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Professor 3472th Post
MMCafe Owner
| "Re(5):Fighter Musings Re-Bout 3" , posted Sun 29 Apr 12:59:
I've wrote this on the Skullgirls thread as well, but here's a wrapup of What's to be seen at Shadowloo Shodown, May 3-6. The pools are now up, and it's pretty interesting. The event will be viewable through the official stream at http://www.twitch.tv/shadowloohq
Shadowloo Showdown 2012 Pool Allocations *subject to change
Noteworthy points-
SKULLGIRLS, Tokido, Justin Wong, and Ryan Hart will be playing. Tokido playing Skullgirls is totally mistifying. I wonder who he'll be using?
Virtua Fighter 5, Fuudo is in. Seems natural since he's from the scene to begin with, so this will be a treat.
KOFXIII will be really interesting as some top players from asia will be there. Poongko, Xiaohai, Dakou, Ash, Tokido. Ryan Hart and Justion Wong also participating.
SSF4AE will have the usual top name gang including Poongko, Fudo, Tokido, Gamerbee, Justin... but Daigo is nowhere to be found. Also, Xiaohai and Dakou from China will be entering.
Xiaohai btw, is currently in Japan's Total Eclipse tournament playing KOF98 so he's really going to be flying around.
[this message was edited by Professor on Sun 29 Apr 14:01] |
KTallguy 1380th Post
PSN: Hunter-KT XBL: n/a Wii: n/a
Red Carpet Executive Member
| "Re(3):Dumbasses involved with fighting games" , posted Sun 13 May 00:22
quote: My assumption would be that this message post was made by a stream monster who doesn't care for watching low-level matches. What an elitist attitude though.
Personally, I think fighting games need to focus more towards the casual players.
Yep. They do.
Many fighting games are impenetrable to casual fans because of all the innate knowledge that fighting game fans bring to the table. Ideas like option select, zoning, poking, and spacing are new concepts for most people, but they apply to almost all fighting games.
Many fighting games assume this and just throw the systems in your face, expecting you to sort it all out. Nothing is called out or explained. Extremely dedicated people can learn by themselves, but without other people to bounce that learning off of, they could miss something fundamental.
I remember when I first started learning VF, I went to a complete stranger's house to practice (this was before online). And he sat me down and started teaching me the concepts of frames, nitaku, etc. It took me 6 months to a year to actually be somewhat competitive. Without that guy (thanks Mike!!) I probably would have never understood fighting games in the same way I do today, or been able to play VF at anything resembling a high (?) level.
The solution is twofold. Have inclusive fighting game scenes that welcome and teach new players. This is hard if the players are not interested in teaching: inevitably it becomes a pride thing, and you get posts like mbisonhatclub linked to. The ONLY way to get better is to fight people better than you, and meets/tournaments are an important part of that, moreso than online matches.
And developers need to focus more on teaching players how to play their games in an organic way. Tutorials and classroom like teaching is boring, there should be systems in place that nudge players into understanding the ideas of zoning, poking, nitaku, etc. Explicit or implicit, they need to teach the core concepts of the system. But they ALSO have to be enjoyable to play. This goes beyond what most fighting games call "single player"; it would need to be a fully fleshed out mode that wasn't just versus mode. It would need a narrative and game flow and plenty of assets. It would take money, effort and time to make it special.
And I think the demand isn't really there, so we probably won't see something like that for a good while. Maybe someday ;)
Play to win... or to have fun too! :)
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karasu99 926th Post
PSN: robotchris XBL: robotchris Wii: n/a
Red Carpet Regular Member++
| "Re(4):Dumbasses involved with fighting games" , posted Mon 14 May 10:47
quote: The solution is twofold. Have inclusive fighting game scenes that welcome and teach new players. This is hard if the players are not interested in teaching: inevitably it becomes a pride thing, and you get posts like mbisonhatclub linked to. The ONLY way to get better is to fight people better than you, and meets/tournaments are an important part of that, moreso than online matches.
