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"Fighting Game Thread 2025" , posted Sun 16 Mar 23:41post reply

The last thread was getting chunky, so it's time for a new one.

An article about the never completed Mortal Kombat 1.5. I'm always fascinated by these strange alternative paths a long running series could have gone down.






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"Re(1):Fighting Game Thread 2025" , posted Wed 19 Mar 23:42post reply

With all the zany turns that the MK franchise has taken, I'm honestly surprised they never tried their hand at kart racing. Putting a gory parody of Mario Kart as a minigame and calling it Nitro would be the perfect thing to breathe life into the flailing MK1.





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"Re(2):Fighting Game Thread 2025" , posted Thu 20 Mar 06:40post reply

quote:
With all the zany turns that the MK franchise has taken, I'm honestly surprised they never tried their hand at kart racing. Putting a gory parody of Mario Kart as a minigame and calling it Nitro would be the perfect thing to breathe life into the flailing MK1.



They did; MK Armageddon has a kart racing minigame titled Motor Kombat.





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"Re(3):Fighting Game Thread 2025" , posted Thu 20 Mar 23:15post reply

quote:
They did; MK Armageddon has a kart racing minigame titled Motor Kombat.



Color me surprised then. Maybe bringing it back won't bolster MK1's chances after all.

But enough derailment, have a Tekken 8 collab with the new Atelier game because why not.





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"Re(4):Fighting Game Thread 2025" , posted Fri 21 Mar 02:32post reply

quote:
They did; MK Armageddon has a kart racing minigame titled Motor Kombat.


Color me surprised then. Maybe bringing it back won't bolster MK1's chances after all.

But enough derailment, have a Tekken 8 collab with the new Atelier game because why not.



MK1's situation is quite curious, indeed. It sold more than SF6 and Tekken 8, which should indicate it was successful, yet it seems WB Games may cancel its Season 3. Sure, apparently Season 2 didn't do as well as they expected, but still, it's not like the overall project failed.

Oh well. Anyway, the Tekken 8/Atelier collab is unexpected, but looks nice nevertheless.





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"Re(5):Futbol of the Wolves" , posted Thu 27 Mar 03:02post reply

They actually put him in, the madlads

And yet, he looks like a more boring Roberto. But whatever gets the game to sell, right?





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"Re(6):Futbol of the Wolves" , posted Thu 27 Mar 03:52post reply

quote:
They actually put him in, the madlads

And yet, he looks like a more boring Roberto. But whatever gets the game to sell, right?



He looks so out of place







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"Re(6):Futbol of the Messatsu" , posted Thu 27 Mar 05:37post reply

quote:
They actually put him in, the madlads

And yet, he looks like a more boring Roberto. But whatever gets the game to sell, right?



I immediately thought of that mmcafe fellow who went to football camp, it's so strangely funny to me





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"Re(7):Futbol of the Wolves" , posted Thu 27 Mar 06:47post reply

quote:
They actually put him in, the madlads

And yet, he looks like a more boring Roberto. But whatever gets the game to sell, right?


He looks so out of place



Quite a random choice, indeed. We already knew Cristiano would be involved with CotW somehow, but I expected him to be a special narrator or voice actor. He does seem to have some cool attacks, though.

But... is he part of the default roster or a later DLC fighter? If he's one of the 17 initial fighters, honestly, that's a weird move; even Ken, Chun-Li and Mr. Big would make more sense as default CotW fighters.





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"Re(8):Futbol of the Wolves" , posted Thu 27 Mar 09:26post reply

quote:
They actually put him in, the madlads

And yet, he looks like a more boring Roberto. But whatever gets the game to sell, right?


He looks so out of place


Quite a random choice, indeed. We already knew Cristiano would be involved with CotW somehow, but I expected him to be a special narrator or voice actor. He does seem to have some cool attacks, though.

But... is he part of the default roster or a later DLC fighter? If he's one of the 17 initial fighters, honestly, that's a weird move; even Ken, Chun-Li and Mr. Big would make more sense as default CotW fighters.



It is odd that he doesn't seem to be a guest character or DLC, he just lives there. Fame is a strange thing, and this guy has a great deal of it, but in terms of fit.... idk man. To me this feels like the strangest guest character since Norimaro.





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"Re(9):Futbol of the Wolves" , posted Thu 27 Mar 22:45post reply

Outside of the cynical synergy of SNK and his football club being under the same ownership I cannot fathom why this was done. It's doubtful that his inclusion is going to move the needle much on the sales of a sequel to a 26 year old fighting game. Wouldn't his fans want him in a sports game instead of a system-dense title like CotW? Even assuming a Ronaldo fan buys CotW they are going to get instantly vaporized by a Rock player who studied the beta like it was their job. Also, why does he look so terrible? CotW is never going to look as good as what came before, but Ronaldo looks like he came out of a character creator. Everyone has to answer to someone, but this is another one of those guest characters that screams managerial meddling instead of something the game developers thought would be cool.







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"Re(10):Futbol of the Wolves" , posted Thu 27 Mar 23:59post reply

I'm biaised because I wasn't feeling the game anyway, but I don't particularly mind. That game has the biggest "straight bro" energy this side of CoD anyway (that and the whole guest DJ thing, with DJs who stopped being cool 5 years ago, and apparently one of those will also be a guest playable character if the datamining is to be believed?).
On one hand it is sad it happened to a series that used to be respectable, but on the other, one guy with tons of money is basically buying a game company to make the game of his dreams, and honestly, if I were in his place, you would have a new Vampire Savior with Army of Lovers for the soundtrack and Brigitte Fontaine as a secret character.
So I'm less disappointed than I'm jealous.

But also Nintendo just showed Saga Frontier 2, a new Rythm Tengoku, and... Salamander 3???
So it balances out.







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"Re(6):Futbol of the Wolves" , posted Fri 28 Mar 00:22post reply

quote:
And yet, he looks like a more boring Roberto.

I immediately thought of that mmcafe fellow who went to football camp, it's so strangely funny to me

I think we can judge the quality of the company we keep by the quality of offhand, casual references and mental associations made in conversation. The fact that Ronaldo instead most immediately brings to mind the striker from the best fighting game (world) together with our very own graduated hazzann is thus proof we are at the top of the game!





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"Re(10):Futbol of the Wolves+MKvsSF" , posted Fri 28 Mar 02:27post reply

quote:
that and the whole guest DJ thing, with DJs who stopped being cool 5 years ago, and apparently one of those will also be a guest playable character if the datamining is to be believed?.


Really? Oh dear...

quote:
and honestly, if I were in his place, you would have a new Vampire Savior with Army of Lovers for the soundtrack and Brigitte Fontaine as a secret character.


That's... actually not a bad idea. I could get behind that.

