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Re(2):A History of 3d Movement in Fighting Ga
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How would something like [URL=http://www.arcade-museum.com/game_detail.php?game_id=10408]Warrior[/URL] be classified? You were able to move across the entire screen and even had to deal with environmental hazards. But is it 3D? [QUOTE] Did Psychic Force have 3D movement? I mostly remember it as fighting on a 2D plane; its big difference from "normal" fighters being permanent flight, with the removal of gravity and "ground". To me, it feels that there is mechanical overlap between "Fast paced mech battles" and "High flying sorcery battles". Simply going by the names you gave them, I think you've fallen into a trap of using game themes to try to differentiate game mechanics. You might need, rather than different groups, some kind of intertwining tree or net. Something for both direct paths as well as a way to acknowledge similar mechanics in different games. (For example, I don't know that there is any development connection between Psychic Force and Senko no Ronde, but to me they are mechanically similar, with that whole 2D plane without gravity or ground system.) [/QUOTE] In a way Psychic Force and Pit Fighter were doing the same thing; you were moving about in an enclosed space while trying to intersect with your opponent. I agree with you that mapping games out on a chart according to mechanics is an easier way to sort this progression. It also might help to limit the discussion purely to fighters; while other games where a mechanic originated can be referenced if we spread the too wide we'll be here all damn day. [QUOTE]Did Virtua or Toushinden contribute? I know I don't remember![/QUOTE] In VF the method by which the characters interacted with their 3D environment varied from game to game. Toshinden, however, seemed to really pride itself in the ability of its characters to do a Dark Souls roll into the fore or background. Video games have taught me that rolling around on the ground is a winning strategy in a sword fight.
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