And developers need to focus more on teaching players how to play their games in an organic way. Tutorials and classroom like teaching is boring, there should be systems in place that nudge players into understanding the ideas of zoning, poking, nitaku, etc. Explicit or implicit, they need to teach the core concepts of the system. But they ALSO have to be enjoyable to play. This goes beyond what most fighting games call "single player"; it would need to be a fully fleshed out mode that wasn't just versus mode. It would need a narrative and game flow and plenty of assets. It would take money, effort and time to make it special.
And I think the demand isn't really there, so we probably won't see something like that for a good while. Maybe someday ;)
I've actually been thinking a lot about this problem lately, especially in the wake of some recent sessions playing my local 3rd Strike machine, where I've discovered that I somehow SOMEHOW suck really badly . As a long time fighting game player, I find today's competitive scene to be incredibly daunting. Games have significantly ramped up in gameplay complexity from the early days-- I'm sure someone can correct me, but it feels as though KOF was in the vanguard of this increase, with all of the annual releases including a new system or two, but Guilty Gear was the game that made me realize that fighting games had really changed from the relatively simple days of SFIIWW. This expands exponentially the complexity of trying to learn, since every system and gauge the game has introduces a whole other set of tactics that can be exploited by the clever competitor.
I'm not as fortunate as KTall, who had someone to teach him VF (excellent story, by the way). Most of my friends wouldn't touch fighting games, even back in the early 90's, so I was often left to my own devices of playing against strangers. And I have to say I never once encountered someone who tried to teach me anything. If I put my quarter in, they were going to hand my ass to me as fast as possible. There were plenty of folks who would be polite, don't get me wrong-- I had an extremely polite and friendly dude kick the living shit out of my Chun Li this past weekend, but he didn't hesitate at al to mop the floor with me. This is also not a new phenomenon-- I can recall being unable to even get an attack in on this one guy I played against in SamSho 2 like 20 years ago. He was decent enough about it, but holy crap! I think after about a dollar's worth of plays I just gave up. From some of the matches I've witnessed, especially in the last year or two, there's a whole lot of testosterone involved in the whole business; lots of swearing, popping veins, and rage. Not the most approachable kind of thing. I guess the same kind of arguments can be made for a lot of competitive sports though, but most don't involve quite the amount of complexity that fighting games have.
Granted, all of this doesn't involve a 'scene' at all, just a bunch of individual people dropping in on an arcade machine with maybe a friend or two. I'm guessing there's a scene here in Portland somewhere-- there's a meetup for almost every possible interest to be found these days.
So this is all in regard to actually being physically present and playing against another person. I'm wondering how easy it is to have any kind of 'teaching moments' during online play, if people in person won't even bother with it. I play mostly 'in person', so I can't really comment on the subject.
www.secret-arts.com
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Professor 3481th Post
MMCafe Owner
| "Re(5):Dumbasses involved with fighting games" , posted Mon 14 May 21:43
Karasu: That's something I've been thinking too. I guess if both players are friends and they have voice chat, they can advise each other while playing online (I've never done that myself). A more realistic option is to ask the opponent after playing for any advices, which is what I do at times.
Offline, I think it's impossible to ask for advice unless you're playing on console and sitting right next to the person. At the arcades, people are pretty much obsessed at winning and they won't pull back any punches including bugs and infinites. From my personal experience, it's been easier to get advice online than offline.
Another thing with online, you can save replays and it doesn't cost quarters to play every game, so trying to self-teach shouldn't be as hard as the old days. That said, it can still take at least a thousand games (literally) before you can grasp the fundamentals for a game you're not too good at. Even seasoned fighting game players don't always like that, so many of them stick to the game engine that they're familiar with.
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Professor 3483th Post
MMCafe Owner
| "Re(7):Dumbasses involved with fighting games" , posted Tue 15 May 13:07:
Yeah, Blazblue's turorial is very well done. Skullgirls is pretty good too, especially considering its price. KOF13's plain sucks.
I don't think that any tutorial goes in-depth enough to cover more vs-human-only essencials like option select, spacing control, meaty attacks, or even say, the risk of doing invincible moves. Some of these are things that you can learn from watching videos and learning from tutorials, but they have their limits. They're things that don't really have any use when playing vs CPU, which definitely hinders new players from advancing in learning fighting games, especially if they don't have someone who can teach them.
