Fighting Game Thread Summer 2017 - http://www.mmcafe.com/ Forums


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Professor
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"Fighting Game Thread Summer 2017" , posted Sat 24 Jun 11:43:post reply

The heat is on! Have this summer sizzling with your favorite fighting games of 2017.




Recap of last few posts in previous thread:



Evo taking huge dip?


Prof

Note that these are only rumored figures.
Apparently it's been posted multiple places and the current core source is reddit.
https://www.reddit.com/r/Kappa/comments/6i0asy/

If the figures are true, SFV as of now has less than half of the entrants from last year (5107).

KOF13 had 1072 entrants back in its Evo debut of 2013 when it did a free-Tshirt giveaway.


Has the fighting game E-sports bubble finally popped?

---
Ishmael
While I figured that last year's Evo numbers were a fluke it looks like the folks running Evo didn't have the same opinion. Having a sale on tickets is never a good sign. I don't think Evo is at Super Battle Opera levels of trouble but this could be a rough year.




DBZ Fighter

Yuki Yagami
(Future) Trunks added to the roster.



---
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The difference, though, is that Nappa was first introduced as a considerable threat before he was defeated. Chichi and Videl were NEVER presented as capable of keeping up a fight with any DBZ character (the only fight I remember where Videl was involved was a horrible one-sided beatdown where she nearly died).

And the situation is even worse for Mai (at least in her DB incarnation; I don't remember what she did after that), who can't even be considered a fighter. Which is why I suggested that maybe she could "fight" piloting a mecha alongside Pilaf and Shu (you know, like WW7's Politank-Z) - both of whom wouldn't be able to fight any other characters on their own, either. Plus, I just love all three of them and their comical interactions!





[this message was edited by Professor on Sat 24 Jun 11:43]

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Professor
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"Re(1):Fighting Game Thread Summer 2017" , posted Sat 24 Jun 11:52:post reply

Here's the rumored Evo figures from the previous thread, compared to that of last year. Figures again taken from the same Reddit source.

EVO2017 (As of mid-June, Rumored)
SFV: 1955
Smash4: 1031
Melee: 1002
Injustice2: 560
Tekken7: 560
GG rev2: 632
BBCF: 385
KOF14: 294
MVC3: 450
(Total 7015)

EVO 2016
SFV: 5107
Smash4: 2662
Melee: 2372
Tekken 7: 549
GG rev1: 909
MVC3: 782
Pokken: 1180
KI: 546
MK: 713

EVO 2015
Ultra Street Fighter IV: 2227
Smash4: 1926
Melee: 1869
Tekken 7: 458
GG Xrd: 968
MVC3 816
KI: 397
MK: 1162
Persona4AU: 437



As Ishmael said, EVO suddenly did a flash sale on tickets last week which I believe has never been done before, especially for the finals where everyone wants a seat. The EVO organizers may have overestimated their own market value when they decided to run the finals at the Mandalay Bay Events Center.





[this message was edited by Professor on Sat 24 Jun 13:40]



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"Re(2):Fighting Game Thread Summer 2017" , posted Sun 25 Jun 09:13:post reply

quote:
Here's the rumored Evo figures from the previous thread, compared to that of last year.


The 2015 figures certainly make matters more interesting.

Things that stand out:
The big three (SF, Smash 4, Melee) show the biggest shifts. Mind, SF5 in 2016 on its own posted higher attendance than the combination of everything else that year that wasn't a Smash Bros title.

If 2017 had only dropped back to 2015 numbers, then 2016 would itself be anomalously high. While SF5 was a new game, 2016 SF5 more than doubled USF4's 2015 attendance. Smash 4 and Melee also saw major spikes in interest seemingly out of nowhere. (Side thought: Is there a big crossover between Smash and Pokken players, so that the addition of Pokken convinced more Smash players to bother attending in 2016?)

This increased interest in 2016 only held for the big three, though. Tekken improved some, while Guilty Gear and MVC3 dropped. MK saw a fairly hard drop in 2016.

The killer for 2017 is that its big three didn't drop back to 2015 numbers, they dropped below the 2015 numbers. SF5 in 2017 is posting a few hundred below what the tail end of SF4 saw in 2015. But at least there are underlying explanations for why interest in SF5 might have dropped so hard, so fast. More inexplicable are the Smash drops. Not only did both Smash titles lose everything they gained in 2016, their 2017 numbers are only a bit more than half their 2015 numbers.

Only Tekken 7 seems immune to the 2017 drop. MVC3 and Guilty Gear both saw sizable drops in 2017.

Some thoughts:
What is the impact of having a really successful headliner game? Does a popular headliner boost attendance for other titles, or does it eat into attendance, or does it have little to no effect?

If a successful headliner breeds success for other titles, then not only could some of 2016's boosts be attributed to the rise of SF5, 2017's declines could be at least partially attributed to a rapid fall of SF5. (Tekken 7's consistent numbers could be due to little crossover.) You could even argue that the success of SF5 in 2016 acted to hide declines in MVC3 and GG, which would only reveal themselves in 2017.

If a too-successful headliner eats into the success of other titles, then the drops from 2016 to 2017 look even worse.

If there is no effect, then what does it all mean?

Touching back on that Pokken thought, is EVO 2017 potentially the victim of an overall weak and/or less than interesting line-up? Injustice isn't MK. KOF14 didn't seem to garner the general interest that KOF13 did. MVC3 is arguably in a natural decline. Is a lack of stronger secondary and tertiary titles causing more people to stay away in general? (Considering the attendance for these lower titles is pretty low in general, the odds are that they aren't having that much of an impact.)





[this message was edited by Baines on Sun 25 Jun 09:19]



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"Re(3):Fighting Game Thread Summer 2017" , posted Mon 26 Jun 03:53post reply

I wonder if there are outside factors affecting the soft numbers for Evo. Were attendees last year frustrated by the shift in venues? Did Trump's decimation of international tourism to the US affect foreign players? Did the Smash community decide to throw their weight behind a different tournament? But even if there were mitigating factors it can't explain away that big a drop in numbers.

Seeing those numbers down across the board must be rough for the Evo staff and for the game companies that wanted to use esports as advertising. I doubt even the Tekken 7 folks are happy because even though they gained eleven players thanks to its recent console release that doesn't seem like a good return on their investment. In the past several years we have seen game companies promoting their fighting games as competitive sports; will the lower numbers tournaments have seen this year put a damper on that line of advertising?

What's going to happen with Evo Japan? I haven't been paying too much attention but even I have noticed that tournament might be having some birthing pains. If Evo USA underperforms it's going to be even more difficult for the new Evo branch.

Last year over one thousand people signed up for a Pokken tournament? How did that happen?







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"Re(4):Fighting Game Thread Summer 2017" , posted Mon 26 Jun 19:55post reply

Maybe non-sponsored players (especially the international ones) are starting to rethink the value of the expense of going to and staying at Vegas in peak Summer for a competition where the pool of likely winners tends to be small, especially when the headliner games seem to be dropping in popularity?

For all the talk of the "community" factor in the FGC, it's ultimately about competition, and the financial cost of participating and likely losing just might not be sustainable for all but the most dedicated.

Maybe in a year or so games like Dissidia NT encourage more of a blend of fighting game mechanics and simultaneous team-based gameplay, which can encourage some cooperative play, not to mention the drama that may come from players switching teams, and things might change course a bit - it seems possible to start implementing such principles with the Smash games, which enable team play, but I suspect that community is too set in its ways to go for that...





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"Re(5):Fighting Game Thread Summer 2017" , posted Tue 27 Jun 00:31post reply

To be honest, I never cared about fighting game tournaments, so... yeah, it's much better to just play and enjoy a game than get obsessed about tiers, buffs, nerfs and idolizing good players.

Now, I don't mean to change the subject; I just wanted to remember that Eagle will officially enter Killer Instinct tomorrow - and while his trailer was disappointing, he looks great in this gameplay video (and his music track may be one of the best in the entire game)!





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"Re(6):Fighting Game Thread Summer 2017" , posted Tue 27 Jun 13:44:post reply

quote:
To be honest, I never cared about fighting game tournaments, so... yeah, it's much better to just play and enjoy a game than get obsessed about tiers, buffs, nerfs and idolizing good players.

Now, I don't mean to change the subject; I just wanted to remember that Eagle will officially enter Killer Instinct tomorrow - and while his trailer was disappointing, he looks great in this gameplay video (and his music track may be one of the best in the entire game)!



As much as the general movement towards e-sports seems to be where the fighing game scene seems to be moving, I've had doubts of its effects towards the overall sales and merchandising for publishers, and the doubt has grown stronger in recent months. I think that in the end, it's the product itself that publishers need to focus on, not tournaments.

A survey for KOF14 taken this year showed that the general majority of players in asia (or namely Japan and Korea where surveys were taken) aren't interested in the competitive scene. Why this is different from the west, I think there's multiple factors involved. Money is certainly a big factor for the west. On the other hand, even if money was involved for Japan (as in, playing for money = gambling was legalized) I don't think the results of the survey would've changed that much for the country. Not like it's even really worth having a debate, since there's no way that it'll ever get legalized.

In that sense, regional marketing divisions for fighting game publishers are probably looking at very different directions when trying to sell their products. After this EVO though, I do wonder if marketing divs for US and EU will start to have doubts.


EVO Japan will be interesting. The game lineup is slated for announcement at EVO next month, but the commitee couldn't get license from Capcom to run SFV at their test tournament a month or two ago and people are wondering if it'll be the same case for the real thing come next February. Either way if it takes place at the Akiba UDX building again, it's going to be a mid-sized event where each tournament is run in seperate small/mid-sized rooms. The venue is a building in front of the train station where land value is premium, so size becomes a tradeoff to accessibility.





[this message was edited by Professor on Tue 27 Jun 13:48]



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"Re(7):Fighting Game Thread Summer 2017" , posted Wed 28 Jun 08:16post reply

quote:
A survey for KOF14 taken this year showed that the general majority of players in asia (or namely Japan and Korea where surveys were taken) aren't interested in the competitive scene. Why this is different from the west, I think there's multiple factors involved.


Is it really that different in the West? I think in both areas, it is a minority. Perhaps the West has a larger percentage, or just a louder vocal minority, but I'd guess it is still a minority.

Just as if you listen to the vocal minority, you would believe that only multiplayer matters in fighting games, while in reality the majority of game owners might never even touch something like online matches.







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"Re(6):Fighting Game Thread Summer 2017" , posted Wed 28 Jun 10:41post reply

quote:
Now, I don't mean to change the subject; I just wanted to remember that Eagle will officially enter Killer Instinct tomorrow - and while his trailer was disappointing, he looks great in this gameplay video (and his music track may be one of the best in the entire game)!


On PC at least, this update has a very major issue in that it appears to have wiped Shadow Lord inventories (guardians, consumables, astral gems, astral energy) as well as your gold. Not only do those things require a significant time investment to acquire, some might have been acquired with real money.

No idea if this is a server issue, or if the data is actually lost for good.





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"Re(8):Fighting Game Thread Summer 2017" , posted Wed 28 Jun 21:47post reply

quote:
A survey for KOF14 taken this year showed that the general majority of players in asia (or namely Japan and Korea where surveys were taken) aren't interested in the competitive scene. Why this is different from the west, I think there's multiple factors involved.

Is it really that different in the West? I think in both areas, it is a minority. Perhaps the West has a larger percentage, or just a louder vocal minority, but I'd guess it is still a minority.

Just as if you listen to the vocal minority, you would believe that only multiplayer matters in fighting games, while in reality the majority of game owners might never even touch something like online matches.



I too think it's a minority, just that the population of "wannabe-players" is probably a lot larger in the west. Competitive games in general just aren't a huge thing at least in Japan.





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"Re(7):Fighting Game Thread Summer 2017" , posted Thu 29 Jun 00:15post reply

quote:
Now, I don't mean to change the subject; I just wanted to remember that Eagle will officially enter Killer Instinct tomorrow - and while his trailer was disappointing, he looks great in this gameplay video (and his music track may be one of the best in the entire game)!

On PC at least, this update has a very major issue in that it appears to have wiped Shadow Lord inventories (guardians, consumables, astral gems, astral energy) as well as your gold. Not only do those things require a significant time investment to acquire, some might have been acquired with real money.

No idea if this is a server issue, or if the data is actually lost for good.



From what I read, it seems the developers are trying to fix this and recover all the data. It seems this bug has also happened in previous patches and they managed to restore everything back.

But yeah, that's pretty bad. Especially if they fail to recover the data the players had in Shadow Lords mode.





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"Re(8):Fighting Game Thread Summer 2017" , posted Thu 29 Jun 00:44post reply

DoA is getting a VR pod that will allow you to enjoy getting splashed by water and the fragrance of unspecified smells. Most fighting game players don't want to go to tournaments, instead this is what they have been waiting for.





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"Re(9):Fighting Game Thread Summer 2017" , posted Thu 29 Jun 12:30post reply

Tekken 7 now has 1000 entries at Evo

That means the figure as of now is almost double that of the aformentioned rumor. I do wonder what SFV's figures are.





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"Re(10):Fighting Game Thread Summer 2017" , posted Fri 30 Jun 06:58:post reply

quote:
Tekken 7 now has 1000 entries at Evo

That means the figure as of now is almost double that of the aformentioned rumor. I do wonder what SFV's figures are.


Well, I guess sales really make a difference. There's also the fact that this is the last week to register.

I can't speak for most but the portuguese version of the survey had like 66% of new players wanting to be competitive someday and 74% of the general players would enter in an online tournament. Most regularly don't enter tournaments because the arcade scene and local meetups are rare these days. People like to play on fightcade and even in some tournaments that don't even have any prize. Of course they're a minority but the thing I don't like about the competitive scene here is the fact they try to copy the americans too much in presentation and other stuff specially with the Capcom games instead of adapting in "our way".

Speaking of problems tourists might face in going to USA, yesterday in Brazil we had the great news that we can't get new passports until further notice.

Spoiler (Highlight to view) -
Not like I have money now to travel to another country just to play videogames but I was planning to go to Japan at the end of the year to visit my aunt and couisin and do tourist stuff.

End of Spoiler




Well, in other news, that video about the animations on Netherrealm games, the guy did a follow up video about Erron Black and how they evolved making Red Hood.





[this message was edited by KensouADV on Fri 30 Jun 07:23]



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"Re(2):Re(10):Fighting Game Thread Summer 2017" , posted Sat 1 Jul 07:04post reply

Arika is bringing their EX April Fools game to Evo.

Slowly but surely Evo is building up the excitement levels. This is in marked contrast to the MvC:I producers who are seemingly doing everything in their power to drain player interest.





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"FINAL EVO BUSTER" , posted Sat 1 Jul 20:30:post reply

Final figures for EVO2017 have been announced. I've placed the rumored figures from a few weeks ago next to them-- seems most likely that they were true.


EVO2017
Final count / Rumored from last month
SFV: 2622 (1955)
Smash4: 1515 (1031)
Melee: 1435 (1002)
Injustice2: 883 (560)
Tekken7: 1278 (560)
GG rev2: 827 (632)
BBCF: 499 (385)
KOF14: 375 (294)
MVC3: 648 (450)

EVO 2016
SFV: 5107
Smash4: 2662
Melee: 2372
Tekken 7: 549
GG rev1: 909
MVC3: 782
Pokken: 1180
KI: 546
MK: 713

EVO 2015
Ultra Street Fighter IV: 2227
Smash4: 1926
Melee: 1869
Tekken 7: 458
GG Xrd: 968
MVC3 816
KI: 397
MK: 1162
Persona4AU: 437





[this message was edited by Professor on Sat 1 Jul 20:33]



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"Re(1):FINAL EVO BUSTER" , posted Sun 2 Jul 00:03post reply

quote:
Final figures for EVO2017 have been announced. I've placed the rumored figures from a few weeks ago next to them-- seems most likely that they were true.


That makes 2017 look a bit better in comparison to 2015, which makes 2016 stand out more as an anomalously high year.

Tekken 7 has shown a strong resurgence, more than doubling its 2016 figures. While not as impressive, Injustice 2 has also surpassed MK's 2016 figures, though it never came near MK's big 2015.

MVC3 is still down from 2016, but MVC3 managed to drop a bit in that bountiful 2016, so I'd guess the title is simply in natural decline. Infinite is already waiting around the corner to try to recapture the fame of the series.

GG Rev2 is still down from 2016, but it is by a more reasonable figure. And, like MVC3, GG saw a 2016 decline as well. This too could be a natural decline, with minor changes just not holding the burst of interest than Xrd generated.

SFV has managed to beat 2015 USF4 and had clawed its way above the halfway mark in comparison to 2016 SF5, but it has still taken a major tumble this year. I've said my piece on SFV before. The title simply has too much of a tumultuous history to draw much a conclusion about EVO 2017 itself. It is entirely believable that SF5 ballooned to absurd levels of popularity in 2016, only to crash hard in 2017, so you can't really use its raw attendance figures to draw conclusions about EVO 2017 itself.

Smash is a bit worrying. Both titles are still below 80% of their 2015 attendance. Even if events outside the games themselves are driving down EVO2017's attendance figures, Smash is seeing drops that are arguably far outside the norm. Smash 2017 shows significant drops (versus the more natural steady decline of GG or MVC3), shows significant drops without visible explanation (versus a predictable drop for SF5), and shows significant drops against both previous years (versus SF5 which managed to beat 2015 USF4 or Injustice 2 which managed to beat 2016 MK).

Has the presence and influence of Smash finally waned? Was 2016's amazing year truly propped up by Pokken's EVO appearance? (I know that there were Nintendo fans talking about trying to make EVO 2016 a year where three Nintendo titles would dominate.) Have the games simply aged past their primes? (Melee is almost 16 years old. Smash4 was for a last-gen system that is considered a failure, and will likely be cycled out when/if Smash5 is released.)





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"A late reply (KOFxDOA?)" , posted Sun 2 Jul 12:04post reply

quote:
Not that I know of.
DoA5LR itself seems to have settled on only releasing DLC for its women by now, and even recently delisted a couple of licensed outfit packs, so I figure the game is on its late stages - I do wish it had gotten more attention, considering it handled things like F2P and story mode structure better than most fighting games I've personally experienced.

Curiously, they're now having a Twitter promo collaboration with SNK about their respective games' Steam releases (TN represented their version with Marie Rose and Kula) - so I can't help but wonder if after the VF guests in DoA5 and the seamlesness of Mai as DLC in that game's system, if SNK might be a crossover partner for a sequel.
I've been recently getting some amusing thoughts of KoF's Alice and DoA's Mila cheering on their respective sides in a Terry/Bass match (or arguing who'd top or bottom, you never know with fangirls; I should take a crack at fan art to try and empty my head of such stubborn silly thoughts), so this promo comes up at an interesting time for me.
Kula being in the TN version of the promo could be meaningful if SNK characters in a DoA6 was to be a thing, given their more recent character additions to the DoA5 sub-series, and then there's the characters who got their outfits adapted around the time Mai was added to DoA5LR - IIRC, Yuri, Kasumi and Hinako, all of which could get their styles adapted to the more grounded DoA style (Yuri might be the trickiest given her projectile history, but she's had so many different movesets over the years they could make it work, especially after the Mai adaptation).



Rather than another DOA5LR collaboration, I suspect it will be a crossover game in the same vein as the highly controversial Street Fighter x Tekken. (KOF characters in DOA5-style models anyone?)

Amusingly, Kuroki twitted this a few days back.

Leona and Angel will be in this like the KOF XIV Steam promotion that Kuroki twitted? The answer will probably be in TGS.





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"Re(2):FINAL EVO BUSTER" , posted Mon 3 Jul 00:02post reply

quote:
Final figures for EVO2017 have been announced. I've placed the rumored figures from a few weeks ago next to them-- seems most likely that they were true.

That makes 2017 look a bit better in comparison to 2015, which makes 2016 stand out more as an anomalously high year.


Looking at the numbers from SRK Stats it makes 2016 look even more strange. SF has been enjoying a steady year to year increase even without the amphetamine shot that was 2016. The MK/Injustice scene has also enjoyed a yearly increase. Tekken's numbers were certainly goosed by the debut of a T7 but even then the numbers have been going up every year. Even KI enjoyed growing numbers and BB showed remarkable holding power.

Smash seems to be losing ground but I couldn't guess the reason. As Baines noted, it could easily be factors outside the game itself that could be influencing attendance. UMvC continues to go down but for a game that had such a troubled launch its hung around for quite a few years.

These numbers provide quite a bit of information but they also ask one very large question: how the heck did KoF14 make it onto the 2017 roster?





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"Arcana Resurrection" , posted Thu 6 Jul 06:21post reply

While I was really surprised about KOFXIV inclusion considering its repercursion in the USA, I'm happy for the players that will be present there.

Now, speaking of SNK, that former SamShoV developer under the "new" name, Examu, started the kickstarter for the port of one of its lost games in the west.
https://www.kickstarter.com/projects/99831120/arcana-heart-3-love-max-six-stars-2d-fighting-game

I find amusing how in 5 minutes someone dropped U$5k just to have a drawing of his favorite character in any way that he likes it. I'm happy that it's already past 30% of the U$100k asked and, if we're lucky, we might even get new characters too.







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"Re(1):Arcana Resurrection" , posted Thu 6 Jul 19:25post reply

quote:
Now, speaking of SNK, that former SamShoV developer under the "new" name, Examu, started the kickstarter for the port of one of its lost games in the west.
https://www.kickstarter.com/projects/99831120/arcana-heart-3-love-max-six-stars-2d-fighting-game

I find amusing how in 5 minutes someone dropped U$5k just to have a drawing of his favorite character in any way that he likes it. I'm happy that it's already past 30% of the U$100k asked and, if we're lucky, we might even get new characters too.

I'm really curious about the direction they are taking with all that. As far as I know, they were working on Arcana Heart 4, but then the creator of the series died (in December, I believe?) and they have struggled since.
Could the new characters be new characters from 4, but the game has been scrapped and they are salvaging the work by retro-fitting them into Six Stars?





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"Fighting Game Devs at Arc Sys' EVO Booth." , posted Tue 11 Jul 22:21post reply

Fighting Game Devs at Arc System Works EVO 2017 booth.

Events are in Las Vegas Time (PST).

7/14
12:30PM - French Bread (Kamone Serizawa)
02:00PM - Arika (Akira Nishitani)
04:00PM - SNK (Yasuyuki Oda and Yuji Kobayashi)

7/15 (with pre-show by Kana Ueda at 10:30 AM)
12:30PM - Bandai Namco (Tomoko Hiroki)
01:00PM - Bandai Namco (Katushiro Harada)
03:30PM - Square Enix (Nobuki Kadoi)

I won't expect much, but I hope we learn something from there.





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"Re(1):Fighting Game Devs at Arc Sys' EVO Boot" , posted Wed 12 Jul 04:50post reply

SNK/Atlus did add $14,000 to the KoF pot at Evo so that's something.





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"Re(2):Fighting Game Devs at Arc Sys' EVO Boot" , posted Wed 12 Jul 14:18post reply

$14,000 pot is quite something but why oh why did they decide to announce it after entries were closed. Granted they probably had issues trying to come to it, and it'll be great for the players, but business-wise it's not going to bring in neither more players nor viewers.







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"Re(3):Fighting Game Devs at Arc Sys' EVO Boot" , posted Thu 13 Jul 22:10post reply

SNK will feature an oxymoronic "new Classic NEOGEO project" at Evo.







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"Re(4):Fighting Game Devs at Arc Sys' EVO Boot" , posted Fri 14 Jul 18:26post reply

quote:
SNK will feature an oxymoronic "new Classic NEOGEO project" at Evo.



Looks like that's a version of SS5Sp, now freed from the NeoGeo, emulation and censorship.





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"MvC:I Jedah" , posted Mon 17 Jul 03:14post reply

Jedah is real







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"Re(1):MvC:I Jedah meets Arika" , posted Mon 17 Jul 03:51post reply

quote:
Jedah is real

Hmm. I know the "not like this" phrase is overdone, but...a character from one of the prettiest fighters ever made had to wait for a reappearance until a game whose own American producers admit is appallingly ugly? 絶望した!カプコンのやる気のなさに絶望した!

BUT IN BETTER NEWS, these cats have video of Arika's Fighting Layer EX, surely MMCafe's next universally adored game/mascot game after Justice Gakuen. GOGOGOGO





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"Re(2):MvC:I Jedah meets Arika" , posted Mon 17 Jul 05:15post reply

quote:
Jedah is real
Hmm. I know the "not like this" phrase is overdone, but...a character from one of the prettiest fighters ever made had to wait for a reappearance until a game whose own American producers admit is appallingly ugly? 絶望した!カプコンのやる気のなさに絶望した!

