Original message (12776 Views )
| Replies: |
Professor 4741th Post
MMCafe Owner
| "Re(1):Fighting Game Thread 2016: Guilty!" , posted Tue 19 Jan 22:30:
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] |
Spoon 3216th Post
Platinum Carpet V.I.P- Board Master
| "Re(2):Re(10):Re(10):Fighting Game Thread 2016" , posted Sun 31 Jan 10:42
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.
|
Just a Person 1713th Post
Tailored Carpet V.I.P- Platinum Member
| "Martial artist, design student..." , posted Sun 31 Jan 11:58:
...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.
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
[this message was edited by Just a Person on Sun 31 Jan 12:03] |
Just a Person 1713th Post
Tailored Carpet V.I.P- Platinum Member
| "Re(3):Arbiter, design student..." , posted Mon 1 Feb 05:37
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).
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
|
Spoon 3219th Post
Platinum Carpet V.I.P- Board Master
| "Re(4):Arbiter, design student..." , posted Mon 1 Feb 06:08
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.
|
Loona 992th Post
PSN: IkariLoona XBL: n/a Wii: n/a
Red Carpet Regular Member++
| "Re(2):Arbiter, design student..." , posted Mon 1 Feb 20:33
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.
...!!
|
Just a Person 1715th Post
Tailored Carpet V.I.P- Platinum Member
| "Re(1):Imaginary Games" , posted Sat 6 Feb 20:18
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).
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
|
Micky Kusanagi 22th Post
PSN: n/a XBL: n/a Wii: n/a
New Customer
| "Re(1):Holy Cripes" , posted Wed 10 Feb 20:34
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.
Ore no...kachi da!!
|
Toxico 5998th Post
PSN: Toxic-Baron XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Re(1):King, Billy, Dizzy, Raven" , posted Wed 17 Feb 03:08
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.
さっきの感じならあと100発はもつ‥‥と思うぜ Update 24 as of 03/04/12. // 104 personajes traducidos
Now sponsoring : video game analogies (ES) Last update : Chapter 25 as of 31/08/12
|
Iggy 10132th Post
Platinum Carpet V.I.P Requiem
| "Re(2):King, Billy, Dizzy, Raven" , posted Wed 17 Feb 03:45
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.
|
Just a Person 1720th Post
Tailored Carpet V.I.P- Platinum Member
| "Re(4):King, Billy, Dizzy, Raven" , posted Sun 21 Feb 02:57:
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.
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
[this message was edited by Just a Person on Mon 22 Feb 11:57] |
Spoon 3249th Post
Platinum Carpet V.I.P- Board Master
| "Re(6):King, Billy, Dizzy, Raven" , posted Mon 22 Feb 12:32
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.
|
Just a Person 1720th Post
Tailored Carpet V.I.P- Platinum Member
| "Re(6):King, Billy, Dizzy, Raven" , posted Mon 22 Feb 21:20
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).
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
|
Just a Person 1721th Post
Tailored Carpet V.I.P- Platinum Member
| "Re(9):King, Billy, Dizzy, Raven" , posted Thu 25 Feb 01:54
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.
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
|
chazumaru 1640th Post
Tailored Carpet V.I.P- Platinum Member
| "Spider Sense Tingling" , posted Sun 28 Feb 10:38
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.
Même Narumi est épatée !
|
Just a Person 1726th Post
Tailored Carpet V.I.P- Platinum Member
| "Tusk, the Barbarian... viking... immortal..." , posted Wed 2 Mar 08:05:
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!).
