That's not 16bit.
Yo, I was shouting at you from the production booth as you left top 8, I wanted to congratulate you on your performance. I know it wasn't what you wanted, but you did extremely well and I enjoyed watching your play.
lmao this is exactly how i feel about that panel. i really was hoping he'd go into the design process of the core gameplay mechanics and character design so i could see where and why the team decided to go with such a slow pace of game.
instead it was that
if you're interested in the ideas behind fighting game design here's the blog of the dude i was talkin' about: http://finalatomicfilibuster.tumblr.com/
there's only 3 posts but they're all really good. i wish he'd post more stuff or at the very least that i'd saved the stuff he'd say about fg design whenever it pops up
the first post is really good and important because it seems like a fucking truckload of action games do not understand the basic concepts outlined within that post in the SLIGHTEST.
another thing i noticed in discussions here about stream numbers is people not accounting for nico restreams and such. the numbers you saw on twitch are not the only element here...
You should check out the blog from the developer of Aztez; here's a compilation he put together, but his own articles on hit feedback and animation and all the nitty gritty of satisfying responsive in fighting/action games are fantastic:
http://aztez.com/blog/2012/12/26/links-to-great-articles-re-combat/#more-996.
someone told me that the nico restreams for sf4 were in the 60k+ numbers on friday. friday!
if so then that is INSANE assuming there was no overlap for twitch
i really hope someone kept track of that stuff
someone told me that the nico restreams for sf4 were in the 60k+ numbers on friday. friday!
if so then that is INSANE assuming there was no overlap for twitch
i really hope someone kept track of that stuff
another thing i noticed in discussions here about stream numbers is people not accounting for nico restreams and such. the numbers you saw on twitch are not the only element here...
Needs more...I still think every single fighting game should respect and take the ideas of Skullgirls.
1) The game tells you who is the leader at the top of the health bars (fucking handy)!
2) You can preview which colours you want before picking them at the character selections creen
3) It has 360 detection
4) It has full button checks before needing to go to a match
5) The training mode lets you see hit-stun deterioration
6) The training mode overall has extensive feedback give to player
There's so much with Skullgirls that every other fighting game has failed to even implement. OK Capcom SF4 as your first comeback but 5 years on and many iterations later you can tell us who is the leader or even have a decent button check on character selection. The only other game that came close was Killer Instinct (even providing hitbox and frame data).
Normally I try and catch up on every post that I've missed in the tournament thread and in FGW, but that's just not happening given there was an OT2 for the Evo thread.
Hope you all enjoyed your Evo experience. I sure as hell enjoyed mine.
That said, 'sup?
Also, we beechifying our avatars?
another thing i noticed in discussions here about stream numbers is people not accounting for nico restreams and such. the numbers you saw on twitch are not the only element here...
lmao this is exactly how i feel about that panel. i really was hoping he'd go into the design process of the core gameplay mechanics and character design so i could see where and why the team decided to go with such a slow pace of game.
instead it was that
if you're interested in the ideas behind fighting game design here's the blog of the dude i was talkin' about: http://finalatomicfilibuster.tumblr.com/
there's only 3 posts but they're all really good. i wish he'd post more stuff or at the very least that i'd saved the stuff he'd say about fg design whenever it pops up
the first post is really good and important because it seems like a fucking truckload of action games do not understand the basic concepts outlined within that post in the SLIGHTEST.
The difference for me, personally, is that when I strip things down to their core, it's just more satisfying to hit things and move around in Marvel. There's a lot of other reasons why I like that game, but that's what's relevant for this comparison. I've been on record saying that the TAC is one of the all-time dumbest game mechanics since the game's debut and I agree with a lot of other criticisms leveled at it, but that very base level of play is rock-solid for me. That counts for so much. I can't go back to SF4 because the dashes and throw-techs feel stiff as a board and kill the momentum and flow for me. I can't play ArcSys games because I tend to go cross-eyed from all the meters and particle effects. But I can put up with mountains of bullshit in Marvel because, for example, plink dashing across the screen with Magneto or crushing someone with Hulk's s.H is just that satisfying. That game feels great.
Skullgirls just felt so off-putting when I tried it out. Having to make mental notes about what did and did not trigger IPS made for a more convoluted combo system than Marvel 2's simple infinite prevention or Marvel 3's hitstun deterioration. The restands just bothered me and felt wrong at a very basic level. And things like that aren't occasional hurdles to enjoyment that pop up here and there like a trade into ultra; they're part of the very core of that game.
feels
also nobody played kof12 i thought. like i swear i've been told that kof12 sincerely almost killed KOF as a whole with how terrible it was.
(I recall KOF12 being panned upon release and dying pretty quickly, btw.)