I respectfully disagree. We'll still need to know how Jedah goes in term of game play (I'd like to avoid another dreadful Leilei situation) but Jedah is by far the best looking character of this game (as he should). Hopefully his supers make him justice.
And while indeed Chunli and some others look terrible, pretending the game is ugly is something else (especially since Fighting Layer EX looks like an early PS3 game, which is a compliment in this specific case).
MvCI's graphical problems are 1) human character faces 2) UI 3) chromatic aberration on some stages. Jedah and Thanos at least look very good, and I hope Dormamu, Red Arremer or Nemesis translate nicely so we can pair them with either.

quote:
BUT IN BETTER NEWS, these cats have video of Arika's Fighting Layer EX, surely MMCafe's next universally adored game/mascot game after Justice Gakuen. GOGOGOGO
I haven't seen many matches of this game, but I'm really intrigued by their fusion of SFxT's gem system with Zero3's ISM system. It seems very original, and some of these options sound really crazy.







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"Blazblue Cross Battle and Fighting EX Layer" , posted Mon 17 Jul 05:33post reply

4 franchise crossover featuring Blazblue, Persona,
UNIEL, and RWBY.


elsewhere

Skullomania and Darun Mister return!







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"un-PREDICTABO!" , posted Mon 17 Jul 07:46post reply

Well,
that definitely wasn't what I expected when Tekken said "new guest character!"


Being able to have Akuma fight Geese in Tekken sure is a strange thing to consider...







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"Re(1):un-PREDICTABO!" , posted Mon 17 Jul 08:59post reply

From Darun Mister to the Vampire Savior himself this is the year of the character comebacks at Evo.

I agree with Iggy; Jedah is looking good in an ugly game. The vs series has always been a series of garish games filled with ill-fitting, reused assets so the cheap hideousness of MvC:I is a return to form. Trouble is, it's much easier to fall in love with a game when the investment is a few tokens instead of a full priced console release. I don't know if Jedah alone is enough to sell me on MvC:I but it's a step in the right direction.

Skullomania's new game sounds like SFEX2 and looks like it's using bits and pieces stolen from SF4. Good for them for being crazy enough to put this game on the market.

quote:
Well,
that definitely wasn't what I expected when Tekken said "new guest character!"


Being able to have Akuma fight Geese in Tekken sure is a strange thing to consider...


This once again confirms that Tekken is the game where angry old men hit each other.

Odds are the next guest character will be Marie Rose.







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"Re(2):MvC:I Jedah meets Arika" , posted Mon 17 Jul 10:03:post reply

quote:

BUT IN BETTER NEWS, these cats have video of Arika's Fighting Layer EX, surely MMCafe's next universally adored game/mascot game after Justice Gakuen. GOGOGOGO


The thing that threw me off is in the trailer Kairi called Hokuto 'Shirase' so I wonder if they're giving the 'unsealed Hokuto' a name now.

And maybe it's me but did they change Hokuto's art since April? She looks cuter now (then again her appearance changed every game so why stop now?).





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"Re(2):un-PREDICTABO!" , posted Mon 17 Jul 11:46post reply

quote:
This once again confirms that Tekken is the game where angry old men hit each other.


if they can add Shang Tsung in there this would fulfill my fighting game dreams from the 90s







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"SKULLOMANIASKULLOMANIASKULLOMANIASKULLOMANIAS" , posted Mon 17 Jul 11:57post reply

quote:
Skullomania and Darun Mister return!

MOTHER OF GOD

This is a jolt so great as to actually outweigh the profound horror of the new SFV character from the other thread. I adore how the entire crowd cheers and laughs in that video when Skullomania appears.

...I finally understand how all the KOF fans felt a surge of excitement for the first look at what was seemingly "just a PS2/PS3-looking game."

quote:
Jedah is by far the best looking character of this game (as he should). Hopefully his supers make him justice.
I suppose I can mentally retcon all of the new Marvel game's visuals as an unavoidable act of homage to make sure that Vampire characters look as gorgeous as possible.





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"Evollumania" , posted Mon 17 Jul 17:11post reply

At this point the only thing I would have accepted is a new SoulCalibur and I didn't get it so Evo reveals hit 1/10 for me. That's not a score, it's the number of reveals that interested me out of the number of reveals that I saw. And the 1 is for Arika's ??? EX getting more characters and a release in spite of still not having a title to speak of.

The top 8 finals for KoFXIV and SFV were quite good, though. As always there were such good highlights to be had. I was worried that KoFXIV would be lacking in action even though it's the first time the game has been an official tournament at Evo, because it's been out for almost a full year at this point. But there were some great moments like Pako's breakdown, Reynald getting bodied by Athena, and of course E.T.'s celebrated Daimon counter to Xiaohai.

And SFV was very watchable with a lot of incredible close matches throughout. Why does it always seem like every major SFV tournament has one unknown wildcard playing Rashid that squeaks through? Not to take anything away from moke who played extremely well, but I just find it kind of a weird pattern.







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"Re(1):Evollumania" , posted Mon 17 Jul 20:15post reply

I couldn't watch SF5's finals (I did watch UMvC3, which was "yup, this game, yup, verily this game"), so my highlights are:

1) Jedah, because of personal loyalty
2) DBF looks so incredible. I was never a DBZ fan, but this game, man, this game. We should be used by now to the whole "the game looks like the anime, only better" after all of CC2's games, but DBF takes it to a whole other level. Apparently, the closed beta will have two more characters on top of Trunks? I am so looking forward to not getting in.
3) Annoying people finally got their Skullomania. Hopefully they will soon come to their senses and finally remember that the joke was never funny to begin with, and he'll go back with Dan into the locker room of eternally bad ideas. Darum is cool, though, he can stay. Pullum next?

Geese is fantastic on a conceptual and visual level, but he's trapped in a game I will never enjoy unfortunately. His musical theme will forever be the best musical theme ever, though.







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"Re(2):Evollumania" , posted Tue 18 Jul 02:44post reply

Thanks to outside commitments and the massive volume of games and information thrown out it's going to take me at least a week to sort through just the highlights of this year's Evo. The only thought I currently have is that after watching a few of the matches in the SF5 top eight I wonder how many poorly played Akumas are popping up online right now.





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"Re(3):un-PREDICTABO!" , posted Tue 18 Jul 03:55post reply

Now I will have to get this game on Steam.

Thanks, SNK!
quote:
This once again confirms that Tekken is the game where angry old men hit each other.

if they can add Shang Tsung in there this would fulfill my fighting game dreams from the 90s







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"Re(3):un-PREDICTABO!" , posted Tue 18 Jul 04:15post reply

quote:
This once again confirms that Tekken is the game where angry old men hit each other.

if they can add Shang Tsung in there this would fulfill my fighting game dreams from the 90s



Can Geese be considered an old man, though? Sure, he's not in his twenties, but he's not reaching Tung Fu Rue's age, either.

Nevertheless, he looks incredible in Tekken 7! And his music theme is great as always!

Now, who will be the last (at least as far as we know) guest in Tekken 7? If the "2D evil mature men" theme keeps going, BB's Relius Clover os Azrael would be nice. Power Instinct's Otane and Oume would be an epic choice, but sadly I don't think Harada (and most of the fighting game fanbase) remember they exist...





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"Re(2):Evollumania" , posted Tue 18 Jul 05:34post reply

quote:

3) Annoying people finally got their Skullomania. Hopefully they will soon come to their senses and finally remember that the joke was never funny to begin with, and he'll go back with Dan into the locker room of eternally bad ideas. Darum is cool, though, he can stay. Pullum next?




Skullomania, Darun, Geese in T7, and another Final Fight alum in SFV? This year's EVO was a bumper crop of things for me to be especially excited about!





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"Re(3):Iggymania" , posted Tue 18 Jul 10:18post reply

quote:

3) Annoying people finally got their Skullomania.
I was going to censure you for this blasphemy, but instead I merely remind you of the Iggy 10,000 post thread as proof that the MMC intelligence apparatus (MI-7) is highly proficient at digging up posts that are politically useful, such as, oh, potentially the one in which you convinced me Skullomania was great after I used to make fun of him. I believe the KGB called this "kompromat."

What's nice and distinguishes our savio(u)r from Dan is that Skullomania is a kind-hearted loser who wants to do good and then gains the ability to do so, whereas Dan is an arrogant idiot who also sucks at what he's trying to do, in addition to being an unfunny joke making fun of poor tragic SNK. Dan is that idiot you knew in school, Skullomania is the heroic man of justice that every salaryman aspires to be.





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"Kompromania" , posted Tue 18 Jul 19:36post reply

quote:
I believe the KGB called this "kompromat."

Hahaha, goddamit.
I'm just saying I came to my senses earlier than you did, that's all!
Also, I'm reading Tracey Thorn's charming biography, and I'm being reminded how rapidly British music (as everything else) flashes through "this hasn't been cool in ages, this will be cool, this is cool now, what do you mean this not cool anymore".

So, Skullomania was cool until people on Neogaf and Eventhubs decided he was cool, at which point he became a tired meme. This is how it is. Sorry for your loss.
*Flicks his fringe*







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"Re(1):Catomania" , posted Thu 20 Jul 01:14post reply

I admit I have not been paying attention to BlazBlue so it took me a few days to learn that Jubei is finally going to be added to the cast. Being able to play as a swordscat might finally push me back into the game.

My initial intent was watch a stream to learn a bit more about the game ARMS but instead I found the most intense Jenga match I have ever seen. (The match starts at around 04:18:00.) Hopefully this will be on the main stage at next year's Evo. It certainly couldn't be any worse than the Injustice 2 finals which boiled down to watching Aquaman mindlessly poke people with a fork.





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"Re(1):un-PREDICTABO!" , posted Thu 20 Jul 04:10:post reply

quote:
Well,
that definitely wasn't what I expected when Tekken said "new guest character!"




If this is a dream I don't want to wake up. Evo was fun this year.

By the way, nice coincidence or good timing, the Garō Densetsu SP World Cup 2017 was last weekend as well. And, surely less of a coincidence (considering the release was promoted at Mikado during the event), Fatal Fury Special was also made available on Switch last week.





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"Re(4):Iggymania" , posted Thu 20 Jul 08:18post reply

quote:
What's nice and distinguishes our savio(u)r from Dan is that Skullomania is a kind-hearted loser who wants to do good and then gains the ability to do so, whereas Dan is an arrogant idiot who also sucks at what he's trying to do, in addition to being an unfunny joke making fun of poor tragic SNK. Dan is that idiot you knew in school, Skullomania is the heroic man of justice that every salaryman aspires to be.



I look instead to the competitive difference.

Dan is a character that could have been capably good. Not top tier, but able to put on a real fight, all while not actually playing like a generic shoto clone. But Capcom has been so adamant about pushing the joke that they intentionally try to make Dan below average. You've got developers that are effectively wasting a character slot for a joke that seemingly only they are amused by.

Skullomania is goofy, but he isn't an intentionally bad character.







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"Re(5):Iggymania" , posted Thu 20 Jul 09:37post reply

quote:
wasting a character slot for a joke that seemingly only they are amused by.
This...is exactly right. They should throw Dan back outside the character select screen like in his miserable Zero 1 debut so that he's only seen and chosen by the dedicatedly annoying.





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"Re(1):Kompromania" , posted Thu 20 Jul 18:29post reply

quote:
So, Skullomania was cool until people on Neogaf and Eventhubs decided he was cool, at which point he became a tired meme. This is how it is. Sorry for your loss.
*Flicks his fringe*


I never pegged you as being emo before, now you ruined it for life.





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"Re(2):Kompromania" , posted Thu 20 Jul 19:15post reply

quote:
I never pegged you as being emo before, now you ruined it for life.

You're a grown-up, you don't understand what I'm going through!
*goes suck in the corner*

As for Dan... The only games he'd had any right to be in were the CvS and SvC at the time. Now that the whole history around Ryo's creation is lost to the corner of Wikipedia and the fuzzy memory of the grandpas of this thread, he has no reason to come back at all.
Actually, SF5 using him to describe items in the shop is a good solution to the problem. If you like his antics, here they are, if you don't, you don't ever see them, and on top of that the dev team doesn't lose a second of their time.

Abigail does the goofball character really well, by the way. He's intensely ugly (though apparently the trailer was an old build, and now the Abobo-looking upper body is only in V-trigger, while in the trailer it was permanent), but from his reaction at the select screen (he corrects the announcer's pronunciation of his name), to the "crunch" sound when he sticks people in the ceiling even though most stages are blatantly outside, to his little finger taunt when he dashes back... Maou is soon going to hate me even more.
Also, the background is really nice: it has 3 different remixes from FF, and the sun progressively rises round after round. It's something that was always fantastic at SNK, but rare at Capcom's; and the fact that it's actually a call back to the sun rising in the original stage makes it all better. Finally, Alex, Ibuki and Juri's costumes are all nice, and Ryu's stage is Ryu's stage.

Exhilarated, I turned the game on for the first time in weeks. How can Ed be at the same time so bland yet so ugly?





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"Re(3):Kompromania" , posted Thu 20 Jul 21:42:post reply

I am OK with Abobobigail from a design perspective. He's the PTX of the game, alright. I am surprised he can jump. There were more interesting bad hombres to pick from Final Fight for sure, but alas Final Fight Revenge's existence would prevent most of these Bosses from being "entirely new characters", as promised by Capcom earlier this year. I realize that I got an impossibly perfect version of Geese on the same day so I won't be too picky about who he brought has a +1 on his Evo announcement invitation.

What irks me is how poorly they integrated Abigail's design into a proper story background. Capcom used to be way more coherent about this. Here is the character's storyline:
quote:
His territory is the Bay Area of Metro City, a location he terrorizes with his gargantuan size, and at eight feet tall, he makes the Red Cyclone look like a spinning top. The tires around Abigail’s monstrous biceps make is clear what he’s been up to when he isn’t cracking skulls. This mountain of a man is a complete (mad) gear head that loves to make car noises almost as much as he loves driving them.

One thing that’s troubling Abigail is the whereabouts of his prized monster truck. Be sure to check out his character story as he brawls his way through the mean streets of Metro City in search of it.


He is 8 feet tall. 2.44 meters high. Something like 5 feet wide even without the creatine bug. Why does he drive cars? How can he drive a fucking car? How does he get in? Even a cabriolet would be (quite literally) stretching it. They could have least had made him a biker; it would look as dopey as a circus bear riding a tiny bicycle, but fair enough. Yet no, they decided it was all sorts of cars, and specifically a Monster Truck for the story mode. These things have giant wheels, and giant chassis, but the interior and coverage of these machines' bodies is pretty much a standard pick-up truck. How does he fit? Why did they need to give him that storyline? Hoes does this fit with his FF1 storyline, design or stage?

Why isn't it the opposite and Abigail's entire persona being that he hates cars because he cannot get inside them? Why isn't Abigail some kind of extremist vehicle-hunter, possibly renamed Hidalgo, a reformed Mad Gear crew member who joined Mayor Haggar's side after FF1 and physically prevents motorized vehicles from entering gentrified Metro City neighbourhoods so the city can get awarded the 2024 Olympics? Why would he love cars? He is not even the guy from Oh My Car! That would have made more sense, and it would also have been a way better "as of yet unplayable" character from the Final Fight series. Street Fighter V feels always half-thought through.





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"Re(4):Kompromania" , posted Thu 20 Jul 23:33post reply

It boggles my mind that Capcom somehow over-inflated Abigail for the trailer. How does that happen? Didn't they realize Abigail might be a hard sell and that they should make certain to dot their i's and cross their t's before sharing this video with the world?

quote:

What irks me is how poorly they integrated Abigail's design into a proper story background. Capcom used to be way more coherent about this. Here is the character's storyline:


Part of me can understand why they went with that bio for Abigail. The tires were probably added first to -as Gojira noted- reinforce that George Miller/John Carpenter aesthetic the Mad Gear gang sported. Nothing says tough like tires, chains and carefully applied face paint. Plus, in all these years nobody has thought for a second about Abigail so when someone realized they needed a backstory for him they probably looked at his new design and said "Um, tires... he likes cars?"

The trouble with this is that it feels like a poorly thought out motivation that doesn't add anything to his character. It reminds me of how El Fuerte is a bad chef and how that factoid is completely superfluous. Abigail's car love would be completely justified only if at the end of arcade mode he won a top of the line convertible and had to tootle around in it like a Shriner car. Super Street Fighter 5 can't get here soon enough since it's the only thing that will complete Abigail.







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"Re(5):Kompromania" , posted Fri 21 Jul 08:45post reply

quote:
Why isn't Abigail some kind of extremist vehicle-hunter, possibly renamed Hidalgo, a reformed Mad Gear crew member who joined Mayor Haggar's side after FF1 and physically prevents motorized vehicles from entering gentrified Metro City neighbourhoods

Legend of Two-P part 1 and part 2

One of the many, many tragedies of SFV is that Capcom has not made use of the unparalleled work on 裏設定 backstories undertaken pro bono by the Cafe.





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"Re(6):Kompromania" , posted Fri 21 Jul 11:20post reply

As Ishmael says, making an entire trailer with a bugged version of Abigail is a microcosm of how thoroughly thought out SFV has been. I can't imagine Abigail being as brilliantly thought-through as in Chaz's example.







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"Re(7):Kompromania" , posted Sat 22 Jul 08:31post reply

What's that you say? A good-looking alt for Rashid? Incredible! A costume for Laura that looks almost decent? Astonishing! And a costume for Ibuki which... well... Her SF3 costume looks good!

Fortunately, since Capcom can't not mess up, the blog post mixes up their sports (Ibuki should be track&field and Laura volleyball). It's almost endearing at this point.





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"Re(8):Kompromania" , posted Mon 24 Jul 00:02post reply

This is insane. I had to pause the video in awe at the slide reference.





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"Re(9):Kompromania" , posted Mon 24 Jul 07:49post reply

quote:
This is insane. I had to pause the video in awe at the slide reference.


The amount of references in this game is nuts. Still, it looks like they are going with the version of Piccolo that grew an extra digit on his hands. Is animating three fingers and a thumb incredibly difficult even in a video game?





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"Re(10):Kompromania" , posted Mon 24 Jul 16:31:post reply

Isn't this whole thing related to the weird issue that anything vaguely humanoid on TV in Japan needs to have 5 digits otherwise you'll get a call from that weird Burakumin caste using an old social curse as an excuse to extort money from white-collars? They probably worried 3 fingers Piccolo would get them some issues?

The code to unlock Shin Gouki in Ultra SF2 is cute.





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"Re(2):Re(10):Arika-mania" , posted Tue 25 Jul 11:32post reply

Okay people, the video's host may or may not be your cup of tea, but what's important is that we now have direct feed footage of Super Arika April Fool's Not Street Fighter EX, MMCafe's official game of the year, and every year. I'm waiting for the nostaglic SF EX crowd to weigh in.





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"Dissidia NA closed Beta code giveaway" , posted Tue 25 Jul 11:57:post reply

Link Here

Enter your email at the link provided and get a code for the NORTH AMERICAN beta of Dissidia.

Hurry while supplies last.





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"Re(5):Kompromania" , posted Wed 26 Jul 04:28post reply

quote:
Part of me can understand why they went with that bio for Abigail. The tires were probably added first to -as Gojira noted- reinforce that George Miller/John Carpenter aesthetic the Mad Gear gang sported. Nothing says tough like tires, chains and carefully applied face paint. Plus, in all these years nobody has thought for a second about Abigail so when someone realized they needed a backstory for him they probably looked at his new design and said "Um, tires... he likes cars?"

The trouble with this is that it feels like a poorly thought out motivation that doesn't add anything to his character. It reminds me of how El Fuerte is a bad chef and how that factoid is completely superfluous. Abigail's car love would be completely justified only if at the end of arcade mode he won a top of the line convertible and had to tootle around in it like a Shriner car. Super Street Fighter

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


I agree with the similarity between Mad Max and Mad Gear, but initially I thought his driving entrance and tires was a reference to a old arcade game from Capcom also named Mad Gear.

Hmm... The second stage theme reminds me a lot of the famous Wily Castle theme from Megaman 2...





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"Re(5):Kompromania" , posted Thu 27 Jul 04:15post reply

quote:

The trouble with this is that it feels like a poorly thought out motivation that doesn't add anything to his character. It reminds me of how El Fuerte is a bad chef and how that factoid is completely superfluous. Abigail's car love would be completely justified only if at the end of arcade mode he won a top of the line convertible and had to tootle around in it like a Shriner car.]

Big man in a tiny car.





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"Re(6):Kompromania" , posted Thu 27 Jul 07:11post reply

quote:

The trouble with this is that it feels like a poorly thought out motivation that doesn't add anything to his character. It reminds me of how El Fuerte is a bad chef and how that factoid is completely superfluous. Abigail's car love would be completely justified only if at the end of arcade mode he won a top of the line convertible and had to tootle around in it like a Shriner car.]
Big man in a tiny car.



bbbbbbbrooooom







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"Arika EX" , posted Wed 2 Aug 15:10post reply

Arika's goofy twitter says you can watch Skullomania and Darun in action on their Twitch account and talk with them, all on August 9th at 11am Japan time, August 8th 10pm New York time, etc.

But while you're waiting for MMCafe's new favorite game, please enjoy the genuinely good/funny commentary from Mikado during their latest tournament for MMCafe's eternal favorite game, Moero! Justice Gakuen.





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"Re(1):Arika EX" , posted Wed 2 Aug 19:32post reply

quote:
please enjoy the genuinely good/funny commentary from Mikado during their latest tournament for MMCafe's eternal favorite game, Moero! Justice Gakuen.

Finally a message I can get behind!
I'm happy to see such strong Bulma.
Come on, Capcom. This and Power Stone 2. Come on.





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"Cross Tag Battle Details" , posted Tue 8 Aug 23:02post reply

Toshimichi Mori reveals some details about BlazBlue Cross Tag Battle

Translation of the interview by Novril

Summary for who cannot link
- Console Exclusive, no Arcade versions this time
- A completely new gameplay
- Game is inteded to be "Pad friendly"
- Story Mode will explain why everything happened.
- No Guilty Gear characters despite the heavy demand, the reason is he wants to wait for GG to finish its story first.
- UNI's sprites will be reworked
- Roster is partially complete, but they want fans to tell them which characters from the franchises they want.
- Target market will be outside Japan.





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"Re(1):Cross Tag Battle Details" , posted Wed 9 Aug 04:03post reply

The reasoning for the exclusion of GG is "the dog ate my homework" levels of unbelievable but at least they thought up a public excuse. But what's really interesting here is the news that they are targeting markets outside Japan. I would have thought a project like this would be a cult title that might not get brought overseas. But could it be that something like this has a larger foreign than domestic following?





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"Re(2):Cross Tag Battle Details" , posted Wed 9 Aug 04:26post reply

quote:
The reasoning for the exclusion of GG is "the dog ate my homework" levels of unbelievable but at least they thought up a public excuse. But what's really interesting here is the news that they are targeting markets outside Japan. I would have thought a project like this would be a cult title that might not get brought overseas. But could it be that something like this has a larger foreign than domestic following?



Sort of mistranslated I guess--


Q: Are you concious about the overseas market for this game?

Mori: We want to have as many people play it simultaneously worldwide. The localization is tough, but I feel that Arc System Works can't advance to its next step without this feat.







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"Re(3):Cross Tag Battle Details" , posted Wed 9 Aug 10:19post reply

quote:
Sort of mistranslated I guess--


Q: Are you concious about the overseas market for this game?

Mori: We want to have as many people play it simultaneously worldwide. The localization is tough, but I feel that Arc System Works can't advance to its next step without this feat.


Thanks Professor, that makes a lot more sense.





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"Re(1):Cross Tag Battle Details" , posted Sat 12 Aug 04:59post reply

Interesting info on Blazblue Cross. Thanks for posting it.

I was originally expecting this to see an Arcade release, but I guess not. Makes me wonder how the scene will evolve in Japan. Probably won't be as big.

This brings up another question: is it possible that ASW is beginning to completely shift their focus from the Arcade scene to console exclusivity? I say this because their next 2 big games (Dragon Ball FighterZ and Blazblue Cross) aren't getting an Arcade release like their previous games always have.

I know Revelator 2 and Central Fiction are still getting development in the Arcade, but it makes me wonder if these next 2 games might be the future of ASW's fighting games.





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"Re(2):Cross Tag Battle Details" , posted Sat 19 Aug 11:43post reply

BBXTG's arcade skip is certainly an interesting choice, and it will also be pretty telling to hear which platforms are concerned, but remember Dragon Ball FighterZ is a contract job for BNE (not even the BNS side of Bandai Namco, who might be more inclined to release the game in arcades). So in this case, it's not up to Arc System Works to decide on which platforms the game is released.

I think another element to consider regarding Arc's potential shift away from arcades is that their character DLC model seems to be very efficient and successful (and effectively its own form of "Game as a Service"), and this business model is harder to implement in arcades than on consumer versions.





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"That Dragonball game" , posted Sat 19 Aug 16:16post reply

Here's an interesting scan regarding that new upcoming Dragonball fighter-- Android 16 and 18 are confirmed for the game as playable characters. 17 is in the game too, but as an assist character for 18.