On a different but related note, I hear people often saying that you won't get better unless you go to the arcades where the real competition is, and I believe it's true but should be advised with caution to new players due to a few reasons. The first is that the arcades are dieing, and it's not like the previous golden era of fighting games where there were people of all traits using all kinds of characters. Only the top players are pretty much left and they'll beat the living life out of you, especially because it'll let them add good stats in the IC-card enabled games of recent years (new players are called "nutrients" in the arcades because they bring in free points). It's OK if you're experienced enough to learn from your losses, but if you're new, there's a likely chance that you don't have enough knowledge to even understand your flaws or the techniques your opponent had used. Second, you'll quickly learn that you need to tier whore in order to win. This might not be a problem for some people as it is for others. For a good number of beginners however, not being able to use characters they want will probably make them lose interest in the game.
On a personal note, I'm a bit mixed about the competitive scene. It's great and I love it, but on the other hand, for some games, seeing only top tiers getting played is where I draw the line and say that it's not worth my time to get into. If the developer can't do enough job to balance out a game especially in this day in age where patching is technically possible (rather a matter of budget), I don't see it as worth trying to get competitive in.
[this message was edited by Professor on Tue 15 May 16:53] |
Loona 564th Post
PSN: IkariLoona XBL: n/a Wii: n/a
New Red Carpet Member
| "Re(7):Dumbasses involved with fighting games" , posted Tue 15 May 18:07
quote: My personal ranking of fighting game tutorial: A - Virtua Fighter 4 Evolution (only flaw seemed to be lack of voices) B - Blazblue (a sort of collective score of the various vids and in game material, in game movelists have full descriptions of what a move is) C - SkullGirls (doesn't move higher for lack of character specifics) D - MK9/KOF XIII
Not quite a tutorial, but I still think Samurai Shodown 2 has one of the best tools to help players get started on the basics of the game - at least when fighting the CPU the motion for the specials momentarily replaces the character's name under the lifebar, giving a new player a hint of what he needs to do to use that cool move he saw the computer do, and if your power bar's full, the motion for the super is right there - no need for a separate screen for the move list or tutorial.
Before getting to concepts like combos, option selects and mind games players still need to learn the actual individual moves first before being able to understand advanced tactics, and it's hard for the genre to get the interest of new people who haven't search all over the net for that sort of info before getting to experience the actual game, and its kinda awkward to have to pause all the time to check the moves list if you're at a friend's how trying out the game.
The genre is taking too many things for granted, and some interesting subtle ways to teach have been neglected.
"Beat the machine that works in your head!" - Guano Apes "Open Your Eyes"
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Ishmael 4380th Post
PSN: Ishmael26b XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Re(8):Dumbasses involved with message boards" , posted Wed 16 May 02:14
Some random thoughts:
The more things change, the more they stay the same. The clown whose linked message started this discussion could have just as easily been found in an arcade instead of online. But instead of trying to validate his existence by ranting while standing next to the token machine he can now find a worldwide audience for his nonsense. That's progress for you.
Speaking of the online component, I actually think it's easier to get into fighting games nowadays than ever before. When you are limited to your local arcade you get good enough to face the local competition and then stagnate. Now, however, you can see streams and replays of people who are very, very good at the game. Back in the day you could read FAQ's to learn moves and strategies but now you can actually see these ideas being put into practice. It takes fighting game theory gobbledygook and makes it practical and exciting.
I'm not certain there is a magic bullet that can make all the jargon and concepts of fighting games easily understandable. Fighting games evolve over time so any tutorials included with the game are only going to be the programmers' best guess of how the game is going to be played. Small wonder most tutorials are little more than combo exhibitions. Plus, how many people would actually use a mode that explained zoning, option selects and all that? New players would balk at the idea of spending hours studying how to do something as seemingly simple as punch someone in the face. Perhaps I'm sick of in-game tutorials, but if I had to choose between a long, school-like instructional mode that reverse engineers the game and learning new things by actually playing the game I know what I would do.
Really, it's up to the community to support those who are getting into the scene. Try to be nice people!
