bio 7, trade Viper for someone from SF5, and trade a DMC character for Nero?). And since they want a big roster and can re-use animations, I would expect that most of the new characters would be in the Marvel side, while the Capcom one would recycle a lot of characters. If they can also recycle assets from TvC and add Volnut or Soki, they'd have a very reasonable cast. They could aim to have a "only one character per series" to keep their cast varied, and in that case, Naruhodo, Amaterasu and Joe are almost a lock.

Finally, Gene from GodHand was next to X in the popularity votes for MvC3, and X is the first character they showed, so I'd say the probability of having 3 Clover characters is reasonably high.





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"Re(2):TvC with the crazy Genie" , posted Sat 10 Dec 02:03post reply

quote:
My guess is the gems in MvCI are going to act as grooves as you would find in A3 or CvS2. Here's to hoping they aren't going the noodly nonsense of SFxT or the dropping gems of MSH. Actually, the MSH can come back only if the announcer from Power Stone returns and shouts "OH NO!" every time you drop a magic rock.


You mean, the system where they later sold more powerful gems as DLC? Fortunately I don't see that happening, since Marvel only has six Infinity Gems and probably wouldn't approve of more powerful gems being added later (unless Capcom later adds the Power Stone gems - but let's face it, that's not going to happen).

Anyway, your guess of gems acting as grooves seems to be the most likely scenario. It could be interesting; CvS2's grooves were really fun to try each one (even though only few of them were really used by most players, unfortunately).





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"Salted Fish" , posted Sun 11 Dec 05:11post reply

Tekken 7 revealed the existence of Kuma as a new character, and as usual he looks like on of the game's greatest saving graces. I do love that the stage introduced with him is basically a giant toy box which you are entraped with a voracious fighting bear.






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"Re(3):TvC with the crazy Genie" , posted Sun 11 Dec 12:53post reply

I wonder if the "infinity gems as grooves" thing will get in the way of opposing teams using the same one if Marvel cares about keeping them unique... then again, IIRC the Marvel multiverse is supposed to even have different infinity gauntlets (I think that came up when the comics introduced the Council of Reeds) - on the other hand, according to JLA Vs Avengers the infinity gems aren't supposed to work outside their own universe, otherwise things would have taken a bad turn.

As for a story mode, after MvC3's failed promises I expect nothing but quirky endings, but the 2-character team structure would enable players to pick a favorite character while the story mode would determine who their partner would be, which would avoid the NRS system of changing your one character all the time, enabling some gameplay consistency across the whole thing. It's not hard to imagine that a choice between a Marvel or Capcom character could affect a story path and likely partners, mostly giving you partners from the other side but occasionally giving you a choice from some of your own.

Cast-wise I just hope that since they're still forcing Carol Danvers into things, I hope they at least toss in Kamala Khan too - her stretching abilities could make her Marvel's Dhalsim for the occasion, and her superhero fangirl factor could reference characters unlikely to be included - say, winding up a big punch with an inflated fist while shouting "Behold! It's clobbering time!".

As for Capcom, I guess it's gene and Asura's time to shine?... I still wonder how Gene's mostly grounded stuff would work in the MvC style of aerial shenanigans and filling the screen with projectiles... then again, MvC3 had Iron Fist... The dream would be having Namco X Capcom Sylphie, but that's unlikely, so having Captain Commando coexist with a Captain Marvel (and maybe they could even discuss how they don't seem to look like themselves).





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"Re(4):TvC with the crazy Genie" , posted Sun 11 Dec 13:41:post reply

quote:
I wonder if the "infinity gems as grooves" thing will get in the way of opposing teams using the same one if Marvel cares about keeping them unique... then again, IIRC the Marvel multiverse is supposed to even have different infinity gauntlets (I think that came up when the comics introduced the Council of Reeds) - on the other hand, according to JLA Vs Avengers the infinity gems aren't supposed to work outside their own universe


Marvel of the last ten or so years has been very much a "whatever this writer says this week" continuity and characterization.