---

Anyway, speaking of news about weird video game crossovers, Fortnite will get Sub-Zero, Scorpion, Kitana and Raiden skins (Sub-Zero was already released, in fact), meaning that people will get to see MK kombatants against SF fighters in an official video game for the first time (sure, a third-person shooter probably isn't the kind of game most people wanted for this crossover to happen).





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"Re(2):Re(10):Futbol of the Wolves+MKvsSF" , posted Fri 28 Mar 23:06post reply

quote:
Anyway, speaking of news about weird video game crossovers, Fortnite will get Sub-Zero, Scorpion, Kitana and Raiden skins (Sub-Zero was already released, in fact), meaning that people will get to see MK kombatants against SF fighters in an official video game for the first time (sure, a third-person shooter probably isn't the kind of game most people wanted for this crossover to happen).


I don't know how a game that will let Hatsune Miku blast Scorpion with a shotgun became the biggest thing ever, but good for them.

In other news, Project L 2XKO, the money laundering scheme fighting game from Riot, announced that after many years of work it is finally going to launch with a roster of ten characters. Welp.







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"Re(3):Re(10):Futbol of the Wolves+MKvsSF" , posted Sat 29 Mar 05:29post reply

quote:
In other news, Project L 2XKO, the money laundering scheme fighting game from Riot, announced that after many years of work it is finally going to launch with a roster of ten characters. Welp.



The irony of not waiting to change the name until now so they could have made it "TKO". Which leads into the perfect meme of "TKO LOL".

I wish I even cared a little about this game to even chuckle at that. Thanks for nothing, Arcane season 2.







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"Re(3):Re(10):Futbol of the Wolves+MKvsSF" , posted Sat 29 Mar 07:20post reply

quote:
it is finally going to launch with a roster of ten characters. Welp.

No one is laughing at Skullgirls now!





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"Re(3):Re(10):Futbol of the Wolves+MKvsSF" , posted Mon 31 Mar 03:56post reply

quote:
I don't know how a game that will let Hatsune Miku blast Scorpion with a shotgun became the biggest thing ever, but good for them.



Indeed.

Now there is an official trailer showing the kombatants in Fortnite. Sub-Zero, Scorpion and Raiden look pretty good. Kitana... well, I get that her original UMK3 outfit could be quite inappropriate for a game aimed at all ages, but her new shorts look kinda bad. If the developers wanted her to be a bit more covered up, it would be better to just give her full pants like the ones she has in MK11 (and that look pretty good).

Also, if Kitana is in Fortnite, they should have added Mileena as well; in my opinion, there are some characters who should always be present together in all video games (like Ralf & Clark, Mature & Vice, Yun & Yang, and so on).





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"Re(4):Re(10):Futbol of the Wolves+MKvsSF" , posted Mon 31 Mar 10:22post reply

quote:
The irony of not waiting to change the name until now so they could have made it "TKO". Which leads into the perfect meme of "TKO LOL".

I wish I even cared a little about this game to even chuckle at that. Thanks for nothing, Arcane season 2.



The secret has been in the name all along. People thought the "X" was "times" (2 person teams, two KOs to win, 2XKO), but it was really the roster size displayed as a Roman numeral.

I keep forgetting Arcane season 2 exists. I feel like I should watch it, but I expect it to be much less interesting and less focused.







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"Re(5):Re(10):Futbol of the Wolves+MKvsSF" , posted Tue 1 Apr 23:44post reply

quote:
I keep forgetting Arcane season 2 exists. I feel like I should watch it, but I expect it to be much less interesting and less focused.



Trust me, don't bother. Despite what was said in interviews, it's painfully clear they had to rush the story because the suits at Riot stepped in midway through production and said they only had the one season to wrap everything up.

Just take the cliffhanger from season 1 and form your own headcanon, at least there Vi will be useful unlike here where she jobbed the entire time.







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"King of Kusoge Fist" , posted Thu 3 Apr 22:50post reply

I just watched a few matches played on the most recent update to Tekken 8; what the heck is going on with that game?





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"Re(1):King of Kusoge Fist" , posted Thu 3 Apr 23:00post reply

quote:
I just watched a few matches played on the most recent update to Tekken 8; what the heck is going on with that game?


Magic!







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"Re(2):King of Kusoge Fist" , posted Thu 3 Apr 23:19post reply

Did I hear that Soul Calibur II, the best-playing one, is going to be on Switch 2?! Now there’s the reason I need a new system for once—I can finally stop playing SC VI while wishing it were just a little more like II and a little less like III+.





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"Re(3):King of Kusoge Fist" , posted Fri 4 Apr 03:39post reply

quote:
Did I hear that Soul Calibur II, the best-playing one, is going to be on Switch 2?! Now there’s the reason I need a new system for once—I can finally stop playing SC VI while wishing it were just a little more like II and a little less like III+.



Yes, it is! The question now is whether Heihachi and Spawn will also be present in it - when the PS2 and Xbox versions were adapted to the more modern consoles, players could have access to both characters regardless of which console they were playing.

(I suppose Link will remain exclusive to the Switch 2 port)





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"the soul still burns!" , posted Fri 4 Apr 20:19post reply

quote:
Did I hear that Soul Calibur II, the best-playing one, is going to be on Switch 2?! Now there’s the reason I need a new system for once—I can finally stop playing SC VI while wishing it were just a little more like II and a little less like III+.


Yes, it is! The question now is whether Heihachi and Spawn will also be present in it - when the PS2 and Xbox versions were adapted to the more modern consoles, players could have access to both characters regardless of which console they were playing.

(I suppose Link will remain exclusive to the Switch 2 port)

This is great news! It's hard to even remember that there was another downloadable port of SCII in PS3 days, and while I don't think anyone played it, I'm reminded that they did indeed have all three guest characters.

As always, including with the recent classic Street Fighter collections, the key is whether the port can manage to build up a community of players when all the serious fans are already on linked emulated versions. Fightcade kind of obviated the need for SF collections, and for some odd reason the Dolphin Gamecube emulator seems to be the venue of choice for online SCII. I kind of wonder why that is! I have a hard time imagining that the Gamecube version had the most players in the old days, though I sort of faintly recall that maybe it was for some reason a very good port, especially where the more widely played (I assume) PS2 version had inexplicable slowdown on Talim's stage and elsewhere.





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"Re(1):the soul still burns!" , posted Fri 11 Apr 16:43post reply

quote:
Did I hear that Soul Calibur II, the best-playing one, is going to be on Switch 2?! Now there’s the reason I need a new system for once—I can finally stop playing SC VI while wishing it were just a little more like II and a little less like III+.


Yes, it is! The question now is whether Heihachi and Spawn will also be present in it - when the PS2 and Xbox versions were adapted to the more modern consoles, players could have access to both characters regardless of which console they were playing.