Speaking of tutorials, my favorite one in recent memory was the blu-ray that came with the first BlazBlue. While the disc came with all sorts of interesting info for the characters the only blu-ray player I own is my PS3. That meant I had to watch the disc, take it out, put in the game and try to remember what I had just seen. Oh well, it was a nice try.
quote: This is what I really liked about the original golden era of fighting games. There was a new title coming out every 2-3 months and people shifted quickly, so there was always something new to discover and tierwhoring wasn't a problem as it is now. (though it's also because info didn't spread as quickly since the Internet wasn't as big). Then again, the competitive scene wasn't taking the center stage back then, which is very different from the current golden era.
There is a difference in how games are perceived now, isn't there? For example, SFxT is a goofy little mess of a game that reminds me of one of those old B grade fighting games that were fun for what they were but were filled with ideas that didn't work. In another time SFxT would have been in the same league as those games that were in the third or fourth slot on the red multi-title Neo Geo cabs. Instead, people are trying to treat it like it's the next great competitive tournament title but it's never going to be that game. I've heard some people worrying that there might be a glut of fighting games coming out but I think it just means that we have a better chance of having one or two great new games instead of hoping one title will be everything everyone wants.
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Mosquiton 1816th Post
Silver Carpet V.I.P- Platinum Executive
| "Re(9):Dumbasses involved with message boards" , posted Wed 16 May 13:23
quote: There is a difference in how games are perceived now, isn't there? For example, SFxT is a goofy little mess of a game that reminds me of one of those old B grade fighting games that were fun for what they were but were filled with ideas that didn't work. In another time SFxT would have been in the same league as those games that were in the third or fourth slot on the red multi-title Neo Geo cabs. Instead, people are trying to treat it like it's the next great competitive tournament title but it's never going to be that game. I've heard some people worrying that there might be a glut of fighting games coming out but I think it just means that we have a better chance of having one or two great new games instead of hoping one title will be everything everyone wants.
I like this analogy a lot.If we were to face great glut of fighting games in the near future (which would be fine by me honestly), I'd love to see some modern equivalents to games like Primal Rage, Evil Zone, Bloody Roar, Killer Instinct, Star Gladiator, Buriki One, Soukaigi... well, maybe not Soukaigi... maybe Psychic Force 2012? (Don't bother me again!)
I want to see more fighting games that aren't so focused on huge combos. I found Skullgirls to be quite charming and entertaining but the emphasis on huge combos had me losing interest really quickly. I also experienced some real bewilderment after going into training mode for VF5 Final Showdown with Vanessa. I've forgotten so much about that game, and I have almost no desire to learn it again.
I'm either not really into fighting games anymore, or in serious danger of slipping. My interest in SF4 had started fading way before AE came out. I simply wasn't a bad enough dude to be competitive in KOFXIII, although I had a lot of fun dicking around with it. I didn't spend any real time with SFxT at all. I did watch a few hours of a JoJo tournament stream recently.
I really want to see new things.
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sibarraz 414th Post
PSN: DefensorVirtuoso XBL: n/a Wii: n/a
Gold Customer
| "Re(10):Dumbasses involved with message boards" , posted Thu 17 May 09:48
quote: There is a difference in how games are perceived now, isn't there? For example, SFxT is a goofy little mess of a game that reminds me of one of those old B grade fighting games that were fun for what they were but were filled with ideas that didn't work. In another time SFxT would have been in the same league as those games that were in the third or fourth slot on the red multi-title Neo Geo cabs. Instead, people are trying to treat it like it's the next great competitive tournament title but it's never going to be that game. I've heard some people worrying that there might be a glut of fighting games coming out but I think it just means that we have a better chance of having one or two great new games instead of hoping one title will be everything everyone wants.
Yeah, SFXT is definitely not meant to be a competitive title, at least in its current stage. It's hard to imagine the game getting balanced out enough in the future as well, although I'm sure Capcom will reach its 2 million sales goal in the long run. It's really more like a goofy party game than anything. You can buy around 4 DLC games at the same price the game was on release.
That reminds me, VF5FS doesn't seem to be getting much attention despite of its really low pricing. I haven't really played the series since 2, so I'm very looking forward to it.