First, I doubt Marvel would really care if multiple people could use the same Infinity Gem in a licensed fighting game. But second, even if Marvel made some kind of "That breaks our rules" statement, Marvel would pretty much be lying. (And the best solution for Capcom to get its way would probably be under-the-table offering to pay the bar tab of a Marvel writer in order to write what they want into a book, then use that issue as proof that it doesn't break Marvel's "rules".)

quote:
I still wonder how Gene's mostly grounded stuff would work in the MvC style of aerial shenanigans and filling the screen with projectiles...


Gene wouldn't really seem out of place with super jumps and air dashes, less so than some of the other characters that have gained such abilities in Capcom's fighters. He already has some degree of high speed ground dashing, both in the form of some Roulettes that rocket him forward as well as his short-range sidestep/evasive dashes. (That is arguably more than some other characters had before magically gaining air dashes in a Vs game.)

As for projectiles, Gene actually has several in the form of Roulettes. Honestly, while Roulettes are his "supers" in God Hand, they visually are comparable to "special moves" in a Capcom Vs game.

If Capcom went that way, then Gene could throw out Headslicers or Shockwaves at will. Or Capcom could even upgrade some of his other Roulettes to have longer range projectile-like effects, such as La Bomba or Tornado Kick. (Or was it Typhoon Kick? Doesn't really matter, though.)

Alternatively (and somewhat more disappointing), Capcom could go the route that they did with characters like Frank West or MvC2 Jill. Capcom could have Gene pull a 4x4 out of nowhere and throw it, or have a random goon pop out of nowhere which Gene launches across the screen as a makeshift projectile.





[this message was edited by Baines on Sun 11 Dec 13:42]



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"Re(5):TvC with the crazy Genie" , posted Sun 11 Dec 15:31:post reply

Gene could have the greatest snap-in move of all time with Dragon Kick. Just imagine it:

He Dragon Kicks an opponent, and they fly off into the yonder. The partner comes in (as they must). If the Dragon Kick did not KO the victim, they fly back in just like in God Hand and act as a projectile. If the Dragon Kick did KO the victim, they just never come back.

Gene could have a uniquely invincible backdash which would be his backflip normally done by pressing down on the dodge stick. It could be like the Potemkin backdash which is fully invulnerable except for one frame, or it could even have 100% invulnerability early on, and then in the latter parts of it, it gains vulnerability to throws. This would allow Gene to continuously backflip through even the most intense projectile barrages, just like in God Hand.

Whenever he supers he summons the God Reel, and just like the God Reel, it slows time, allowing him to pick the right one for the job. However, the longer he takes to make his choice, the more the God Reel becomes infested with Beg and Wash Pan.

Neutral dodging is 100% invulnerable except to throws, but the more attacks he dodges, the higher the difficulty level meter goes, until it hits LVL DEATH just like in God Hand. The difficulty gauge acts like the RISC gauge in Guilty Gear, where the gauge being higher results in combo damage being higher on the victim. And like in GG and in God Hand, once Gene gets hit the gauge drops. So Gene could try to artfully dodge his way through the whole match, but he risks exposing himself to XF3-esque damage in doing so. Past a certain level of difficulty meter, his neutral dodge also loses complete throw invulnerability.

He should have an incredibly fast run that looks Benny Hill-esque because he did in God Hand.

He should have an alternate costume which is the "Kick Me" sign, and it comes off if he is hit, activates the God Hand, or uses a God Reel. Scoring a win with the Kick Me sign with Gene as the lead character should be an achievement.





[this message was edited by Spoon on Sun 11 Dec 15:32]

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"SFIII animation analysis" , posted Sun 11 Dec 16:32:post reply

I recently did some analysis of the animation in SFIII. Thought I'd share it here too. Enjoy!

Makoto is THE BEST

Akuma's raging storm is one of my fav supers

The Shotos and a brief history of cloth animation in games

Capcom is the best at designation low, medium and high power attacks

How to throw a jab

How Sean moves like a rookie: wild hay makers and an obvious "tell"






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[this message was edited by nobinobita on Sun 11 Dec 16:33]

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"Re(1):SFIII animation analysis" , posted Sun 11 Dec 19:54:post reply

Beautiful work Nobi. Get ready for a follow on Twitter and a bunch of retweet+favorite combos :D

Too bad stuff like this always gets heavy on my heart. As soon as I saw video game technology advancing, I thought "man, we're getting to the point where fighting games look like anime" (maybe it's better to say "anime movies" or OVAs at least), but the extent of this evolution turned out to be much smaller than I was wishing for sadly.