(I suppose Link will remain exclusive to the Switch 2 port)
This is great news! It's hard to even remember that there was another downloadable port of SCII in PS3 days, and while I don't think anyone played it, I'm reminded that they did indeed have all three guest characters.

As always, including with the recent classic Street Fighter collections, the key is whether the port can manage to build up a community of players when all the serious fans are already on linked emulated versions. Fightcade kind of obviated the need for SF collections, and for some odd reason the Dolphin Gamecube emulator seems to be the venue of choice for online SCII. I kind of wonder why that is! I have a hard time imagining that the Gamecube version had the most players in the old days, though I sort of faintly recall that maybe it was for some reason a very good port, especially where the more widely played (I assume) PS2 version had inexplicable slowdown on Talim's stage and

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


I've never understood Soul Calibur on a deeper level. But I can say with certainty that the newer games just don't feel as good to play as the older ones. I figure part of that is nostalgia, but I think there must be some deeper mechanical issues at play too (like how modern attempts at Beat em Ups rarely ever feel as good as Final Fight). Could you elaborate on what sets Soul Calibur 2 apart for you?

I LOVED Soul Calibur for the Dreamcast. I think it's the best button masher ever made, and I mean that as the highest compliment. The way the characters react to your inputs is really intuitive. It's a game where someone with absolutely no skill can still have fun cos what happens on screen matches up really well with what they're doing with their hands. And you can eventually feel out different characters without actually memorizing their hundreds of moves. You just kind of know what the difference will be between a regular tap and a F+tap and a F-F + Tap and holding a button down vs not etc. Everything FEELS right! The newer Soul Caliburs still actually have that element, but for some reason they just don't feel as good and I can't put my finger on it!






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"Nobi Calibur II" , posted Fri 11 Apr 19:29post reply

Viscount Nobi-ngton, I am so glad A) that you are here and B) that you are talking about one of my favorite fighting games, and the only one I can unselfconsciously claim to be "quite good" at. I can't wait to play it again for the first time in years!

I LOVE Soul Calibur I like you, and its presentation is actually better than II: it's miles prettier than the arcade, it has so many wonderful modes and so much artwork with just the right pacing to unlocking the fun, and the guard impact system is great and at its most complex. Soul Calibur II is actually a step down in presentation in that it has fewer characters and modes, but it plays the best and the fastest. Soul Calibur III feels like you're playing in the mud with a way worse system (and you are). Soul Calibur IV feels like you're playing in the mud, while also underwater. Soul Calibur V feels like...who knows, no one has ever played Soul Calibur V, except Iggy and Pollyanna and I'm not sure I believe them, though I sort of admire Namco's perverse bravery in "pulling a SF III" by replacing all their iconic characters with new, far worse characters with similar attributes! Soul Calibur VI is basically Soul Calibur III, but at it's least played at Soul Calibur II speeds.

So why does Soul Calibur II feel and play so great? Part of it's the smoothness and speed, including with which you move in and out of the background (8-way run), far more easily than Soul Calibur I and much more like Tobal 2 in the best possible way. (I really love Tobal 2! And I know you do too!) This is important because it connects to three other things that make SCII perfect and which all its successors fail at: 1) moves that track opponents laterally when they are moving into the background, 2) moves to attack opponents with when you yourself are moving into the background, many of which are knock-downs, and 3) a large number of knock-down moves in general, many of which also track into the background.

In a game where jumping is mostly irrelevant, this variability of trips and 3D field attacks/escapes is key, otherwise you're just left bored out of your mind mashing only attack and block with virtually no consequence or variation, which is why III and onward feel like some dumb chanbara (and not even Onee-chanbara!) or punchfests...it's rock-paper-scissors, but with just rock and rock. From III onwards, no one ever gets tripped, and there's never any need to move into the background because most of your moves don't work while in 8-way run and none of them knock down anyway. Either Soul Calibur I and II were the world's biggest accidents, the fabled monkeys producing Shakespeare on a typewriter randomly over a million years, or someone (everyone?!) fundamentally, 120% misunderstood how movement and thus fun worked, starting from SCIII.

In SC II, it's a constant high-mid-low attack three-choice guessing game paired with high-mid and mid-low guard impacts, a slightly simpler two-choice guessing game that might let you break free of a beatdown or alternatively to continue to press an attack by anticipating and parrying an opponent's counterattack to your whiffed aggression (it's like if SFIII's blocking parries were actually fun and exciting! I hate SFIII! But you knew that too!). And when you have the ability to have all kind of attacks to/from the 8-way run, you have an incredibly fluid and high-motion game, where people are getting grabbed and tripped, rolling away in and out of the background after knock-down in order to escape, or alternatively getting up immediately to take a gamble on a well-timed guard impact at the right height, or playing one of many guessing games between similar three beat moves that either end mid or low/trip for the final hit.

SC II may have some silly Todd McFarlane character wedged in and it doesn't have enough stages compared with SC I, but it still looks beautiful today and it plays like the constant flow of the swordfight of your dreams.

THE SOUL STILL BURNS!





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"Re(1):Nobi Calibur II" , posted Mon 14 Apr 03:31post reply

quote:
Viscount Nobi-ngton, I am so glad A) that you are here and B) that you are talking about one of my favorite fighting games, and the only one I can unselfconsciously claim to be "quite good" at. I can't wait to play it again for the first time in years!

I LOVE Soul Calibur I like you, and its presentation is actually better than II: it's miles prettier than the arcade, it has so many wonderful modes and so much artwork with just the right pacing to unlocking the fun, and the guard impact system is great and at its most complex. Soul Calibur II is actually a step down in presentation in that it has fewer characters and modes, but it plays the best and the fastest. Soul Calibur III feels like you're playing in the mud with a way worse system (and you are). Soul Calibur IV feels like you're playing in the mud, while also underwater. Soul Calibur V feels like...who knows, no one has ever played Soul Calibur V, except Iggy and Pollyanna and I'm not sure I believe them, though I sort of admire Namco's perverse bravery in "pulling a SF III" by replacing all their iconic characters with new, far worse characters with similar attributes! Soul Calibur VI is basically Soul Calibur III, but at it's least played at Soul Calibur II speeds.

So why does Soul Calibur II feel and play so great? Part of it's the smoothness and speed, including with which you move in and out of the background (8-way run), far more easily than Soul Calibur I and much more like Tobal 2 in the best possibl

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


Thank you for the detailed reply! You articulated so many things that I could only vaguely feel, thank you for taking the time to explain it all so well!