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"Re(1):That Dragonball game" , posted Sat 19 Aug 20:25post reply

Call me a nitpicker but I am very disappointed elements from Dragon Ball Super (i.e. the SSGSS transformations) appear in Dragon Ball Fighterz.





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"Re(1):That Dragonball game" , posted Sun 20 Aug 06:15post reply

quote:
Here's an interesting scan regarding that new upcoming Dragonball fighter-- Android 16 and 18 are confirmed for the game as playable characters. 17 is in the game too, but as an assist character for 18.



Oh right, this game has assist-only characters doesn't it? Well damn, I'm disappointed now. 17 was actually the first character in the game that interested me when he leaked a couple of weeks ago, because even though Super isn't great it has done a decent job of making 17 relevant again. Oh well.

Assist-only characters these days are such a letdown. At least for me, it's always either a good character that would have been much more interesting as playable, or an inexplicable shoehorn/eyesore that you wouldn't have wanted to see in the game in the first place. (Or in the case of Burning Blood, they're so lazily implemented that you can't even bring yourself to give a crap they exist)







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"Re(2):That Dragonball game" , posted Sun 20 Aug 22:05post reply

If I'm not mistaken, 17 is specifically an assist for 18 (like Mayoi for Naruhodo in MvC3, or the Commando crew to CapCom in MvC2). He's part of her move set, or at least her super.
There is no assist-only character, but an interview did mention that some characters may be weaker on point but with great assists, a bit like CapCom or Psylocke in MvC2 (I guess they were thinking about Krilin, since they alluded to characters who should canonically be too weak to beat the big bads 1 on 1, but still have their own roles).

Since they also added two copy and paste characters, it wouldn't be surprising if 17 was added later down the line, especially considering how expensive character in this engine are.
It's also possible most of the roster was decided before Super reached the current point.

Either way, 16 is a nice surprise. I wonder if he will have a self-destruction super... The scan seems to allude to that.
What other important DBZ characters are missing? Tenshinhan, Goten/child Trunks, the evil version of Boo...? The cast is shaping up quite nicely, and 16 opens the door for more surprising picks, like Raditz or Yamcha (please no Mr Satan).





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"Re(3):That Dragonball game" , posted Sun 20 Aug 23:36post reply

quote:

What other important DBZ characters are missing? Tenshinhan, Goten/child Trunks, the evil version of Boo...? The cast is shaping up quite nicely, and 16 opens the door for more surprising picks, like Raditz or Yamcha (please no Mr Satan).



According to an unconfirmed leak from 2ch, Tenshinahn and Yamcha are in the game, together with adult Gohan, Videl, and two I presume are from the new DBSuper.







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"Re(3):That Dragonball game" , posted Mon 21 Aug 04:32post reply

quote:
If I'm not mistaken, 17 is specifically an assist for 18 (like Mayoi for Naruhodo in MvC3, or the Commando crew to CapCom in MvC2). He's part of her move set, or at least her super.
There is no assist-only character, but an interview did mention that some characters may be weaker on point but with great assists, a bit like CapCom or Psylocke in MvC2 (I guess they were thinking about Krilin, since they alluded to characters who should canonically be too weak to beat the big bads 1 on 1, but still have their own roles).



Oh, sorry for jumping the gun then. I haven't been following the game's progress too closely. It's still kind of the same issue even if it's only for one character, but at least they're not making a habit of it (yet).

Yeah thinking about it, there was no way that 17 was showing up in Super yet when they decided on the roster for this game. Even if they knew he would eventually, with the level of detail they've been applying to character adaptation maybe they wanted to wait and see if he had any big moments in Super that they could capture before deciding how he should play.





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"Re(3):That Dragonball game" , posted Tue 22 Aug 00:30post reply

quote:
There is no assist-only character, but an interview did mention that some characters may be weaker on point but with great assists, a bit like CapCom or Psylocke in MvC2 (I guess they were thinking about Krilin, since they alluded to characters who should canonically be too weak to beat the big bads 1 on 1, but still have their own roles).


Keeping in with the tradition of Dragon Ball games, I am pretty sure Krilin will be generously kept as a standalone character, although it would have been hilarious if his much stronger wife had been available as a support character to help him stay toe to toe. That's a way Mr Satan could work, actually, if Videl (and/or Great Saiyaman) was doing everything "behind his back" and assisting for all special and command moves.

We know Tenshinhan is the producer's favorite character so I am pretty sure that's who she hinted at when she said some weaker characters might appear helped by assists (i.e. Chaozu sacrificing himself which remains the kind of iconic image they'll be too happy to reproduce 1:1 in the game as a desperation attack).

I think another potential candidate for "multiple characters in one" is Ginyu's team.

quote:

According to an unconfirmed leak from 2ch, Tenshinahn and Yamcha are in the game, together with adult Gohan, Videl, and two I presume are from the new DBSuper.


I had not heard about that leak. Considering their fascination for iconic moments of each characters in the source material, it's weird they would pick adult Gohan who had way less iconic moments in the manga and the anime than his kid version. Unless they base themselves on the one-armed future Gohan version from the Trunks movie? Speaking of which, that's a cool rendition of both characters. (I am sure they won't even have to pick, they'll just put both versions of Gohan anyway.)





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"Re(4):That Dragonball game" , posted Tue 22 Aug 11:59post reply

quote:
I had not heard about that leak. Considering their fascination for iconic moments of each characters in the source material, it's weird they would pick adult Gohan who had way less iconic moments in the manga and the anime than his kid version. Unless they base themselves on the one-armed future Gohan version from the Trunks movie? Speaking of which, that's a cool rendition of both characters. (I am sure they won't even have to pick, they'll just put both versions of Gohan anyway.)


That rendition is probably by Tomomi Sakaki (aka Hideaki Fujimoto), the illustator of WILD ARMS XF. She used to do a lot of Dragonball fanart in the 90s back when the Internet was smaller, there was no Pixiv, and Fanroad was king.





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"Re(5):That Dragonball game" , posted Tue 22 Aug 12:51post reply

Yes indeed ! But I cannot link to the original twitter post because their account is protected.





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"Re(6):That Dragonball game" , posted Tue 22 Aug 13:13post reply

...i, if Iggy is the phantom pain, is Chaz...Majin Buu?!?!





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"Re(7):That Dragonball game" , posted Tue 22 Aug 16:56post reply

New Trailer

Wow Kuririn is Small. Almost reminds me of Happosai in Ranma 1/2.







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"Re(8):That Dragonball game" , posted Tue 22 Aug 19:47post reply

quote:
Almost reminds me of Happosai in Ranma 1/2.


*swoons from nostalgia overload*





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"That DB game, that MVC game, that ARMS game" , posted Tue 22 Aug 21:04:post reply

Krillin and the Cyborgs are neat. Not that there was a reason to worry. Speaking of Goku's first sparring partner, that Jump 50th Expo in Roppongi is highly recommended. The current expo ends with the 90s so it barely gets to the very beginning of DBZ. The Kinnikuman, City Hunter and Hokuto no Ken areas are especially cool.

Also ARMS get a new character which is Karnov, Clown and YungMie at the same time somehow!

Even MVCI had a pretty good trailer today (showing off Jedah, Firebrand, Dormammu and Ghost Rider).





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[this message was edited by chazumaru on Tue 22 Aug 21:08]

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"Re(1):That DB game, that MVC game, that ARMS " , posted Tue 22 Aug 21:26post reply

quote:

Even MVCI had a pretty good trailer today (showing off Jedah, Firebrand, Dormammu and Ghost Rider).



The Evil Ryu skin at the end of the trailer looks terribly off...
I don't know, it seems like a cheap chinese knock off toy color scheme or something like that.







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"Re(2):That DB game, that MVC game, that ARMS" , posted Wed 23 Aug 00:02post reply

So alt outfits for Android 18 and Bulma is in the game? There was a lot to see in that DB trailer.

I was also glad to see how much of Jedah made it into MvC:I. Not only are both his supers there but he still has personalized "signatures" for his Blood Contract. It's the little things that I like.

quote:
The Evil Ryu skin at the end of the trailer looks terribly off...
I don't know, it seems like a cheap chinese knock off toy color scheme or something like that.


I know I should be used to MvC:I's odd proportions by now but Evil Ryu's shoulder is huge. This game is positively Rob Liefieldian in its anatomy.





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"Re(3):That DB game, that MVC game, that ARMS" , posted Wed 23 Aug 03:42post reply

quote:
So alt outfits for Android 18 and Bulma is in the game? There was a lot to see in that DB trailer.



Wait, BULMA?? Is she a fighter in this game somehow, or is ArcSys going as far as giving alt outfits for a SUPPORTING CHARACTER??





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"Re(4):That DB game, that MVC game, that ARMS" , posted Wed 23 Aug 04:36post reply

quote:
Wait, BULMA?? Is she a fighter in this game somehow, or is ArcSys going as far as giving alt outfits for a SUPPORTING CHARACTER??



So alt outfits for Android 18, and Bulma is in the game. Oxford comma was a pre-order DLC.





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"Re(5):That DB game, that MVC game, that ARMS" , posted Wed 23 Aug 05:11post reply

quote:
Wait, BULMA?? Is she a fighter in this game somehow, or is ArcSys going as far as giving alt outfits for a SUPPORTING CHARACTER??


So alt outfits for Android 18, and Bulma is in the game. Oxford comma was a pre-order DLC.



Oh, my bad. Thanks for the comma!

As for MvC:I, Soul Stone's uses in the game made me realize why Capcom suddenly decided to have the defeated fighters stay on the ground instead of blinking away (which, by the way is something I not only like, but think EVERY tag-team fighting game should do). The roster is still disappointing, but I'm getting more interested in this game.





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"Re(6):That DB game, that MVC game, that ARMS" , posted Wed 23 Aug 07:49post reply

In my defense, I spent yesterday staring at the sun so I'm having difficulty telling where my fingers are in relation to the keyboard. Those commas are hard to pin down!

Has there been any discussion about the story mode in DBZ? All those shadow versions of the cast that pop up at the end of the video will make for cannon fodder during the scenario but are they holding back on other details to keep from spoiling the rest of the playable cast?







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"Re(2):That DB game, that MVC game, that ARMS" , posted Wed 23 Aug 09:04post reply

quote:
it seems like a cheap chinese knock off toy color scheme
Congratulations, you've just written the back-of-the-box quote for MvC:I! It applies to the whole game's look! ☆Buy it today☆

...but in this flood of news, where are the reports on the Arika not-SFEX-4 EX??





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"Re(3):That DB game, that MVC game, that ARMS" , posted Wed 23 Aug 19:50post reply

quote:
...but in this flood of news, where are the reports on the Arika not-SFEX-4 EX??

With such a small team, I don't think we'll hear anything before the TGS at best.

But on the same topic, I recently was remembered of a time when fighting game music sounded good, and some of SFEX's music was quite fantastic. Maybe not on par with the SF2's themes, but this, this or that is really how I'd like my video game music to sound even now.
I wouldn't mind if Sakura or Guile were to reclaim those themes in future SF5 updates.
I guess with how low the budget for Arika's game is shaping up to be, they'll reuse as much music as possible (they already re-used Ryu's theme in their trailer, I believe), so that's a start.





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"Re(4):That DB game, that MVC game, that ARMS" , posted Wed 23 Aug 20:52post reply

quote:
But on the same topic, I recently was remembered of a time when fighting game music sounded good, and some of SFEX's music was quite fantastic.



Most of SFEX3's music (and many Arika games for that matter) has been handled by the legendary couple Shinji Hosoe (SamplingMasters Mega), Ayako Saso (SamplingMasters Aya) and their pals from the SuperSweep tribe. Hence the Namco-ish soundtrack.





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"Re(5):That DB game, that MVC game, that ARMS" , posted Thu 24 Aug 08:16:post reply

The best part of the SFEX series was that the name of the song was listed at the bottom of the screen during the start of a match.

In other news, the latest characters have been announced for Injustice 2. The roster is:

An actual DC comic book character managed to make it into the roster.

Raiden, who is wearing the ugliest outfit I have ever seen.

Hellboy, a colorful character created by a talented artist... wait, how did that sort of character end up in a NRS game?





[this message was edited by Ishmael on Thu 24 Aug 08:19]



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"Re(4):That DB game, that MVC game, that ARMS" , posted Thu 24 Aug 09:37post reply

quote:
this, this or that is really how I'd like my video game music to sound even now.
Truly, the further the world moves from the heyday of (Japanese) jazz fusion and subsequent 90s anime music, the darker it becomes. Whether intentionally or just due to zero budget, Super Akira EX will happily be ushering in a renaissance! Yet another reason it is destined to be MMCafe's Favorite Game of 2018 2019 soon!





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"Sonico vs The game featuring MMCafe" , posted Thu 7 Sep 03:09post reply

If you have a JP PlayStation Plus+ account, this is going to be a fighting-game-frenzy month: Sony's put Skullgirls Encore and Nitroplus Blasterz into their Freeplay/Instant Games collection. Pick them up while they're still available! (~ thru Oct 3)







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"Re(1):Sonico vs The game featuring MMCafe" , posted Fri 8 Sep 00:04post reply

The work that went into the faces of Injustice 2. Considering that the faces in NRS games have long been the source of unintentional humor it's good to see them do so much to rectify the problem.





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"New challengers to BB's crossover" , posted Sat 16 Sep 08:42:post reply

For anyone who didn't watch this video, Jin (BlazBlue), Yosuke (P4A:U) and Linne (UNIB) were announced for BlazBlue Cross Tag Battle. Since all of them are deuteragonists of their respective franchises, their inclusions aren't exactly surprising. The absence of a RWBY character in this trailer is, though (then again, I'm not sure why this franchise was added to the crossover in the first place; it isn't a fighting game unlike the other three, is it?).

To be honest, BB is the only of these franchises that I'm familiar with. P4A seems too heavy in terms of story, but I guess I'll research a little about UNIB. Ironically, so far this crossover got me very interested in the franchises involved, but not in the crossover game itself...





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[this message was edited by Just a Person on Sat 16 Sep 08:43]

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"Re(1):New challengers to DBF" , posted Sat 16 Sep 22:45post reply

Yamcha, Tenshinhan and (new character) C21.





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"Re(2):New challengers to DBF" , posted Mon 18 Sep 00:13post reply

quote:
Yamcha, Tenshinhan and (new character) C21.

I like Ms 21 but it looks like even androids need hair conditioner.

I'm also happy to see more human fighters in the cast. Hopefully one of Yamcha's supers involve him laying on the ground dead.







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"Re(3):Exodus mega-Harada interview" , posted Tue 19 Sep 03:33post reply

Brandon's surprise visit to the cafe coincides with the publication of his giant awesome interview with Harada about Tekken!





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"MvC:I thoughts and announced DLC" , posted Thu 21 Sep 03:24post reply

quote:
Brandon's surprise visit to the cafe coincides with the publication of his giant awesome interview with Harada about Tekken!



Very good interview. I remember being surprised that the Tekken has outsold the Street Fighter series and that was a few years ago before SFxT came out, but I really hadn't perceived Tekken as a more popular game at the time.

I got MvC:I in the mail yesterday and honestly forgot I had preordered it a while ago. The ad campaign in the weeks/days leading up to release felt non-existent. If Capcom hadn't allowed people who got the game early to stream, I don't think I would have seen anything.

After a few hours with the game mostly in arcade and mission mode I have to say I was pleasantly surprised with the game mechanics. Although there are A LOT of reused characters from MvC3 they play completely differently thanks to the new combo system and the fact that it is a system like MvC2 and not L,M,H,S anymore.

I don't think I can play Haggar right off the bat anymore since my muscle memory is getting in the way. I want to do X when I do pipe, but now X is instead of H. I think I will try to do some of the cheap stuff I have seen with Thanos/Ultron since they will be fresh characters to me and I REALLY am anxious about trying to get the 5-win streak trophy(I hate win streak trophies and they are usually the ones I end out missing out on in the end if they are longer than 3 wins). Jedah is looking really nice as well.

I am still wrapping my head around the combo and gem systems. I have stuck with Power Stone for now since I like the wall bounce. With the combo system I am having difficulty getting synergy down to get good combos. That and the fact that off-the-ground attacks are more numerous and important now for relaunching opponents. I have to say that it is inventive and fresh. I wish Capcom had made more of an effort to really show people how the new mechanics were unique.

The presentation of the game is still God awful. Souless expressions, basic fonts, animations that are bit wonky (the camera angle on Haggar's piledrive makes it look like a bad gif), the single color screen for infinity storm is a bit annoying, Arcade mode is in the game, but there are no endings.

The rest of the season pass DLC was announced with zero fanfare.

It is Monster Hunter(female), Venom, Black Widow and Winter Soldier join the previously announced Black Panther and Sigma.

Some of those characters will rumored at before, but none really capture my eye.







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"Re(1):MvC:I thoughts and announced DLC" , posted Thu 21 Sep 04:11post reply

Yeah, I always kinda knew that Tekken was popular, but I never fully appreciated the extent to which it was popular until Tekken 5 rolled around and arcades at the time were telling me that T5 alone was basically keeping the lights on... to say nothing of the prevalence of Tekken ownership among fighting game casual fans!

The 2D fightingsphere and the 3D fightingsphere had very little crossover at the time. I remember when Soul Edge and VF were new, they were taking things by storm, by after Soul Calibur 2, the scene for Soul Calibur vanished entirely, and VF never really took off in North America in spite of how good it looked.

I don't think it was until the early 2000s that I really appreciated just what an incredible success Tekken was compared to its contemporaries.







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"Re(1):MvC:I thoughts and announced DLC" , posted Thu 21 Sep 07:26post reply

I am seriously addicted to MvCI. MvC never was a series that important to me (I already said countless times that I don't care for the nobodies in spandex that clutter the right half of the screen), and this game has already many things going against it without even having to compare it to the previous entries. Season 1 having only 2 Capcom characters should have been the nail in the coffin.

But I bought it day 1 anyway because Jedah compelled me to do so, and after playing a couple of hours I can't remember the last time I've been obsessed with a fighting game like that.
Yeah, it's ugly, the roster is terrible and the sound design is shit.
But the gameplay is just pure bliss. It's especially visible that the people who designed this game knew what they were doing when you consider the amount of new stuff Jedah received in this game.
Generally, new characters in this series get good tools for the first game they appear in (Strider or Commando in MvC1, Cable in MvC2, many in MvC3, Gamora in this game for example). Older characters get copy and pasted without much care with the new system they're in, and sometimes they're shit and sometimes they're broken: Magneto, Storm and Sentinel ended up dominating MvC2 because of the little of care that went into them, and while she got into MvC3 Storm was never as powerful, even though she received some adjustments and the games were very similar. It could be argued Zero was so overwhelming in MvC3 because he comes from TvC where the different mechanics didn't allow him to be so insanely cheap (but you could also argue it's impossible to design Zero and not make him broken in any fighting game he's in). One of the things that make Ghost Rider in Infinite so good is that he's barely hanged from his previous appearance, but the game is entirely different and his gameplay seem to magically fit the new system like a glove.

It's worse for Vampire characters in particular (Morrigan excepted), because of their power level in their game is so much bigger than Street Fighters' that most designers seem to have believed it was enough to tweak a couple of move properties, give them a super jump, and there, you have a versus character. It may work for Felicia or Sasquatch if he ever comes in, but complex characters like Buletta, Anakaris or Leilei ended up being wasted slots in MvC2 and 3.
Jedah is the first non-Morrigan Vampire character to receive extensive adjustments to the point of being as much of a new character as Thanos. His original design only had two cinematic grabs as supers, which would have been difficult to use in a normal MvC, and downright atrocious in Infinite. However, amongst the many things Jedah received is a new aerial super which is probably one of the most interesting utility tools in this game (something to hold an opponent in place while you switch characters and prevent the opponent's switched character to interfere, while looking all cool as shit). The grabs are fantastic tools now they're not his only super, the new scythe swipe solves many of this ground problems while making perfect sense with the game's bounce and OTG systems, and all his air moves have been entirely redesigned to adjust better to this particular environment. Plus, the idea of holding the projectile to control its size is an elegant and brilliant solution to a tricky balancing problem for the EX version. I'm not saying he's good in this game, I'm not skilled enough to know that, but he makes sense with it, he can use proficiently all of its systems even if he may not excel in them or other characters are more powerful than he is (Gamora?). He'd also be much less interesting and maybe even bad if he had appeared in that state in MvC3 for example.

The people who picked Jedah in the first place for this game, then modified him to fit in Infinite are absolute masters in fighting game design. The possibility of swapping your assist character any time breathe new life in a game that had gotten severely stale after MvC3. The new system rewards reflexes, creativity and intuition over memorizing long combo strings, and is just an absolute joy to play. It's sad the game seems to be sent to die with zero marketing, because, even more than SF5, Infinite is the testament that NeoG's departure didn't kill the talent in Capcom's fighting game department. It's unfortunate the game didn't receive the amount of creative liberties that MvC3, and I'm playing on PC so it will probably be dead in 2 weeks, but right now, I'm struggling to remember any fighting game released after Savior 1 that hit all my pleasure zones so perfectly.





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"Re(2):MvC:I thoughts and announced DLC" , posted Thu 21 Sep 10:02post reply

Thanks for the review Iggy - I really wanted to get excited about a new MVC and by all appearances Infinite looked like a letdown, enough that I was willing to wait for it get price slashed before giving it a shot. But if the Madmen say it's good to play, I might need to reconsider my stance.





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""GO! Monster Hunter (tm)!"" , posted Thu 21 Sep 21:23post reply

There she is

Never played a MH game so I'm not really qualified to comment, but based on what I've seen of said game she's a lot more verbose than I expected?







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"Re(1):" , posted Thu 21 Sep 22:31post reply

quote:
Never played a MH game so I'm not really qualified to comment, but based on what I've seen of said game she's a lot more verbose than I expected?

I think it's a disease specific to MvCI (Mind Stone Mind Stone Mind Stone Reality Stone Mind Stone).
Spiderman is just impossible. I can't imagine how anyone gave the OK to any of his supers, you can hear the voice actor struggling to say all the words in the limited time of the animation.







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"Re(1):" , posted Thu 21 Sep 22:32post reply

After being burned on the past few fighting games that I've picked up I decided to not pick up MvCI on day one. That may have been a mistake since MvCI is looking like trashy fun. Everything about it has the feel of a cheap Marvel television show but the game looks delightfully, intentionally broken. I'll be curious to see how idiotic this game can get while I'm waiting to buy UMvCI when it inevitably comes down the pike in nine months.

quote:
There she is

Never played a MH game so I'm not really qualified to comment, but based on what I've seen of said game she's a lot more verbose than I expected?


Cool but needs more cats!





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"Re(2):" , posted Fri 22 Sep 03:04:post reply

quote:

Never played a MH game so I'm not really qualified to comment, but based on what I've seen of said game she's a lot more verbose than I expected?


People have always yelled a lot in fighting games but this is taking it to a new level. I mean, I can understand when you want to yell out the name of your special move because they're like your signature things and you worked hard on them! But if you're just going to do a regular attack do you really need to comment?

"Take it, over here! Move it! Over there! Stand still! Hold on!
Shake it!
Bake it!
Let's go, hold up!
Power Stone!

The demon is out! Do the hokey pokey! Taaaaake this! Now take that! Take this and that! And how about one of these! Two, three, four, ON THE FLOOR! What's in store?

Here's one more!

Fall to pieces! Thank you Jesus! Thanks! You're welcome! Ready for this? Get ready! Are you ready?
Okay!
Take this!
Eat this!
Take this and eat it! How do you like that? Yeah!

I just spanked you! Please and thank you!
Sorry!

...

Quest complete!"

Special bonus link: Redfield.





/ / /

[this message was edited by Mosquiton on Fri 22 Sep 03:25]

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"Re(3):" , posted Fri 22 Sep 23:57post reply

quote:

Take this and eat it! How do you like that? Yeah!

I just spanked you! Please and thank you!



I... actually LIKE these quotes. Don't know why, don't know if I should, but I do.

I watched a longplay of MVC:I's Story Mode and was pleasantly surprised! While the demo made it look like an uninspired MCU film, the gameplay seems to be exactly what should be expected from a classic MvC game, and some Capcom characters (Frank West, Haggar, Arthur) deviate from the typical Marvel "seriousness and snarkiness". There could be more of it (like, I don't know, Morrigan and Chun-Li doing their classic victory poses jumping and giggling while the Marvel heroes look at them confused), but it looks nice.

The absence of characters from X-Men, Fantastic Four and Capcom's older franchises (Rival Schools, Star Gladiator, etc.) in this game is still a huge flaw, though. I hope an eventual Season 2 (if it manages to reach it) rectifies that.





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"Re(3):" , posted Sat 23 Sep 01:29post reply

quote:

Special bonus link: Redfield.


This is more amusing than it has any right to be.







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"Doctrine Dark" , posted Sun 24 Sep 02:32post reply

Back on the subject of MMC's favorite hypothetical fighting game, I'm sure I remember there were D. Dark fans at the Cafe, and now he's in Arika's new Street Fighter EX, too!