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[this message was edited by Micky Kusanagi on Sun 11 Dec 20:01]



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"Re(6):TvC with the crazy Genie" , posted Mon 12 Dec 01:51post reply

Nobi, as always, this is a pleasure for the eyes! If we can ask for the next topic, I wouldn't mind a little bit of Q's coat!

As for MvCI's "story mode", I really hope Capcom doesn't really believe people want a 4h cinematic explanation on why Hulk, Viewtiful Joe, Chun-li and Howard the Duck band together to fight Thanos. What people actually want is "something to do alone in offline mode". Finishing each character to see their silly ending in 3 artwork achieves that, but they dramatically misunderstood that in SF5 by having the story mode of each character last 1 round in lowest difficulty. If each story had been a normal fight in a random place against a random character, and then fights 1,4 and 8 had been the scenario ones, no one would have complained. That would have been the SFZ2's route. Also, the fan-favourite 1-P mode remains SFZ3's world tour, which has exactly 0 second of scenario in it. Similarly, while people seem to like the recent MK's cinematic story mode, those games also have long challenge modes to unlock random stuff, and that's what people are playing once they're done watching the story mode on Youtube. Let's hope Capcom understood their lesson and don't put all their resources in another mess like SF5's story mode.
On the plus side, MvC3's ended up getting the Heroes&Herald mode, and that's the closest to Zero3's world tour we've received since... Zero 3's world tour.

As for the casting of Infinite, one fun thing they should do is to have each character have its antagonist: Ryu&Gouki, X&Sigma, Chris&Wesker, Arthur&Red Arremer, Strider&Granmaster... because that way, we would have Gene vs this guy, and that would be the best thing Capcom will never do.







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"Re(1):SFIII animation analysis" , posted Mon 12 Dec 03:27:post reply

quote:
I recently did some analysis of the animation in SFIII. Thought I'd share it here too. Enjoy!

Makoto is THE BEST

Akuma's raging storm is one of my fav supers

The Shotos and a brief history of cloth animation in games

Capcom is the best at designation low, medium and high power attacks

How to throw a jab

How Sean moves like a rookie: wild hay makers and an obvious "tell"

Yes, delicious! Nobi finally you did some more sprite analysing!

Your art-eater blog is not opening properly, though. Are those twitter only for now?





[this message was edited by kofoguz on Mon 12 Dec 05:47]

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"Re(2):SFIII animation analysis" , posted Mon 12 Dec 04:28post reply

quote:
I recently did some analysis of the animation in SFIII. Thought I'd share it here too. Enjoy!

Makoto is THE BEST

Akuma's raging storm is one of my fav supers

The Shotos and a brief history of cloth animation in games

Capcom is the best at designation low, medium and high power attacks

How to throw a jab

How Sean moves like a rookie: wild hay makers and an obvious "tell"
Yes, delicious. Nobi finally you did some more sprite analysing.
You're art-eater blog is not opening properly though. Are those twitter only for now?



I accidentally nuked art-eater while updating some security plugins that conflicted with one another. Im waiting on my friend who graciosly designed and hosts the site for me to update it. He's a very busy dude (this is not a complaint, this friend of mine is genuinely the most hardworking human Ive ever seen) so its gonna take a while to get to it.

Its been a blessing in disguise though. Im a stupid slow writer, agonizing over every sentence, but the format of Twitter forces efficiency. So my output gas gone up dramatically since I started posting to Twitter instead of to my blog.

Moving forward I think ill continue just tweeting a thought/image at a time then collecting it as a post later.

Anyway thanks for reading!

Iggy Ill do Q after the Shotos! Thanks for asking :)






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"Re(3):SFIII animation analysis" , posted Mon 12 Dec 04:57post reply

I tried to take a look at your site indeed, I got an error but forgot to ask you. I'll be waiting ^^ Really curious about your Q analysis!!