One really great point that you brought up is that Soul Calibur and Soul Calibur 2 had really really good full 3D movement. That's something that I feel like 3D fighting games actually moved away from over the years. The movement in the earlier Soul Calibur games felt SO GOOD and they gave more meaning to stabbing/swinging attacks (and the direction of their arcs!) than they'd ever have in a 2D playing game. They also lead to the best ring outs of any fighting game! I know Smash is totally based around Ring Outs, but it's Soul Calibur where i've had the biggest belly bursting laughs in reaction to ringouts, the funniest game mechanic in fighting games.

I wish I had more to add to this conversation. Oh hey, have you seen this rad cover of The Edge of Soul?
https://www.youtube.com/watch?v=Yw6mh_QJAEw

It's incredible!

Here's how I rank the Soul games:
Soul Calibur - Most complete package overall
Soul Calibur 2 - Best gameplay
Soul Edge - Best Intro Ever






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"Re(2):Nobi Calibur II" , posted Tue 15 Apr 04:50post reply

Thanks to Maou for the precise write-up of what made SC2 work. When I think about it, when I play later games in the series I'm getting the most enjoyment out of the fundamentals that are at the core of the game and, at best, endured the extra techniques constantly layered on top. For example, Reversal Edge was an overly complicated, generally useless trick that halted the pace of the match for a cinematic guessing game. It made SC6 momentarily turn into an NRS title, which is something no one wanted. I can understand the need to try new things, but tacking on new systems without thinking about how they will interact with the core mechanics of the game is not a good idea.

Thinking about this streamlined design philosophy is why I am both looking forward to and dreading VF6. Please Sega, don't add heat mechanics.







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"Re(3):Nobi Calibur II" , posted Wed 16 Apr 00:31post reply

quote:
Soul Calibur - Most complete package overall
Soul Calibur 2 - Best gameplay
Soul Edge - Best Intro Ever

100% on the money. Interestingly, the other two most important criteria also produce the same rank order:

-Soul Calibur - adjustable underwear color code for Sophitia
-Soul Calibur 2 - angle of Seung Mina's throw animation
-Soul Edge - "Sophitia!!" special outfit from the opening movie

OR

-Soul Calibur - possibility of creating a nearly perfect opening movie via the adjustable characters in each part of the sequence : 1) inevitably, the version you create is the one true version, or 2) Astaroth in every scene, including Sophitia's dainty "flinching against the cold wind" scene, which is also perfect
-Soul Calibur 2 - worse opening, but fun competition to see who can press a button to do a battle cry at the last minute before the loading screen ends
-Soul Edge - opening so perfect as to make playing the rest of the game impossible
quote:
The movement in the earlier Soul Calibur games felt SO GOOD and they gave more meaning to stabbing/swinging attacks (and the direction of their arcs!) than they'd ever have in a 2D playing game.
So true! As a Nightmare/Siegfried main, this is an especially joyous aspect of the game. A tiny reason SCII is the best: Nightmare has this one lateral attack where he makes maybe a 540 degree mid-level swing with his sword, but if you hold the attack button as he goes all the way around, he pulls the sword up at the end back to starting position at an angle to make a tiny, spiteful little low hit to his opponent's ankle that can throw people off.

Did someone say ring outs? Soul Calibur I and II have such good throws (how emblematic that over the course of the weaker later entries, throws ended up being 100% useless and easily blockable by SC VI, without even using guard impact) that getting chucked out of/near to the edge of the ring is a real danger and strategy. I think SCII is the first game where you might actually dangle halfway off the cliff rather than floating stiffly in mid-air. Speaking of yucks regarding ring-outs, this is in contrast to the slightly weird physics of Tobal 2's ring edges, where you would literally get sucked out of the area if you dangled even a little bit over the edge.





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"Re(4):Nobi Calibur II" , posted Wed 16 Apr 23:40post reply

quote:
Soul Calibur - Most complete package overall
Soul Calibur 2 - Best gameplay
Soul Edge - Best Intro Ever



If only Bamco would be willing to pull a Tony Hawk 1+2 scenario and release "Soul Caliburs", a repackaged Soul Calibur 1 with 2's gameplay. Add a remade version of Soul Edge's intro as the icing on the cake.

Sadly, that will never happen and we just have to sit here watching Tekken being immolated. Maybe the new VF can pull a hat trick and allow weapon stances.





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"Fighting Collection 2" , posted Thu 17 Apr 13:08post reply

What the heck is Capcom thinking, making the stupid decision of using the EO version with no roll cancels for ranked in the collection. (Angryface)
It’s seriously misguided.







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"Re(5):Nobi Calibur II" , posted Thu 17 Apr 17:43post reply

quote:
If only Bamco would be willing to pull a Tony Hawk 1+2 scenario and release "Soul Caliburs", a repackaged Soul Calibur 1 with 2's gameplay.

Alas, that was theoretically what SCVI was supposed to be, but someone misread the memo and gave us a repackaged SCI but with SCIII's gameplay instead. Argh!

On the positive side, we can at least thank the internet for giving us a remade Soul Edge introduction. Even the otherwise useless SCIII and SCIV have a purpose here!
quote:
What the heck is Capcom thinking, making the stupid decision of using the EO version with no roll cancels for ranked in the collection.

On the other hand, it might still be better judgment than letting second-rate outfits like Udon produce an off-model animated trailer! I've never been quite sure how they managed to make it into Capcom's official circle, especially when much more talented animators from the 1994 SFII anime, or even the SFII V (not 5) series and subsequent mid-grade OAVs, were available. Was it a Capcom USA thing? The good news of course is that a perfect Moero Justice Gakuen-themed animated trailer for Fighting Collection 2 already exists, and it is the opening of Justice Gakuen 1.





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"Re(1):Fighting Collection 2" , posted Thu 17 Apr 18:51post reply

quote:
What the heck is Capcom thinking, making the stupid decision of using the EO version with no roll cancels for ranked in the collection. (Angryface)
It’s seriously misguided.


I expect this to be changed or patched soon. They've been doing good work in these collections until now, they won't shot this one down like that (fingers crossed).

Another option would be to rebalance the game! I hate RC, but also, the game is so poorly balanced that RC is what makes some characters remotely viable, without it the top tiers are even more top tiers. Also the grooves.
.... I really don't like CvS2 as much as I should considering the roster. It still remains a giant missed opportunity to me.

Also, Udon: urgh, what in the duckface hell is this shit.







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"Re(2):Fighting Collection 2" , posted Fri 18 Apr 01:43post reply

quote:

I expect this to be changed or patched soon. They've been doing good work in these collections until now, they won't shot this one down like that (fingers crossed).


It must be difficult to correctly emulate a game and then correctly break it again.







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"Re(2):Fighting Collection 2" , posted Fri 18 Apr 01:56post reply

quote:
What the heck is Capcom thinking, making the stupid decision of using the EO version with no roll cancels for ranked in the collection. (Angryface)
It’s seriously misguided.

