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Fighting Games Weekly | Jan 19-25 | As Seen On WSHH

YES!

Also Seth and Carmine are the only fun UNIEL characters
for me

Carmine is so fun when you just go YOLO and stop giving a fuck about depleting your own life bar to lockdown the shit out of the other guy with all that blood

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Holy fucking shit

In case you were wondering about the adapter shortage... Apex has them all.

Oh so that's what the sponsorship was for? :v
 
Actually, now that I'm thinking about it, has any fighting game that launched with under 10 characters been successful long-term? It seems like both Skullgirls and KI had trouble coming out of the gate because of the perceived lack of content, and lost a lot of momentum before their updates were delivered. I realize it makes more sense for developers to do this since the mechanisms for that sort of content delivery are already well-established, but the first 6 months of a fighting game's release are pretty much make or break.

Hm... hard to even think of games with just 10 or less characters. Under Night and DFC started with 10 and 8 respectively iirc until they added time release characters. UNI's been struggling ever since while Dengeki's just its own thing for fans of the series. DFC's been successful sales-wise for sure though.
 
Actually, now that I'm thinking about it, has any fighting game that launched with under 10 characters been successful long-term? It seems like both Skullgirls and KI had trouble coming out of the gate because of the perceived lack of content, and lost a lot of momentum before their updates were delivered. I realize it makes more sense for developers to do this since the mechanisms for that sort of content delivery are already well-established, but the first 6 months of a fighting game's release are pretty much make or break.

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?
 
Hm... hard to even think of games with just 10 or less characters. Under Night and DFC started with 10 and 8 respectively iirc until they added time release characters. UNI's been struggling ever since while Dengeki's just its own thing for fans of the series. DFC's been successful sales-wise for sure though.
The closest I can think of is BlazBlue, but that launched at 12 characters.

I'm pretty sure UNI's lackluster performance was more due to original release being a spectacularly awful game to play, not a lack of characters. Which I think speaks more to the fact that you only really get one chance to make a first impression, and both Skullgirls and KI had rocky launches (although KI's was largely outside of their control, being a launch game on a platform very few people wanted to buy at the time).
 
KI also just plain became a much better game (at least for spectators) after Iron Galaxy took over.

The ability to keep the motion blur off is much appreciated.
 
You know, I was watching Art play Xmen VS SF and other 90's Capcom games a few weeks back. One of the biggest things that stood out to me was how quickly you can get back into matches during versus mode and the impact that used to have on how addictive a fighting game could be.

What's going on here with modern games? The only modern FGs I can think of that get you back into a game immediately is Marvel and Soulcalibur V, I think. Playing Xrd, after selecting "Rematch" you're re-subjected to presentations and loading screens. Why? What is the game loading? It's the same stage, same characters.

Am I missing something or is this just bad design/programming? Or is it just me?
 
You know, I was watching Art play Xmen VS SF and other 90's Capcom games a few weeks back. One of the biggest things that stood out to me was how quickly you can get back into matches during versus mode and the impact that used to have on how addictive a fighting game could be.

What's going on here with modern games? The only modern FGs I can think of that get you back into a game immediately is Marvel and Soulcalibur V, I think. Playing Xrd, after selecting "Rematch" you're re-subjected to presentations and loading screens. Why? What is the game loading? It's the same stage, same characters.

Am I missing something or is this just bad design/programming? Or is it just me?

Usually it's a presentation for presentation's sake decision. Even SF4 doesn't kick you into loading screen if both players choose to rematch.
 
You know, I was watching Art play Xmen VS SF and other 90's Capcom games a few weeks back. One of the biggest things that stood out to me was how quickly you can get back into matches during versus mode and the impact that used to have on how addictive a fighting game could be.

What's going on here with modern games? The only modern FGs I can think of that get you back into a game immediately is Marvel and Soulcalibur V, I think. Playing Xrd, after selecting "Rematch" you're re-subjected to presentations and loading screens. Why? What is the game loading? It's the same stage, same characters.

Am I missing something or is this just bad design/programming? Or is it just me?

Rematches in KI are instantaneous as long as you aren't changing characters. I agree with you that it's something most modern games tend to gloss over.
 
You know, I was watching Art play Xmen VS SF and other 90's Capcom games a few weeks back. One of the biggest things that stood out to me was how quickly you can get back into matches during versus mode and the impact that used to have on how addictive a fighting game could be.

What's going on here with modern games? The only modern FGs I can think of that get you back into a game immediately is Marvel and Soulcalibur V, I think. Playing Xrd, after selecting "Rematch" you're re-subjected to presentations and loading screens. Why? What is the game loading? It's the same stage, same characters.

Am I missing something or is this just bad design/programming? Or is it just me?

Bad design and programming. I really hate Xrd's retry system.

One of the few great things about Marvel was the ability to rematch right away. Me and a friend of mine played like 100 matches in a row cause you could skip the victory screens and stuff.

