Killer Instinct coming to Xbox One

Status
Not open for further replies.
even if they launch with 10 guys. If they can get out one new character a month or something that would be cool too. They mentioned season pass in comments of full game purchase.
 
Only 8? Seems really low to me. I was hoping for 10-12 at launch, and them adding new characters later.

Can't help but think that if this game bombs Microsoft will shut the whole thing down and we'll be stuck with whatever we get.

That's kind of unrealistic to expect 10-12 characters when we have 3 so far with 4 months left before launch.

And I can't really see this game bombing being the ONLY next gen fighter.
 
Hmm, if it is 8 characters then that leaves...One more character that we don't know? Jago, Saberwolf, and Glacius we've seen, Thunder has been teased, and Fulgore, Cinder and Spinal have been confirmed by a dev (right?). 10 characters would be nice for launch, that way we could get Combo, Orchid, and a new character.
 
Hmm, if it is 8 characters then that leaves...One more character that we don't know? Jago, Saberwolf, and Glacius we've seen, Thunder has been teased, and Fulgore, Cinder and Spinal have been confirmed by a dev (right?). 10 characters would be nice for launch, that way we could get Combo, Orchid, and a new character.

I would think having Orchid ready would be something they are planning. Having an all male cast at the launch of a fighter just doesn't seem right.
 
That's kind of unrealistic to expect 10-12 characters when we have 3 so far with 4 months left before launch.

And I can't really see this game bombing being the ONLY next gen fighter.

I don't think it's unrealistic to ask for 10 characters. I just feel like a lot of people would be underwhelmed if some of the cast is not there.

I'm only talking hypothetically about the game's success.
 
I wonder if DH will put their stamp on it at launch by having a new character in the roster.

Given they seem to be releasing 1 character a month, I think 8 is realistic, with the more popular characters from 1 + 2 coming soon after.
 
Highly doubt the game will launch with anything more than 8 characters. However, they constantly say that MS is in for the long run with the game, as well as adding more characters immediately after release as soon as they're completed. I get the overall impression that KI was a side thought for MS with a low budget, and it's literally DoubleHelix working their asses off to make it the best they can.

So, if the game gets a little bit of success, we'd hopefully see all the first games cast/a few from the 2nd game, and maybe original characters by Evo. This is probably the best case scenario that I hope happens.

Also, as a side note, having 8 characters that are balanced properly and work really well is better than 20+ cast where you hardly use 15 characters.

Excluding boss characters, there are only 10 in the first game, and an additional 3 in KI2, making 13 total. I don't think it's asking too much to see that before Evo, but I'd definitely like to see a few new characters as well.

While I agree that the game doesn't need a large cast to be good, in order to get decent turnouts at tournaments, it needs a bit of mainstream love. I don't know if it will get that with a very small launch roster. A low launch price could sway some people, but would those people support the game at tournaments?

KI will already have a tough time just being an X1 exclusive, especially if no other next-gen fighters are available before Evo 2014 (which seems likely). I really would just like to see the game do well in the tournament scene. Maybe not Capcom levels of success, but at least Injustice/MK levels.

The only person who I can see that working without a combo breaker is Jago at best. He was given some tools that actually make him fun an interesting to use. My problem with Sabre is that all his moves almost look the same. I wish they gave him a spin attack. Honestly they should have given him a move similar to Blanka. He technically has the hardest time against a good Glacius player.

I don't think anyone has really sat down to optimize combo hits yet. OMG It's Andre hit 112 (might have been 116) with Jago at Evo, and I'm pretty sure that wasn't optimized.

Based on my play time at E3 and Evo, I don't see significant differences in the general structure of how each character executes combos. Sabre would follow the same process as Jago. The only question would be how much KV do their manuals/Around the World/Rabid Bites add.

Without knowing the KV on Manuals and the like, I know that Heavy Auto-Doubles result in less KV output than Medium or Light Auto-Doubles. Using the basic formula of Opener, Auto-Double, Linker, Auto-Double, etc., I'm estimating 26-30 hits with Sabre, with full meter (two Shadow Linkers) and a wall bounce Ender. Use an Instinct Cancel after the wall bounce, then you can get another 16-20 hits, plus *maybe* another Shadow Linker if you can build meter fast enough. At the low end that's 42 hits, at the high end it's 55... all without an Ultra.

Also, Sabre does have the hardest time against Glacius. There's no "technically" about it. I'd go as far as to say it's a 10-0 match-up, although I know some people would disagree with me on that. I don't think his moves look the same though. Perhaps you're just looking at Ragged Edge, which has three variations that have nearly identical animations, or his Auto-Doubles? When I look at his move list, it's pretty varied. Ragged Edge, Eclipse, Hamstring, and Jumping Slash all look very different. I'd say only Eclipse and Running Uppercut look similar, but even they're noticeably different animations.

This actually makes Wulf potentially the most powerful character int he game right now, because he's the most difficult character to break, because a lot of his doubles are hard to scout.

Glacius right now has the most unique auto doubles, all looking completely different, making his stuff very very very easy to break on reaction. And Jago is in the middle as far as breakability.

I asked the devs if this was on purpose, and they said absolutely. Jago's the balance character, about mid-range space control with doubles that are semi hard to scout. Wulf is all rushdown, only works well when he's in, and his doubles suit that being similar looking to other doubles. While Glacius has powerful ranged attacks, and his doubles all have extremely unique animations that are easiest to break.

The three characters right now break down like this.
Wulf-long damaging combos, sucks from far, hardest to break
Jago-good damage combos, is okay from far, not hard to break
Glacius-short damage combos, is amazing from far, easiest to break

On paper that sounds good, but I don't think it works in practice. As of the Evo build, even if you can't read the Auto-Doubles, you can just break the Linkers with a 50% chance of success. And his damage in combos comes from the rabid bites, which you're not going to land unless someone misses a breaker.