I expect this to be changed or patched soon. They've been doing good work in these collections until now, they won't shot this one down like that (fingers crossed).


They'll just do version select like XvSF, it should be easier since the choices only need to be 'Dreamcast' or 'EO'.

If they want to be smug about it, they can SF6 it and call it 'Classic' and 'Modern'. Use the same icons also for maximum trolling.







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"Re(6):Nobi Calibur II" , posted Mon 21 Apr 02:14post reply

quote:
On the other hand, it might still be better judgment than letting second-rate outfits like Udon produce an off-model animated trailer! I've never been quite sure how they managed to make it into Capcom's official circle, especially when much more talented animators from the 1994 SFII anime, or even the SFII V (not 5) series and subsequent mid-grade OAVs, were available. Was it a Capcom USA thing?



It probably was a Capcom USA thing, but they'd also built a fanbase as manga/anime-like artists over the years and established themselves in the West as being the big Western Capcom artist group.

I first knew Udon from their work at Marvel, where they did the art and coloring for Gail Simone's Deadpool and then Agent X runs. While Udon even then had detractors, it built itself a fanbase with its manga/anime-like art style and detailed digital coloring, which stood out against the other Marvel artists.

Udon's Street Fighter comic book came about a year and a half after their Marvel work with Simone. My guess is that Udon got the deal because they were the biggest "professional" Western studio that produced anything similar to Capcom's art style, likely offered pretty good terms, and actually knew and cared about what Street Fighter was.

That built them an even bigger fanbase in the west, as they were now doing a manga/anime-like style for a larger audience that actually wanted that style. I'd guess that Western fanbase is what got them more and more Western Capcom comic book work, as well as being tapped for other projects like game art.

I honestly don't remember seeing a particularly big criticism of Udon's work (outside of Marvel) until in-progress art for SSF2THDR started getting posted to the SRK forum. Redrawing existing side view static poses of lone characters on a blank background meant the art didn't provide the various distractions present in their other artwork (like dynamic poses, action, complex backgrounds, Chun-Li in a string bikini, etc). It became obvious the artists didn't understand anatomy, from having brand new muscle groups magically appear out of nowhere to always drawing ankles reversed or drawing every ear cauliflowered. It was also obvious the artists didn't understand the necessity of logical consistency when drawing for animation. Or that the imposed studio style was far from enough to mask the differences in skill of the various artists.

But by that point, Udon had already been long established as the Western Capcom artists. Even the SSF2THDR backlash was seemingly largely restricted to a few groups online, not affecting the much larger Udon fanbase.





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"Re(4):Nobi Calibur II" , posted Thu 24 Apr 01:33post reply

quote:
Astaroth in every scene, including Sophitia's dainty "flinching against the cold wind" scene, which is also perfect


DUDE. One of my most vivid memories of SC is doing just that. My friends and I absolutely lost it after seeing Astaroth acting so demure. Oh man good times! There were so many great codes/cheats in the 32-bit era (Dreamcast being the bookend of it as the first 128 bit system--whatever that meant!). Soul Calibur let you switch models. Tobal 2 had the code to make the characters grow or shrink at will! Star Gladiator had SD mode and more! You could feel the joyousness from the devs as they were navigating this new 3D space and all the neat stuff it could do. It's too bad that game breaking cheatcodes aren't as much of a part of games anymore. Gotta play on PC and use mods to scratch that itch! Modern devs and players need to lighten up!






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"Re(3):Fighting Collection 2" , posted Thu 24 Apr 01:44post reply

quote:

I expect this to be changed or patched soon. They've been doing good work in these collections until now, they won't shot this one down like that (fingers crossed).

It must be difficult to correctly emulate a game and then correctly break it again.



LOL well said.

I know a lot of folks are speculating that they took out roll cancel to make the game more beginner friendly, but a competitive, pro level fighting gaming friend of mine pointed out how that's going to spectacularly backfire if they make EO the default for ranked matches:

quote:
FYI, Evil Ryu has unblockable setups with Denjin, Shin Akuma has an air fireball infinite a dog could do. Evil Iori is the fastest higher damage characters in the game.
Casual players won’t even tell/know about Roll Canceling but a Shin Akuma covering the screen with air fireballs will definitely cause them to refund the game.


Also hold up, it just occured to me... are they going to allowe for the Easy Operation controls for ranked matches? Are they gonna subject new players to the horrors of a ratio 4 Blanka that can walk forward into a rolling attack??






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"Re(5):Nobi Calibur II" , posted Mon 28 Apr 15:24post reply

quote:
Astaroth in every scene, including Sophitia's dainty "flinching against the cold wind" scene, which is also perfect

DUDE. One of my most vivid memories of SC is doing just that. My friends and I absolutely lost it after seeing Astaroth acting so demure.

While the price of convincing college dorm friends to learn to play Soul Calibur against me was occasionally finding my copy’s perfectly directed opening (first section first cut: Siegfried; second second first cut: Cervantes, absolutely no Lizardman or Rock) destroyed, it was hard to complain about the all-Astaroth cut, especially when the wind scene came up and I laughed my @$$ off.

Big thanks also to Baines for the interesting history of Udon’s mostly undeserved formal association with Capcom, especially after SSFII HD, which should have been disqualifying. My feelings towards them are more kind when they’re just mid-tier American fanart, of course, and I feel a little bad about ragging on them given the indirect connection where Long Vo and other (former?) members would contribute gift art to the Cafe in early days.

…though Cafe fanart reminds me that former MMC oekaki contributer Xue Xue far outpaced anything they could do.





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"AoF3 tournament?" , posted Sat 2 Aug 09:07post reply

An AoF3 tournament for $100,000 USD.

I'm going to be laughing about this one for days.







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"Re(1):AoF3 tournament?" , posted Mon 4 Aug 00:04post reply

quote:
An AoF3 tournament for $100,000 USD.

I'm going to be laughing about this one for days.



Oh, man, I hope there will be at least a Wiler or two in the tournament!

What's even more hilarious is that the game is not available on any modern platform. I suppose the crown prince thinks everyone has a neo geo at home and a full cartrige collection.





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"Re(2):AoF3 tournament?" , posted Mon 4 Aug 12:15:post reply

quote:

What's even more hilarious is that the game is not available on any modern platform. I suppose the crown prince thinks everyone has a neo geo at home and a full cartrige collection.


To be fair, most of the kind if people who will enter probably use Fightcade…

Edit: thinkin’ abou it, could they show Wang’s seizure inducing super on stream? ww Is that safe?





[this message was edited by Red Falcon on Tue 5 Aug 13:26]

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"Re(3):AoF3 tournament?" , posted Wed 6 Aug 01:12:post reply

quote:

What's even more hilarious is that the game is not available on any modern platform. I suppose the crown prince thinks everyone has a neo geo at home and a full cartrige collection.