I don't think taking sales numbers is a good idea or indicative of anything, because contrary to the other games you are comparing them with, Skullgirls was proposing a free demo at launch. That's why I can say I've tried it, disliked it, and not bought it. As am sure a lot of other people did.So when we start talking about how "everyone was hype for Skullgirls" and how you didn't know a single person who hadn't tried it out then you should probably take a long and hard look at those numbers and ask yourself if you believe that Skullgirls managed even a tenth of that in the same time period.
quick shoutout to Q and anyone else that actually went to evo and played games.
Big shoutout to One Frame Link. That shit is amazing. Fantastic work. I would like to see more interesting statistics instead of just win rates things like "dps hit by vs punished" "throws teched vs received" more interesting insights into player styles and profiles. However, i was still VERY impressed by the presentation of it all. GREAT WORK!
gj on the work you did over the weekend. Was Glenn (@gyt) also part of your operation there?
gyt on Twitter said:
2) Melty Blood (French Bread), Arcana Heart 3 (Examu, console port by ArcSys)I still think every single fighting game should respect and take the ideas of Skullgirls.
1) The game tells you who is the leader at the top of the health bars (fucking handy)!
2) You can preview which colours you want before picking them at the character selections creen
3) It has 360 detection
4) It has full button checks before needing to go to a match
5) The training mode lets you see hit-stun deterioration
6) The training mode overall has extensive feedback give to player
There's so much with Skullgirls that every other fighting game has failed to even implement. OK Capcom SF4 as your first comeback but 5 years on and many iterations later you can tell us who is the leader or even have a decent button check on character selection. The only other game that came close was Killer Instinct (even providing hitbox and frame data).
BBCP arcades are getting two more characters.
Looks like Arcsys was planning to keep that fire stoked a bit longer. Wonder how much of a balance revision is going to follow them being added
So Skullgirls was announced for Vita/PS4. When I played it at a steam free weekend, it was pretty Marvel-esque and nothing seemed wrong with it. Is it just blind anime hate why this game hasn't taken off?
Yo, I was shouting at you from the production booth as you left top 8, I wanted to congratulate you on your performance. I know it wasn't what you wanted, but you did extremely well and I enjoyed watching your play.
Thanks. Yeah, I am a little disappointed I couldn't get farther. Most of the top 8 were players I've beaten before. Theo losing early was a huge opertunity. Still, I'll take 7th.
Well, Skullgirls was already delayed several months past its expected drop date and when it did it was clearly not a finished product.
Evo this year matched last year but there were some exchanges/trades. Where KOF maintained its hype from year previous, this year the match quality was great but the presentation was ASS. Last year the best finals to me were melee KOF Marvel and Tekken. This year...hands down Melee Blazblue and marvel (top 4 or so).
To me this year proved just how important community representation was in the overall image and impression of game communities. Specifically KOF and Blazblue are great examples of this this year. My number one complaint all weekend was that the people on jyosuas stream had the spotlight on BB all weekend, but the commentators, though informative at times, were not excited/hype/amusing at all. The waifu jokes and anime pillow jokes were good but i felt they just didnt match the level of the game/gameplay we were getting. They didnt have charisma or compel me to play the game. I expect no less from west coast anime ppl but still. The least they could have done was let biscuits and stickbug on the mic. That said, grand finals presentation was an amazing display in contrast to what we got on jyosuas stream. I dont even like dacidbro but i have to give props to him and xie for their work on sunday. Great stuff. KOF was the most guilty of this however. The grand finals were actually amazing but the commentary was so dull it dragged it down. Awful commentary did not match the level of play. Truly disappointing.
I agree. Don't the fans want Nine and Jubei.these may be the lamest possible additions i could think of.
I agree. Don't the fans want Nine and Jubei.
Guess they're saving them for the next named revision/sequel
I have a lot of respect for Giby for sticking with the SNK scene all this years, but I hope he and the other guy aren't allowed anywhere near a microphone to comment on anything of consequence for the foreseeable future, they were a visual and audible disgrace tainting something that was entertaining on its own.
I get that same feel of "this game has a million awesome features... but the core game has to be good for it to matter." It was funny- I tried to watch Mike Z's panel from UFGT (how to design fighting games? sounds interesting!), but rather than being about how to design fighting games, it was about how to design fighting game UI, menus, training mode, etc. It was about everything except the actual fighting part of the game. It reminded me in a way of Little Big Planet- an amazing level editor and aesthetic... for a game that's not actually fun to play.
Aestetic.
The the massive creator between character design quality is massive.
Like Oh sweet peacock. Oh Yeah Big band, Oh yeah elza, oh yeah this music. These controls, they just make sense they are super easy. Why doens't everyone do it like this. Oh shit pain wheel, oh shit look at this lobby its so good we can have like a bajillion matches at once. Oh wow they actually tried to have a narrative thats neat.