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"Re(1):Doctrine Dark" , posted Mon 25 Sep 15:46post reply

quote:
Back on the subject of MMC's favorite hypothetical fighting game, I'm sure I remember there were D. Dark fans at the Cafe, and now he's in Arika's new Street Fighter EX, too!



Sweeeeeet! I think he's the best looking character yet! The over-designing that they've been doing with the character updates actually works well for D Dark's military motif. He looks cool and has a lot of personality! Love the crazed look in his eyes!

D Dark was such a cool foil for Guile. While Guile is an all American hero who sails through the sky in the airforce, D Dark is a secret special forces agent who crawls through the sewers to do America's wetwork. I love that although most of his face is always covered, it's immediately and abundantly clear that he's a pervert.






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"Re(3):" , posted Wed 27 Sep 02:57post reply

quote:
But the gameplay is just pure bliss. It's especially visible that the people who designed this game knew what they were doing when you consider the amount of new stuff Jedah received in this game.


Jedah sounds awesome, thanks for the review. The Darkstalkers series is one game I never really played too much but its character designs surely stands out. Pity a new game never made its way to the current generation.. At least we've seen something more than Morrigan colors in SFV!



quote:

Special bonus link: Redfield.



It sounds like a Dog Toy...

FIRE IN THE HOLE!

The lipsynching is astoundingly synched





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"So..." , posted Thu 28 Sep 00:34:post reply

Marvel vs. Capcom Infinite only sold over 8,000 units in it's first week in Japan.

Well, Capcom expected a target sales of 2 Million units. Good luck with that.

EDIT: Japan only, to clarify, but still...

Meanwhile in Britain...

quote:
The most notable new release of the week though is Marvel Vs. Capcom: Infinite, which debuted at a disastrously low number 12 in the all formats chart. The PlayStation 4 version had to settle for number 16 in the individual format chart, with the Xbox One version not even getting into the top 40. It’s a shockingly poor performance for the game, which will now have to rely on its DLC for any hope of redemption.

(Update: According to this tweet Ultra Street Fighter II on Switch had a better debut than the multiformat Infinite, and yet no Switch version of the game has been announced or even hinted at.)

To add insult to injury Marvel Vs. Capcom only came in one spot ahead of the remasters of Pokémon Gold and Silver for 3DS, which are literally just empty boxes with a download code inside. Gold came in at number 17 in the individual formats chart and Silver at number 21.


Not even on Top 10 in UK.





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[this message was edited by Yuki Yagami on Thu 28 Sep 02:51]

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"Re(1):So..." , posted Thu 28 Sep 02:04:post reply

quote:
Marvel vs. Capcom Infinite only sold over 8,000 units in it's first week.

Well, Capcom expected a target sales of 2 Million units. Good luck with that.



It's Media Create figures, meaning the data is for Japanese sales only.

Sales not reaching too high isn't really surprising, although not being able to hit the 5 digit mark kind of shows what little effort Capcom put into region sales; there was very little promotion and the game has no JP Voiceovers.

Even though the game has a weak character lineup to sell well in Japan and about half the Marvel cast aren't familiar to them, the other remaining half are known and the game could've sold a bit better given the influence of recent Marvel Films. Capcom probably could've easily sold another 2K if they knew the market well enough to target the female cluster. Which may sound odd, but there's actually a mildy strong female following for American Comic characters in Japan right now.

As reference, the latest Undernight In-Birth sold 5,013 units on launch week, Xrd Rev2 sold 10,609.





[this message was edited by Professor on Thu 28 Sep 02:31]



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"Re(2):So..." , posted Thu 28 Sep 03:38post reply

Maybe there's some part of the world where people are buying MvCI by the palette but these initial numbers are looking rough. Even though I buy more fighting games than I should I can't be the only person who took one look at MvCI and decided to wait for DBF instead.

quote:
Which may sound odd, but there's actually a mildy strong female following for American Comic characters in Japan right now.

Injustice 3 to feature high-end butt technology for Nightwing!







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"Re(2):So..." , posted Thu 28 Sep 04:33post reply

The recent mountain of Cammy and Chunli costumes in SF5 shows that the fighting game division understand that eye-candy allows for constant influx of money from whales. Marvel may refuse to be associated with too many lewd females, but Capcom had so many presentable yet popular females on their side, and yet kept away everyone except the two they couldn't not put in... I'd really want to know what happened.
quote:
Capcom probably could've easily sold another 2K if they knew the market well enough to target the female cluster. Which may sound odd, but there's actually a mildy strong female following for American Comic characters in Japan right now.

I have two Japanese colleagues who are in love with... Winter Soldier.
The most incredibly bland MCU character.
And they are really obsessed, their desk is covered with pictures, printouts, figures, they travelled around the world to meet the actor in fan events... I'm mesmerized by the prospect.

Winter Soldier who, like the other character who could have sold the game to Japanese audiences Monster Hunter, is hidden as DLC and doesn't even has a release date. Either Capcom is looking at the very long run, considers this an early access version, and is already planning a huge official launch in 2019 as a fuller package, or this is internal sabotage.

The only positive outcome I can think out of these depressing sales for a fantastic game is: maybe, like TvC or SFxT, they could try to recoup some of their money and use the corpse of Infinite to do a full-on Capcom fighter.
Same game engine, all Capcom characters from this game, MvC3 and TvC and you already have almost 40 characters with minimal investment. They can even cheat and re-purpose Hawkeye's move set and animations as the archer from King of the Dragons, or Captain Marvel's as Michelle Heart. You can go even cheaper than you already are, Capcom!





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"Re(3):So..." , posted Thu 28 Sep 04:56:post reply

quote:
The only positive outcome I can think out of these depressing sales for a fantastic game is: maybe, like TvC or SFxT, they could try to recoup some of their money and use the corpse of Infinite to do a full-on Capcom fighter.
Same game engine, all Capcom characters from this game, MvC3 and TvC and you already have almost 40 characters with minimal investment. They can even cheat and re-purpose Hawkeye's move set and animations as the archer from King of the Dragons, or Captain Marvel's as Michelle Heart. You can go even cheaper than you already are, Capcom!


I like this idea!
They can also use this chance to fix Morrigan by replacing her MvC:I 3d model that has an atrocious face with her classic 2d sprite that everyone love!





[this message was edited by Lord SNK on Thu 28 Sep 04:58]



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"Re(3):So..." , posted Thu 28 Sep 05:04post reply

quote:
Either Capcom is looking at the very long run, considers this an early access version, and is already planning a huge official launch in 2019 as a fuller package, or this is internal sabotage.


I doubt it is internal sabotage. It is most likely just a mix of corporate incompetence and different agendas

What Disney/Marvel wants is not necessarily what is best for either Capcom or the game. MvCI was just another toy/game licensing deal for Disney, a way to promote its character and get some money for little effort. Marvel, much less Disney, probably doesn't even care that Winter Soldier is surprisingly popular in Japan.

As for Capcom... For the company as a whole, fighting games are pretty minor business, aren't they? We've heard plenty of stories about the struggles of getting Capcom to back new fighting games. Capcom only really jumped on board of a fighting game revival with the response to SF4, and that was quickly dampened with the response SFxT experienced. Ono had to get into bed with Sony to release SF5, and it was evident that Capcom was cutting corners throughout.

As for the incompetence part, it seems like every few years Capcom goes through a period where it becomes obvious just how disconnected its management has become from reality. The head-scratching decisions mount up, the absurd sales expectations are published, and the like...





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"Re(4):So..." , posted Fri 29 Sep 00:02post reply

quote:
Either Capcom is looking at the very long run, considers this an early access version, and is already planning a huge official launch in 2019 as a fuller package, or this is internal sabotage.

I doubt it is internal sabotage. It is most likely just a mix of corporate incompetence and different agendas

What Disney/Marvel wants is not necessarily what is best for either Capcom or the game. MvCI was just another toy/game licensing deal for Disney, a way to promote its character and get some money for little effort. Marvel, much less Disney, probably doesn't even care that Winter Soldier is surprisingly popular in Japan.

As for Capcom... For the company as a whole, fighting games are pretty minor business, aren't they? We've heard plenty of stories about the struggles of getting Capcom to back new fighting games. Capcom only really jumped on board of a fighting game revival with the response to SF4, and that was quickly dampened with the response SFxT experienced. Ono had to get into bed with Sony to release SF5, and it was evident that Capcom was cutting corners throughout.

As for the incompetence part, it seems like every few years Capcom goes through a period where it becomes obvious just how disconnected its management has become from reality. The head-scratching decisions mount up, the absurd sales expectations are published, and the like...



But... even if Disney/Marvel thinks of MvCI as just a way to promote their characters, they probably invested a good amount of money and resources into it, right? In that case, these abysmally low sales should be considerably bad to them. Although not as bad as it is for Capcom, who (unlike Disney) isn't swimming in money and probably really needed this game to sell.

It's a shame, really, as the game seems to be quite good.

---

Oh, by the way, Killer Instinct was released yesterday on Steam. It includes all the Definitive Edition content (minus the classic games, and the soundtrack is sold separately for some weird reason), plus the three post-Season 3 characters - but in a very weird decision, its Steam trailer makes it look like just the Season 1 fighters are there...





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"Re(5):So..." , posted Fri 29 Sep 07:12post reply

quote:
But... even if Disney/Marvel thinks of MvCI as just a way to promote their characters, they probably invested a good amount of money and resources into it, right?


Has Marvel/Disney invested anything into MvCI?

Presumably Capcom footed the production bill, and the advertising as well. Any Marvel employees were probably paid for their time. And Capcom presumably paid Marvel just for the rights to make the game.

Low sales means low royalties, but despite the beliefs of executives, "made less than we thought we could make" isn't really "lost money". This presumably isn't even an issue of being able to better spend resources elsewhere, unlike when Capcom has to decide which game it wants to make.

Further, how much was this investment compared to other Marvel efforts? Marvel's Iron Fist series was seen as setting a new low for the Marvel cinematic universe, and very rough estimates were that Marvel was spending around $3million per episode for that. And then brought back the same director to make Inhumans, which arguably debuted to even more embarrassing reactions.

(And an elephant in the room is just how much was spent actually making MvCI in the first place. Speculation has been than the budget was not exactly impressive. And even if we ever get a published figure, we won't necessarily know how much of that was spent on advertising and how much was paid to Marvel.)





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"Re(4):So..." , posted Fri 29 Sep 09:25post reply

quote:
As for Capcom... For the company as a whole, fighting games are pretty minor business, aren't they?


If I remember correctly, Capcom projected 10 Million sales from software releases in this fiscal year, and 2 Million sales from MVCI alone. So it depends if you think 20% of your sales is "minor". I think a more appropriate summary of the issue you correctly pointed out would go like this: fighting games remain one of the key pillars of Capcom's catalogue but they are worried about this situation for the long term and looking for ways to 1/ mitigate the risks associated with investing in competitive fighting (ex. the Sony deal for Street Fighter 5), and 2/ increase the revenue from their engaged community of fighting game players (demonstrated by the different strategies they have relied on to make people pay for DLC).

I think what fighting games provide Cap is an angle to show their investors that they hold a unique position in the e-Sports scene, which is probably an interesting buzzword to have in your reports right now, even if the business itself remains low compared to the hights of LOL and DOTA2.

All that said, what MVCI really needs (needed?) above all is(was?) to excite casual Marvel fans in the way Injustice got DC fans excited to play the game, follow the story and check out how DC characters interacted between each other. Iggy's anecdote on Winter Soldier highlights the issue pretty well.

This is made even more obvious when you consider the first week sales of Ultra SFII, Dragon Ball Xenoverse 2 and Pokkén DX on Switch all outperformed MVCI. And it seems clear already that DB FighterZ will perform well on PS4 when it comes out (and even better overseas on PS4 and Xbox One).

One last thing: while the first week sales for MVCI in Japan are low by all accounts, Japan has never been a very promising market for the MVC series; actually the series has shined the best on Dreamcast and that's not even taking the earlier Saturn Vs games into account: X-Men Vs SF sold over 170.000 copies on the Saturn in Japan. Also did you know Vampire Hunter sold twice as much? Those were very different times for software sales but Vampire Hunter sold over 340.000 copies back in 1996. Even Jedah's hometown Vampire Savior sold 160.000 copies on the Saturn back when the hardware was pretty much considered software poison.





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"Re(5):So..." , posted Sun 1 Oct 09:29:post reply

Out of curiousity, are there any players that play Guilty Gear, Blazblue, or KOF on pad here? I was just wondering because at least personally, it's pretty hard to play those titles on pad compared to joystick. Pads have been the gamer's best friend since the NES days and it's still easy to play Street Fighter V on the PS4 pad, but for games that require more complicated button presses or quick control maneuver, it starts getting hard.

IIRC, I first started experiencing this problem back with the PC doujin game "Eternal Fighter Zero"; the consecutive button presses required really quick finger position movement and it was just too physically stressing to the hand.

Games nowadays are a bit more forgiving since they feature longer buffers on the input, but it still doesn't help that the PS4 pad in particular wasn't well-designed for fighting games, even compared to the PS3 pad. Just whose smart idea it was to make the D-pad concave I donut know.


Also on the same topic, if anyone has an experience of "I'm used to playing *** but I gave up on ***", it'd be helpful to hear details about that.
Ex1: "I'm used to playing Street Fighter but gave up on GuiltyGear because it's so confusing, especially because of..."
Ex2: "I'm used to playing KOF but gave up on Street Fighter because ~~~"





[this message was edited by Professor on Sun 1 Oct 10:15]

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"Re(6):So..." , posted Sun 1 Oct 11:43:post reply

quote:
Out of curiousity, are there any players that play Guilty Gear, Blazblue, or KOF on pad here? I was just wondering because at least personally, it's pretty hard to play those titles on pad compared to joystick. Pads have been the gamer's best friend since the NES days and it's still easy to play Street Fighter V on the PS4 pad, but for games that require more complicated button presses or quick control maneuver, it starts getting hard.

IIRC, I first started experiencing this problem back with the PC doujin game "Eternal Fighter Zero"; the consecutive button presses required really quick finger position movement and it was just too physically stressing to the hand.

Games nowadays are a bit more forgiving since they feature longer buffers on the input, but it still doesn't help that the PS4 pad in particular wasn't well-designed for fighting games, even compared to the PS3 pad. Just whose smart idea it was to make the D-pad concave I donut know.


Also on the same topic, if anyone has an experience of "I'm used to playing *** but I gave up on ***", it'd be helpful to hear details about that.
Ex1: "I'm used to playing Street Fighter but gave up on GuiltyGear because it's so confusing, especially because of..."
Ex2: "I'm used to playing KOF but gave up on Street Fighter because ~~~"



Do players normally use all four long fingers for the buttons on joysticks? For the reason why you mentioned below? I still preferred a pad, but a good fighter pad at that, because for the joysticks, I play using only my index finger for the buttons. I always assumed that was the norm. With that in mind, I find it difficult to play more complex fighters.

I was always a street fighter player but fell in love more with KOF and was fascinated by guilty gear. I stopped playing street fighter once IV came out because it felt the same to me. By same, it felt like an HD version of SSF2 Turbo. I some what gave up on Guilty Gear due to the insane revisions after GGXX Reload. Still need to try GG Xrd and see if it peaks interest. I never got the opportunity to try BlazBlue until recently and need time to sit down with it.





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[this message was edited by neo0r0chiaku on Sun 1 Oct 11:46]

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"Re(7):So..." , posted Sun 1 Oct 11:57post reply

Are you implying that ASW players would still use their thumbs on a gamepad? I think this is impossible considering the style of game and number of buttons. When I was seriously into Virtua Fighter 2 and Fighting Vipers, I used to play with the Saturn pad and would usually hold my right hand above the controller's button layout, the corner of the pad stuck in my palm and the middle three fingers resting over the buttons. I've always assumed that's how pro gamers play with a gamepad, hence the design of the Fighting Controller. I would assume ASW players do the same? Back when GGX came out on Dreamcast I already had moved full stick. (It's also probably the last ASW game I tried to learn.)





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"Re(6):So..." , posted Sun 1 Oct 12:00post reply

quote:
Out of curiousity, are there any players that play Guilty Gear, Blazblue, or KOF on pad here? I was just wondering because at least personally, it's pretty hard to play those titles on pad compared to joystick. Pads have been the gamer's best friend since the NES days and it's still easy to play Street Fighter V on the PS4 pad, but for games that require more complicated button presses or quick control maneuver, it starts getting hard.



I play everything pad now because I can't be bothered to jump through the hoops to get my old sticks working on modern systems and I have no plans to buy new ones ever again. I don't play GG or BB though.

In KOF it's actually not a problem because KOF still has no leniency on inputs. I don't know who thought they made it easier but I can tell you right now if you ever try to play the game on pad you will never get that impression. It is still all fun and blisters.

Button inputs can be kind of a problem, but not in KOF since it only has 4 buttons. In a 6-button game like SFV it's a problem and you sometimes have to plan out your input layout instead of adapting to the default. I also kind of have trouble dashing, though I'm not sure if that's the pad's fault or just my own aging fingers teasing arthritis as revenge for cracking my knuckles as a kid.





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"Re(8):So..." , posted Sun 1 Oct 16:17:post reply

quote:
Are you implying that ASW players would still use their thumbs on a gamepad? I think this is impossible considering the style of game and number of buttons. When I was seriously into Virtua Fighter 2 and Fighting Vipers, I used to play with the Saturn pad and would usually hold my right hand above the controller's button layout, the corner of the pad stuck in my palm and the middle three fingers resting over the buttons. I've always assumed that's how pro gamers play with a gamepad, hence the design of the Fighting Controller. I would assume ASW players do the same? Back when GGX came out on Dreamcast I already had moved full stick. (It's also probably the last ASW game I tried to learn.)



That's a good question-- playing with just the thumbs is certainly possible up to a degree in KOF and also with Street Fighter V. Given that ASW games use 4-5 buttons which is less than Street Fighter, it should be theoretically be playable with just the thumbs and trigger buttons. However, the game feels more stressing to the fingers since it requires a lot more button presses than SF and they're going all over the place. Now of course we're talking about non-competitive level since very few top ASW play with pads. It's an arcade-centeric title and most of the pro level players are in Japan.

Pachi (Kazutoshi Sekine), former SBO champ and current battle planner for the GG series, balance tests his games using the default PS pad. However I've never actually seen how he holds the buttons.

Side note- Playing KOF14 on the default pad, buttons aren't the problem... the D-pad is. Cripes it's so hard to do hops and hyperhops.


Gojira-- Do you have KOF14 for the PS4?





[this message was edited by Professor on Sun 1 Oct 16:32]



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"Re(9):So..." , posted Sun 1 Oct 17:41post reply

quote:
Are you implying that ASW players would still use their thumbs on a gamepad? I think this is impossible considering the style of game and number of buttons. When I was seriously into Virtua Fighter 2 and Fighting Vipers, I used to play with the Saturn pad and would usually hold my right hand above the controller's button layout, the corner of the pad stuck in my palm and the middle three fingers resting over the buttons. I've always assumed that's how pro gamers play with a gamepad, hence the design of the Fighting Controller. I would assume ASW players do the same? Back when GGX came out on Dreamcast I already had moved full stick. (It's also probably the last ASW game I tried to learn.)


That's a good question-- playing with just the thumbs is certainly possible up to a degree in KOF and also with Street Fighter V. Given that ASW games use 4-5 buttons which is less than Street Fighter, it should be theoretically be playable with just the thumbs and trigger buttons. However, the game feels more stressing to the fingers since it requires a lot more button presses than SF and they're going all over the place. Now of course we're talking about non-competitive level since very few top ASW play with pads. It's an arcade-centeric title and most of the pro level players are in Japan.

Pachi (Kazutoshi Sekine), former SBO champ and current battle planner for the GG series, balance te

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


This is a question I can actually answer, since I've had multiple friends who played Guilty Gear with pads to a significant level of technical proficiency.

First of all, depending on your character, particular button mappings may be necessary. A button for RC is quite typical, and for Johnny players, it was pretty normal to have a slightly different button binding compared to default to make Mist Cancel techniques easier. Zato-1/Eddie players might also do this since button holding and releasing is important for controlling the little Eddie, so making use of shoulder buttons so that you can avoid awkward situations with your right thumb helps. One of my most technically proficient friends didn't even use an RC button, but that's because he was insane at the game.

On the other hand, there are plenty of characters that can get by with default button bindings. Sol, Potemkin, Faust, Ky, A-BA, etc. all don't have need for special bindings. In her Xrd incarnation, May now benefits from being able to hold buttons in order to control the set balls and dolphins.

So though these all may use different button mappings from default, they don't require unusual postures with the controller. You won't, say, need to claw grip like in Monster Hunter.





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"Re(10):So..." , posted Mon 2 Oct 17:30post reply

quote:
This is a question I can actually answer, since I've had multiple friends who played Guilty Gear with pads to a significant level of technical proficiency.

First of all, depending on your character, particular button mappings may be necessary.



Aha, thanks for the input! It certainly makes sense considering characters in GG often have unique subsystems and set plays from one another. (I asked this Q to another GG player too but wasn't able to get an answer because all his comrades played on stick)







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"Re(2):Re(10):So..." , posted Mon 2 Oct 23:29post reply

quote:
But... even if Disney/Marvel thinks of MvCI as just a way to promote their characters, they probably invested a good amount of money and resources into it, right?

Has Marvel/Disney invested anything into MvCI?

While I doubt Marvel actually invested any money in MvCI I do wonder if the company's tendency to be cheap and occasionally paranoid with their properties affected the final product.  Demands such as "Have X,Y, and Z in the game and have it on the shelves before the end of the year." probably strained what was obviously an already thin budget.  Mind you, I'm not blaming MvCI's problems on Marvel since there's plenty of mistakes to go around.  It's a shame it might be years -if ever- before someone does a post-mortem write-up on MvCI; the stories of what went on during production must be wild. 
quote:
Do players normally use all four long fingers for the buttons on joysticks? For the reason why you mentioned below? I still preferred a pad, but a good fighter pad at that, because for the joysticks, I play using only my index finger for the buttons. I always assumed that was the norm. With that in mind, I find it difficult to play more complex fighters.

While I tend to use my index finger if I'm doing pokes or some other situation that only requires one button I find a lot of my fingers are engaged if I'm doing multiple button presses or pushing two or more buttons at the same time. Playing a character that has a charge button move (ex. Balrog's turn-around punch) on an arcade cabinet makes it feel like my hand is getting tied into knots. Come to think of it, I've sometimes used the wrist area of my palm to hold down the kick buttons while using my fingers to tap the punch buttons. Some fighting game characters are not designed with ergonomics in mind.

quote:
Also on the same topic, if anyone has an experience of "I'm used to playing *** but I gave up on ***", it'd be helpful to hear details about that.

Since I have no interest in being a tournament player I very rarely drop a game due to mechanical issues. I'm much more likely to lose track of a game due to too many updates or not finding a character I'm interested in (this is how I lost track of BlazBlue.) The only game in recent memory I've skipped due to gameplay I couldn't get into was Injustice. The demo for I1 was janky and unintuitive. I even watched some professional matches since I thought I might be missing something fun that the other players had figured out. Instead, I found most of the matches revolved around the slow and uninteresting clash mechanic. In the end I skipped Injustice not because it was too technical but because it was too damned boring.







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"Re(3):Re(10):So..." , posted Tue 3 Oct 00:17post reply

quote:
While I doubt Marvel actually invested any money in MvCI I do wonder if the company's tendency to be cheap and occasionally paranoid with their properties affected the final product. Demands such as "Have X,Y, and Z in the game and have it on the shelves before the end of the year." probably strained what was obviously an already thin budget.
I remember an interview with some Marvel PR guys who explained how they are so happy with MvCI because they were involved in all aspects of the game, and thanks to them the art style became more "cinematic", the musics were chosen to fit better the personalities of the Marvel character and feel more "cinematic", there's a "cinematic" scenario mode, the more "cinematic" characters were chosen...
As someone who has to work sometimes with illiterate marketing people who have only one buzzword and don't see the problem with repeating it at noseam, the interview gave serious déjà vu episodes. At least my marketing people are not involved in the creation or visuals of a game...

As for the button question... I'm used to play 6 buttons games (Capcom games, Skull Girls) with a stick and 4 buttons games (KOF, Persona) with a pad.
That was one of the reason I never played KOF seriously after XI: I had these fantastic NeoGeo CD pads, so I'm used to their layout to play KOF. The moment SNK games required one extra button, I was totally lost.
I wonder if my problem to play GG was because I never managed to make the control scheme fit with either of these habits.