Actually from the west, this is the most hype that I had seen for a virtua fighter game since the days of vf2
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Maese 673th Post
Red Carpet Regular Member
| "Re(8):Dumbasses involved with fighting games" , posted Fri 18 May 11:10
quote: On a different but related note, I hear people often saying that you won't get better unless you go to the arcades where the real competition is, and I believe it's true but should be advised with caution to new players due to a few reasons. The first is that the arcades are dieing, and it's not like the previous golden era of fighting games where there were people of all traits using all kinds of characters. Only the top players are pretty much left and they'll beat the living life out of you, especially because it'll let them add good stats in the IC-card enabled games of recent years (new players are called "nutrients" in the arcades because they bring in free points). It's OK if you're experienced enough to learn from your losses, but if you're new, there's a likely chance that you don't have enough knowledge to even understand y
This is pretty much the reason I don't go to arcades anymore. It's kind of sad, since I live in a place where, while possibly not as thriving as it was on the golden days, arcade culture is still pretty much alive. But I do not enjoy at all watching how everyone and their mother mop the floor with my puny ass every time I put a quarter on a Tekken cabinet. Let alone 2D fighters, where I lost the gist since the SFZero days.
I feel as I lost the train on late 90s and now it's way too late for start learning. I want to love and enjoy all these flashy and eye catching brand new fighting games, but systems are too complex, combos are too lengthy, competition is too fierce. Or maybe I'm just getting old...!
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Mosquiton 1817th Post
Silver Carpet V.I.P- Platinum Executive
| "Re(4):Re(10):Dumbasses involved with message" , posted Fri 18 May 13:18
quote: It's not so much that games concentrate on large combos, they just have a (sometimes necessary) system in place so you can do a large combo without breaking the game, which is often a misinterpreted feature. Working harder to combo doesn't make you a better player; you can totally win at Skullgirls without needing a combo over 3 hits.
I never said that combos are the end-all and be-all, but I think its pretty ridiculous to suggest that games like KoF XIII and Skullgirls don't heavily emphasize big combos. Even Cerebella, a grappler, is a combo-based lifeform. Sure, they aren't the single key to victory, but they're how you do solid, consistent damage. And I don't know about you, but applying reliable, consistent damage often helps me win fights. If two players are of relatively equal skill, and one player is punishing mistakes with potent combonitorial power, that player has greatly improved odds of winning. I've been on both sides, I agree with the venerable Juan about clueless youtube kids, and I'm pretty sure I'm not full of shit here.
I'm not calling for the abrogation of the grand combo council here, but again, I want to see something new.
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Spoon 2306th Post
Platinum Carpet V.I.P- Board Master
| "Re(5):Re(10):Dumbasses involved with message" , posted Sat 19 May 06:15
Fighting games are in an odd situation when it comes to damage: if the game is not about combos but powerful single hits, you get a fencing game... which is not a bad thing, but if it's not slow and deliberate enough it might feel too random, but if it's too slow and too deliberate it becomes incredibly not fun. There are videos of a SS1 tournament from just a few years ago that is somewhere between laughable and painful to watch, because it is literally two guys playing at max distance pressing only their safest poke.
I really like how there is a lot of variety in terms of payoffs in fighting games. There are lots of safe little things that don't do much, there are big risky plays that lead to huge payoffs, etc. I actually think that DOTA has got something amazing going on because even though most characters have stupidly simple "combos", there is still a very deep poking/zoning game, nobody gets tired of landing those "combos", and coordinating team combos is incredibly fun and rewarding. Smash's great successes include its ability to have a varied environment and a wholly different damage model.
In terms of being an incredibly different FG, one of the ones I still look back on is tasofro's Immaterial and Missing Power. Most characters don't have "bnb" combos that don't have a situational setup. The game is as much a shooting/platforming game as it is a fighting game. The game has tremendous competitive depth. Unfortunately, it's so different that many people just wouldn't play it. The hardcore community for it was quite amazing, though.
Maybe all I really want in the end is Nidhogg.