To be fair, most of the kind if people who will enter probably use Fightcade…

Edit: thinkin’ abou it, could they show Wang’s seizure inducing super on stream? ww Is that safe?



Holy moly. I don't think anyone saw that coming!
I've only barely ever played AOF3. I dig the pixel art and the backgrounds and overall color design are SPECTACULAR. The animation is very smooth and sometimes good, but often times its weirdly pillowy soft and looks like maybe it was mocapped? Lenny's whip attacks literally have the impact of a wet noodle! And Jin is so weirdly dainty! He looks like a 90s pro wrestler, juiced to the gills, attempting to do ballet. Still a cool and undeniably visually stunning game tho!

NGL, I want to see how broken the game can get, especially with $100,000 on the line!






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[this message was edited by nobinobita on Wed 6 Aug 01:14]

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"Re(4):AoF3 tournament?" , posted Wed 6 Aug 01:45post reply

quote:

Holy moly. I don't think anyone saw that coming!
I've only barely ever played AOF3. I dig the pixel art and the backgrounds and overall color design are SPECTACULAR. The animation is very smooth and sometimes good, but often times its weirdly pillowy soft and looks like maybe it was mocapped? Lenny's whip attacks literally have the impact of a wet noodle! And Jin is so weirdly dainty! He looks like a 90s pro wrestler, juiced to the gills, attempting to do ballet. Still a cool and undeniably visually stunning game tho!

NGL, I want to see how broken the game can get, especially with $100,000 on the line!



Yes, they used motion capture! It was one of the selling point of AOF3.
The old site says:
"The first neo Geo title ever to incorporate, "MOTION CAPTURE" technology. This cutting edge advancement gives character animations human like qualities and movements that blaze up the screen."
Link to the old neogeo-usa.com site at the Wayback Machine







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"Re(4):AoF3 tournament?" , posted Wed 6 Aug 07:42post reply

quote:

Holy moly. I don't think anyone saw that coming!



It was unexpected, but not a complete surprise. While a $100,000 AoF3 tournament sounds extreme in a vacuum, AoF4 was announced a couple of years ago and an early $100,000 "This is AoF" ad seems reasonable by the standards of what has been spent on COTW.

If I'd only know about the COTW, KOF, and SS prize pools, I might have half as a joke thought an AoF tournament would have been a good extra.







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"Re(5):AoF3 tournament?" , posted Thu 7 Aug 05:22post reply

quote:

an early $100,000 "This is AoF" ad



The truly curious thing is that AoF3 is so wildly different from the other AoF games that I'm curious if the next AoF game is going to be like it. AoF3 is kinda... Tekken-ish? I do hope that they bring something really new to the table with a new AoF, whether that means revisiting Buriki One or taking the idea of 2D Tekken further.







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"Re(4):AoF3 tournament?" , posted Thu 7 Aug 09:11post reply

quote:

NGL, I want to see how broken the game can get, especially with $100,000 on the line!

It's unfortunately pretty boring, it's all a Wyler vs Wyler mash fest.
The only chance of an upset is that, if I understand correctly, the tournament would happen on Ryo's birthday which, if the console is configured correctly, would give him a boost that could allow him to rival Wyler.





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"Re(5):AoF3 tournament?" , posted Fri 8 Aug 20:47post reply

quote:

it's all a Wyler vs Wyler mash fest



not necessarily!







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"Re(6):AoF3 tournament?" , posted Sat 9 Aug 00:05post reply

quote:

it's all a Wyler vs Wyler mash fest


not necessarily!


In that case, I demand lots of Jin Fuha mirror matches.





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"Re(7):AoF3 tournament?" , posted Sat 9 Aug 02:51post reply

quote:

In that case, I demand lots of Jin Fuha mirror matches.



Amazing!







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"Tekken QoL" , posted Tue 2 Sep 23:19post reply

Tekken 8 went from being a bust to being multiple busts. Asuka is still working on slimming down her linebacker shoulders, but that's what happens when you go from a character in the main story to being in the pool of schoolgirl secondary characters.







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"Re(1):Tekken QoL" , posted Thu 4 Sep 01:11post reply

quote:
Tekken 8 went from being a bust to being multiple busts. Asuka is still working on slimming down her linebacker shoulders, but that's what happens when you go from a character in the main story to being in the pool of schoolgirl secondary characters.


Do they all have the same body? Has it always been the case in Tekken? I thought it was a DoA thing, and Tekken was a bit more ambitious and respectable...







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"Re(2):Tekken QoL" , posted Thu 4 Sep 09:48post reply

quote:

Do they all have the same body? Has it always been the case in Tekken? I thought it was a DoA thing, and Tekken was a bit more ambitious and respectable...


I don't know if this is a recent development, or if it has always been the case and the higher fidelity makes it blindingly obvious. Either way, it looks really cheap compared to the different body shapes and obsessive detail put into the SF6 swimwear.





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"Re(3):Tekken QoL" , posted Sun 7 Sep 01:55post reply

quote:

Do they all have the same body? Has it always been the case in Tekken? I thought it was a DoA thing, and Tekken was a bit more ambitious and respectable...

I don't know if this is a recent development, or if it has always been the case and the higher fidelity makes it blindingly obvious. Either way, it looks really cheap compared to the different body shapes and obsessive detail put into the SF6 swimwear.



Gotta hand it to Capcom. They have such a nice variety of bodytypes in SF6. And the rigging on those characters is PHENOMENAL. I'm actually surprised that Tekken doesn't lean into that more come to think of it.






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"The Last Tokens" , posted Sun 7 Sep 02:00:post reply

I just recently watched this really sweet, slice of life documentary on one of the last remaining arcades in China. One that's been continuously operating since the 90s! The owner says he just can't bring himself to close the place down cos then where would the kids go? (The kids all being in their 40s and 50s now, many with kids of their own while the proprieter is already a grandpa!).

The first thing that stood out to me about the doc was ... well it was that China has strangely, especially phallic looking joysticks! But aside from that, it's great to see how arcade culture was just so similar everywhere. A place for misfits to fit in. A place to compete and hone your skills. A hobby that turns into a lifelong passion full of lifelong friends. And then there's the sobering realization that this place is on its last legs.

There's a part where an old regular comes back after nearly 30 years. He has a family now. He's got his daughter with him. What he says, I won't spoil it, but it really stuck with me.

Really nice doc. Highly recommend it. It's not long and the accompanying article is a beautiful read too.


https://www.sixthtone.com/news/1017537






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"Re(1):The Last Tokens" , posted Sun 7 Sep 03:09post reply

What a lovely little piece! During their heyday, many arcades were viewed as dens of ill repute. Now, this one little place is being soldiers on due to sentimental passion. It was sweet to see bemused wives and children watch as grown men once again interact with something that was profoundly important to them at a formative point in their lives.