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"Re(4):Re(10):So..." , posted Tue 3 Oct 02:04:post reply

quote:
While I doubt Marvel actually invested any money in MvCI I do wonder if the company's tendency to be cheap and occasionally paranoid with their properties affected the final product. Demands such as "Have X,Y, and Z in the game and have it on the shelves before the end of the year." probably strained what was obviously an already thin budget. I remember an interview with some Marvel PR guys who explained how they are so happy with MvCI because they were involved in all aspects of the game, and thanks to them the art style became more "cinematic", the musics were chosen to fit better the personalities of the Marvel character and feel more "cinematic", there's a "cinematic" scenario mode, the more "cinematic" characters were chosen...
As someone who has to work sometimes with illiterate marketing people who have only one buzzword and don't see the problem with repeating it at noseam, the interview gave serious déjà vu episodes. At least my marketing people are not involved in the creation or visuals of a game...

As for the button question... I'm used to play 6 buttons games (Capcom games, Skull Girls) with a stick and 4 buttons games (KOF, Persona) with a pad.
That was one of the reason I never played KOF seriously after XI: I had these fantastic NeoGeo CD pads, so I'm used to their layout to play KOF. The moment SNK games required one extra button, I was totally lost.
I wonder if my problem to play GG was because I never managed to make the control sc

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


My habit when it comes to GG controls is to shift the 5th button to the left.

So normally it's laid out like this:

K S HS
P _ D

Whereas I lay it out like this:

K S HS
P D _

Because even though you can keep one finger and your thumb on every button in the standard layout, I dislike using my little finger for anything except 3 button moves because it's weaker and less reliable than all the other digits. D is also an important enough button that you need on demand that having the thumb access to it feels right.

I find this layout to be way more comfortable, even if it seems less elegant with the ideals of the design (e.g. that P K S HS D is in order of strength, that you get one digit on every button, that it's laid out in a continuous clockwise arc, etc.)





[this message was edited by Spoon on Tue 3 Oct 02:36]



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"Re(4):Re(10):So..." , posted Tue 3 Oct 09:56post reply

quote:
I remember an interview with some Marvel PR guys who explained how they are so happy with MvCI because they were involved in all aspects of the game, and thanks to them the art style became more "cinematic", the musics were chosen to fit better the personalities of the Marvel character and feel more "cinematic", there's a "cinematic" scenario mode, the more "cinematic" characters were chosen...

Truly everything I expected. Though I think these epeople actually meant to replace the "ci" with an "e."

On the topic of pads: while Guilty is perplexing in every and all way for the outsider (hello!), even the outsider who adores its art (hello!), in retrospect it probably was pretty tiring, even with a Saturn pad, given that there wasn't an obvious progression (that I could see) between the six buttons. Like, in SF, you'll finish out a cancel with a fierce or roundhouse in many cases, and won't need to reach "all the way over" back down to jab and short. In Guilty, it seemed as though you could bounce around between all kinds of buttons, which is tiring even if, like me, you always use a right hand claw grip, even on non-fighting games. Somehow, even clawing between four non-sequential buttons in Tekken or Soul Calibur never seemed much work, even with the otherwise awful-for-fighters Dualshock, because the moves themselves seem slower than 2D games. Guilty combines those stretches with 2D speed, so I suppose it might be tiring.

"I'm used to playing Street Fighter, so I stopped playing ______" applies to almost every game for me except Soul Calibur, but air-centric recent attempts for me like Guilty and Skullgirls stand out. The former more clearly, for the reasons above: I couldn't figure out the advantage to digging through such a gruesome new system when a SF clone would've done just as well for my simple purposes...I just wanted SF with new art and THE POWER OF ROCK AND ROLL





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"Re(5):Re(10):So..." , posted Tue 3 Oct 10:09post reply

quote:
I remember an interview with some Marvel PR guys who explained how they are so happy with MvCI because they were involved in all aspects of the game, and thanks to them the art style became more "cinematic", the musics were chosen to fit better the personalities of the Marvel character and feel more "cinematic", there's a "cinematic" scenario mode, the more "cinematic" characters were chosen...
Truly everything I expected. Though I think these epeople actually meant to replace the "ci" with an "e."

On the topic of pads: while Guilty is perplexing in every and all way for the outsider (hello!), even the outsider who adores its art (hello!), in retrospect it probably was pretty tiring, even with a Saturn pad, given that there wasn't an obvious progression (that I could see) between the six buttons. Like, in SF, you'll finish out a cancel with a fierce or roundhouse in many cases, and won't need to reach "all the way over" back down to jab and short. In Guilty, it seemed as though you could bounce around between all kinds of buttons, which is tiring even if, like me, you always use a right hand claw grip, even on non-fighting games. Somehow, even clawing between four non-sequential buttons in Tekken or Soul Calibur never seemed much work, even with the otherwise awful-for-fighters Dualshock, because the moves themselves seem slower than 2D games. Guilty combines those stretches with 2D speed, so I suppose it might be tiring.

"I'm used to playing Street

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


I recently started learning to play Tekken, which made me want to ask Toxico for advice, which immediately made me. However, in Tekken it is arguably more extreme because there is literally no rule as to what input will result in a move doing more damage, except that just standing there and pressing left punch will probably do your character's weakest and fastest attack.

GG also has hugely important and hugely not universal character chain combos with their normals! Mercifully, ArcSys was wise enough to make it mostly the same for Ky and Sol, the two characters that most will pick at the outset... except that Ky can chain into f+HS much more readily, as well as having a f+K and df+HS move that Sol doesn't, which has its entire own set of chaining rules. Wheeeee





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"Re(5):Re(10):So..." , posted Tue 3 Oct 12:42post reply

quote:
I just wanted SF with new art and THE POWER OF ROCK AND ROLL


It's been 25 years since Ken was king of the Street Fighter circuit, but that's nothing some good bionics can't fix.


About Skullgirls, the game I think is a lot easier to play than Guilty Gear because its buttons generally don't go all over the place as much; given that its base is heavily influenced from Marvel, the combos usually go from the weak buttons to the stronger buttons. The layout is the same as Street Fighter as well(3 punches 3 kicks). However the gameplay is waay faster and requires faster decision making.


Undernight Inbirth is a good game that never gets a mention. And it's probably the only fighter where I had to go crab-hand when trying on a pad. Hilda had a really nice character design but having to hold and let go of up to 3 buttons separately, she was astoundingly not a woman of pads.







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"Re(6): press my buttons" , posted Wed 4 Oct 13:21post reply

quote:
It's been 25 years since Ken was king of the Street Fighter circuit, but that's nothing some good bionics can't fix.
Ah yes, the Final Fight.

It's true that Skullgirls isn't nearly as taxing on the right hand since it's still basically a Street Fighter framework, though all the Marvelish air stuff exhausts me for different reasons.

It may be long gone for Franken-Nash in SFV, but I would like to take this opportunity to remind everyone how hilariously difficult Nash's charge Super Combo in the Zero series was.

Inputs are such a fine balance. Much as I love Justice Gakuen everyone here loves Justice Gakuen on pain of death, quarter-circles and four buttons for everyone is stupifyingly dull. Amazing how Street Fighter's button logic is so deeply ingrained that it just seems WEIRD for a big grappler like Gan to only have quarter circles and not 360s.





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"Re(7): press my buttons" , posted Wed 4 Oct 19:03post reply

On one hand, I understand why some specials of MvCI have become 22P or 22K, but it's still one of the most awkward inputs to use in such a fast-paced game (especially on the fastest characters of the game like Firebrand, who also has plenty of move variations so I never remember which combination does the move I want to do).
quote:
Inputs are such a fine balance. Much as I love Justice Gakuen everyone here loves Justice Gakuen on pain of death, quarter-circles and four buttons for everyone is stupifyingly dull. Amazing how Street Fighter's button logic is so deeply ingrained that it just seems WEIRD for a big grappler like Gan to only have quarter circles and not 360s.

OBJECTION.
Wasn't Gan the only character to have half-circle commands for his throw and super throw?
I think someone is overdue for another longplay of Seishun Nikki 2 to have a romantic yearlong date with our favourite sumo-in-training.







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"Re(8): press my buttons" , posted Thu 5 Oct 09:02:post reply

quote:
OBJECTION.
Wasn't Gan the only character to have half-circle commands for his throw and super throw?
I think someone is overdue for another longplay of Seishun Nikki 2 to have a romantic yearlong date with our favourite sumo-in-training.

By Edayan's ghost, you're right! Please accept this delightful blushing bromide of Gan as my penance for the time being. Amazingly, I haven't played Nekketsu Seishun Nikki 1 or 2 since I was in high school, so I don't know if I could pass (or woo Kyouko) anymore! I still feel like half-circles aren't enough for grapplers. Maybe it's because they're high schoolers, and Gan will be able to do 360s once he's grown up.

Edit: it makes my muscles quiver with joy to consider that you likely timed the OBJECTION to match the multipe of ten timed appearance of Naruhodo in your avatar





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"Re(9): press my buttons" , posted Thu 5 Oct 18:57post reply

quote:
Edit: it makes my muscles quiver with joy to consider that you likely timed the OBJECTION to match the multipe of ten timed appearance of Naruhodo in your avatar

When the professor gave me these tremendous powers, he tasked me to use them for JUSTICE, and I shall abide by his words.





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"The Vampire, the Troll and the Ice Queen" , posted Mon 16 Oct 01:00:post reply

Rachel Alucard, Hazama and Weiss Schnee in Cross Tag Battle
Also, RWBY Characters can now speak in Japanese.

Coming to PS4... and Steam... AND SWITCH!!!





"Lasciate ogne speranza"

[this message was edited by Yuki Yagami on Mon 16 Oct 01:02]

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"DBFZ Dated for Feb 2" , posted Wed 18 Oct 20:29:post reply

According to early unconfirmed reports supposedly from the latest issue of Vjump, DragonBall FighterZ is slated for a February 2 release in Japan, priced at 7,800 Yen.

Nappa and Ginyu are confirmed for the roster. Nappa can summon Saibaimans, Ginyu can swap stuff with his opponent like their character and/or life.

The story mode thus far seems a lot better than BanNam's last fighter JojoASB (though that's not saying much); the DBZ fighters experience an unexplained blackout as seen in the trailers and when Goku wakes, he finds that his spirit is linked with the player. Same goes with other chapters (ie: the player's soul is linked with Android 18 in the android chapter).

In story mode, the player advances through the map and can take a variety of actions including battle, aim for exp points, earn skills, help friends, etc. Extra dialogues can be unlocked by becoming friendly with the characters.





[this message was edited by Professor on Wed 18 Oct 21:25]

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"Re(1):DBFZ Dated for Feb 2" , posted Sat 21 Oct 04:25post reply

https://www.youtube.com/watch?v=ldK5ed0SXSA

Waldstein is confirmed together with a Romancing Saga Siscon (ok different character) and P4's Kung-fu girl.


For anyone who hasn't played Undernight In-birth, Waldstein was basically the Zangief in the game.

...except he had Dhalsim arms and a hyperhop the speed of Iori Yagami. Oh, the nightmares!





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"Noel, Chie... and Waldstein..." , posted Sat 21 Oct 05:13post reply

Coming to BBTag





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"Re(1):Noel, Chie... and Waldstein..." , posted Sun 22 Oct 09:47post reply

quote:
Coming to BBTag


Looking at these three characters it finally dawned on me that I have no idea how BBTag is going to play. BB, P4A and UNIEL are really different games in terms of controls and what the characters are capable of doing. I'm now going to have to start paying more attention to this crossover just to satisfy my curiosity in seeing how these incompatible pieces are put together.







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"Re(2):Noel, Chie... and Waldstein..." , posted Sun 22 Oct 11:20post reply

quote:
Coming to BBTag

Looking at these three characters it finally dawned on me that I have no idea how BBTag is going to play. BB, P4A and UNIEL are really different games in terms of controls and what the characters are capable of doing. I'm now going to have to start paying more attention to this crossover just to satisfy my curiosity in seeing how these incompatible pieces are put together.



One of the bizarre ironies of UNIEL is that Akatsuki came from a game with much stronger universal air defense options than UNIEL (air blocking in UNIEL allows you to block even grounded normals and supers, the air parry beating everything that isn't a throw, etc.), but Akatsuki was TERRIBLE in his initial release in UNIEL. UNIEL compared to the typical ArcSys game has extremely limited aerial movement (most don't have double jump!), extremely limited air defense (no universal air blocking!).

Some of the later GGXX titles featured characters which chains that looped back on themselves, like Faust in GGAC having a chain that goes 2S, 2D, 2S, 2D... with the 2S having a vacuum property on hit/block! Over the course of the GGXX series, Faust also got more and more chains that would go into 5P and 2P that he could use to gain frame advantage or safety when his big normals are blocked and he can't throw an item. Chaining from a heavy normal to a light normal to get safety/frame advantage is pretty much what the "reverse beat" mechanic in the French Bread games is all about, so this aspect of their thinking has existed in common before, and should be workable.

Some of UNIEL's characters have extremely oppressive rushdown and oki that wouldn't seem out of place in a GG game (e.g. Seth and Carmine), while the mentality of being able to convert anti-air hits from long-reaching normals into combo damage is basically Axl from day one of GGX.

I think UNIEL characters once given bigger movement and air defense will be surprisingly easy to adapt to the ArcSys environment. They have powerful gimmicks and very strongly established gameplay identities that are largely inline with the high-combo, oppressive oki, sustained offense style of airdash/anime fighting games. They might not have the breadth of gimmicks that the P4A characters have, nor the sheer quantity of unique ones that the BlazBlue ones have, but fundamentally they should still be workable.





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"ARMS in Nagoya" , posted Sun 22 Oct 19:48:post reply

The first leg (!) of the ARMS Grand Prix 2017 was held in Nagoya this weekend.
Video replay here

Three more regional tournaments in Osaka, Tokyo and Fukuoka will proceed before the grand final tounrament at Jump Festa (17 December 2017).





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[this message was edited by chazumaru on Sun 22 Oct 19:49]

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"Million Arthur coming next month" , posted Mon 23 Oct 01:35:post reply

Square Enix's first attempt at an arcade 2D fighting game Million Arthur: Arcana Blood is finally rolling out next month on Nov 21.

http://portal.million-arthurs.com/maab/

I played this game at AOU earlier in the year and while it was enjoyable, it also felt surprisingly budgeted for a Squenix game, namely due to its choppy animation that came in par to Dengeki Fighting.

Examu (the company that makes Arcade Heart) is behind this game, and it has a pretty similar feel to the all-girls fighter in terms of speed and attacks/hit stops. I wouldn't be surprised if it used the same base engine.





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"Re(1):Million Arthur coming next month" , posted Mon 23 Oct 18:03post reply

quote:
I played this game at AOU earlier in the year and while it was enjoyable, it also felt surprisingly budgeted for a Squenix game, namely due to its choppy animation that came in par to Dengeki Fighting.


That sounds like par for the course for everything that Squenix makes in recent years!





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"Dragon Ball FighterZ Pass Announced" , posted Tue 24 Oct 01:16post reply

https://twitter.com/BandaiNamcoUS/status/922455103931539457

$35 for 8 New Characters which averages out at ~$4.38 per character. I cannot say I am too surprised as every major fighter has had this model for the last couple of years. The price is slightly better than other games ($5 seemed to be the average with SF5, Injustice 2, MvCi). Hell of a lot cheaper than the usual Arc System character price of ~$8.

I am curious what 8 characters could get be in the pass as 8 already seems like a lot of characters to add on already. I don't think Dragon Ball Super characters have been announced right? Outside of Blue Goku and Vegeta and that Gold form for Freeza.

DBZ movie characters like Broly, small Janemba and those Androids?







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"Hellboy sneaks out" , posted Fri 27 Oct 23:25post reply

Hellboy trailer for Injustice 2. I know it's going to happen with asymmetrical designs, but his big hand keeps flipping back and forth during combos and it annoys me to no end.





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"Re(1):Hellboy sneaks out" , posted Sat 28 Oct 00:35post reply

quote:
Hellboy trailer for Injustice 2. I know it's going to happen with asymmetrical designs, but his big hand keeps flipping back and forth during combos and it annoys me to no end.



Come on, that is way too obvious. They could and should do something about that.





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"Combofiend sneaks out" , posted Sat 28 Oct 11:36post reply

Combofiend has just left Capcom





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"Re(1):Combofiend sneaks out" , posted Sat 28 Oct 16:01post reply

quote:
Combofiend has just left Capcom

Hmm? Not to undermine a person's work, but I don't get the significance of this, let alone for two threads? Was he a Seth Killian type of figure?





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"Re(2):Combofiend sneaks out" , posted Sat 28 Oct 19:48:post reply

quote:
Combofiend has just left Capcom
Hmm? Not to undermine a person's work, but I don't get the significance of this, let alone for two threads? Was he a Seth Killian type of figure?



Capcom USA hired a number of players for their fighting game division after Seth Killian's departure, which included Mike Rosas (Combofiend). He worked as one of the assistant producters for SFV and also as the flack guy a PR man at various events. He recently recieved a lot of criticizm for saying that characters in fighting games are "just functions" rather than... well, characters. Although it makes sense at a hardcore level, it was probably not the best statement to make when trying to convince the general public as to why X-men characters aren't needed in MvCi.


" If you were to actually think about it, these characters are just functions. They’re just doing things. Magneto, case and point, is a favorite because he has eight-way dash and he’s really fast, right? So our more technical players, all they want to do is triangle jump and that kind of stuff. Well guess what, Nova can do the same thing, Captain Marvel can do the same thing. Ultron can do the same thing. Go ahead and try them out. "






[this message was edited by Professor on Sat 28 Oct 19:51]



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"Re(3):Combofiend sneaks out" , posted Sat 28 Oct 21:11:post reply

quote:
Hmm? Not to undermine a person's work, but I don't get the significance of this, let alone for two threads? Was he a Seth Killian type of figure?


Yes, that about covers it. He was the SFV version of Seth Killian. He got to do everything Seth Killian did, including (but not limited to) having a character in Street Fighter named after him, taking the brunt for Capcom's mistakes, and influencing (but not controlling) the direction of SFV. And of course he put his foot in his mouth a lot. He knew a lot about fighting games, but he knew precious little about interacting positively with human beings, which is why it was pretty ludicrous that Capcom had to use him for PR.

His Japanese interaction was limited to appearing in this section of the Japanese CFN portal to explain such FGC colloquialisms as "shimmy" and "turtling" to the non-English audience. These included voice clips, but unfortunately it seems they've been removed.





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"Re(4):Combofiend sneaks out" , posted Sat 28 Oct 22:36post reply

Interesting. I guess they thought the Americans wanted another "personality" from their side who appeared to have some sort of influence on HQ. I always wondered about that: I have the memory of Killian having done something important to advocate for SF's revival via SFIV, but if the extent of his actual development influence was the resulting SFIV gameplay and the execrable Seth character, and if Combofiend's was the awful SFV season "rebalances" as I thought I'd heard, I'm not sure if this illusion of involvement adds up to much...





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"Re(5):Combofiend sneaks out" , posted Sat 28 Oct 23:09post reply

quote:
...and if Combofiend's was the awful SFV season "rebalances" as I thought I'd heard, I'm not sure if this illusion of involvement adds up to much...


I suspect the rebalance suggestions came from someone else but it's hard to tell since people are understandably reluctant to talk about a game that is still being worked on. That, and nobody seems to want to jump up and take credit for that brilliant idea. Still, that line about the roster in MvCI was hilariously tone-deaf. The PR at Capcom should had discussed every talking point about MvCI before they met with the public because that's not a game that's going to sell itself.







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"Re(5):Combofiend sneaks out" , posted Sun 29 Oct 00:34post reply

quote:
Interesting. I guess they thought the Americans wanted another "personality" from their side who appeared to have some sort of influence on HQ. I always wondered about that: I have the memory of Killian having done something important to advocate for SF's revival via SFIV, but if the extent of his actual development influence was the resulting SFIV gameplay and the execrable Seth character, and if Combofiend's was the awful SFV season "rebalances" as I thought I'd heard, I'm not sure if this illusion of involvement adds up to much...



The main positive I remember about Seth Killian is that the "Ask Capcom" section of Capcom-Unity actually saw answers posted. They often weren't answers that people liked, others were PR-heavy non-answers, and even then some topics were never addressed, but at least there was the illusion that someone at Capcom actually cared that people were using the provided forum. When Killian left, that ended. The Ask Capcom forum remained, but no one affiliated with Capcom would ever answer anything. (Later, the forum was changed so that regular users could not reply to posts. Presumably because someone got upset that it looked bad that any questions asked would fill with user replies warning that no one from Capcom would post answers anymore.)





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"Re(6):Combofiend (and Matt Deezie) sneaks out" , posted Sun 29 Oct 02:34:post reply

While were at it, Matt Dahlgren left Capcom 3 weeks ago before Combofiend.

Losing both of them in the same month? Hmmm...





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"Re(7):Combofiend (and Matt Deezie) sneaks out" , posted Sun 29 Oct 03:35post reply

quote:
While were at it, Matt Dahlgren left Capcom 3 weeks ago before Combofiend.

Losing both of them in the same month? Hmmm...

Well, ah, assuming that results matter (not a given at all in a Japanese company), SFV and MvC Infinite weren't exactly PR or community relations triumps...





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"Re(8):Combofiend (and Matt Deezie) sneaks out" , posted Sun 29 Oct 06:17post reply

quote:
While were at it, Matt Dahlgren left Capcom 3 weeks ago before Combofiend.

Losing both of them in the same month? Hmmm...
Well, ah, assuming that results matter (not a given at all in a Japanese company), SFV and MvC Infinite weren't exactly PR or community relations triumps...



I think that MvCI is the product of people that cared given a product mandate from people that don't. That MvCI is as entertaining to watch as it is given that it probably had the budget of a third-rate mobage and that they've devised a tournament with a really fun and silly gimmick about the infinity stones is pretty cool.

But if that's what the future held for Combofiend, I could understand why he'd leave.

Maybe he'll join his buddies at Riot, given that Riot bought the fighting game studio that Seth Killian and other SRK notables were involved with.





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"You must defeat Sheng-long to.. oh wrong game" , posted Wed 1 Nov 23:10:post reply

Spoon-- I wouldn't be surprised if that was the actual case. It's Capcom after all. In that sense, Arc Systemworks and SNK doesn't really have major stakes outside of fighting games so they're probably more commited (though less financed).


Switching topics for a moment, BandaiNamco ran a stream for DragonballFighterZ today which ended up with a hilarious PR blunder as the players unintentionally showed Sheng-long popping up in mid-match while the producer laughingly scuddled for the display to be stopped. I think it's still viewable at the link below, around the 1h31m mark.

https://www.youtube.com/watch?v=IfmqvawZEmo&t=1h31m

Basically when the players collect all 7 dragonballs (displayed below screen during battle) it grants from an option of wishes:
Ressurect my friend / give me back full health / give me ultimate power / make me immortal


They also show of all the newly announced characters like Nappa, Ginyu, Tenshinhan and Yamcha, so check it out if you're interested.

- Nappa can plant Saibaiman seeds in the ground and have them fight together with him
- Ginyu's chi-attack button calls out Ginyu Tokusentai members instead
- Ginyu's character swap move does exaclty that: swaps himself with whatever character the opponent is using and also swaps their life. What's more, the opponent can't do many of Ginyu's specialties after the swap, meaning they can't call Ginyu's members or swap back using the same move.
- In one of Tenshinhan's supers, Chiaotzu does his suiside explosion. He can't be used again during the rest of the match.





[this message was edited by Professor on Wed 1 Nov 23:35]



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"Re(1):You must defeat Sheng-long to.. oh wron" , posted Thu 2 Nov 03:08post reply

I don't know what that yellow wig is all about but it interacts horribly with the green-screen background.

quote:
- In one of Tenshinhan's supers, Chiaotzu does his suiside explosion. He can't be used again during the rest of the match.

I can't decide which is worse, that the only thing poor Chiaotzu is good for is dropping dead yet again or that he is mourned for two frames of animation.







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"Re(1):You must defeat Sheng-long to.. oh wron" , posted Thu 2 Nov 04:03post reply

quote:
- Ginyu's character swap move does exaclty that: swaps himself with whatever character the opponent is using and also swaps their life. What's more, the opponent can't do many of Ginyu's specialties after the swap, meaning they can't call Ginyu's members or swap back using the same move.



It's what you'd expect, but hopefully this doesn't become a source of confusion whenever there's a Ginyu main competing in a tournament. If the commentary loses focus for even a second, they could literally declare that the wrong player won.





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"Re(2):You must defeat Sheng-long to.. oh wron" , posted Thu 2 Nov 05:58post reply

quote:
I don't know what that yellow wig is all about but it interacts horribly with the green-screen background.

- In one of Tenshinhan's supers, Chiaotzu does his suiside explosion. He can't be used again during the rest of the match.
I can't decide which is worse, that the only thing poor Chiaotzu is good for is dropping dead yet again or that he is mourned for two frames of animation.



Hey now, to be fair there are two phases of mourning. The fists being clenched and then the dejected slumping of the shoulders. Maybe they can get a bit more pathos in there with the win quote.