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sibarraz 419th Post
PSN: DefensorVirtuoso XBL: n/a Wii: n/a
Gold Customer
| "Re(6):Re(10):Dumbasses involved with message" , posted Sat 19 May 12:32
quote: Fighting games are in an odd situation when it comes to damage: if the game is not about combos but powerful single hits, you get a fencing game... which is not a bad thing, but if it's not slow and deliberate enough it might feel too random, but if it's too slow and too deliberate it becomes incredibly not fun. There are videos of a SS1 tournament from just a few years ago that is somewhere between laughable and painful to watch, because it is literally two guys playing at max distance pressing only their safest poke.
I really like how there is a lot of variety in terms of payoffs in fighting games. There are lots of safe little things that don't do much, there are big risky plays that lead to huge payoffs, etc. I actually think that DOTA has got something amazing going on because even though most characters have stupidly simple "combos", there is still a very deep poking/zoning game, nobody gets tired of landing those "combos", and coordinating team combos is incredibly fun and rewarding. Smash's great successes include its ability to have a varied environment and a wholly different damage model.
In terms of being an incredibly different FG, one of the ones I still look back on is tasofro's Immaterial and Missing Power. Most characters don't have "bnb" combos that don't have a situational setup. The game is as much a shooting/platforming game as it is a fighting game. The game has tremendous competitive depth. Unfortunately, it's so different that many people jus
-- Message too long, Autoquote has been Snipped --
Had videos of that tournament?
I saw a video of JEO playing samsho 6 and both players didn't did anything in both rounds
I want to see from smasho 1 or 2 a fight where nobody does anything
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KTallguy 1386th Post
PSN: Hunter-KT XBL: n/a Wii: n/a
Red Carpet Executive Member
| "Re(8):Re(10):Dumbasses involved with message" , posted Sun 20 May 09:00
quote: SS tournament
Here's the first video of it. It's kind of loltastic.
Thanks for this. The Hanzo match was funny... although it got better in the second round :)
High risk move = damage opportunity Low risk move = stop high risk move is pretty much the foundation of fighting games... it's just how that damage opportunity manifests itself that can change so much (and the ability of low risk moves to dominate, but that's another story).
If the damage is guaranteed, you have a game that doesn't require a lot of technical skill, so it's easier to pick up. It's also a more "pure" yomi game, in that if you read your opponent correctly, you will always come out on top.
However, guaranteed damage instead of combos does a bunch of bad things.
- Combos are a skill challenge, so in tense moments you can drop the combo because you're nervous. It's the same as hitting a shot in basketball at the buzzer versus in the middle of the game.
- Combos also give some minimal choices to players, depending on the game. In some games positioning is more important than damage, because it creates the potential for more damage. So instead of my Max damage combo I'll do a combo that pushes you towards a wall or hazard, or puts you into the corner. This kind of depth is lost if it's a one shot deal.
- Combos are genuinely something that can be considered creative. Some of the best players pull out unorthodox combos that aren't max damage, but may have a different rhythm or feel that throws off the other player. The mentality, unfortunately, is to just find the max damage combo and get good at it, because it's so much work to understand the properties of every move and how they link together.
I wonder if there's a way to make a fighting game that still requires technical skill to exploit damage opportunities, but doesn't rely on the "juggle until they reset" combo system. Off the top of my head I can think of the Kengo system, the Senko no Ronde system... and Bushido Blade.
Play to win... or to have fun too! :)
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sibarraz 423th Post
PSN: DefensorVirtuoso XBL: n/a Wii: n/a
Gold Customer
| "Re(5):Taito Station 20th anniversary Daigo Ev" , posted Tue 22 May 14:30
quote: Personally I feel that cheese factor of VF is one of the most endearing things about it. I mean making fun of something is still a form of fun, which you just can't do with a good voice. It's just fun to spout of VF nonsense because it's so bad that you don't need to do it justice. I never once wanted Terry Bogard's voice to change, does that mean it's the coolest thing ever? Not really. But it sure is fun to quote it!
It is fun, just ... you know. :P I kind of want more people to enjoy VF, but the cheese factor does turn off some.