Oh no, why does parasoul look like she has shit missing from character design and its super boring. Why is valitenine not a doctor but is a nurse for some weird submissive reason. Like why are the female characters who should be in charge either dressed in some way that suggests a submissive capacity, or feels like they actively undressed to focus on sexiness rather than the completeness of the character design, or actually in some submissive capacity to some dude. Why the hell is the last boss just dressed as a maid. Why are they trying to go with this 50's old movie's aesthetic, and a lot of the characters don't fit that aesthetic. Why are girls making aheigo face, when I am beating them up, why every time I knock someone out , they gotta show their booty butts. Why can't the girl with the arms on her head have a full outfit like harleyquin, i do not need to see her booty butts.
As an aside, I never cease to find amusement in the supposed prejudices of the so-called "Capcom FGC." In order for most of those accusations of bias to hold weight, you have to pretty much ignore:
- the performance of most classic SF/DS/etc. re-releases or remixes
- the fact that there's actually not that much overlap in the SF4 or MvC3 scenes anymore
- absolutely everything related to SFxTK
I would've liked to commentate KOF13 finals and received many notifications about doing it, but EVO commentary is always decided ahead of time. The KingsofCo stream was put together at the last minute so they asked if I could help there.
Had a fun Evo, the highlight for me was Yatagarasu. Will be creating content for that game very soon. Also I won that waifu poster seen here:
http://yatagarasu-ftg.com/wp-content/uploads/2014/07/IMG_0914.jpg
http://yatagarasu-ftg.com/wp-content/uploads/2014/07/IMG_0968.jpg
I would've liked to commentate KOF13 finals and received many notifications about doing it, but EVO commentary is always decided ahead of time. The KingsofCo stream was put together at the last minute so they asked if I could help there.
Had a fun Evo, the highlight for me was Yatagarasu. Will be creating content for that game very soon. Also I won that waifu poster seen here:
http://yatagarasu-ftg.com/wp-content/uploads/2014/07/IMG_0914.jpg
http://yatagarasu-ftg.com/wp-content/uploads/2014/07/IMG_0968.jpg
tell that to remy players. and you can play a defensive zoning/keep away game with gouki. twelve. even necro if that's your style. you can zone with other chars. too. tho may depend on matchups.You play how you want to play... as long you don't like zoning.
I'm in the "parries do more harm than good" camp. ^^
2) Melty Blood (French Bread), Arcana Heart 3 (Examu, console port by ArcSys)
4) Do you mean push-to-set button config like in Blazblue (ArcSys) or actual button feedback display like in Virtua Fighter 5: Final Showdown (Sega)?
Also, VF5:FS had in-game frame data, and VF4:Evo's tutorial still stands above although Skullgirls and Blazblue both made decent efforts.
If you heavily value long-term consequences in a Street Fighter match, then you're not going to like SF3. The concept of stage space as a resource, the utility of long-range projectiles, and the strategy of boxing your opponent into a bad situation ("don't jump") are all heavily diminished by the parry, which is a no-cost tool that's always available to completely shift the momentum at any time. It's that game's comeback mechanic.
SF3 eschews all of that traditionally-important stuff in favor of moment-to-moment reads and a game that's pretty much always played in the mid-to-close range. Which is fine if that's your thing.
I was expecting new characters for BB right on time for arc revoI wake up to 2 new BB characters and a new P4U character. I can't say I'm surprised about the latter at all, but new BB chars is surprising(even though I think they're super lame).
I was expecting new characters for BB right on time for arc revo
Marie should be a surprise to nobody still. I mean, they made an entire anime series more or less to validate her existence.
Yeah, they remade the persona 4 anime but this time it has all te new stuff from the vita remake persona 4 the Golden.
"anime" covers a base of like 10 modern games so you should just look into the one you think looks neat.
I wake up to 2 new BB characters and a new P4U character. I can't say I'm surprised about the latter at all, but new BB chars is surprising(even though I think they're super lame).
Yeah, they remade the persona 4 anime but this time it has all te new stuff from the vita remake persona 4 the Golden.
I want to get into a game with a solid community that will keep playing the game. That's more of my concern. I play Gundam, and it has a small, but strong NA community that keeps playing and improving. It could stand to be much bigger, but what can you do, you know?
I wonder if arcade revenue is lagging and this feels to them like a cheap and easy way to prop it up? Or has BB been completely overtaken by GG?
I want to get into a game with a solid community that will keep playing the game. That's more of my concern. I play Gundam, and it has a small, but strong NA community that keeps playing and improving. It could stand to be much bigger, but what can you do, you know?
I wonder if arcade revenue is lagging and this feels to them like a cheap and easy way to prop it up? Or has BB been completely overtaken by GG?