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"Re(3):SFIII animation analysis" , posted Mon 12 Dec 06:45post reply

quote:
I recently did some analysis of the animation in SFIII. Thought I'd share it here too. Enjoy!

Makoto is THE BEST

Akuma's raging storm is one of my fav supers

The Shotos and a brief history of cloth animation in games

Capcom is the best at designation low, medium and high power attacks

How to throw a jab

How Sean moves like a rookie: wild hay makers and an obvious "tell"
Yes, delicious. Nobi finally you did some more sprite analysing.
You're art-eater blog is not opening properly though. Are those twitter only for now?


I accidentally nuked art-eater while updating some security plugins that conflicted with one another. Im waiting on my friend who graciosly designed and hosts the site for me to update it. He's a very busy dude (this is not a complaint, this friend of mine is genuinely the most hardworking human Ive ever seen) so its gonna take a while to get to it.

Its been a blessing in disguise though. Im a stupid slow writer, agonizing over every sentence, but the format of Twitter forces efficiency. So my output gas gone up dram

-- Message too long, Autoquote has been Snipped --


A really odd thing about Q's animation is that he's somewhere between zombie/inhuman thing that moves in ways that are odd and stiff and not normal (e.g. forward dash, neutral HP) mixed with movements that don't have that trait at all or even have a fair bit of grace to them. His b.HK animation almost has a drunken master type feel to it, but because of how heavily he lands (I think the screen even shakes?), you get the sense that he's throwing himself around in a way that would cause a normal human to hurt themselves.

Q was my main character for most of the time that I seriously played 3S, which may have been a mistake, but OH WELL







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"Re(4):SNES animation analysis" , posted Wed 14 Dec 00:09post reply

We interrupt Nobi's enjoyable SF3 retrospective to mention that several ex-SNK employees have made a new fighting game for the SNES.





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"Re(5):SNES animation analysis" , posted Wed 14 Dec 01:13post reply

Interesting. Not the best-looking SNES fighting game (far from it, in fact), but it's always nice to see it getting some love, and the game can be quite fun.

Is Unholy Night a totally new IP or is it the adaptation of a manga, anime, etc.? It took me some years after Capcom released the JJBA fighting game to find out that it was adapting a manga series (until then, I used to wonder why Jotaro wasn't chosen for Marvel vs. Capcom), and the same happened some time ago with Fate/unlimited codes (adapted from the Fate/stay night visual novel)...





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"Re(5):SNES animation analysis" , posted Wed 14 Dec 06:18post reply

quote:
We interrupt Nobi's enjoyable SF3 retrospective to mention that several ex-SNK employees have made a new fighting game for the SNES.


A blast from the past in the present time! Cant wait to try.





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"Re(6):SNES animation analysis" , posted Wed 14 Dec 18:21post reply

Wow that's cool!! While I agree that the in-game character sprites aren't exactly great -guess such detailed designs need a more powerful hardware to shine- I love the design and the stage shown in the pics and videos.

I'd like to know more about those Foxbat and Nu-Gaia companies, but I'm afraid there isn't any English source about them. I find it interesting that Blazepro is involved in the project...will they make a USB to Super Famicom converter for those not lucky enough to have a SFC compatible stick? xD





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"Re(5):SNES animation analysis" , posted Wed 14 Dec 22:55post reply

quote:
We interrupt Nobi's enjoyable SF3 retrospective to mention that several ex-SNK employees have made a new fighting game for the SNES.




At this day in age!?
Wow.

Thanks, I've checked up on it and posted an article!





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"Re(1):SFIII animation analysis" , posted Fri 16 Dec 01:15post reply

quote:
I recently did some analysis of the animation in SFIII. Thought I'd share it here too. Enjoy!

Makoto is THE BEST

Akuma's raging storm is one of my fav supers

The Shotos and a brief history of cloth animation in games

Capcom is the best at designation low, medium and high power attacks

How to throw a jab

How Sean moves like a rookie: wild hay makers and an obvious "tell"



Nice analysis stuff Nobi! I also checked out the Skullgirls GDC session which I think I picked up while checking responses on your tweets. Pretty interesting stuff there too.