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
[this message was edited by Just a Person on Sun 6 Mar 01:17] |
Spoon 3269th Post
Platinum Carpet V.I.P- Board Master
| "Science Combat - better have calculus" , posted Thu 3 Mar 18:07
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.
|
Spoon 3270th Post
Platinum Carpet V.I.P- Board Master
| "Re(6):Tusk, the Barbarian... viking... immort" , posted Mon 7 Mar 12:08
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.
|
Iggy 10161th Post
Platinum Carpet V.I.P Requiem
| "Re(3):Stand by your main" , posted Tue 8 Mar 03:56
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.
|
nobinobita 1565th Post
Red Carpet V.I.P- Platinum Member
| "Re(1):Science Combat - better have calculus" , posted Fri 11 Mar 18:16
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.
www.art-eater.com
|
nobinobita 1566th Post
Red Carpet V.I.P- Platinum Member
| "Re(1):Science Combat - better have calculus" , posted Fri 11 Mar 18:20
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?
www.art-eater.com
|
Iggy 10180th Post
Platinum Carpet V.I.P - THE FOOL
| "Pokkén" , posted Tue 22 Mar 03:56
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.
|
nobinobita 1575th Post
Red Carpet V.I.P- Platinum Member
| "Re(1):Pokkén" , posted Tue 22 Mar 15:39
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.
www.art-eater.com
|
Iggy 10182th Post
Platinum Carpet V.I.P Requiem
| "Re(2):Pokkén" , posted Tue 22 Mar 21:15
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...
|
nobinobita 1576th Post
Red Carpet V.I.P- Platinum Member
| "Re(3):Pokkén" , posted Wed 23 Mar 23:13
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.
www.art-eater.com
|
Just a Person 1735th Post
Tailored Carpet V.I.P- Platinum Member
| "The barbarian and the bloodsucker" , posted Fri 25 Mar 04:47:
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
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
[this message was edited by Just a Person on Fri 25 Mar 04:54] |
Just a Person 1736th Post
Tailored Carpet V.I.P- Platinum Member
| "Fight On!" , posted Tue 29 Mar 23:16
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.
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
|
Iggy 10200th Post
Platinum Carpet V.I.P - THE FOOL
| "Re(2):Fight On!" , posted Thu 14 Apr 00:06
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).
|
Just a Person 1746th Post
Tailored Carpet V.I.P- Platinum Member
| "Vampire Cammy? Not really..." , posted Sat 30 Apr 04:08:
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.
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
[this message was edited by Just a Person on Sat 30 Apr 06:12] |
Mosquiton 2151th Post
Platinum Carpet V.I.P- Board Master
| "Re(9):Vampire Cammy? Not really..." , posted Thu 5 May 08:50
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.
/ / /
|
nobinobita 1591th Post
Red Carpet V.I.P- Platinum Member
| "Re(9):Vampire Cammy? Not really..." , posted Thu 5 May 13:52
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!
www.art-eater.com
|
Spoon 3357th Post
Platinum Carpet V.I.P- Board Master
| "Re(4):Terry Bogard hopping into the backgroun" , posted Fri 13 May 12:57
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.
|
HokutoAndy 117th Post
Regular Customer
| "Re(5):Terry Bogard hopping into the backgroun" , posted Tue 17 May 12:33
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"
|
Just a Person 1763th Post
Silver Carpet V.I.P- Platinum Executive
| "Re(6):Terry Bogard hopping into the backgroun" , posted Thu 26 May 00:35
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.
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
|
Spoon 3396th Post
Platinum Carpet V.I.P- Board Master
| "Re(2):Guilty! Such a -REVELATOR-" , posted Wed 8 Jun 10:58
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.
|
Neo0r0chiaku 205th Post
PSN: n/a XBL: IAMDC1 Wii: n/a STM: dc202styles CFN: n/a
Frequent Customer
| "Re(3):Guilty! Such a -REVELATOR-" , posted Wed 8 Jun 12:13
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.