Strangely, it also made me smile to see that the arcade hasn't been gentrified and is still the same dump it has probably been since day one. Modern players who fret about monitors and set-ups being absolutely perfect need to spend some time on a cabinet held together with packing tape that's encrusted with God knows what. That's the real fighting game experience!







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"Re(2):The Last LP" , posted Thu 11 Sep 11:22post reply

Curiously, the OST to Darkstalkers: The Night Warriors is being released on LP. The Murata art is nice, but it doesn't compare to the legendary Tekken 4 soundtrack cover.







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"Summer of Zero3" , posted Tue 23 Sep 05:16post reply

Zero 3, and to a lesser extend CvS2, have always been games that I wanted to like but really... nah.
I've never been a huge fan of ISM/grooves, and there's something in the controls that bugs me even though I can't put my finger on it. However, it seems 2025 is the year of Zero3 !

After Capcom unexpectedly added the 3 double upper characters to the collection, I found this amazing tournament (which apparently is a regular thing) of Zero 3 but only on Z Ism, and that's the most fun I've had watching this game.
https://www.youtube.com/watch?v=E8H08o-huwE

And finally, someone on Resetera posted this incredible Brazilian hack that basically converts the game into KOF?
https://www.youtube.com/watch?v=5zN-vqcgc1E
quote:
Run: Not a Street Fighter 3 style dash, no, if you want to get in faster you’ve got a full on run to close the distance in nothing flat.
Short hop: Another King of Fighters staple, if you want to slip in an air attack without your opponent catching you.
Just defend: As in Mark of the Wolves, you can perform a more effective block by guarding with the correct timing. Similar to a custom combo, you can also enter a « Daigo Mode » where you automatically just defend any attack.
Roll/Escape: Standards from King of Fighters, you can perform invulnerable dodges which let you avoid attacks but may leave you open afterward.
Air blocking: Breaking from Alpha series convention, normal air blocking is no longer possible, making air movement generally less safe. As in Mark of the Wolves, you are still able to just defend in the air.
Life recovery: Unlike Street Fighter, your health is no longer guaranteed to be fully recovered between rounds, allowing your opponent to wear down your characters through attrition. You do, however, have the option of converting your unused super meter into additional recovery between rounds instead of carrying that meter over.
ISM: This is simply no longer a mechanic, instead players always have access to alpha counters, multiple super moves, and custom combos. Instead you get to choose an air recovery type,​

I wonder if they will keep adding more characters, since they stopped at Boxer/Juni/Juri. Or maybe do the same to CvS2? Import SNK characters into Zero3? I'd love to see where this can go.
Who knows, maybe one day T.Hawk will be playable in Zero3!

The only thing that triggers me is that they call it "Zero 3 Mix", yet they're using the US names. Pick a lane, Brazil!







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"Re(1):Summer of Zero3" , posted Wed 24 Sep 23:06post reply

Zero 3 and CvS2 are examples of games where the game isn't filled with endless possibilities but is overstuffed with junk. Grooves, Shura/Rasetsu or whatever often isn't a source of variety, but rather something to sift through until you find the most effective thing and stick with it. All games boil down to that philosophy, but grooves make it feel like you're ignoring half the game. That's especially annoying since I just want to play Z ism and ignore all those silly custom combos.

Speaking of which...

quote:

After Capcom unexpectedly added the 3 double upper characters to the collection, I found this amazing tournament (which apparently is a regular thing) of Zero 3 but only on Z Ism, and that's the most fun I've had watching this game.
https://www.youtube.com/watch?v=E8H08o-huwE



Incredible! Not only is this my platonic ideal of the game, but several thousand other people are so thrilled at this idea that they subscribed to the YouTube channel. Not bad for casual sets that look like they are being run inside a basement.







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"Re(2):Summer of Zero3" , posted Fri 26 Sep 18:17post reply

quote:
that look like they are being run inside a basement.
After all these big events in major venues and pop concert lighting, it feels refreshing and nice. That's where all interesting tourneys should take place!





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"2XKO Early Access" , posted Thu 9 Oct 22:04post reply

Spent some time with 2XKO which is now out on Early Access. Seems like a decent casual fighter that plays fairly well. Feels weird to have 3 attack buttons+2 Special Buttons + a Tag button--I'm sure I'll get used to it. Roster is small (11) with about 4-5 locked/purchasable. Illaoi and Ahri seem to be my mains right now. Still not a fan of battle passes in fighters. Online experience is okay but I wish the game launched with a 1-Player Arcade/Story mode. Maybe that's coming later.





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"Re(1):2XKO Early Access" , posted Fri 10 Oct 04:21post reply

First, I'm glad 2XKO finally came out (in a fashion) and has found an audience. I'm always happy to see fighting games doing well, since the genre doesn't need another CotW face planting straight into the dirt.

Still, I do wonder what the future holds for 2XKO. Will there be more content added to the game? I know it's a slow rollout, but right now 2XKO is making DNF Duel look robust with options. The battle pass stuff seems very pricey but I guess that's to offset the free to play aspect. But will there be enough people willing to pay for a game that currently pretty much only has ranked mode? Beats me, but it's interesting to see how much the discourse about pricing in games has changed since the game was initially unveiled.







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"Re(2):HxH No Access" , posted Sat 11 Oct 04:54post reply

I just watched the Evo France top 8 for HxH. From what I gather, the game consists of one team in which Uvogin throws a punch. That's quite the game.







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"Resurrected games" , posted Wed 15 Oct 04:24post reply

It appears someone summoned Shenron to bring some games back.

First, Avatar: The Last Airbender is actually getting released. For a modestly budgeted game this looks really nice.

Then, somehow, DBFZ returned. I guess the attempts at making DB Sparking Zero a tournament game didn't work out.





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"Re(2):Summer of Zero3" , posted Mon 20 Oct 00:41post reply

quote:
Zero 3, and to a lesser extend CvS2, have always been games that I wanted to like but really... nah.
I've never been a huge fan of ISM/grooves, and there's something in the controls that bugs me even though I can't put my finger on it.


quote:
Zero 3 and CvS2 are examples of games where the game isn't filled with endless possibilities but is overstuffed with junk. Grooves, Shura/Rasetsu or whatever often isn't a source of variety, but rather something to sift through until you find the most effective thing and stick with it. All games boil down to that philosophy, but grooves make it feel like you're ignoring half the game. That's especially annoying since I just want to play Z ism and ignore all those silly custom combos.


Interesting thoughts. I always saw Grooves/ISMs/etc as a way to give players more freedom in how they prefer to play, but reading your comments, I have to agree that they can indeed make these games feel "overstuffed" and making the player having part of the mechanics taken away from them.