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"Re(3):You must defeat Sheng-long to.. oh wron" , posted Mon 13 Nov 00:19post reply

Injustice 2 continues to be the world's most random fighting game with the inclusion of the Teenage Mutant Ninja Turtles. I like that someone went through a great deal of effort to make the in-game turtle models look like the rubber suits from the old live action movie.





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"Warp Strike your Chicken" , posted Mon 13 Nov 13:26:post reply

Namco always made the weirdest collaborations, and this time it's Noctis from FF15 making his way into Tekken.

https://www.youtube.com/watch?v=LmWbiMwxmOU

So it's now possible to do a Akuma vs Geese vs Noctis.





[this message was edited by Professor on Mon 13 Nov 13:29]

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"You must defeat hairgel to stand a chance" , posted Mon 13 Nov 13:54post reply

Speaking of random, I shed a tear for those Kiryū Kazuma dreamers everywhere as I discovered the final guest of Tekken 7.





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"Re(1):You must defeat hairgel to stand a chan" , posted Mon 13 Nov 17:28post reply

I don't even. The character I played in Tekken 6 and TTT2 isn't in Tekken 7 yet this prissy sword-having doujin bait gets to bring his whole gas station to the game.







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"Re(1):Warp Strike your Chicken" , posted Mon 13 Nov 18:18post reply

quote:
So it's now possible to do a Akuma vs Geese vs Noctis.
Just as it soon became imperative to play Ehrgeiz using as few Ehrgeiz characters as possible, Tekken 7 will soon offer the possibility of playing the game with no Namco characters at all! The difference is that at least Square inflicted this condition on their game with their own characters.

Still, maybe this is overdue, self-inflicted justice on Namco for marring the otherwise perfect Soul Calibur 2 with Necrid (and even Spawn, in some versions).





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"Re(2):Warp Strike your Chicken" , posted Mon 13 Nov 23:39post reply

Namco has a long history of ruining the mood of their games with poorly thought out guest characters. Whether it is Gon, Spawn or some guy from a Star Wars game there are no shortage of questionable visitors that only serve to pull the player out of the experience. I thought they were getting better with T7 since the previous guests were Akuma and Geese; two boss characters who are heavy hitters and well established fighting game characters. It gave the impression that T7 was truly the King of Iron Fists Tournament and even the biggest bad-asses from other games wanted to come in to test their mettle. Although I didn't know how they were going to do it I thought they were going to continue with that theme. Instead they tossed us a curve ball and went with a cup noodle spokesman. While I'm certain Noctis has his fans this feels like a stunt instead of a well planned addition.

Still, it may be that Noctis will be wildly entertaining and make up for the loss of Julia, Lei and other mainstays. The reveal already brought us this hilarious reaction from the tournament commentators so hopefully Noctis can bring a similar emotional response every time he shows up on screen.

So the Tekken season pass ended up being Geese, Eliza, offline bowling and Noctis? Wow, caveat emptor.







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"Fighting EX Layer" , posted Thu 16 Nov 05:00post reply

It finally has a name and a beta on December 11!

Also Shirase trailer, in case there was any doubt that we'd get Bloody Hokuto.







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"Re(1):Fighting EX Layer" , posted Thu 16 Nov 07:10post reply

quote:
It finally has a name and a beta on December 11!

Also Shirase trailer, in case there was any doubt that we'd get Bloody Hokuto.

I have no reason to be as upset the game won't be abbreviated "FLEX" as I am now.







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"Re(2):Fighting EX Layer" , posted Thu 16 Nov 07:39post reply

quote:

I have no reason to be as upset the game won't be abbreviated "FLEX" as I am now.



FLEX would've been a good abbreviation!
I am actually kind of interested in this game - finally, after 20 years, Arika keeping the rights to their half of Street Fighter EX pays off.





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"Re(3):Fighting EX Layer" , posted Thu 16 Nov 08:59:post reply

quote:

I have no reason to be as upset the game won't be abbreviated "FLEX" as I am now.


FLEX would've been a good abbreviation!



Sort of like the way Street Fighter EX was abbreviated as SEX in Japan



[edit] meanwhile shirase is the new Gill... or Hilda





[this message was edited by Professor on Thu 16 Nov 09:01]



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"Re(4):Fighting EX Layer" , posted Thu 16 Nov 16:38post reply

quote:

Sort of like the way Street Fighter EX was abbreviated as SEX in Japan



ohhhh! I was unaware!







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"Re(5):Fighting EX Layer" , posted Thu 16 Nov 23:55post reply

So FEXL is a conglomeration of the everything combos world of SFEX and the eye-crossing gem configurations of SFxT? That doesn't sound like an appetizing stew to me. Oh well, maybe the music will be good.

Also, if they were going to go for a name as generic as Fighting EX Layer they could at least have gone with the great abbreviation FLEX. "That unnamed fighter from Arika" was a better title. Although I have my reservations I'm still going to give the TUFFA demo a shot this December.





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"Re(6):Fighting EX Layer" , posted Fri 17 Nov 09:17post reply

quote:
So FEXL is a conglomeration of the everything combos world of SFEX and the eye-crossing gem configurations of SFxT? That doesn't sound like an appetizing stew to me. Oh well, maybe the music will be good.



I was thinking the same thing. Is this going to be like seeing the live action version of GEM? Did NIN not know about SFxT, or is he thinking that his take on it will be a bigger blockbuster? Either way, we'll get to see how much the legendary fighting game developer from the 90s can cope with the current niche but vocal market.





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"Re(7):Fighting EX Layer" , posted Fri 17 Nov 10:06post reply

Like seemingly every other member of the Cafe I was also disappointed with the title and lamented that they missed out on being able to FLEX.

I think they can still change it. I will offer a few more gneric alternate titles in case they are still open to suggestions:

SWAG - Super Warriors Alpha Gaiden
STFU - Street Tournament Fighter Ultra
FUDGE - Fighting Universe: Digital Gaiden Extra
FELiX - Fighting E-Layer: Infinite X
SEXT - Street Elevation Xtreme Tournament


Speaking of the similarity to other games, I believe I did read that NIN didn't really pay attention to SFxT and isn't inspired by the gem system at all with his gougi.

I wonder what kind of price/payment model they'll be using? Ideally, I'd like to see them do the FTP thing like DOA5 Final Round. Despite having owned at least two SFEX games, I don't know how easily I'd be enticed. I would, however, pay five bucks for Blair Dame to do her flippy-spinny-kicky combos.





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"SPRING MAN! I DENY MY HUMANITY!" , posted Fri 17 Nov 13:33post reply

ARMS's entrant in the Aztec Pillar Man category comes with a stage that has awesome pillars





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"Re(1):SPRING MAN! I DENY MY HUMANITY!" , posted Fri 17 Nov 13:46post reply

Now I wish Arika named their game Another Rumble Mighty Strike just to fuck with us.





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"The Princess and The Two Gorillas" , posted Sat 18 Nov 02:40post reply

Gordeau, Yukiko and Azrael coming to Blazblue Cross Tag Battle.

So, who wants some Yukiko Sandwich?





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"Asterisks" , posted Sat 18 Nov 04:08post reply

Reading through the translation of the interview with Toyohisa Tanabe taught me even more about CFAS, or possibly reminded me of things I had forgotten. The blocked out letters in the discussion are understandable since they don't want to spend too much time talking about a project that was never formally unveiled but am I right in assuming that the guest character is a leftover asset from ****** ** *** *? While this wealth of information about CFAS is fascinating I want to hear more about what sounds like CvS3 featuring 3D characters. Did any of that ever get smuggled out for public consumption?





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"Injustice 2 / Justice League tie in Events" , posted Sat 18 Nov 04:53post reply

If anyone is playing Injustice 2 still there are Multiverse events for Justice League costumes. I am just letting the AI loadout take care of them more me while I have something holding down the "X" button on my arcade stick with turbo activated.

Hellboy came out this week in Injustice 2 and I am not really feeling him. His moves are club-like swings with a pistol shot here and there. He looks great though, he maintains that Mike Mignola style face with a really detailed body. His arcade ending is a nice treat too.

I am more excited for the TMNT to be added to the roster. Which I think won't be for a couple months unfortunately.

The crowd reaction sure was neat.







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"Re(1):Asterisks" , posted Sat 18 Nov 06:11:post reply

quote:
Reading through the translation of the interview with Toyohisa Tanabe taught me even more about CFAS, or possibly reminded me of things I had forgotten. The blocked out letters in the discussion are understandable since they don't want to spend too much time talking about a project that was never formally unveiled but am I right in assuming that the guest character is a leftover asset from ****** ** *** *? While this wealth of information about CFAS is fascinating I want to hear more about what sounds like CvS3 featuring 3D characters. Did any of that ever get smuggled out for public consumption?



It certainly looks like K', which would fit considering the character designer. If they did work on a CvS3 that might explain how they had Senri Kita on board in the first place for just CFAS and no other projects.





[this message was edited by Gojira on Sat 18 Nov 06:16]

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"Re(1):Asterisks" , posted Sat 18 Nov 06:28post reply

quote:
Reading through the translation of the interview with Toyohisa Tanabe taught me even more about CFAS, or possibly reminded me of things I had forgotten. The blocked out letters in the discussion are understandable since they don't want to spend too much time talking about a project that was never formally unveiled but am I right in assuming that the guest character is a leftover asset from ****** ** *** *? While this wealth of information about CFAS is fascinating I want to hear more about what sounds like CvS3 featuring 3D characters. Did any of that ever get smuggled out for public consumption?



"I guess it's because in Fighting All Stars, I wanted to make her an 80-year old "Lolita granny". LOL."


We all have dreams.

Now can someone please leak a ROM of this stupid game in whatever broken state it reached? I really wanted to play this one, goddamnit. This belongs in a museum (if not on my computer).





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"Re(2):Asterisks" , posted Sat 18 Nov 11:37post reply

quote:
It certainly looks like K', which would fit considering the character designer. If they did work on a CvS3 that might explain how they had Senri Kita on board in the first place for just CFAS and no other projects.



They seem to respect the original number of characters, so *** is most likely Kyo (who would have been much more famous and relevant than K' to non-SNK fans).

Great interview, thanks.





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"Re(3):Asterisks" , posted Sat 18 Nov 15:06post reply

quote:
It certainly looks like K', which would fit considering the character designer. If they did work on a CvS3 that might explain how they had Senri Kita on board in the first place for just CFAS and no other projects.

They seem to respect the original number of characters, so *** is most likely Kyo (who would have been much more famous and relevant than K' to non-SNK fans).


Maybe *** stands for Kei

Even so, it looks more like K' to me. The shape of Kyo's hair and jacket just aren't normally like that. (or at least they weren't before XIV happened)







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"Re(4):Asterisks" , posted Sat 18 Nov 21:45post reply

quote:
Even so, it looks more like K' to me. The shape of Kyo's hair and jacket just aren't normally like that. (or at least they weren't before XIV happened)

I agree that the silhouette looks more like K'. It's strange because the Japanese interview only had two **, so maybe the translator added a third without thinking much.
But it would be strange if he was a leftover of a cancelled CvS3, as that would mean that game would have started in 3D? Would they have ran out of 2D sprites to recycle?
I know people were making fun of 2D at the time, but the sales of CvS2 were still quite strong, and the PS2 hadn't reached its peak yet...
Or maybe Funamizu&co had already left? In that case, it's a great thing CvS3 was cancelled if it was destined to look and play like CFAS.







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"Re(5):Asterix" , posted Sun 19 Nov 04:20:post reply

I keep seeing this subject line and getting my hopes up for an Asterix fighting game.

Since I have no idea what you SNK people are talking about, I will instead remind all Cafe patrons of their sacred duty to follow Mikado's 22nd Moero! Justice Gakuen tournament in full! Professor (and I (and Maese)) will know if you don't!


Edit: The total acceptance of the flying Kyousuke glitch and resulting strategies are still the best thing about these.





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"Re(5):Asterisks" , posted Sun 19 Nov 07:41post reply

quote:
Even so, it looks more like K' to me. The shape of Kyo's hair and jacket just aren't normally like that. (or at least they weren't before XIV happened)
I agree that the silhouette looks more like K'. It's strange because the Japanese interview only had two **, so maybe the translator added a third without thinking much.


Oh you're right, it does.
But technically "Kyo" can be written "きょ" as well... maybe the translator thought it was "Kyo" and was just taking a guess with the extra *?

Why is this bothering me so much





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"Re(6):Asterisks" , posted Sun 19 Nov 09:50post reply

quote:
Even so, it looks more like K' to me. The shape of Kyo's hair and jacket just aren't normally like that. (or at least they weren't before XIV happened)
I agree that the silhouette looks more like K'. It's strange because the Japanese interview only had two **, so maybe the translator added a third without thinking much.

Oh you're right, it does.
But technically "Kyo" can be written "きょ" as well... maybe the translator thought it was "Kyo" and was just taking a guess with the extra *?

Why is this bothering me so much




It might be that the translator was given the text already censored and had to take a guess when writing? On a side note, Kyo can't be written as きょ since that'll be like writing Eagle as Eagl (sorry for the bad example).

Either way if CvS3 was going to be in 3D graphics, it was probably a good thing the game never came about. Then again it was also probably a good thing it didn't come out in 2D either considering how bad Capcom's next fighter was (Fighting Jam).





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"Re(3):Asterisks" , posted Sun 19 Nov 11:03post reply

Ah, if the Japanese version has **, then anything goes... Actually the Japanese version does not even specify if the character is a guy or a girl so maybe it's a super stylish adult Yuri ! The one hint I don't get is this one:

quote:

豪鬼やデミトリではない。
This isn't Akuma or Demitri...


The same characters are singled out in the JP version, except obviously Akuma becomes Gōki. Why these two? Was it because they were specifically "hidden"/mid-boss characters before Death, and *** was supposed to appear under similar conditions? Otherwise, I don't see the thematic connection with K' (or Kyo).

Also, tying back to our previous discussion... They say this about Luke:
quote:
in Japanese, cool is "ku-ru", so we just read it backwards to become "ru-ku", or "Luke"."
名前は「クール」な奴だから逆から読んで「ルーク」にした(笑)。



Isn't it funny that Luke, a blond bishōnen hero with tattoos created by former SNK staff and named after the word Cool, was described on the game's flyer as "the fallen angel"?





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"Re(4):Asterisks" , posted Mon 20 Nov 04:15post reply

quote:
Was it because they were specifically "hidden"/mid-boss characters
That's the only sense I can make out for this, since Gouki and Demitri are fighting game characters, so if it had been, say, Dante, it still wouldn't have made much sense. I guess. I don't know.

Also, I had only seen the 3rd code holder's name written as "Rook", and I never stopped thinking that maybe there might have been a typo somewhere. I feel dumb.





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"Re(5):Asterisks" , posted Mon 20 Nov 12:28post reply

Nothing to be ashamed of: he was romanized Rook in the AM show and TGS demo builds as well as all related PR back then. I believe his name has only changed to Luke once he was officially acknowledged in the Shadaloo blog; and for all we know, this might even be a typo from the translation team. I don't think it's crazy to assume the partner of patronymic weirdos such as "D.D." and "Ingrid" might have been named after a chess piece.





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"Checkmates" , posted Mon 20 Nov 14:25:post reply

quote:
I don't think it's crazy to assume the partner of patronymic weirdos such as "D.D." and "Ingrid" might have been named after a chess piece.



If...

Rook's name didn't change during localization...

That character became popular enough to be included in Capcom vs. SNK 3...

King was included on the SNK side of the roster...

The game used a two-character, tag-team mechanic...

There were combination super attacks unique to certain team combinations...

King and Rook could have a team super called...

Castling.





/ / /

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"Re(1):Checkmates" , posted Tue 21 Nov 08:53post reply

quote:

Castling.



!!!!!



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"Re(2):Checkmates" , posted Sun 26 Nov 08:12post reply

quote:

Castling.







Elsewhere, yesterday was a gigantic 1220-person 5v5 team tournament for Tekken 7. Structured much like Co-op Cup, anybody could enter, there was a pools stage followed by playoff stage.

It was NUTS. There was no limit on team structure, so if you wanted to run a team of 5 characters, go right ahead. The custom costumes were brilliant and crazy. There were stacked-as-hell teams from Korea, teams that looked like they were made of 5 OLs, goofy theme teams, you name it, it was there, and the entire tournament was played in a SINGLE DAY.

But the best part of all were the matches. There was a team of 5 Gigas players that took out the heavily favoured South Korean team that featured no fewer than 3 world-renowned players including the current world champ, and that team won with an OCV! Gigas is infamous as the worst character in the game, but that player who had customizations that ranged from Dio's THE WORLD to Skeletor played out of his mind. The grand finals were the best of all: a brilliant Hwoarang player, playing on the team sponsored by the event sponsors themselves (Yamasa), looked to OCV the opposing team. Down 0-4, the final player on the losing side, using Josie Rizal (not a tournament favourite character by any means!), proceeded to OCV the entire opposing team! The hype was insane. Everyone who was still conscious was going nuts. It was GREAT.

I still hate watching matches involving Jack, though. That hasn't changed.







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"Re(3):Checkmates" , posted Sun 26 Nov 11:19post reply

quote:
Elsewhere, yesterday was a gigantic 1220-person 5v5 team tournament for Tekken 7. Structured much like Co-op Cup, anybody could enter, there was a pools stage followed by playoff stage.

I caught a bit of that tournament live and it sounds like I'm going to have to catch up on the highlights if it managed to keep its level of excitement up all the way through. Tekken tournaments usually become more boring as they wind down since they more often than not it turns into endless matches of Jack waddling about as he trades punches with Bryan. The team format invited a great deal more self-expression and the tournament was better for it.

But the whole thing was run in a single day? Japanese tournaments are a young man's game.







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"Re(4):Checkmates" , posted Sun 26 Nov 11:24:post reply

quote:
Eendless matches of Jack waddling about as he trades punches with Bryan Dragunov.



While I sympathize with the notion of playing a simpler character, or being a longtime fan of a character, tournament-class Jack-7 play mostly involves that long low punch, the two-fisted overhead punch, and some other jab. It's right down there with SFV Necalli as my most disliked character to watch in tournament play.

Some clips from the tournament:
GIGAS OF GOD
Makes me want to learn how to use Gigas. Crushing Qudans and his team of killers is an absolute achievement.

Brilliant Jotaro I mean Bahn I mean Jin
seriously, having the ghost accessory to be a stand-in for a Stand is hilarious!

Grand Finals match
HYPE IF YOU WATCH NOTHING ELSE WATCH THIS HYPE





[this message was edited by Spoon on Sun 26 Nov 11:48]

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"Re(5):Checkmates" , posted Sun 26 Nov 14:00post reply

Grand Finals match
HYPE IF YOU WATCH NOTHING ELSE WATCH THIS HYPE



Even fully knowing the outcome beforehand (which was like, a 50% hype penalty) that is a thrilling victory. I almost just bought Tekken 7.





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"Re(6):Checkmates" , posted Sun 26 Nov 15:35post reply

quote:
Grand Finals match
HYPE IF YOU WATCH NOTHING ELSE WATCH THIS HYPE


Even fully knowing the outcome beforehand (which was like, a 50% hype penalty) that is a thrilling victory. I almost just bought Tekken 7.



I'll have you know that the benefit of that 50% hype penalty is that Tekken 7 is currently 50% off on Steam! You should get it!







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"Re(7):Checkmates" , posted Mon 27 Nov 01:50post reply

Thanks for sharing that Spoon. I would have been happier if it was Manba's Katarina that took it instead of Josie since that was the only character I played, but I guess some low tiers just never get their miracle. It's always fun seeing everyone running around with their (sometimes blindingly obnoxious) custom characters, something you still never get in most console-based tournaments.

It makes me sad that I just can't get into Tekken 7 at all. Every time I pick it up for any reason I just can't stay for long. I know why people play it since I've been in the Tekken community for a long time here, but it just specifically does not appeal to my personal tastes in any way whatsoever. I haven't felt this way about a Tekken since Tekken 1.







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"Re(8):Checkmates" , posted Mon 27 Nov 07:43post reply

quote:

It makes me sad that I just can't get into Tekken 7 at all. Every time I pick it up for any reason I just can't stay for long. I know why people play it since I've been in the Tekken community for a long time here, but it just specifically does not appeal to my personal tastes in any way whatsoever. I haven't felt this way about a Tekken since Tekken 1.



I'm really interested to hear about this, given that I didn't follow Tekken in any more than a cursory way until Tekken 7, largely because I have co-workers who play it. Compared to past Tekkens, what do you not like about it?

I always found the movement and input conventions of Tekken incredibly alien coming from a 2D fighting background, but strangely I think as time has passed, my mind is more open to different gameplay paradigms... I expected the opposite!







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"Re(9):Checkmates" , posted Mon 27 Nov 11:25:post reply

quote:

I'm really interested to hear about this, given that I didn't follow Tekken in any more than a cursory way until Tekken 7, largely because I have co-workers who play it. Compared to past Tekkens, what do you not like about it?

I always found the movement and input conventions of Tekken incredibly alien coming from a 2D fighting background, but strangely I think as time has passed, my mind is more open to different gameplay paradigms... I expected the opposite!



Okay, though I must reinforce that while there are a few things that other people will have said, this is my VERY subjective opinion and your co-workers may not agree. I'll take it in order of general relate-ability.

1) The roster. Many Tekken players have expressed dissatisfaction at the lack of certain mainstays of the series who have been around since the early days like Lei or Julia, but for me the missing character that hurts most is Zafina. When I got tired of Feng Wei after Tekken 5 I realized I wanted a more challenging character to learn, something that was more in line with my SC2 main Raphael - an agile multi-stance character who was incredibly fun to play - and I found that in Zafina. Although she ended up being more like Voldo, the reasoning still stands. So imagine my disappointment to find that her place in the main Tekken series has now been limited to a single game while EVERY OTHER new character since Tekken 5 has been represented. To me this feels more like a betrayal than an oversight. I eventually settled on learning Katarina as a substitute but her similarities to Sarah Bryant (another complex character who I played a lot) just ended up making her feel too simple and limited in comparison.

2) The movement. This isn't going to mean much to a person who is just starting with Tekken 7 but if you ever have the chance, try going back and playing Tekken 6 or TTT2 for a bit and you might notice that these games are ever so slightly less restrictive in their movement than Tekken 7. Sidesteps had more use than sidewalk, backdashing was better, it just felt more free. Now you can still do some sideways movement in Tekken 7 but to me it feels more limited that it used to be and that in turn really messes with what I think I can do at a given time. It's like the game forces you to use advanced techniques like KBD to get the most out of your movement now, whereas before they were just the furthest on a sliding scale of technique.

3) New system stuff. Movement aside, everything that was "new" about Tekken 7 just didn't feel all that new. Power crush on paper sounds cool but since its weakness is nothing new and its utility overlaps a bit with high crush it didn't really change as much about the game as it should have. Rage arts are flashy but also don't serve much of a new function; rather they serve to highlight a specific do-or-die situation that Tekken has never lacked. Simplifying throw breaks to one or two buttons was kind of sad and unnecessary. I will say Rage Attacks are okay, but they were added late and being so specific they're easy to overlook in matches overall.

4) The effects. Here's where I really start to get picky. Compared to something like Virtua Fighter, Tekken has always had some fairly obtrusive effects, and that is something I've sort of begrudgingly accepted. But now in Tekken 7 it's just reached new heights of ludicrousness. Hit effects are so big and crazy you can barely tell what's happening behind them. Ridiculous amounts of flying debris obscures people as they fall on the ground. The screen shakes like there's an earthquake. The camera zooms in to "accentuate" hits but it's usually so tight it misses the extremities of any movement. Basically, they all make the game pretty to watch but annoying to fight in.

5) Character models. Yeah this is a direct contradiction to what everyone says about Tekken 7 but I think the character models are not that impressive. That's not to say they look terrible, or that they all looked great previously (Tekken 6 had some infamously weird-looking faces) but I just think that these models lack some of the expression and looseness that they've had in the past and gained more bulk, probably because of the move to UE.

6) Akuma. I really don't like Akuma. And since he plays mostly like his 2D version, it just ensures that I continue to not like him; his gameplay needed to be more re-imagined to get my interest. And by association the 2D gameplay he brought with him kind of soured me on that as well and I didn't get as excited for Eliza and Geese (even though I love Geese).

I could go on but I'd be getting into story stuff which frankly doesn't matter to a fighting game in the long run. Although I will say that the story does a poor job of making me feel anything at all for most of the new characters because the vast majority of them are not even involved. (Any one of them could have substituted for that boring narrator!)





[this message was edited by Gojira on Mon 27 Nov 11:38]



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"Re(10):Checkmates" , posted Mon 27 Nov 11:53post reply

I don't think silly reasons are all entirely dismissable on the basis of being silly when they concern things we take to because of reasons of personal appeal.

I definitely don't have the history of connection with Tekken that you do, so the feeling of lacking characters being "advanced" enough is interesting to me! It's certainly the case that they've been making sure to add at least one "beginner-friendly" character every game for awhile now, and in T7's case, I think more than one! Claudio and Katarina I recall being advertised as both being advertised as beginner-friendly. Josie seems like a beginner-friendly character as well, even though she seems to have mostly Bruce.

