What's you guys thoughts on Eyedol and Gargos being included? Have them as playable characters, or reserved for more powerful boss enemies only?
I never cared for either as characters, really. I also don't really think Fighting games should waste time on "Just Boss" characters anymore. Give them hyper powers and a "new mode" for endgame, but don't lock away all that character work to a single player-mode-only use.
Same way I felt about watching a lot of the story sequences of Injustice: for example, there's all these Green Lantern Constructs that look cool, but have no appearance or use in game. Why not? Toss them onto alt costumes or something, don't just use them for a once-seen cinematic...
I love how PS1 Soul Blade actually made the characters who appeared in endings (Like Mi Na's father) playable in game, as well as any outfits that appeared in endings (such as Sophitia's bikini clothes). It really made it feel like none of the models were wasted, and that in-game item creation was the first priority, as it should be for fighters.
I think they should be in. I think they whole cast from both games should be in and it shouldnt be too hard. It is only 15 characters including bosses. How many do Tekken, SF, Soul Calibur and MvsC have? They must be pushing between 30-50
I think I would be happy with about 20-25 (not sure if its realistic though.)
All those other games you mention have a lot of iterations on modern hardware, or had games that let them "prototype" the ideas (such as MK9, and TatsVSCapcom for UmVC) first, Arcade releases that allowed extra money to be earned (SFIV), or multiple iterations this gen (Soul Calibur),
KI is closer to BlazBlue, and even BB still had an arcade release, pre-console, to allow time and money for balance updates, and additional characters to be created.
If the idea of KI selling for cheaper than $60 comes through, I'll look at it, personally, like an early arcade release (Much like as with SFIV), that eventually gets the content of a Home console release later on, through it's season pass / additional characters / balances / etc.
I'm quite fine with this, as I feel that's what fighters have ALWAYS been like, ever since consoles started to be able to match the arcade experience. The first release was to get the core gameplay and characters right, in the arcade, and then the home release was the time to add some meat onto the package.
I wouldn't mind seeing a different team with better character designers take on a reboot of that game myself. To Be honest Kakuto Chojin didn't seem that horrible either. Sure it wasn't as good as Dream Factory's other fighter Tobal no 1( now there is a fighting series that needs a reboot), but it was still pretty decent and looked good graphically as well IMO.
I thought Tao Feng and Kakuto Choujin were pretty decent, but Tao was too MK like with it's movesets (damage on characters and the stages were VERY nice, however), and Kakuto just had awkward designs, that felt too derivative, and not unique enough. I love the presence of many of Tobal's systems though (like the Just-frame combos), and I really think the game had some great lighting for the time.
Glacius Gameplay & Impressions by Maximilian:
http://www.youtube.com/watch?v=_OsYVNZzz7g
Watching now!
Nice stuff Max! A good start to what's to come!
One thing I liked seeing in this video, that I don't think gets brought up often... is that I quite like the look of the "leveled up" enders in the game. I wish they'd give a few more for something like Humiliations or No Mercy, so that players could choose between crazy ULTRA COMBOOOOOS, or a quick, yet satisfying ending that would also be meaningful.