I'm so used to it, it doesn't really bother me, but Tekken just looks so much cooler! I think they could find a happy medium. I think that joke win poses would be great. But I wish the overall look of the game was more stylish.
Playing KOF games for free on your keyboard has been a time honored tradition... well everywhere I guess? I hate to admit it, but I played KOF on keyboard almost exclusively. Where there's a will, a pirate will find a way.
I'm fine with that, If weren't because playing the neo geo games in a emulator in hard times of my life where money for videogames was something out of question, I would had never become fan of SNK. At times for location reasons I try to play KOF on a keyboard and I start wondering how I was able to play with it
I played so much in those emulators that whenever SNK release an old game, I will normally buy it even though I will not play it that much, but just because I feel like to purchase them as a thank you to old times
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badoor 274th Post
PSN: BadoorSNK XBL: BadoorSNK Wii: PSVITA:BadoorUSA
Copper Customer
| "Re(10):New trailers (and characters) for DOA5" , posted Wed 6 Jun 12:07
quote: Say, has anyone tried out the home release of VF5:FS? Any thoughts?
I played it for a while. The game feels very different to me. Much faster than any VF before. And jumping is more instantaneous and higher, yet much less floaty. I think air-time feels shorter than VF5, making jumping much more useful than previous games. The throw system changed too, making it much easier to throw-escape.
I tried Goh, my main in 4Evo and 5, and Kage, my long time standby. Kage seems mostly the same but with added moves, a new forward juggle-centric throw that replaces his old backward high throw(which is now HCB P+G and automatically completes the follow-up move). Goh feels much more different to me. A lot of his strike-attacks changed or at least have new animation. His new throw animations look really cool and are high in "theatrics".
Modes feel pretty standard, just like VF5. I haven't tried Online yet. Sadly, Item customization is blocked by DLC so you need to purchase the DLC Item bundle packs which includes your favorite character. There's a pretty deep Tutorial mode (though I think it's STILL not as complex as 4Evo).
So far, I'm more surprised by the amount of changes. This feels like a much more drastic change then from 4Evo to 5. I really like it. And given that I will be free from obligations in the next few weeks, there'll be plenty of time to learn it. But for now, I feel that the changes with the throw-system seems too empowering to the defender such as: - Changing it from 8 directions to 3 only (Granted, previously you could enter more than one direction but that required really fast execution, now it's a pure 1/3 guess game). - The fact that you don't need to time the throw input and can just hold it to escape. - And how you can both guard and throw escape with the same input
I know very very well that I'm merely a scrub in Virtua Fighter and can't fathom to judge these things, especially given that I only spent a few hours with it. But I hope things would make more sense to me.
Still I'm enjoying it. It's the best free-but-not-really-free game I ever got on PS+ for sure.
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hikarutilmitt 559th Post
PSN: hikarutimitt XBL: hikarutilmitt Wii: n/a
New Red Carpet Member
| "Re(2):Re(10):New trailers (and characters) fo" , posted Wed 6 Jun 12:55
quote: Say, has anyone tried out the home release of VF5:FS? Any thoughts? I played it for a while. The game feels very different to me. Much faster than any VF before. And jumping is more instantaneous and higher, yet much less floaty. I think air-time feels shorter than VF5, making jumping much more useful than previous games. The throw system changed too, making it much easier to throw-escape.
I tried Goh, my main in 4Evo and 5, and Kage, my long time standby. Kage seems mostly the same but with added moves, a new forward juggle-centric throw that replaces his old backward high throw(which is now HCB P+G and automatically completes the follow-up move). Goh feels much more different to me. A lot of his strike-attacks changed or at least have new animation. His new throw animations look really cool and are high in "theatrics".
Modes feel pretty standard, just like VF5. I haven't tried Online yet. Sadly, Item customization is blocked by DLC so you need to purchase the DLC Item bundle packs which includes your favorite character. There's a pretty deep Tutorial mode (though I think it's STILL not as complex as 4Evo).