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"Re(6):SNES animation analysis" , posted Sat 17 Dec 07:41post reply

quote:
We interrupt Nobi's enjoyable SF3 retrospective to mention that several ex-SNK employees have made a new fighting game for the SNES.



At this day in age!?
Wow.

Thanks, I've checked up on it and posted an article!



Whaaaa that game looks so rad! Thanks for the heads up! The gameplay (or maybe it's just the sprite size lol) reminds me of Yu Yu Hakusho Final, which was one of my favourite SNES fighting games. Everyone focuses on (the very excellent) Mega Drive game, but Yu Yu Hakusho Final was really good as well! It almost felt like a precursor to Guilty Gear.

There was a lot of juggling and I remember intuitively figuring out how to "flip" out of combos in the air. Apologies I forget what the exact fighting game term for that is, I just remember I'd always hit the shoulder buttons hoping for that result in Street Fighter and lo and behold Yu Yu Hakusho Final actually did it!

I don't know if it was the first, but it's the first I can recall. I think it might have also been the first fighting game with an extensive practice mode with all the fixins you'd expect from a modern fighter. I remember having a lot of fun setting the suepr bars to infinite and refilling and spamming Yusuke's gigantic Spirit Gun.

The game had a very fun combo system that just made sense to me in a way that say the Capcom Marvel games didn't (it was probably just much more forgiving haha).

It even had cool secret moves and transformations per character. For instance if Hiei had full meter, instead of doing a regular super attack he could shoot his Dragon of the Darkness flame into HIMSELF!

I magine that Unholy Night will be similarly crazy.

So is it a 32megabit or megaBYTE cart? I've read conflicting accounts.
I wonder what a 32 megabyte SNES game would look like? Maybe they'd go that route just so they don't have to spend so much time refactoring everything to make it fit into a tiny cart. Or maybe it'll have tons of stuff going on and almost look like a NeoGeo game??

Also dear god I only just now learned that download speeds are measured by megabits not bytes. It's like a veil has been lifted from my eyes!






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"Re(2):SFIII animation analysis" , posted Sat 17 Dec 07:53post reply

quote:
I recently did some analysis of the animation in SFIII. Thought I'd share it here too. Enjoy!

Makoto is THE BEST

Akuma's raging storm is one of my fav supers

The Shotos and a brief history of cloth animation in games

Capcom is the best at designation low, medium and high power attacks

How to throw a jab

How Sean moves like a rookie: wild hay makers and an obvious "tell"


Nice analysis stuff Nobi! I also checked out the Skullgirls GDC session which I think I picked up while checking responses on your tweets. Pretty interesting stuff there too.



Thanks Professor! Also thanks so much for linking me to that talk. Kinu really knows her stuff! I was really happy to find out a while back that the Lab Zero crew (I had some mutual friends from SF) actually knew about my blog and had referred to my DarkStalkers article when working on their games! That article would not have happened if I hadn't been procrastinating at work on here one random day!

Speaking of which, it's 6am, Saturday in one of the hottest, most romantic spots in all of South East Asia. What's been keeping me up late into the Friday evening?

MORE TWEETS ABOUT STREET FIGHTER.

Tonight I tried to go deep into the Hadouken (sorry Iggy I'm still on the Shotos for now!)

Is there some college out there that would give me a grant to study Street Fighter lore for a few years? That would be awesome. I wish I could do this stuff all day.






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"Re(3):SFIII animation analysis" , posted Sat 17 Dec 09:45post reply

quote:
grant to study


Well, if you framed it as an art history study for contemporary asian art, you might get something... but in typical academic grant proposal fashion, you have to have a plan for deliverables and benefit to the thing you are trying to get the grant from. I'm sure you'd like to phrase it as being a public benefit, and while I was in Thailand there were cool art exhibits all around... so maybe the direction to go in is one that actually starts from the state of popular contemporary art and media in Thailand, the origins of that, the connection with pirated/imported media from Japan, and then trace it from there.

Alternatively, set up a Patreon, like all of the other cool kids are doing.