It really should be a priority. Skullgirls has it as well, on PC it's lightning quick, robs me of loading screen art most of the time :P
 
My favorite example of that is how the arcade version of UNIEL lets you go back to character select before the game-winning combo ends. Once someone hits 0 life on their final round, they can hit start and jump right to character select -- so you can cut out cinematic supers before the round even ends. On the console version, it's actually faster to rematch in arcade mode than in versus due to this.
 
You know, I was watching Art play Xmen VS SF and other 90's Capcom games a few weeks back. One of the biggest things that stood out to me was how quickly you can get back into matches during versus mode and the impact that used to have on how addictive a fighting game could be.

What's going on here with modern games? The only modern FGs I can think of that get you back into a game immediately is Marvel and Soulcalibur V, I think. Playing Xrd, after selecting "Rematch" you're re-subjected to presentations and loading screens. Why? What is the game loading? It's the same stage, same characters.

Am I missing something or is this just bad design/programming? Or is it just me?

I hate xrd rematch load time with a passion. It's the reason we play 3/5 rounds in our casuals sets.
 
Playing Xrd, after selecting "Rematch" you're re-subjected to presentations and loading screens. Why? What is the game loading? It's the same stage, same characters.

Am I missing something or is this just bad design/programming? Or is it just me?
Part of Xrd's case is bad/lazy programming, basically, PS3 shortcoming and them not willing to fix the stuff for the PS4 version. Character in Xrd have a huge library of VA, so big, they can't load the whole library at once on PS3, so what they do is they switch between VA libraries between matches(which I assume is part of why the game goes back to the loading screen while restarting).
For example, I-No will say "Marry Christmas" every single time during the same match when firing her note projectile, in another match the game will load another sentence for that move and keep using it, you'd never hear her say "Marry Christmas" no matter how many times you use the move. This was obviously due to lack of enough ram on PS3, but the same problem carrying over to the PS4 makes no sense at all, they just didn't bother fixing it.
 
Redbull to launch their fighting game Kumite: http://www.redbullkumite.com/
By the "VS Fighting" mistranslation (fighting games are called this way in France due to the old VS Fighting sticker capcom used on their arcade cabs and boxed copy of street fighter) and the french version, I guess Kayane is responsible for this... :)

I hope Ken Bogard exerts influences and puts Puyo in as a game since the Japanese Red Bull 5G has Puyo
 
Part of Xrd's case is bad/lazy programming, basically, PS3 shortcoming and them not willing to fix the stuff for the PS4 version. Character in Xrd have a huge library of VA, so big, they can't load the whole library at once on PS3, so what they do is they switch between VA libraries between matches(which I assume is part of why the game goes back to the loading screen while restarting).
For example, I-No will say "Marry Christmas" every single time during the same match when firing her note projectile, in another match the game will load another sentence for that move and keep using it, you'd never hear her say "Marry Christmas" no matter how many times you use the move. This was obviously due to lack of enough ram on PS3, but the same problem carrying over to the PS4 makes no sense at all, they just didn't bother fixing it.

Isn't this just voice types? It's been done for Arcsys games since forever, and(hypothetically) enforcing that it be switched on rematch over having quick rematch is just a poor design decision. It wouldn't be a memory/PS3 issue.

But in general, it's too difficult to assert when something is the direct result of poor programming unless it's game-breakingly blatant, or somehow opened up/reverse engineered to the point you can see how it works yourself. It can be at best 'likely', but not much beyond that.
 
The closest I can think of is BlazBlue, but that launched at 12 characters.

I'm pretty sure UNI's lackluster performance was more due to original release being a spectacularly awful game to play, not a lack of characters. Which I think speaks more to the fact that you only really get one chance to make a first impression, and both Skullgirls and KI had rocky launches (although KI's was largely outside of their control, being a launch game on a platform very few people wanted to buy at the time).

Oh, yeah, definitely. That first version just had all sorts of problems. Also doesn't help on French Bread's poverty status since I remember hearing that not a lot of arcades got/ordered cabs for it. Still wish FB had the resources and people to help things get out the door easily. Arcade still needs those console characters ported :/
 
Redbull to launch their fighting game Kumite: http://www.redbullkumite.com/
By the "VS Fighting" mistranslation (fighting games are called this way in France due to the old VS Fighting sticker capcom used on their arcade cabs and boxed copy of street fighter) and the french version, I guess Kayane is responsible for this... :)

BTW, this has to be street fighter right? It looked like Honda and Sim were in the animation.
 
You know, I was watching Art play Xmen VS SF and other 90's Capcom games a few weeks back. One of the biggest things that stood out to me was how quickly you can get back into matches during versus mode and the impact that used to have on how addictive a fighting game could be.

What's going on here with modern games? The only modern FGs I can think of that get you back into a game immediately is Marvel and Soulcalibur V, I think. Playing Xrd, after selecting "Rematch" you're re-subjected to presentations and loading screens. Why? What is the game loading? It's the same stage, same characters.

Am I missing something or is this just bad design/programming? Or is it just me?

instant rematch is the true crack factor. I would be way more into online modes if more of them included it.
 
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