So far, I'm more surprised by the amount of changes. This feels like a much more drastic change then from 4Evo to 5. I really like it. And given that I will be free from obligations in the next few weeks, there'll be plenty of time to learn it. But for now, I feel that the changes with the throw-system seems too empowering to the defender such
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I've been anticipating it ever since it was announced. I'm double dipping the 360 version to show my support, but the PS3 version (my main go-to) being such a great value, whether you have PS+ or not (and I do!), was really a great move on the part of whoever it was that did it.
The changes to the game really are amazing, so far. I feel like I'm having t relearn so much for Aoi that it's reminding me of when I first started playing VF4. There are moves I'm sad to see go or be changed the way they were, but so far adjusting hasn't been difficult and has only been beneficial.
If you have PS+, grab it. If you don't and are interested in the game for what it is, I suggest splurging on the $30 complete edition so you also get ALL of the customizing DLC for the game.
PSN: hikarutimitt XBL: hikarutilmitt
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karasu99 948th Post
PSN: robotchris XBL: robotchris Wii: n/a
Red Carpet Regular Member++
| "Re(3):Re(10):New trailers (and characters) fo" , posted Thu 7 Jun 00:51
Another video for Injustice that just names the super moves, but also shows Harley Quinn, who I don't think was in the trailer. Or maybe she was, don't know.
Gah, for as fancy looking as the character models are for this game, the gameplay looks... had, well, I guess it looks like it SHOULD look: like someone said earlier, MK vs DC without the MK. Plus, kind of uninspiring and overblown. Maybe I'm just being a stick in the mud, but I have trouble wanting to play this, despite Solomon Grundy being in it.
PS: This one's for the DC readers out there-- is that the current Batman costume design? It's surprisingly ugly!
www.secret-arts.com
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Just a Person 1527th Post
Red Carpet V.I.P- Platinum Member
| "Re(5):New DOA5 trailer (Helena is back!)" , posted Thu 9 Aug 11:47:
quote: While I wish both games well, I suspect DoA5 is going to grind TTT2 into the dirt. TTT2 seems like such a good effort with so much to offer that I'll be very disappointed if it does poorly. I feel like that will show that the market for fighting games has once again flown out the window.
But if it does poorly and DOA5 does good...I don't know what that says. Maybe good things for fighting games, but definitely good things for boobs?
(I have both preordered, but I wish DOA5 was coming earlier, since it's decidedly less meaty)
Maybe DoA will have a chance since is a new entry in the series after a lot of time, plus the VF chars. Tekken isn't that new, especially if you have played the arcade. But at the same time and for the same reason Tekken results more interesting and appealing (it's called "familiarity" XD)... I preordered Persona Arena instead, will get both TT2 and DOA5 after a pricedrop.
Speaking of DOA5, it recently got a new trailer with Helena Douglas announcing the new tournament and all fighter watching it.
Apparently, Alpha-152 will be back, and the trailer also shows someone that seems to be Victor Donavan (the businessman who is basically the villain behind all games) wearing a mask... maybe he's the final boss this time?
All in all, it's a nice trailer, although I'm a bit upset that Leon isn't in it (or at least I couldn't see him in it)... I really liked to use him in DOA3.
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 10 Aug 05:57] |
sibarraz 458th Post
PSN: DefensorVirtuoso XBL: n/a Wii: n/a
Gold Customer
| "Re(7):Mortal Kombat 9 arcade release" , posted Mon 20 Aug 15:05
quote: The MK location test is reportedly a troll!
http://www.aliexpress.com/product-fm/518332101-Mortal-kombat-VGA-Game-Board-high-resolution-high-performance-game-for-VGA-monitor-LCD-monitor-Arcade-wholesalers.html
Sibarraz: Are you talking about fighting games or arcade titles in general? With FGs, from the top of my head there's a lot... Street Fighter 2, Fatal Fury2/SP, SFA, VF1/2.... man, that was really the golden era. In fact, fighting games caused a huge rise in arcades and there were about 7 just around my neighboorhood. Now there's only 1.
Interesting, I always heard that FFS was the game that made SNK in the fg division, is sad to hear that from 7 only one arcade is left
Is curious, my local arcade was very bad the last year, but this year they had bought tons of machines, and there was a payoff since people had been going on more to the local, according to the owner, the arcades will revive thanks to china, don't know how will be in japan.
And lol with MK
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