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"Re(4):SFhip-hop analysis" , posted Sat 17 Dec 11:02post reply

Speaking of the influence of SF in other artistic mediums, here's an article about SF references in hip-hop music







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"Re(5):SFhip-hop analysis" , posted Sun 18 Dec 00:51post reply

quote:
Speaking of the influence of SF in other artistic mediums, here's an article about SF references in hip-hop music


SF and hip-hop have always felt like they were floating in the same current. It's the musical genre I would associate with the world of fighting games even though there is very little in the games or music that makes this connection explicit.





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"Re(6):SFhip-hop analysis" , posted Sat 24 Dec 23:05post reply

The article about SF and hip hop reminded me that it wasn't uncommon among Japanese developers to be big into hip hop or US pop culture in general. The article cites multiple subtle references you can find from SFI, it's fascinating; and on the SNK side we have Garou Densetsu 1 and Ryuuko No Ken's general setting and those voice samples in some KOF tracks, not to mention the hip hop beats in the '94 team select screen and in the theme of the (sort of) unluckiest KOF team ever.

Straight from my mistake in the random games thread, so that it doesn't get derailed...

JaP, you'll be happy to see some Kilgore goodness if you haven't already. Also, it looks like 2 other characters are on the way.

I see Just a Person's concern about the "definitive" edition of the game not being definitive anymore, but I also think Microsoft is done releasing further physical edition of the game...unless the mighty rule of milking any work of entertainment to the bone brings them to churn out the definitive of the definitive, that is.





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"Baiken is back!" , posted Sat 14 Jan 21:25:post reply

trailer up

Also, Answer, the business ninja (?).
Obviously, for all the previous characters: balance check, new moves etc.
Location test next week, arcade release in spring.

More surprisingly: there will be a package version for PS4 only, BUT all owners of Revelator 1 on PS3, PS4 and Steam will be able to upgrade to Rev2 via paid DLC instead of having to buy a full game.

The XXIth century guys!





[this message was edited by Iggy on Sat 14 Jan 22:03]



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"Re(1):Baiken is back!" , posted Sun 15 Jan 00:37post reply

Bow bitches, Baiken's bountiful bosom's back!

I will never be a proper GG player but I like some of the characters in the series and Baiken is at the top of that list. It looks like I'm going to have to pick up this year's installment of Xrd. The ninja with spectacles over his third eye looks nice and all but, really, it's all about Baiken.





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"Re(2):Baiken is back!" , posted Sun 15 Jan 01:16post reply

quote:
Bow bitches, Baiken's bountiful bosom's back!

I will never be a proper GG player but I like some of the characters in the series and Baiken is at the top of that list. It looks like I'm going to have to pick up this year's installment of Xrd. The ninja with spectacles over his third eye looks nice and all but, really, it's all about Baiken.



Yes! She's been my fav character since the very first Guilty Gear! At first glance she seemed like she was just a female Kenshin, but upon playing her she was so much more. A grizzled one armed woman swordsman is such a cool concept. And her tatami stomp is one of the most fun moves in any fighting game. So glad to see her back! I too will never actually really get a grip on the complex gameplay of this series, but this just looks too good to pass up.

Maybe I'm just biased, but Baiken looks a step up from the previous characters. Like they've hit an even higher point of mastery with their cel shaded art direction. Something about her lines and shapes just feels even more like a proper drawing than the previous generation of characters.

Also, I was gonna say that her breasts seem to grow with each game, but looking back on the very first one they were already extremely pendulous. I can't believe i forgot that!






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"Re(2):Baiken is back!" , posted Sun 15 Jan 01:46:post reply

Now I see why Revelator is 20$ on Amazon xD I'll play cheapass right away and say I'm not exactly happy ArcSys chose to make the whole update paid, whereas BBCS offered you the CSII balance changes and you "only" had to pay for Makoto, Valkenhaynn and Platinum if you wanted them, but oh well it's a whole different age.

Answer looks so cool, in spite on the obvious cash in on the badass butler/man in suit trope. Baiken is Baiken, I'm really happy ArcSys listened to her fans at last -the April Fools' prank had me go "hmpf" even though she's not among my favorite characters-, and her GGX theme is my second favorite in the GGX subseries, very close to No Mercy. From that bit in the trailer I can bet I'll love her new theme too. Besides, I love that she was a hidden boss in the original Guilty Gear, it's something fascinating that adds to her status.





