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


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

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

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






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

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

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



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

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





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

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

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





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

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



....Go on....





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

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


....Go on....

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





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

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

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



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






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

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

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





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

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

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

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





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

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

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





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

Three hit combo!

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

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





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

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

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

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

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

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





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

quote:

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


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

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

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





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

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

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

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





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

quote:

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


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

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


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





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

quote:

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



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

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





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

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

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





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

quote:

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


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





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

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

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





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

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

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



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





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

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

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





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

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



Better choices from FFT include:

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

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





/ / /

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

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

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


Better choices from FFT include:

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

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



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

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

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





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

quote:

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

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



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

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

I just hope he throws rocks.



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



I always liked this guy for mechanical FF enemies.





/ / /

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

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

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

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

---

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





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

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

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

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





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

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

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

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





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

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

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

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





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

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

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



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





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

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

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


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

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

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



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





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

quote:
KI violent franchise


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

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

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





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

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

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





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

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



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





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

quote:

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



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

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





...!!

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

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





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

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

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





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

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





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

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

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

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





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

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

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



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

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

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





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

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



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





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

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

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





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

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

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



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



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

End of Spoiler



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





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

Fireball confirmed. Not sure about the Shungokusatsu yet.





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

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

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

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





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

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



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

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






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

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

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





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

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





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

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



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






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

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

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





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

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

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





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

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

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



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





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

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

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





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

quote:

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



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

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



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






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

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





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

So, Raven doesn't blush when getting hit?

..... I demand a refund.






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

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

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

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

---

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

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





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

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

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





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

quote:

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



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

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

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





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

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



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

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





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

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





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

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



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





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

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

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


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





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

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

So, the game sold well or what?





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

quote:
So, the game sold well or what?

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

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





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

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



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

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


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

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





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

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

Everything is fine with Season 3, after all.





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

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

Everything is fine with Season 3, after all.



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





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

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

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

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

Meh.

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

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

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

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

quote:
everyone forgot [...] SFxT.






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

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

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

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

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

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

---

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

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





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

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

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

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





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

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



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

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





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

This is called a late night kneejerk.

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

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

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

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

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

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

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

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





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

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


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

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



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





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

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



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





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

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


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





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

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

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





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

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



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





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

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



It's a mixed bag, for sure.

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

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





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

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

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





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

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





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

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





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

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



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





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

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


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





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

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

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

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





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

quote:
Iggy's fabulous cake story

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

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





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

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

quote:
This is called a late night kneejerk.

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

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

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

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

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

Perhaps instead w

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


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

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

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

Lots of other nice references in there too.






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

quote:
This is called a late night kneejerk.

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

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

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

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

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

Perhaps instead w

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


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

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

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

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






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

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

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

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





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

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

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

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


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






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

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

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

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





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

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

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

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


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

You really got me with this description:

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


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

Thanks for sharing your thoughts.






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

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

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

---

EDIT: by the way,

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

End of Spoiler







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

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

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


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





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

quote:

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



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

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





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

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

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


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





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

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





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

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

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

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

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





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

Garland in arcade Dissidia

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





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

quote:
Garland in arcade Dissidia

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

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

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





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

awwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww yeaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah





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

quote:
awwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww yeaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah



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





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

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





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

quote:
awwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww yeaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah



This looks amazing.





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

quote:
awwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww yeaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah



River City: Tokyo Rumble confirmed for the west





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

To the surprise of absolutely no one.





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

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





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

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



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





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

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





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

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


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





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

wait what

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

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





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

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

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

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

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





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

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



ABA wants her gimmick back!





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

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

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

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


ABA wants her gimmick back!



Does Mira have any original moves?





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

quote:
Does Mira have any original moves?

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





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

quote:

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



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

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

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






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

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

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

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





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

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

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



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

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

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

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

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

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






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

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





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

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

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





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

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

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





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

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

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





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

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

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

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



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

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

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





/ / /

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

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

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



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

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






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

quote:
Can you tell me where you read that?

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





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

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

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





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

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

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





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

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





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

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



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

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

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





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

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





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

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





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

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

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

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





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

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

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

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



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





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

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





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

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

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



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

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

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

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





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

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

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

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

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

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





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

quote:

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


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

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

quote:

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


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

quote:

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


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





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

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

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

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





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

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





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

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



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






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

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


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



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





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

GG Revelator is out today in the Western world!

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





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

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

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


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





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

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

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

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



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

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

Some new stages.

New story mode content.

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

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

Throw Break (in Xrd, one person always won)

Slight changes to homing dash from Dust.

Super Overdrives that consume the Burst gauge.

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

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





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

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

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

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


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

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

Some new stages.

New story mode content.

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

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

Throw Break (in Xrd, one person always won)

Slight changes to homing dash from Dust.

Super Overdrives that consume the Burst gauge.

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

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

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


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





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

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





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

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

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





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

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

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



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





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

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

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

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





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

quote:

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

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



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

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

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






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

quote:

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

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



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

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

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

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





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

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

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

I'm really impressed!





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

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





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

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



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

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

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





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

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


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

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





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

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

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

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





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

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




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

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

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

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

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





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

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

...not.

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





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

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

...not.


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

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





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

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


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

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

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



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

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





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

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





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

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



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

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

---

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

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

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





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

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

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



I guess I will reply to this post again.

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

They even kept Batman's horrible stance.

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

Link Here

They mention throwing three Batarangs instead of 1.

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

Link Here

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

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

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





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

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

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

They even kept Batman's horrible stance.

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

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

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

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

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





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

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

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

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

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

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

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

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



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

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





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

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


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





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

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





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

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



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

End of Spoiler







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

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





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





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

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



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





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

quote:

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



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





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

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

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

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





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

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

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

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

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

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





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

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



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

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





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

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

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



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

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

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





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

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


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

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

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





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

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

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

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

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

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



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

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





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

quote:
it has orthopedic movement



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





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

quote:
it has orthopedic movement


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



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





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

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

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





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

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

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





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

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

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



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

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





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

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

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





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

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

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

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

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

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





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

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







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

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

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

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





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

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

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


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





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

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

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





Ore no...kachi da!!

[this message was edited by Micky Kusanagi on Fri 15 Jul 20:00]

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

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

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

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





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