From my newbie perspective, I actually couldn't tell what the difference is in movement mechanics between the Tekken games, because all of the rapid dashing and side stepping honestly... looks the same to me! I apologize! I was really surprised to learn that you could block during a backdash, but I was also really taken aback by how odd the movement in the game felt compared to the 2D fighters I'm used to playing: walking is painfully slow in Tekken, backdashes have oddly long recovery especially contrasted against forward dashes which can be interrupted midway, and so on. This is a really interesting point that I definitely lack the background to appreciate! Which Tekken do you believe had the best-feeling movement? And do you feel that this sentiment about the game's movement is shared among your Tekken-playing friends?

I like power crushes ability to absorb entire string's worth of highs/mids, and you're right, it being completely undone by lows does make it feel like a high crush... but since it arguably crushes mids as well, that's kind of different. I do think it gives everybody some kind of tool that forces people to think about both their homing/tracking moves and their dominant mids (e.g. EWGF), since it can beat both (as long as the homing move isn't a low...). Rage Art is a lot less significant than I imagined it would be since it's quite possible to outright die before it even can hit the opponent. I guess I am sentimental for the "Desperation Move"?

Yeah, the hit effects are kind of obnoxious. VF's have always felt too restrained to me, to the point where they feel like they aren't there, whereas T7's big sprites feel too intrusive. I think an approach which emphasized the 3D particles a little more would've been good, because their dispersion and interaction with the character geometry could provide good signalling as to where in 3D space the hit was detected, while not existing on a layer in front of the 3D models that obscures them so much.

I think some of the models are really great. Akuma is really great! Kazumi looks cool. I wish I had an option to not have Leo's dangling chain things because they move around with way too little weight, and Leo can't hit people with them anyway. I almost wish the character's skin textures were a little rougher, because seeing pores on Jin/Kazuya/Heihachi's skin in the hi-res cutscenes doesn't make them uglier, it makes them feel more powerful! Devil Jin and Devil Kazuya look as silly as always. If there's one thing I loathe, it's that Katarina seems to have like a grand total of two voice clips, and a lot of the hair customs don't look good.

Akuma is WEIRD coming from 2D land. In SF, Akuma is the faster and flimsier shoto. In Tekken, Akuma is a SLUG. Jack and Gigas seem like they could run circles around him. The painful walkspeed of normal characters in Tekken is even slower for Akuma, and for people who haven't mastered the dashing and sidestepping of Tekken like me, Akuma is even slower still. His sluggishness is what I imagine Gigas or Jack being, no Akuma! Also, he's HUGE compared to the other buff men of Tekken! He looks like he could eat steel beams with his jaw!

My final confession is that I haven't played the story mode yet beyond getting kicked by Heihachi as kid Kazuya, which was hilarious.







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"Re(2):Re(10):Checkmates" , posted Mon 27 Nov 14:42post reply

quote:
I don't think silly reasons are all entirely dismissable on the basis of being silly when they concern things we take to because of reasons of personal appeal.

I do agree, but I had someone on Twitter berate me for not using my 120 characters to outright state that it was my opinion about the game and not a fact, and then minutes later block me so I couldn't respond. Contemporary discourse hurts my feelings!
quote:
I definitely don't have the history of connection with Tekken that you do, so the feeling of lacking characters being "advanced" enough is interesting to me! It's certainly the case that they've been making sure to add at least one "beginner-friendly" character every game for awhile now, and in T7's case, I think more than one!

I've heard that, and I generally think that with a few exceptions, most characters in any given Tekken are more simple than the impression they give. It's usually a question of getting over the breadth of options, while all of the depth arises from the basic system. Learning a complex character in Tekken or VF is such a different feeling from learning a complex character in SF or KOF because there's so much to remember, but the reward for reeling in that massive list is much more superficial. 1001 channels on TV but you only need 5.
quote:
Which Tekken do you believe had the best-feeling movement? And do you feel that this sentiment about the game's movement is shared among your Tekken-playing friends?

At first I was thinking it would be hard to pin down, but then I remembered TTT had some ridiculous movement freedom. Forward/back dash could be canceled into sidestep, sidestep could be canceled into just about anything. It felt very smooth and characters with stances could freestyle some silly movement patterns. It probably wasn't the most balanced, but what's most fun usually isn't. Unfortunately I don't think any of my Tekken-playing friends that I can still find started Tekken before or during TTT so I don't think they'd say the same. I wonder what they'd pick?
quote:
If there's one thing I loathe, it's that Katarina seems to have like a grand total of two voice clips, and a lot of the hair customs don't look good.

Oh yeah, the limited hair options are so strange considering the wealth that TTT2 had. I get the feeling like it's incomplete, like they hadn't yet figured out how to get them looking right in UE4 when the game shipped so all we got were a few safe, short-haired unisex wigs. And although they patched the color options to allow black, some shades of color evidently don't exist, like whatever shade of red Katarina's hair is supposed to be. Trying to find that, save it and apply it to a different hairstyle is literally not possible.
quote:
Akuma is WEIRD coming from 2D land. In SF, Akuma is the faster and flimsier shoto. In Tekken, Akuma is a SLUG. Jack and Gigas seem like they could run circles around him. The painful walkspeed of normal characters in Tekken is even slower for Akuma, and for people who haven't mastered the dashing and sidestepping of Tekken like me, Akuma is even slower still. His sluggishness is what I imagine Gigas or Jack being, no Akuma!

He sure hops like a mighty frog though! Tekken characters really have to get their strength up before propelling themselves into the air and not breaking their legs when landing, but Akuma has overcome such mortal limitations.







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"Re(3):Re(10):Checkmates" , posted Mon 27 Nov 15:41post reply

quote:
silly movement patterns


Maddogjin is still ridiculous!

I remember when I first saw videos of Maddogjin playing in Tekken 4, I thought to myself, "I have clearly never actually played Tekken before, nor have I ever seen anyone actually playing Tekken".

Oddly, two games which I never got into competitively, Tekken and Smash, always seemed very similar to me in that a hugely expressive and tournament-critical technique is about dashing and wiggling back and forth at high speed. In Smash, simply turning around without wasted movement involves technique, which is an utterly foreign idea to the traditional 2D fighting game.







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"Re(4):Re(10):Checkmates" , posted Tue 28 Nov 08:46post reply

While I'm not the Tekken expert Gojira is I couldn't help but be disappointed in T7 as well. Previous Tekkens were the gold standard for the home versions of fighting games. They were awash in characters, gameplay modes and extra goodies. Even if you never played the game with another human being you still had a full, satisfying product. T7, however, feels like it was designed to be played online and for little else. When it took forever and a day for T7 to get out of the arcades I thought they were going to use that time to build an impressive home release. Instead, T7's idea of extras and long-term support is DLC bowling. What were they doing during all that time? For me this is the least impressive Namco home release since Tekken 4.





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"Young Geese Howard" , posted Thu 30 Nov 02:09post reply

Now coming to a Tekken7 near you







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"Re(1):Young Geese Howard" , posted Thu 30 Nov 02:26post reply

quote:
Now coming to a Tekken7 near you



Very excited for the Young Geese outfit, slightly weirded out by the terribly loud Phoenix outfit, and a little sad that they didn't give the Young Geese a ponytail (although I'm certain it will be a hairstyle option, along with samurai topknot, bar code head, and hopefully even Heihachi hair).

Also, the stage is just perfectly executed <kisses fingers> I'm surprised to find out it's located on some snowy mountain-- I had always assumed it was in the penthouse of the Howard Building in Southtown (and this is borne out by Professor's Southtown map!).





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"Re(2):Young Geese Howard" , posted Thu 30 Nov 04:14post reply

quote:
Now coming to a Tekken7 near you


Very excited for the Young Geese outfit, slightly weirded out by the terribly loud Phoenix outfit, and a little sad that they didn't give the Young Geese a ponytail (although I'm certain it will be a hairstyle option, along with samurai topknot, bar code head, and hopefully even Heihachi hair).

Also, the stage is just perfectly executed <kisses fingers> I'm surprised to find out it's located on some snowy mountain-- I had always assumed it was in the penthouse of the Howard Building in Southtown (and this is borne out by Professor's Southtown map!).



Impressive stuff. Namco really knows how to handle a guest character. Geese is looking like a real badass (although I agree that the Phoenix outfit is a bit much for my personal taste).

Tekken 7 does look good, but man, I just can't right now. As Ishmael mentioned the home release isn't exactly bursting with appeal outside competitive play. My initial enthusiasm has never recovered after I heard about Lili being different/weaker here (or maybe that's an excuse and the real reason is that I just don't think I have the time to get good).

However, I'm starting to get kind ofpsyched for the Soul Calibur VI rumour.





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"Re(3):Young Geese Howard" , posted Thu 30 Nov 04:39post reply

quote:
Tekken 7 does look good, but man, I just can't right now. As Ishmael mentioned the home release isn't exactly bursting with appeal outside competitive play.


If Capcom hadn't lowered the bar so much with Street Fighter 5, Tekken 7 might have received a bit more criticism for its own lack of content (compared to previous Tekken releases.) Thanks to Capcom, people were happy just to see other companies releasing finished products.

Tekken 7 could certainly benefit from more "more". Most games can.

My only real disappointment though is that Tekken Bowling (as predicted) was the DLC game mode. I just don't see the appeal of Tekken Bowling. It is a straight bowling game which does nothing with the Tekken connection. At least Tekken Volleyball had the awkward entertainment of bashing the ball with your regular moveset. Tekken Force, while not a great beat'em-up, transitioned Tekken characters directly into a beat'em-up. Other series have had their own closer connected alternate modes as well. Tekken Bowling is just a (slightly limited) bowling game with Tekken models.







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"Re(3):Young Geese Howard" , posted Thu 30 Nov 09:50post reply

Geese looks cool, but as a Tekken fan I'm not sure why I'd want to buy a "season pass" that contains (thus far) a grand total of zero Tekken characters. The gambit to draw people in from other demographics is paying off I'm sure, but I still feel abandoned.

quote:

However, I'm starting to get kind ofpsyched for the Soul Calibur VI rumour.



I want to believe them, but the rumor also says that the game will have a style switch system, which sounds like a fancy way of saying "we took discarded characters and added them to existing characters." Personally I'm interested in the idea, but if it pans out like I think it will a lot of people are going to hate it. I guess that's something that makes the rumor believable.







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"Re(2):Young Geese Howard" , posted Thu 30 Nov 10:11post reply

quote:
Very excited for the Young Geese outfit, slightly weirded out by the terribly loud Phoenix outfit, and a little sad that they didn't give the Young Geese a ponytail (although I'm certain it will be a hairstyle option, along with samurai topknot, bar code head, and hopefully even Heihachi hair).


Unfortunately, no. Geese, like Akuma, has no hairstyle customization. (Okay, they have the two metallic variations, but they have no actual alternate hair styles.) Also like Akuma, Geese has no helmet customization. (So not only can you not give him Heihachi's hair, you can't even give him the inflatable Heihachi head.)

The Phoenix and Retro outfits have to be assembled in customization, they aren't available by default. The Phoenix top and bottom are immediately purchasable, while the Retro top and bottom are locked in Treasure Mode chests.

As for the move set...

Raging Storm uses the classic input motion, not the simplified KOF XIV input. In similar fashion, Deadly Rave (which is available in Rage mode) requires the various strikes to be manually entered. (I didn't try it in practice, so I don't know how much buffering leeway you get.)

Geese gets a super meter, and can build three stocks. Pressing LP+HP+LK will, at the cost of one stock, put you into Max Mode, where you can do EX specials. Geese gets three supers: Raging Storm, Raigou Reppuu Ken, and Raigou Midaretsuki. Rage Arts are Rashamon (db+LP+RP) and Deadly Rave.

Raigou Midaretsuki is the weird one. It is activated with the final button press of a simple LP,RP,LP,RP combo string, where the final RP instead triggers a Raigou Reppuuu Ken. The ease of activation is countered by it costing two stocks. Is this a classic move that I've missed, or is it some kind of nod to an SNK stock-costing cancel system mechanic, or what?







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"Re(3):30-minute Geese Howard" , posted Thu 30 Nov 18:12:post reply

quote:
Very excited for the Young Geese outfit, slightly weirded out by the terribly loud Phoenix outfit, and a little sad that they didn't give the Young Geese a ponytail (although I'm certain it will be a hairstyle option, along with samurai topknot, bar code head, and hopefully even Heihachi hair).

Unfortunately, no. Geese, like Akuma, has no hairstyle customization. (Okay, they have the two metallic variations, but they have no actual alternate hair styles.) Also like Akuma, Geese has no helmet customization. (So not only can you not give him Heihachi's hair, you can't even give him the inflatable Heihachi head.)

The Phoenix and Retro outfits have to be assembled in customization, they aren't available by default. The Phoenix top and bottom are immediately purchasable, while the Retro top and bottom are locked in Treasure Mode chests.

As for the move set...

Raging Storm uses the classic input motion, not the simplified KOF XIV input. In similar fashion, Deadly Rave (which is available in Rage mode) requires the various strikes to be manually entered. (I didn't try it in practice, so I don't know how much buffering leeway you get.)

Geese gets a super meter, and can build three stocks. Pressing LP+HP+LK will, at the cost of one stock, put you into Max Mode, where you can do EX specials. Geese gets three supers: Raging Storm, Raigou Reppuu Ken, and Raigou Midaretsuki. Rage Arts are Rashamon (db+LP+RP) and Deadly Rave.

Raigou Midaretsuki is the weird on

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


So I've played Geese for 30 minutes before going to bed, and here are some quick thoughts:

- LK and LP meaning "Light Kick" and "Light Punch" is mostly true. RK and RP... not so much haha
- the move list lists "Command Normals" and "Special Moves" just like an SNK console training mode!
- it is totally not obvious what is and what is not cancellable, you just have to experiment for yourself.
- d.LK, d.LP is a fixed chain, no rapid fire lights or anything... but d.LP is cancellable from this, and hit confirmable.
NEW INFO: it turns out that d.LK, d.LP isn't a real combo unless the d.LK is a counter-hit. That's really bizarre.
- d.RK is not a knockdown sweep, but it is cancellable.
- RP, f+LP is a damaging, cancellable chain... meterless combos from this can reliably do damage.
- QCB+LP/RP is a dash punch, with LP knocking down while RP has multiple followups, some of which combo and knockdown. I don't know what the use of QCB+LP is act a glance. Followups are super cancellable.
NEW INFO: QCB+RP is slow enough that it isn't a real combo in some cases, while QCB+LP is. LP always wall splats, QCB+RP and its followups don't. QCB+RP->LK is not a real combo, QCB+RP->LP is always a real combo.
- JAENKEN is done with HCB+LK/RK, super cancellable, carries opponent further than QCB+RP followups, but QCB+RP's LK followup is a knockdown that seems really good.
NEW INFO: JAENKEN is not duckable, unlike QCB+LP/RP. This suddenly makes QCB+LP/RP a lot less useful, and JAENKEN a lot more useful.
- you can combo into ground normals from his jumping normals, but you have to land them quite deep in order to do so.
- the simple combo of j.RK, RP, f+LP xx QCB+RP->LK xx QCFx2+LP+RP does a whopping 94 damage!!! But you have to land the j.RK quite deep for the RP to combo, and the super cancel costs 2 meters.
- from full crouch, df+LP does what looks like his old d.HP, and it launches. This feels weird coming from any direction, 2D or 3D.
- he has that jump slice move, and it cancels into air fireball.
- he has a chain into that throw which Rock also has. You could probably combo from it if your back was to the wall.
- his stage has MULTIPLE breakable walls before you fall into the courtyard!

In brief:

He superficially feels better than Akuma with a bigger variety of tracking moves, better and more reliable meterless damage from low hits, the ability to pump out tons of damage with super, and lots of cool moves. Like Akuma, relatively few of his normals possess the forward movement typical of Tekken characters, but his movement feels superficially less sluggish than Akuma. I felt more at home with him than with Akuma from a 2D fighting perspective. It remains to be seen how useful jump-ins actually are. I would be delighted if crossups were actually possible on knocked-down opponents. The omnipresent threat of damage + knockdown from low hits the moment Geese is in range of the opponent seems quite different compared to many members of the cast, some of which get no combo damage from lows at all unless they are counter-hits. Geese in full crouch in that regard is kinda like Shaheen, who can threaten with the damaging slide/launcher from full crouch.

Fun things:

There was a huge ~2GB patch update that accompanied the release of Geese, which contains every single cutscene in every single Tekken game including ones from Pachislot games. I had fun using my millions of gold unlocking cutscenes which I had never seen before!


Continued Tekken gripe:

Anime fighting games have had the idea of the combo meter going dark if the combo was escapable at some point for over a decade now. Tekken normally doesn't show a combometer outside of training mode, but it baffles me that they don't have this feature inside training mode.





[this message was edited by Spoon on Sat 2 Dec 13:58]

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"You cannot escape from Desk" , posted Tue 5 Dec 23:16post reply

YO! Geese. Damn, that is cool.

Kōhatsu also celebrated accordingly.





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"Re(1):You cannot escape from Desk" , posted Wed 6 Dec 05:00post reply

quote:
YO! Geese. Damn, that is cool.

Kōhatsu also celebrated accordingly.



One of my favourite things about Geese is that he has the ability to jump off a wall that is behind him, which I don't think he has ever had the ability to do (?), but when he does so, he performs a Souther-like pose!

Also, the "1,2,1,2" combo that results in a super is meant to be a riff on the auto-combo system added in KOFXIV, where if you mash A when in close, your character will do a unique chain combo that will automatically cancel into a super if you have the meter for it.

Finally playing KOFXIV, the QCB+1/2 chain move and its followups are a thing from KOFXIV, including the fact that only the punch followup is a true combo, and that all three are super cancellable! He didn't have the glowing blue energy on the first hit, though.







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"Re(2):You cannot escape from Desk" , posted Wed 6 Dec 09:06post reply

quote:
Also, the "1,2,1,2" combo that results in a super is meant to be a riff on the auto-combo system added in KOFXIV, where if you mash A when in close, your character will do a unique chain combo that will automatically cancel into a super if you have the meter for it.


I knew the idea sounded familiar, but I couldn't place it to a particular game. Even though I own KOF XIV, I never got around to playing it much, and I never bothered with the autocombo and thus forgot entirely about it.

I admit that I wasn't thinking about KOF XIV much anyway due to the Raging Storm motion. Since Tekken 7 used the classic motion, I figured they weren't drawing anything from KOF XIV.







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"Still Burning" , posted Sat 9 Dec 02:12post reply

ASFKJEWRHFVDSHIESWLsgfjtGFKEWHUIVFDESWUH
I didn't think it was real. I was so glad to be wrong.

Floe's best approximation of my reaction

The game is reportedly going to be a partial reboot of the series, literally retelling stages of history (eternally) from the beginning, which explains why Mitsu and Sophie are both younger.

The description of this "new mechanic" sounds fundamentally the same as an auto-GI though, so I'm not sure what the difference is. If the trailer is anything to go by, maybe it's just a really easy move to perform that everyone has, like power crushes in Tekken 7?

The new character butt looks small.

I shall now live every day in constant stress until they confirm Raphael.







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"Re(1):Still Burning" , posted Sat 9 Dec 03:36post reply

quote:
The game is reportedly going to be a partial reboot of the series, literally retelling stages of history (eternally) from the beginning, which explains why Mitsu and Sophie are both younger.

I shall now live every day in constant stress until they confirm Raphael.

I hope they don't can the new characters.
I love SC1, but the cast may be a bit too bland in 2017.
Also, Zasaramel, Zwei, Hilde, Setsuka or Viola were interesting characters. The girl with BASARA's Mori's hoop was also distinct, though SF4's Juri kinda ate her lunch in the meantime.







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"Re(2):Still Burning" , posted Sat 9 Dec 10:19post reply

quote:
The girl with BASARA's Mori's hoop was also distinct, though SF4's Juri kinda ate her lunch in the meantime.

One of the many horrid things about Tira, aside from her fashion sense, was the fact that her weapon was made-up, which sort of broke the weapon/martial art consistency and fun, I found. Zasalamal was kind of the same. Maybe I'm extra unkind to them since they arrived together with the hated Soul Calibur 3, which marked the series' destruction, until partial revival via an incomplete fifth entry. Wait, that sounds like my other favorite fighting game series...





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"Re(3):Still Burning" , posted Sat 9 Dec 22:38:post reply

I don't really want to lose any characters, even the newer SC5 ones. I feel like most of the new SC5 characters (aside from P&P) didn't get a fair shake in terms of story exposure. We learned so little about them aside from the basics of their profiles. Leixia might as well have literally been Xianghua with how little effort they made to portray her differently. Natsu got more characterization from her appearance in PxZ2 than anything in SC5. Viola's entire existence hinged on whether or not she was Amy and even that simple question wasn't answered. I still don't know what Zwei's point was. Xiba... well, actually I don't think Xiba's appeal would have been any better if we knew more about him considering how one-dimensional he is, but who knows. Aeon doesn't need a story, he is adorable and should never be forgotten. Elysium was just kind of an empty randomized shell so it didn't really matter what her story was. As for the P&P pair (twins? I forget), Pyrrha fared better in terms of moe appeal but I feel like Pat's character development isn't truly complete unless he gets a complete character with a less douchey personality. There's only room for one douchebag in SC and his name begins with R and ends with a phael.

Now just for the hell of it (and because Maou mentioned Tira) I feel compelled to talk about other new characters post-SC2.

Tira was... definitely a product of her time. Technically she's not the first character with an invented weapon; a huge deal was made about Ivy's weapon at the time of SC1 because Namco really made it look like a legitimate thing that could have existed, a testament to fantastic design. Meanwhile Tira was kinda the opposite of that. It suited her insane personality and the moves mostly made sense, but boy did it look silly and difficult to believe.

Zasalamel and Setsuka made a lot more sense but came off as safer ideas. Still Zas was pretty solid and cut a stoic and recognizable profile, and people could consistently make Shaq jokes about him. As for Setsuka, I thought she was a pretty cool character in SC3. SC4 was the problem; I didn't like it when they turned Setsuka blonde. That change felt vaguely xenophobic, like they didn't want to fool anyone into thinking she was actually Japanese, and it kind of turned the character visually into a gauche mish-mash of Mary Poppins and Yojimbo.

Just going to skip over the special "generic" custom styles in SC3, although I do think the roster of SC could benefit from having an archetype like this guy in it.

I actually really liked Hilde's Saber-inspired design, but the fact that she was one of the only new, original non-boss characters that could be carried over to other titles speaks volumes about why I had issues with SC4. And Algol was just... Algol. I'm still not sure what that guy was. He attacks with floaty swords and bubbles and his throne and sometimes his pelvis and he's a king I guess because the game said so. I think the point at which Algol was conceived was where the story of SC officially lost me.

Dampierre is a wildcard but in my eyes Dick Dastardly can come back any time. His randomized success/failure mechanic makes his matches unpredictable and fun for everyone. And of course he must continue to be voiced by Shigeru Chiba.

Where am I going with this? Hmm. Oh yeah, big roster. Let's just have a big roster please.





[this message was edited by Gojira on Sat 9 Dec 22:44]

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"Re(4):Still Burning" , posted Sat 9 Dec 23:20post reply

quote:
Where am I going with this? Hmm. Oh yeah, big roster. Let's just have a big roster please.


Isn't UE4 an entirely new engine for the series? I wonder if that might slow them down in terms of how many characters they can bring day one. Unlike Tekken, Soul Calibur has no arcade presence so they also do not have the same opportunity as Tekken 7 to start with a reasonable roster for a limited audience and add new characters and improvements until they have enough contents for a home version. That being said, I suspect this game's development started a while ago so maybe they did the legwork already.





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"Re(5):Still Burning" , posted Sun 10 Dec 05:46post reply

A PSX interview with a lot of gameplay shown here

God, it feels like forever since I've seen such a well-polished first impression. They've put so much work into it.







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"Re(6):Still Burning" , posted Sun 10 Dec 08:34post reply

quote:
A PSX interview with a lot of gameplay shown here

God, it feels like forever since I've seen such a well-polished first impression. They've put so much work into it.



I had a post written up last night about how I would be flabbergasted if they DIDN'T share knowledge between Tekken 7 and SC6, and random thoughts from discussion with nobi about lighting style

But it turns out I didn't need to, because the interview hits all of it!





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"Re(7):Still Burning" , posted Mon 11 Dec 08:38post reply

Street Fighter 30th Anniversary Collection (PC/PS4/XBO/Switch)

May 2018, 40 bucks in the US. Finally Maou can enjoy Third Strike anywhere, anytime.





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"Re(8):Still Burning" , posted Mon 11 Dec 11:15post reply

quote:
Finally Maou can enjoy Third Strike anywhere, anytime.