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"Re(3):Baiken is back!" , posted Sun 15 Jan 02:07post reply

quote:
Bow bitches, Baiken's bountiful bosom's back!

pendulous
We are only in January, but we have already seen the posts of the year!

Now all I need is for my PS3 purchase of Xrd to be transferable over to PC, and in turn for someone to make a PC mod that converts every weird thing and input in GG into something that makes sense to me in Street Fighter terms, and at last I can learn to play this incomprehensible but visually perfect game.





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"Re(4):Baiken is back!" , posted Sun 15 Jan 02:35post reply

quote:
Bow bitches, Baiken's bountiful bosom's back!

pendulous We are only in January, but we have already seen the posts of the year!

Now all I need is for my PS3 purchase of Xrd to be transferable over to PC, and in turn for someone to make a PC mod that converts every weird thing and input in GG into something that makes sense to me in Street Fighter terms, and at last I can learn to play this incomprehensible but visually perfect game.



400% Synchronization ratio achieved






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"Re(4):Baiken is back!" , posted Sun 15 Jan 03:02:post reply

quote:

Baiken



Initially I said I'd wait for either Baiken, Johnny, or Testament before I bought this game. But I've been a little busy and hadn't picked it up yet.

Maybe I should wait for 3/3? Nah, Baiken was always my favorite. The anti-air claw looks cool, reminiscent of CvS2 Vice. If I can somehow cross-under and grab them again from the other side, I will be all about it.

The design looks alright, but something about Xrd's aesthetic just doesn't totally click with me. Everything seems to be design by addition, which I guess is a logical route to take with sequels (and characters already started getting "fancier" as early as GGX) but I'm just not feeling it.

Compared to the older designs, everyone looks a bit more ornamented/decorated/ostentatious. Johnny upgraded his hat ornament from silver to gold and bought a belt-buckle forty-two sizes bigger (reaching Falcoon levels of excess), and now Baiken adopted several non-functional fashion accessories like the eyepatch and the skully mantle over her normal outfit.

Maybe for a really vain character like Johnny I can buy it, but for Baiken to go from the rough and tumble, "IDGAF if I have a hideous scar over my eye and to be honest I can't be bothered to restrain these tits while I'm killing you" to someone who looks like they dropped some serious coin on a cape and a transparent glass eyepatch for an eye she can't see out of, then go to the salon to get that "wild hair/semi- cat-ears" look and (seemingly) hike her boobs up on purpose (rather than let them just kind of hang loose and do their thing) just feels off to me.

I dunno, it's not like an objectively bad design, it's just not quite to my taste. Also miss the koto for Baiken's theme, but that's it. Maybe it's in there for the intro! Just wanted to get the complaints out ahead of time so I can focus on enjoyment later.

EDIT: Wait a minute, did they look at Falcoon's Jam to get the idea for those huge sleeves? Just a coincidence?





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[this message was edited by Mosquiton on Sun 15 Jan 03:35]

nobinobita
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"Re(5):Baiken is back!" , posted Sun 15 Jan 03:34post reply

quote:

The design looksalright, something about Xrd's aesthetic just doesn't totally click with me. Everything seems to be design by addition, which I guess is a logical route to take with sequels but I'm just not feeling it.

Compared to the older designs, everyone looks a bit more ornamented/decorated/ostentatious. Johnny upgraded his hat ornament from silver to gold and bought a belt-buckle forty-two sizes bigger (reaching Falcoon levels of excess), and now Baiken adopted several fashion accessories skully mantle over her normal outfit.

Maybe for a really vain character like Johnny I can buy it, but for Baiken to go from the rough and tumble, "IDGAF if I have a hideous scar over my eye and to be honest I can't be bothered to restrain these tits while I'm killing you" to someone who looks like they dropped some serious coin on a cape a transparent glass eyepatch for an eye she can't see out of, go to the salon to get that "wild hair/semi- cat-ears" look, and (seemingly) hike her boobs up on p

-- Message too long, Autoquote has been Snipped --


500% synch ratio achieved!