Do you guys think this also applies to games like Capcom Fighting Evolution or BlazBlue Cross Tag Battle, which also have different systems/mechanics but where each character is "locked" into a specific system/mechanic (like Sakura being "locked" in the SFA2 system while Alex is "locked" in the SFIII system, or the same button being used for Drives for BB characters and for summoning Personas for P4A characters)?







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"Re(3):Summer of Zero3" , posted Mon 20 Oct 22:31post reply

quote:
Interesting thoughts. I always saw Grooves/ISMs/etc as a way to give players more freedom in how they prefer to play, but reading your comments, I have to agree that they can indeed make these games feel "overstuffed" and making the player having part of the mechanics taken away from them.

Do you guys think this also applies to games like Capcom Fighting Evolution or BlazBlue Cross Tag Battle, which also have different systems/mechanics but where each character is "locked" into a specific system/mechanic (like Sakura being "locked" in the SFA2 system while Alex is "locked" in the SFIII system, or the same button being used for Drives for BB characters and for summoning Personas for P4A characters)?


I think it's difficult to know because something might work perfectly in your mind, when it's unshackled from any boring reality checks. For such a weird crossover as BB Cross Tag, I guess giving everyone their own system was a necessity in order to keep each section of the roster recognizable. CFJ had so many fatal problems that I don't even think locking character to their systems would make the list. I suppose having a sort of groove edit like CvS2's home edition had would have helped at least make it even more goofy and maybe more fun?

Ultimately, the issue we're grappling with when a system is so strong it overwhelms the character. If your character in 3S cannot take advantage of the parry system like Remy, or FADC doesn't reward your character in SF4 enough like THawk, the character is handicaped in not a fun way. It's low tier at a system level, the concept of the character just doesn't mesh with the way the system wants the game to be played.
And when you introduce the ISM system, then the issue becomes "which character can take the most advantage of the stronger ISM", and the selection process becomes even more overbearing. Not only your favourite low tier character might have issues such as damage or hitboxes, it also just fundamentally doesn't work because it doesn't jell well with the stronger ISM, or the stronger ISM requires you to play it in a very narrow and unsatisfying way.
And also, in CvS2, you pick an groove for the whole team, so if your ace requires A Groove, then the rest of the team is also limited to the character who per default work well in this groove. Having groove selection per character and not per team would probably be less limiting?

A real balance pass on these games should not only adjust some numerical values of some characters, it should also tweak the systems of each ISM to make them better to play as. But then, when the rolling cancel bug was patched in a rereleased, everyone hated it and it actually made the stronger characters even more oppressive because balance is a really difficult science.

And then, on the other extremity of the scale, you have Arcana Heart, where each arcana is basicaly a groove of its own, there's as many arcanas as there are characters, and while each character is designed to work with her own default arcana, she can also use any of the others for a dizzing amount of possibilities. Each character has a list of arcanas with which they work well, each arcana has a list of characters wich which they work well, and everything is just fine tuned by years and years of revisions and additions that make the game now utterly unpenetrable and fascinating.







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"Re(4):Summer of Zero3" , posted Fri 24 Oct 14:16post reply

quote:
And also, in CvS2, you pick an groove for the whole team, so if your ace requires A Groove, then the rest of the team is also limited to the character who per default work well in this groove. Having groove selection per character and not per team would probably be less limiting?


I think it's more interesting than "pick the groove for each individual character" because if you could always pick the best groove for each character it'd become even more homogenized even faster. K-Geese to go along with A-Sakura? No thanks. That some characters aren't so good in some grooves I think is actually fun (A-Sagat is really not that great!) and really excel in others and you have to make confining (in principle...) choices around that is a GOOD thing!

I like the IDEA of "I want my team to play like they are from SamSho" or "I want my team to play like they are from KOF", but I do agree that how well the game lets you engage in that act is one thing (the KOF groove still didn't let you do normal xx command normal xx special/super! Or multiple kinds of short jumps!) and how balanced it is is another thing. Specifically for a game that's (in principle) about celebrating multiple franchises of two different studios as their era of greatest popularity winds down, it's an admirable idea.







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"Re(5):Summer of Toshinden" , posted Mon 27 Oct 22:12post reply

For everything going on in CvS2 (gigantic roster, endless grooves, glitches baked into the meta) it's amazing that it's playable at all, much less fun. I guess Capcom learned their lessons from SFA3 and didn't make one groove overly dominant. Honestly, I'm probably being far too nitpicky on CvS2 since it's a game I like a lot and there are far worse examples out there of fighting games that don't work.

Speaking of which... the first three Toshinden games are getting rereleased! No, seriously, they are.





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"Re(6):Summer of Toshinden" , posted Tue 28 Oct 05:42post reply

quote:
Speaking of which... the first three Toshinden games are getting rereleased! No, seriously, they are.



That's a curious move... to rerelease the first three Toshinden games (which probably won't be bought by many people), but not the fourth one that was kinda like a (really bad) 3D KOF with ring-outs (which, granted, would be bought by even less people, but it's not as if it would make anyone decide not to get the first three games). Or the curious Saturn port of Toshinden 2, which actually had a different name, a different storyline and even some different characters (kinda like Bloody Roar Primal Fury and Bloody Roar 4). Or even the Toshinden equivalent to VF Kids that was only released in Japan.

Then again, the three first games are the most famous ones in the series. Toshinden 2 looked quite nice, and 3 was uglier but was more playable (and had a much bigger roster, although most of them would have very similar movelists). 1... well, 1 was a little better than 4, I guess.







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"Re(7):Summer of Toshinden" , posted Tue 28 Oct 23:38post reply

quote:
Speaking of which... the first three Toshinden games are getting rereleased! No, seriously, they are.


That's a curious move... to rerelease the first three Toshinden games (which probably won't be bought by many people), but not the fourth one that was kinda like a (really bad) 3D KOF with ring-outs (which, granted, would be bought by even less people, but it's not as if it would make anyone decide not to get the first three games). Or the curious Saturn port of Toshinden 2, which actually had a different name, a different storyline and even some different characters (kinda like Bloody Roar Primal Fury and Bloody Roar 4). Or even the Toshinden equivalent to VF Kids that was only released in Japan.



If ever there was a time for me to show up suddenly, it's for Toshinden-posting!

I should point out that this is getting published by Edia, who infamously split the Valis series into three (and counting) releases, each much more expensive than similar collections! So I wouldn't be surprised to see them release at least two collections of Toshinden to grab up the remainders. There's a Gameboy game too, and Toshinden S, the Saturn version of the first game! This is a series that I might actually be inclined to get the collection of, given the sheer number of hours I put into it (2 especially). Toshinden 1 was my first Playstation1 game!

Anyway, HI EVERYBODY! I'll probably recede into the darkness of lurking again after this.





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