Long Live I AM!
|
Spoon 3398th Post
Platinum Carpet V.I.P- Board Master
| "Re(8):Guilty! Such a -REVELATOR-" , posted Thu 9 Jun 22:44
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".
|
Baines 495th Post
Gold Customer
| "Re(2):Re(10):Guilty! Such a -REVELATOR-" , posted Mon 13 Jun 00:30
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.
|
Ishmael 5512th Post
PSN: Ishmael26b XBL: n/a Wii: n/a STM: n/a CFN: Ishmael26b
Platinum Carpet V.I.P- Board Master
| "Re(3):Re(10):Guilty! Such a -REVELATOR-" , posted Mon 13 Jun 01:48
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.
|
Maou 3156th Post
PSN: zonepharaoh XBL: n/a Wii: n/a STM: n/a CFN: zonepharaoh
Platinum Carpet V.I.P- Board Master
| "Re(4):Re(10):Guilty! Such a -REVELATOR-" , posted Mon 13 Jun 05:14
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.
人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...
|
Spoon 3401th Post
Platinum Carpet V.I.P- Board Master
| "Re(5):Re(10):Guilty! Such a -REVELATOR-" , posted Mon 13 Jun 07:09
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.
|
Just a Person 1771th Post
Silver Carpet V.I.P- Platinum Executive
| "Re(6):Re(10):Guilty! Such a -REVELATOR-" , posted Tue 14 Jun 02:52
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...
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
|
Just a Person 1772th Post
Silver Carpet V.I.P- Platinum Executive
| "Re(8):Re(10):Guilty! Such a -RAAM-" , posted Tue 14 Jun 05:04
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.
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
|
Just a Person 1773th Post
Silver Carpet V.I.P- Platinum Executive
| "Re(10):Re(10):Guilty! Such a -RAAM-" , posted Tue 14 Jun 23:32
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.
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
|
sibarraz 587th Post
PSN: DefensorVirtuoso XBL: n/a Wii: n/a STM: n/a CFN: n/a
New Red Carpet Member
| "Verdict Guilty" , posted Sun 19 Jun 00:13
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)
|
Just a Person 1778th Post
Silver Carpet V.I.P- Platinum Executive
| "Re(2):Shadow Lords Mode preview" , posted Sun 19 Jun 02:14
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.
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
|
LEGENOARYNINLIA 509th Post
New Red Carpet Member
| "Re(1):Verdict Guilty" , posted Sun 19 Jun 06:02
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.
~The artist formerly known as TheRedKnight~ videograpple.tumblr.com/
|
| "Re(1):Killer Instinct Bros" , posted Fri 8 Jul 22:42
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.
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
|
| "Where in the world is Carm... er, Eyedol??" , posted Thu 14 Jul 06:01
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...)
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
|
PSN: zonepharaoh XBL: n/a Wii: n/a STM: n/a CFN: zonepharaoh
| "Re(2):Where in the world is Orchid" , posted Thu 14 Jul 13:57
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.
人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...
|
PSN: Ishmael26b XBL: n/a Wii: n/a STM: n/a CFN: Ishmael26b
| "Re(3):Where in the world is Orchid" , posted Thu 14 Jul 23:45
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.
|
| "Infiltration is really, really good at SFV" , posted Mon 18 Jul 14:37:
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.
[this message was edited by Spoon on Mon 18 Jul 15:12] |
| "Re(2):Dizzied....." , posted Mon 18 Jul 21:18:
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).
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
[this message was edited by Just a Person on Mon 18 Jul 21:23] |
| "Re(2):Tekken 7 bios" , posted Tue 13 Sep 22:35
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."
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
|
| "Re(2):BBCF news: Mai in, English dub out" , posted Fri 16 Sep 02:51
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...
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
|
PSN: n/a XBL: IAMDC1 Wii: n/a STM: dc202styles CFN: n/a
| "Re(3):BBCF news: Mai in, English dub out" , posted Fri 16 Sep 11:38
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
Long Live I AM!
|
PSN: MickyKusanagi XBL: n/a Wii: n/a STM: n/a CFN: MickyKusanagi
| "Re(4):BBCF news: Mai in, English dub out" , posted Fri 16 Sep 16:31:
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.
Ore no...kachi da!!
[this message was edited by Micky Kusanagi on Sat 17 Sep 03:33] |
PSN: IkariLoona XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Re(4):BBCF news: Mai in, English dub out" , posted Fri 16 Sep 19:52
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...
