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Professor 4741th Post

  
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| "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

  
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| "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.
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Just a Person 1713th Post

  
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| "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...
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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

  
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| "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.
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Spoon 3219th Post

  
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| "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.
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Loona 992th Post

  
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| "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.
...!!
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Just a Person 1715th Post

  
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| "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.
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Micky Kusanagi 22th Post

  
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| "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!!
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Toxico 5998th Post

  
PSN: Toxic-Baron XBL: n/a Wii: n/a
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| "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
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Iggy 10132th Post

  
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| "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.
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Just a Person 1720th Post

  
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| "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.
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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

  
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| "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.
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Just a Person 1720th Post

  
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| "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.
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Just a Person 1721th Post

  
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| "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.
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chazumaru 1640th Post

  
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| "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.
Męme Narumi est épatée !
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Just a Person 1726th Post

  
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| "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

  
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| "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.
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Spoon 3270th Post

  
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| "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.
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Iggy 10161th Post

  
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| "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.
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nobinobita 1565th Post

  
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| "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
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nobinobita 1566th Post

  
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| "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
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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
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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.
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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
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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
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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...
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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
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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
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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.
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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).
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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.
/ / /
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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
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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.
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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"
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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.
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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.
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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!
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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".
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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.
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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.
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Maou 3156th Post

  
PSN: zonepharaoh XBL: n/a Wii: n/a STM: n/a CFN: zonepharaoh
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| "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...
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Spoon 3401th Post

  
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| "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.
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Just a Person 1771th Post

  
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| "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.
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Just a Person 1772th Post

  
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| "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.
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Just a Person 1773th Post

  
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| "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)...
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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.
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sibarraz 587th Post

  
PSN: DefensorVirtuoso XBL: n/a Wii: n/a STM: n/a CFN: n/a
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| "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)
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Just a Person 1778th Post

  
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| "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.
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LEGENOARYNINLIA 509th Post

  
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| "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/
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| "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.
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| "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.
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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...
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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.
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