HOLY GILL! I have to admit that I don't mind having Third Strike in there as an "extra" the way "character art" is an extra...it sure will be fun to have Third Strike this exciting real-life demo featuring a masterfully animated Chun Li!

...and with online play? I, I've been trying to have a positive attitude about SFV's good parts, but I can't see how I can avoid just playing Zero 2 online with the Cafe all the time instead starting in May~~~





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"Re(9):Still Burning" , posted Mon 11 Dec 13:11post reply

Only four of the twelve games are online : Hyper Fighting, SSFⅡX, Zero3 and 3rd Strike.





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"Re(10):Still Burning" , posted Mon 11 Dec 14:48post reply

quote:
Only four of the twelve games are online : Hyper Fighting, SSFⅡX, Zero3 and 3rd Strike.

Ah well, that leaves me with no option but to keep playing Zero 2 only with classy visitors to my own home, but Zero 3 will do, and this will work easier than Fightcade!





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"Re(2):Re(10):Still Burning" , posted Mon 11 Dec 15:54:post reply

quote:

Ah well, that leaves me with no option but to keep playing Zero 2 only with classy visitors to my own home



Technically with the Switch version you could also go knock door-to-door in your neighborhood, offering random people to share Joy-Cons and tell them the good news about their lord and savior Z2 Rose.





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[this message was edited by chazumaru on Mon 11 Dec 20:41]



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"Re(2):Re(10):Still Burning" , posted Mon 11 Dec 20:01post reply

quote:
Ah well, that leaves me with no option but to keep playing Zero 2 only with classy visitors to my own home, but Zero 3 will do, and this will work easier than Fightcade!

And chances are it's Zero 3 vanilla, no Eagle, Maki or T.Hawk.
I wonder if they will stick to the first revision of the arcade version, with Karin's deadly throw bug.





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"Skullomania Time!" , posted Tue 12 Dec 02:35:post reply

Here's a friendly reminder that Fighting Ex Layer is now available for beta in some regions and should be hitting asia as well by noon tomorrow/today. It'll run for a very gratious two weeks (til Dec 25).

11 Minutes of Skullomania


If the lobby match has private play, perhaps it's time for an MMCafe EX lagfest!





[this message was edited by Professor on Tue 12 Dec 02:36]



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"Re(3):Re(10):Still Burning" , posted Tue 12 Dec 09:05post reply

quote:
Technically with the Switch version you could also go knock door-to-door in your neighborhood, offering random people to share Joy-Cons and tell them the good news about their lord and savior Z2 Rose.

My body is ready to become a SFZero proselytizer. More than already, I mean.

But my, my, Chaz, I never knew you were a Rose fan! I hope you are getting by with Street Fighter's Sexiest Mummy in the new season.





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"Re(4):Re(10):Still Burning" , posted Wed 13 Dec 01:22post reply

I am not specifically a Rose fan but I certainly remember who my Zero2 zealot friends cared about.

I know I am in the minority but I would have preferred a premium re-release of SFZero3 in the vein of Ultra Street Fighter II, let's say one improving the integration of Upper characters, souping up the World Tour mode, fixing the balance issues with V-Ism, including all backgrounds from the Zero series and adding some additional settings akin to System Direction, rather than a certainly useful and suitably legit but hardly thoughtful collection of Arcade ROMs.





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"Re(5):Re(10):Still Burning" , posted Wed 13 Dec 02:41post reply

quote:
I am not specifically a Rose fan but I certainly remember who my Zero2 zealot friends cared about.

I know I am in the minority but I would have preferred a premium re-release of SFZero3 in the vein of Ultra Street Fighter II, let's say one improving the integration of Upper characters, souping up the World Tour mode, fixing the balance issues with V-Ism, including all backgrounds from the Zero series and adding some additional settings akin to System Direction, rather than a certainly useful and suitably legit but hardly thoughtful collection of Arcade ROMs.



I'm constantly surprised and then maybe unsurprised by how the version of SFA3 that they AREN'T re-releasing isn't the PSX home version, given that that's the one that was the best-seller. It's probably easier to just dish out the arcade ROMs on an emulator, but nobody in North America cared about the game back when it was new and in the arcades. But then again, they've made multiple re-releases of the game on other platforms (DC, PSP) with the PSX content (namely, World Tour mode), and sales were middling (but they were on the DC and PSP, so what did they expect).

Only a tiny group of people in North America could really make use of the most egregious gameplay glitch in SFA3, which was Crouch Cancelling, and the group of people in North America that would care about such a thing is probably large enough that it would be neatly divided between those that think it should be fixed and those that think it shouldn't be fixed while both being equally irrelevant.

In conclusion if World Tour mode were added to SFV everybody would be happy, the end.







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"Re(6):Re(10):Still Burning" , posted Wed 13 Dec 03:13post reply

I'm sure what people really want is an arcade perfect port of Zero3, one where they need to leave the game on for 15 days before they can use Boxer, Juni and Juli, and where Saikyo ISM makes Karin's throw a one-hit kill.
Anything else would be failing at arcade perfect and thus unacceptable by modern standards.







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"Re(7):Re(10):Still Burning" , posted Wed 13 Dec 03:19:post reply

quote:
where Saikyo ISM makes Karin's throw a one-hit kill.



AHEM it was a two-hit kill usually, because teching the throw would only result in you losing half your life, while actually landing the throw would do like 99% of your life!

I actually care about this hilarious bug because I used it, as opposed to Crouch Cancelling!





[this message was edited by Spoon on Wed 13 Dec 03:20]



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"Re(8):Re(10):Still Burning" , posted Wed 13 Dec 03:38post reply

quote:
AHEM it was a two-hit kill usually, because teching the throw would only result in you losing half your life
Totally reasonable.

How did they do before the days of patches? Did Capcom send a CD or something that would allow to flash the board and update the game to a better version?





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"Re(10):Still Burning (in English only)" , posted Wed 13 Dec 08:58post reply

So that's weird.

quote:
海外のアーケード版を起用した「ストII」、「ストIII」、「ストALPHA」シリーズ、さらにシリーズ初作品の『ストリートファイター』も含めた計12作品を収録!
※各タイトル内は海外版のためタイトルやボイス、テキストが英語表記となります。
※『ストリートファイターALPHAシリーズ』は『ストリートファイターZEROシリーズ』の海外版の商品名となります。



For some reason, the Japanese version of the 30th Anniversary collection will only include the international versions. The Japanese release is even renamed "Anniversary Collection International" to highlight this issue selling point. This also means name swaps (Nash, Boxer, Dic, Claw etc.) for Japanese users.

I can see why they would force Japanese users to use the US versions for the 4 online games, but why not provide the JP and International (US or WW) versions together on the same package and let users choose? It's one of the nice features from the Arcade Archives series. There must be a good reason but it does not jump out to me.





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"Re(2):Re(10):Still Burning (in English only)" , posted Wed 13 Dec 09:02post reply

quote:
So that's weird.
Too much work for Dotemu?
Different bugs between different arcade versions? (Like, the US version might have the Karin bug fixed natively for example)?
If they go through the trouble of adding a gallery of never seen before artwork, and can't be bothered to add different sets of roms... Well, chose a better contractor next time, Capcom.







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"Re(3):Re(10):Still Burning (in English only)" , posted Wed 13 Dec 09:19post reply

quote:
So that's weird. Too much work for Dotemu?
Different bugs between different arcade versions? (Like, the US version might have the Karin bug fixed natively for example)?
If they go through the trouble of adding a gallery of never seen before artwork, and can't be bothered to add different sets of roms... Well, chose a better contractor next time, Capcom.



The optimal fan-service/nostalgia solution would be to include all versions of each title.

The optimal solution for online play is to restrict each title to a single version, world wide. Anything else would fragment already niche audiences.

(One could of argue in favor of spending the effort to create a new "best of the best" code base, which can handle different languages being dropped in without breaking net play compatibility... But that would not only be a fair amount of work, it would also upset purists that don't like changes from "arcade perfect".)







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"Re(2):Re(10):Still Burning (in English only)" , posted Wed 13 Dec 11:11post reply

quote:
※『ストリートファイターALPHAシリーズ』は『ストリートファイターZEROシリーズ』の海外版の商品名となります。
This also means name swaps (Nash, Boxer, Dic, Claw etc.) for Japanese users.
Yuck. This is probably the most half-assed thing I've seen from Capcom this month. Selling games by the wrong name is sure a great way to ensure zero sales domestically! I cannot imagine it would be that difficult to maintain whichever version's mechanics while still adjusting the display language. Back to SFV!





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"Re(3):Re(10):Still Burning (in English only)" , posted Wed 13 Dec 12:25post reply

quote:
Selling games by the wrong name is sure a great way to ensure zero sales domestically!



Surely you meant Alpha sales.

Iggy: DotEmu is not involved. This project is handled by Digital Eclipse / Other Ocean. They have been involved in many of the recent ROM collections released by Capcom. The missed opportunity of releasing only the US versions must be pretty obvious to anyone working there, so there must be some technical, political or legal/licensing reason why they can only use the US versions. Maybe Banpresto owns the copyright for "Street Fighter Zero" or something equally stupid.





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"Re(4):Re(10):Still Burning (in English only)" , posted Wed 13 Dec 13:45post reply

quote:
Surely you meant Alpha sales.
Maybe Banpresto owns the copyright for "Street Fighter Zero" or something equally stupid.

Ahahaha. Haven't there been weird America-only collections of various Rockman games on PS3 or so? Maybe they were going for the same and decided to make a few bucks on the "Japanese" release.





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"Fighting Ex Layer" , posted Wed 13 Dec 17:58:post reply

Fighting Ex Layer unfortunately doesn't have a lobby for the beta so we won't be having a lagfest!
...Next time, space cowboy.

So far the game seems pretty fun and very pad-friendly thanks to its SNK vs Capcom2 EO'ish simplified inputs which is default by setting-- you can basically do moves with just a direction + button. It takes some getting used to since the player needs to go neutral on the d-pad for a moment, but in terms of gaming advantage, the tradeoff is huge compared to the traditional command based input since it allows for some tactics that otherwise won't be possible.

The Indian Zangief Darun is extremely powerful thanks to this system-- imagine a Zangief that can do pile drivers with just . What's more, the right gem selection can have him toughing through attacks with hyper armor to deliver 70%+ damage depending on the situation. Brutally running through unaware projectile spammers is pure bliss.

Thus far, all I've been encountering have been mostly Darun and Shirase, which makes sense since Darun seems simply overpowering and Shirase is the only female character. And Shirase I swear, is the first fighting game character that I've encountered who's been designed to fight like an Antonio Inoki taking on Muhammad Ali. I've never played the Fighting Layer series that much, but I can't recall seeing Hokuto playing with mostly low attacks and slidings.


Ironically, in some ways this Fighting Ex Layer kind of feels more like a KOF game than KOF14 because of its strong offense, speedy gameplay and input buffers. With a small publisher like Arika being able to use UE4, I really wonder the detailed reasons as to why SNK decided to go in-house with their graphics engine. Perhaps things may have been different if their development was off by an year.





[this message was edited by Professor on Wed 13 Dec 20:00]

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"Re(1):Fighting Ex Layer" , posted Wed 13 Dec 18:17post reply

quote:
Ironically, in some ways this Fighting Ex Layer kind of feels more like a KOF game than KOF14

Figuring out the hitboxes feels more like a Professor Layton puzzle.





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"Re(1):Fighting Ex Layer" , posted Wed 13 Dec 19:01:post reply

quote:
Ironically, in some ways this Fighting Ex Layer kind of feels more like a KOF game than KOF14 because of its strong offense, speedy gameplay and input buffers. With a small publisher like Arika being able to use UE4, I really wonder the detailed reasons as to why SNK decided to go in-house with their graphics engine. Perhaps things may have been different if their development was off by an year.



Yeah, that had to have been one of the most bizarre decisions of all.
Maybe they thought that it wouldn't have been as hard as it was, or that there wasn't a proven hardcore fighting game title made yet that used a 3rd party engine? They probably didn't have solid knowledge about UE, and at the time, I wonder if the developer support for UE was all that strong in Japan.

Guilty Gear Xrd wasn't revealed to the public until mid-2013 in trailer form, with the first full release early in 2014. It started development prior to 2011, so it took about 4 years to make.

KOF XIV wasn't as visually ambitious at Xrd and deliberately wanted a less cartoon look/feel, which is ironic given that that is what UE natively excels at. Given that development began prior to 2014, Xrd had not yet proven itself as a technically competent title.

wikipedia cites that the developers were concerned about their lack of knowledge of UE, and concerns of budget and risk.
The first concern is legitimate: without conversation with ArcSys, it's impossible to know how painful it was to make Xrd from a purely gameplay perspective, nevermind the extreme visual content. However, the evaluation of it being cheaper and less risky to write their own engine for this is eyebrow-raising. Developing an entire game engine from scratch is one of the most expensive, highest-risk things you could possibly do!





[this message was edited by Spoon on Wed 13 Dec 19:02]

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"Re(2):Fighting Ex Layer" , posted Wed 13 Dec 20:05:post reply

quote:
The first concern is legitimate: without conversation with ArcSys, it's impossible to know how painful it was to make Xrd from a purely gameplay perspective, nevermind the extreme visual content. However, the evaluation of it being cheaper and less risky to write their own engine for this is eyebrow-raising. Developing an entire game engine from scratch is one of the most expensive, highest-risk things you could possibly do!


I was thinking about that too. It might've been one of those "lol those Japanese business practices" situation where the company already had in-house programmers, and their salaries weren't considered a part of the game's R&D budget.





[this message was edited by Professor on Wed 13 Dec 20:13]

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"Re(2):Fighting UE Layer" , posted Wed 13 Dec 20:54post reply

Just a reminder that Arc System Works actually developed Guilty Gear Xrd on UE3, which is a different beast from UE4 and was much less widespread in Japan than UE4. Dragon Ball FighterZ is Arc's first game developed on UE4, and that's coming out next year.

UE4 only became widely available in 2014; the first fighting game using UE4 to release was Tekken 7 in 2015, and that was an early version released in arcades only. The first proper consumer version of a fighting game using UE4 was Street Fighter V in 2016, the very same year KOFXIV came out and with a development budget in a different league comparedto SNK's project.

Considering SNK's size, new team structure and release target for KOFXIV, I believe UE4 and proper UE4 support in Japan came just too late for SNK. And while I am sure they now regret not being able to develop the game on UE4, I think it would have been a big mistake to develop KOF on UE3. So I would go with Prof's initial speculation that KOFXIV probably missed being developed on UE4 by a year or so.





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"Re(3):Fighting UE Layer" , posted Sun 17 Dec 02:15post reply

I finally tried out FEXL and, huh, that's quite a game. Between the dash auto combos and having the controls default to "progressive" easy mode it feels like Arika is trying to make a fighting game that's as simple as possible to control. True, I can turn the controls back to the standard but it feels like I'm handicapping myself since progressive lets me land massive combos through minor joystick waggling.

Seeing the recycled animation and listening to the seventeen year old music and voice samples might be the main draw of the game at the moment. While there is a certain sense of nostalgia I also can't shake the feeling that 2.5D fighters have progressed quite a bit and that the EX series wasn't all that great when it was new. It's a bit like bumping into an old classmate that you didn't much care for back in school.

I don't know where FEXL is going from here but I appreciate their willingness to jump back into the game with little more than enthusiasm on their side. In the end FEXL might beat out Fantasy Strike in both its ease of play and in being wildly derivative.







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"Re(4):Fighting UE Layer" , posted Sun 17 Dec 07:11post reply

quote:
I finally tried out FEXL and, huh, that's quite a game. Between the dash auto combos and having the controls default to "progressive" easy mode it feels like Arika is trying to make a fighting game that's as simple as possible to control. True, I can turn the controls back to the standard but it feels like I'm handicapping myself since progressive lets me land massive combos through minor joystick waggling.

Seeing the recycled animation and listening to the seventeen year old music and voice samples might be the main draw of the game at the moment. While there is a certain sense of nostalgia I also can't shake the feeling that 2.5D fighters have progressed quite a bit and that the EX series wasn't all that great when it was new. It's a bit like bumping into an old classmate that you didn't much care for back in school.

I don't know where FEXL is going from here but I appreciate their willingness to jump back into the game with little more than enthusiasm on their side. In the end FEXL might beat out Fantasy Strike in both its ease of play and in being wildly derivative.

There was another critique from someone that it being SFEX HD minus SF. I didn't play the game so I cannot comment on that but maybe they can benefit more from adding Fighting Layer characters, well if they have no licence issues with Bamco or something.





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"Re(5):Fighting UE Layer" , posted Sat 30 Dec 09:06:post reply

quote:
I finally tried out FEXL and, huh, that's quite a game. Between the dash auto combos and having the controls default to "progressive" easy mode it feels like Arika is trying to make a fighting game that's as simple as possible to control. True, I can turn the controls back to the standard but it feels like I'm handicapping myself since progressive lets me land massive combos through minor joystick waggling.

Seeing the recycled animation and listening to the seventeen year old music and voice samples might be the main draw of the game at the moment. While there is a certain sense of nostalgia I also can't shake the feeling that 2.5D fighters have progressed quite a bit and that the EX series wasn't all that great when it was new. It's a bit like bumping into an old classmate that you didn't much care for back in school.

I don't know where FEXL is going from here but I appreciate their willingness to jump back into the game with little more than enthusiasm on their side. In the end FEXL might beat out Fantasy Strike in both its ease of play and in being wildly derivative.
There was another critique from someone that it being SFEX HD minus SF. I didn't play the game so I cannot comment on that but maybe they can benefit more from adding Fighting Layer characters, well if they have no license issues with Bamco or something.



They don't since Namco are just the publisher for using their arcade board.





[this message was edited by videoman190 on Sat 30 Dec 09:10]



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"Re(6):Fighting UE Layer" , posted Tue 9 Jan 04:50post reply

just a random piece of fighting game stuff - if any of you decide to get the Street Fighter 30th Anniversary collection, I did all the writing in the museum, etc. So if something is wrong, you know who to blame!!

Also, the switch version has something cool.







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"Re(7):Fighting Collection" , posted Tue 9 Jan 08:32post reply

quote:
just a random piece of fighting game stuff - if any of you decide to get the Street Fighter 30th Anniversary collection, I did all the writing in the museum, etc. So if something is wrong, you know who to blame!!

Also, the switch version has something cool.


Good news! Well, good news about you writing the information, not about whatever the Switch is packing.





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"Street Fighter Sagat" , posted Fri 12 Jan 08:33post reply

Can anyone tell me what this nifty little thing is and translate? I like the poster.

Also for you rival school fans!





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"Re(1):Street Fighter Sagat" , posted Fri 12 Jan 09:53post reply

quote:
Can anyone tell me what this nifty little thing is and translate? I like the poster.

Also for you rival school fans!



Nice! It's a promotion for an upcoming Street Fighter x Saga prefecture collaboration. They're using Sagat as the mascot for it because he's.. well... Saga-t, get it?

I'll write up an article for this, but basically the characters are all eating/drinking stuff that'll be sold at the limited-time collaboration shop that'll be running in Tokyo Jan 22-28.







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"Re(7):Fighting UE Layer" , posted Sat 13 Jan 01:24post reply

quote:
just a random piece of fighting game stuff - if any of you decide to get the Street Fighter 30th Anniversary collection, I did all the writing in the museum, etc. So if something is wrong, you know who to blame!!

Also, the switch version has something cool.




Very nice!!! I haven't decided which version I'm getting but I believe I'll go with the Switch.





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"Re(8):Fighting DBZ Layer" , posted Mon 15 Jan 09:52post reply

So half the roster of BBCT is DLC? On the plus side that girl in the YouTube screen managed to contort herself into showing off T and A simultaneously. Is the DLC money going towards chiropractic bills?

Eh, who cares about a game that killed itself with a press release, there are plenty of other fighters out there such as DBFZ. Has anyone else had a chance to try out the beta? I haven't tried any actual matches but I did work my way through the tutorial. Is it me or was that tutorial something of a slog? Not only do you have to keep going back to the tutorial menu but you have to KO the tutorial dummy to finish each section and, incredibly, it's possible to fail by knocking out the CPU before you have finished the lessons. It's an odd introduction to the game.

That, and the way it divides North America for online purposes is odd. I don't know how it handles other parts of the world but my only choices were either the east or west coasts of US, Canada, or Mexico. Are they dividing the continent by the Mississippi river or how exactly does this work?





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"Re(9):Fighting DBZ Layer" , posted Mon 15 Jan 10:29post reply

No beta love for PC users, unfortunately





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"Re(9):Fighting DBZ Layer" , posted Mon 15 Jan 17:21post reply

I've tried the beta test as well! But as you probably know, it's pretty much Login-FighterZ at the current time and the devs haven't yet figured out what's causing the bottlenecks.

It's possible to log in and get to the lobby with enough tries (protip: set your controller on rapid and leave it around til you've successfully connected), but even if you do get to the lobby, the matchmaking servers are also down so you can't do much aside tutorial mode or watch replays from early access players.

The tutorial mode has given me plenty of hands-on time so far though, and yeah-- this is certainly an Arc Systems' air dasher game and it has very similar combo rules.

I was assuming it'd be a really simple game, but there's actually a lot to learn in terms of system, although you don't need to use them if you're just playing casually. In that sense, the game reminds me a lot of Persona 4 Arena, which could be played and be quite enjoyable with just basic controls, but also offered a lot more for higher level players.

It also means the system will allow for utter slaughter if a newcomer matches up with an experienced player. Of course the same can be said about any other fighting game, but unlike Street Fighter which runs slow and has low damage, this game is fast and offers strong tools to break down the opponent.

But of course that's only if players match up with a player that's beyond their strengh, and I expect that'll come less with this game since Dragonball is, well, Dragonball. It'll probably have the biggest casual player population that we've seen in the broadband era.

The tutorial should certainly be played since it goes through the systems that makes the game actually feel like "Dragonball"-- flying at your opponent, rushing punches into them and kicking them into air, teleporting behind them, etc. Very fun. I think there's so much controls though, that to a lamens player it might feel akin to learning how to manually fly a Boeing 747.

As for the server's regional breakdowns, it seems different depending on location. for Japan, there's simply 24 lobbies and the areas aren't specifically broken down as Ishmael said. I can only assume that they split the servers that way for the US so that people won't complain as much about lag coming from physical distances. I wonder how it is in Europe.







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"Re(10):Fighting DBZ Layer" , posted Tue 16 Jan 00:29post reply

It looks like there was a patch to the beta because now it will let me play matches but will occasionally boot me out of the lobby. Hey, it's progress!

I agree with the Professor, there's a lot more going on with the controls than I expected. Thankfully, there appears to be a great deal of universality to the moves as well so once you figure out how to make one character zip around you shouldn't have trouble picking up the rest of the cast. At least I think so; the beta doesn't give you a safe area to try out the unorthodox characters. I could spend all day mucking about if I access to a standard training mode.

Since no one knows what's going on the matches feel very chaotic. I'll be curious to see what this game looks like once it settles down but for now my matches have all turned into my opponent and I trying to do every offensive and defensive move simultaneously.

The game also appears to have a lot of nice little touches. My favorite so far is that when you swat away ki blasts they can occasionally bounce away and wreck things in the background.





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"Re(2):Re(10):Fighting DBZ Layer" , posted Tue 16 Jan 05:19:post reply

quote:
Since no one knows what's going on the matches feel very chaotic. I'll be curious to see what this game looks like once it settles down but for now my matches have all turned into my opponent and I trying to do every offensive and defensive move simultaneously.



So the beta is actually playable now, and I've had a few matches. Initially it's pretty bonkers but after a while the general rules of the game start to become clear. From what I've played thus far it feels like there's a really wacky multi-level rocks-papers-sissors happening:

- Ground uppercuts wins against super dashes
- Super dashes wins against beam shots
- beam shots wins against ground uppercuts(and normal attacks)
- normal attacks win against throws
- throws win against guards
- everything except guards win against throws (unless done too late)

However generally playing, everyone seems to mainly do super dashes because they're pretty low-risk and awards the most damage. It feels like you're prone to punishment when the super dashes gets blocked, but you can recover fast enough to do things after it. Oddly enough though, the game starts feeling like a typical 2D fighter when you end up in feets distance away to the opponent because the tools that make this game unique (beam shots, super dashes) starts to feel risky within that reach due to their startup and recovery. The game can then go into normal pokes and assists, which almost feels like... the same feeling you get when throwing away your swords in Samurai Shodown and just playing in a raw fist fight.





[this message was edited by Professor on Tue 16 Jan 05:27]



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"Re(3):Re(10):Fighting DBZ Layer" , posted Tue 16 Jan 08:19post reply

Cyberbots is such a weird game.
I think the only Capcom game that's more alien to me than Cyberbots is Kikaioh. I have less trouble with Star Gladiators.





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"LONGTHREAD TOO LONG, MOVE TO NEXT !" , posted Wed 17 Jan 02:06:post reply



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[this message was edited by Professor on Wed 17 Jan 02:09]