...!!
|
| "Re(5):BBCF news: Mai in, English dub out" , posted Sat 17 Sep 07:15
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.
|
| "Re(6):BBCF news: Mai in, English dub out" , posted Sat 17 Sep 08:30
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.
|
| "Re(6):BBCF news: Mai in, English dub out" , posted Sat 17 Sep 16:06:
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] |
PSN: n/a XBL: IAMDC1 Wii: n/a STM: dc202styles CFN: n/a
| "Re(5):BBCF news: Mai in, English dub out" , posted Wed 21 Sep 14:02
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.
Long Live I AM!
|
| "Re(2):REVELATOR ON SALE, 60% OFF!" , posted Mon 26 Sep 08:03:
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] |
| "Re(6):REVELATOR NOT on sale!" , posted Thu 29 Sep 02:15
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.
|
| "Re(8):REVELATOR NOT on sale!" , posted Wed 5 Oct 04:47:
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).
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
[this message was edited by Just a Person on Fri 7 Oct 22:38] |
| "Re(2):Fighting Game Thread 2016: Tekken" , posted Mon 10 Oct 21:54
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.
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
|
| "Re(5):Fighting Game Thread 2016: Tekken" , posted Tue 11 Oct 22:39
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.
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
|
| "Re(6):Fighting Game Thread 2016: Tekken" , posted Tue 11 Oct 23:12
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?
www.art-eater.com
|
PSN: Drakee XBL: eccothedolphin Wii: n/a STM: n/a CFN: eccothedolphin
| "Re(4):Fighting Game Thread 2016: Tekken?!" , posted Fri 14 Oct 19:48
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.
|
| "Re(1):Fighting Game Thread 2016: Variable Com" , posted Mon 17 Oct 03:41
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.
|
| "Re(5):Fighting Game Thread 2016: Variable Com" , posted Mon 17 Oct 07:36
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."
|
| "Re(7):Fighting Game Thread 2016: Variable Com" , posted Mon 17 Oct 13:30
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.
|
PSN: IkariLoona XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Re(6):Re(10):Fighting Game Thread 2016: Kinni" , posted Wed 16 Nov 17:50
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...
...!!
|
PSN: IkariLoona XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Re(1):Fighting Game Thread 2016: Mahvel" , posted Tue 29 Nov 18:33
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.
...!!
|
| "Re(2):Fighting Game Thread 2016: Mahvel" , posted Tue 29 Nov 19:10
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?
|
| "Re(9):Fighting Game Thread 2016: Mahvel" , posted Thu 1 Dec 11:40:
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. : /
/ / /
[this message was edited by Mosquiton on Thu 1 Dec 11:55] |
| "Re(2):Re(10):Fighting Game Thread 2016: Mahve" , posted Thu 1 Dec 12:47:
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!)
www.art-eater.com
[this message was edited by nobinobita on Thu 1 Dec 12:48] |
| "Re(3):Re(10):Fighting Game Thread 2016: Mahve" , posted Thu 1 Dec 16:14
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.
/ / /
|
PSN: n/a XBL: IAMDC1 Wii: n/a STM: dc202styles CFN: n/a
| "Re(4):Re(10):Fighting Game Thread 2016: Mahve" , posted Thu 1 Dec 22:37:
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.
Long Live I AM!
[this message was edited by neo0r0chiaku on Thu 1 Dec 22:50] |
| "Re(3):Re(10):Fighting Game Thread 2016: Mahve" , posted Fri 2 Dec 03:24
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!
|
PSN: zonepharaoh XBL: n/a Wii: n/a STM: n/a CFN: zonepharaoh
| "Re(4):Re(10):Fighting Game Thread 2016: Mahve" , posted Fri 2 Dec 15:07
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.