Really great observations! Perfect summary of why Baiken was so BAD ASS.

For pure design and "feeling" the very first Guitly Gear is still my favourite.

I'm not usually a fan of the "let's keep piling stuff on" school of design. It really dampened my enjoyment of Soul Calibur as it lurched on. But I think Guilty Gear does it well. I don't like the new designs as much as the cleaner original ones, but I still like them enough. And I can believe that maybe Baiken has moved on up in the world and is enjoying the finer things in life lately. The important part to me is that she still exudes that unique blend of feminine and super macho.






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Mosquiton
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"Re(6):Baiken is back!" , posted Sun 15 Jan 03:38:post reply

quote:

And I can believe that maybe Baiken has moved on up in the world and is enjoying the finer things in life lately. The important part to me is that she still exudes that unique blend of feminine and super macho.


Yeah, I mean, people do change. Just kind of feels like everyone is changing in kind of the same way.

Still, I will definitely pick the game up now. And the clothing animation (during her super) is fantastic.

EDIT: I have a serious case of the Edits today.





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[this message was edited by Mosquiton on Sun 15 Jan 03:41]

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"Re(7):Baiken is back!" , posted Sun 15 Jan 12:38:post reply

quote:
Now I see why Revelator is 20$ on Amazon xD I'll play cheapass right away and say I'm not exactly happy ArcSys chose to make the whole update paid, whereas BBCS offered you the CSII balance changes and you "only" had to pay for Makoto, Valkenhaynn and Platinum if you wanted them, but oh well it's a whole different age.


And then they released Relius, new modes and the final balance update to CS on a whole new package without any way to play with the people who got the new game who spent U$15.00 more than I did by buying those three characters.

As for Rev2, finally they'll do an update like USFIV. I'm tired of waiting for the Extended versions of the Blazblue games and I hope that means Jubei will come as a DLC for Central Fiction. But I'll only believe once they announce the update calling "Extend" as a digital DLC (and maybe a new disk like Rev2).

Well, I never played Guilty Gear before Xrd so I got SIGN during a sale but I'm not sure if I like the game. Yeah, May is cute, Chipp and Ino are fun but I'm not a fan of HP bars lying to me and Danger Time is just stupid. I simply never finished the story mode which was a big movie (no choice and not a single fight?) even if the game has a really nice tutorial, a wiki to explain things to me and pretty and functional lobbies that KOFXIV copied without any shame later. So, maybe if my friends get the game, I'll try again. It was nice to throw and ride dolphins on other people's faces.





[this message was edited by KensouADV on Sun 15 Jan 12:39]

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"Re(8):Baiken is back!" , posted Sun 15 Jan 17:20post reply

Kensou you're right, CSEX brought things awfully downhill, but I was limiting my thoughts to vanilla CS.

I noticed I had lost lots of thoughtful design discussion when writing my previous reply. Good thing I tend to scroll up threads up after opening them from the latest post, because the Baiken analysis is something I definitely didn't wanna miss. Sadly, out-of-character design elements for the sake of updating a character's appearance are nothing new -*cough* SFV Alex *cough*-, but maybe her charm didn't get distorted, so she's safe and sound.





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"Re:Ivy and Harley guys" , posted Wed 18 Jan 01:37post reply

Harley lost Joker but her BFF will confort her.

But 9 DLC characters already announced is a little too much for me. I'll probably wait for the "complete" version in 2018. Even if Power Girl was confirmed as skin.


Spoiler (Highlight to view) -
Now, if they bring me Cassandra and Super Shock, I'll have to pay a lot more this year than I was expecting.

End of Spoiler


The first one was a little too "juggly" for me but I got to play many friends who are not into fighting games. Killer Frost was the perfect Subzero clone but if the new one get the original, I'm happy.





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"Re(1):Re:Ivy and Harley guys" , posted Wed 18 Jan 02:20:post reply



I didn't realize this thread was running for a Whole Year! It's taking waay to long to load, move to next!



http://www.mmcafe.com/cgi-bin/forums/bbs/messages/13629.shtml






[this message was edited by Professor on Wed 18 Jan 02:22]