人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...
|
| "Re(3):Re(10):Re(10):Fighting Game Thread 2016" , posted Sun 4 Dec 22:19
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.
|
| "Re(4):Re(10):Re(10):Fighting Game Thread 2016" , posted Sun 4 Dec 23:38
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? Be car
-- Message too long, Autoquote has been Snipped --
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.
www.art-eater.com
|
| "Re(6):Re(10):Re(10):Fighting Game Thread 2016" , posted Tue 6 Dec 01:58:
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...
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
[this message was edited by Just a Person on Tue 6 Dec 02:04] |
| "Re(7):Re(10):Re(10):Fighting Game Thread 2016" , posted Tue 6 Dec 02:33
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...
|
| "Re(8):Re(10):Re(10):Fighting Game Thread 2016" , posted Tue 6 Dec 02:48
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 can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
|
| "Re(9):Re(10):Re(10):Fighting Game Thread 2016" , posted Tue 6 Dec 03:39:
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.
[this message was edited by Spoon on Tue 6 Dec 03:48] |
| "Re(10):Re(10):Re(10):Fighting Game Thread 201" , posted Tue 6 Dec 06:23
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).
|
| "Re(2):Re(10):Re(10):Re(10):Fighting Game Thre" , posted Wed 7 Dec 23:54
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).
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
|
| "Re(5):Re(10):Re(10):Re(10):Fighting Game Thre" , posted Thu 8 Dec 01:30
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!)
www.art-eater.com
|
| "Re(6):Re(10):Re(10):Re(10):Fighting Game Thre" , posted Thu 8 Dec 02:37
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.
|
PSN: zonepharaoh XBL: n/a Wii: n/a STM: n/a CFN: zonepharaoh
| "Re(1):ReReRe MvCI has MvC1 staff" , posted Thu 8 Dec 11:59:
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.
人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...
[this message was edited by Maou on Thu 8 Dec 12:02] |
| "Re(3):ReReRe MvCI has MvC1 staff" , posted Thu 8 Dec 22:38
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).
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
|
PSN: Mike_ADV XBL: n/a Wii: n/a STM: tamakimike CFN: n/a
New Customer | "TvC with the crazy Genie" , posted Fri 9 Dec 11:14
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).
|
| "Re(5):ReReRe MvCI has MvC1 staff" , posted Fri 9 Dec 13:59
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.
www.art-eater.com
|
PSN: MickyKusanagi XBL: n/a Wii: n/a STM: n/a CFN: MickyKusanagi
| "ReRoReRo MvCI has MvC1 staff" , posted Fri 9 Dec 18:32
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.
Ore no...kachi da!!
|
| "Re(1):TvC with the crazy Genie" , posted Fri 9 Dec 21:08
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.
|
PSN: IkariLoona XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Re(3):TvC with the crazy Genie" , posted Sun 11 Dec 12:53
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).
...!!
|
| "Re(4):TvC with the crazy Genie" , posted Sun 11 Dec 13:41:
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] |
| "Re(5):TvC with the crazy Genie" , posted Sun 11 Dec 15:31:
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] |
| "Re(6):TvC with the crazy Genie" , posted Mon 12 Dec 01:51
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.
|
| "Re(3):SFIII animation analysis" , posted Mon 12 Dec 06:45
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
|
| "Re(3):SFIII animation analysis" , posted Sat 17 Dec 09:45
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.
|
PSN: MickyKusanagi XBL: n/a Wii: n/a STM: n/a CFN: MickyKusanagi
| "Re(2):Baiken is back!" , posted Sun 15 Jan 01:46:
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.
Ore no...kachi da!!
[this message was edited by Micky Kusanagi on Sun 15 Jan 01:51] |
| "Re(4):Baiken is back!" , posted Sun 15 Jan 03:02:
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?
/ / /
[this message was edited by Mosquiton on Sun 15 Jan 03:35] |
| "Re(5):Baiken is back!" , posted Sun 15 Jan 03:34
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.
www.art-eater.com
|
PSN: Mike_ADV XBL: n/a Wii: n/a STM: tamakimike CFN: n/a
New Customer | "Re(7):Baiken is back!" , posted Sun 15 Jan 12:38:
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] |
|
|