Also, with the recovery on his cross-up dash, no frame advantage, minimal invincibility, extreme risk due to unsafe attacks, and how much the Shadow Counter hurts him, Sabrewulf doesn't have much in the way of rush down. I'd say Jago is a far better rush down character at this point.

Hmm, I think his obvious auto doubles and laggy unlockable are things Glacius purposely has built in to force him to slow his attack, and let people in... The only thing Wulf really has to worry about is Hail.

Having played against several solid Glacius players at Evo (including one of the devs), then watching Rich and that same dev go at it in the Sabre/Glacius match, Sabre has more to worry about than just hail.

Jago can punish F+MK (that long poke), but Sabrewulf can't unless he's already close. Unfortunately, you can't get in with Sabre's dash because it has too much recovery. I got hit during recovery every single time I tried. You have to hope the Glacius player makes a mistake, or move in very slowly.

Once you're in, if Glacius has meter, you can't use Ragged Edge. Everything else he has is unsafe, so your only real option is to go with his overhead/low mix-up (Jumping Slash or Hamstring). If Glacius blocks correctly, you're punished and will probably end up back at full screen. If he blocks wrong, he still has the option to use a Breaker to escape damage.

It's definitely an uphill battle for Sabre, but I've been told changes are coming from him so we'll see how he ends up in the next build. I might be at PAX, so I'm looking forward to playing again and trying out Thunder.
 
Great write up Dogg, glad we have more than one guy here on GAF able to give us the technical ins and outs from hands on experience. Unfortunate that Sabre has a hard time getting in on Glacius but hopefully something the devs are well aware of and working on. Having a low character count is one thing but having a low unbalanced character count is another.
 
Even with only 8-10 characters at launch, if they get the pricing structure right and keep the updates flowing, then it shouldn't be a problem.
 
Hey DrDogg, you think if they gave Sabre's dash invincibility would it make him OP? I think that is the only thing the can do right now to make him a viable player against Glacius. It is the only way I can see Sabre being able to avoid Glacius's pokes.
 
Great write up Dogg, glad we have more than one guy here on GAF able to give us the technical ins and outs from hands on experience. Unfortunate that Sabre has a hard time getting in on Glacius but hopefully something the devs are well aware of and working on. Having a low character count is one thing but having a low unbalanced character count is another.

Most of the devs thought Sabre/Glacius was an even match-up. When I brought up the issues, they were all receptive, but kind of took the, "have you tried this yet?" approach. I think I got my point across to everyone, but I know KLobb agreed with me on many points and stated that changes were coming.

I also sent Ken a detailed list of concerns/buffs. I don't expect all of them to be addressed, but I think they'll at least take the list seriously.

Hey DrDogg, you think if they gave Sabre's dash invincibility would it make him OP? I think that is the only thing the can do right now to make him a viable player against Glacius. It is the only way I can see Sabre being able to avoid Glacius's pokes.

I think that would make him OP. I recommended that they lower the recovery on his dash considerably in open space, and slightly when it crosses up.

All he really needs against Glacius is the ability to punish F+MP. Jago does it with his Shadow Wind Kick, Sabre could do it if they gave him more range on his Shadow Jumping Slash. It would basically be the same thing (except Jago's is advantage on block and Sabre's isn't, but at least it's safe).

I also feel that if you could cancel his Run, that could help out as well. He shouldn't have an easy way to get in (Glacius needs to have zoning tools that actually work -- which he does), but it shouldn't be as hard as it currently is. If they can find a happy balance, that would be great.
 
Most of the devs thought Sabre/Glacius was an even match-up. When I brought up the issues, they were all receptive, but kind of took the, "have you tried this yet?" approach. I think I got my point across to everyone, but I know KLobb agreed with me on many points and stated that changes were coming.

I also sent Ken a detailed list of concerns/buffs. I don't expect all of them to be addressed, but I think they'll at least take the list seriously.



I think that would make him OP. I recommended that they lower the recovery on his dash considerably in open space, and slightly when it crosses up.

All he really needs against Glacius is the ability to punish F+MP. Jago does it with his Shadow Wind Kick, Sabre could do it if they gave him more range on his Shadow Jumping Slash. It would basically be the same thing (except Jago's is advantage on block and Sabre's isn't, but at least it's safe).

I also feel that if you could cancel his Run, that could help out as well. He shouldn't have an easy way to get in (Glacius needs to have zoning tools that actually work -- which he does), but it shouldn't be as hard as it currently is. If they can find a happy balance, that would be great.

Yeah figured that. However I think Glacius's cluster would stop that moves in an instant. He really should be given's Blanka's move I know it is a cop out, but it allows him to get in. His shadow jumping slash is too slow and as you said the range is too short for him to do anything. Or allow when Sabre does his run he is able to leg drop across the screen.
 
Having played against several solid Glacius players at Evo (including one of the devs), then watching Rich and that same dev go at it in the Sabre/Glacius match, Sabre has more to worry about than just hail.

Jago can punish F+MK (that long poke), but Sabrewulf can't unless he's already close. Unfortunately, you can't get in with Sabre's dash because it has too much recovery. I got hit during recovery every single time I tried. You have to hope the Glacius player makes a mistake, or move in very slowly.

Good to see some additional hands-on insight! So his dash has that bad a recovery, eh? That's a bit sad to hear. I would hope the slide would be the perfect anti-Spear Poke move, but I guess that doesn't work out so well currently, either.

Once you're in, if Glacius has meter, you can't use Ragged Edge. Everything else he has is unsafe, so your only real option is to go with his overhead/low mix-up (Jumping Slash or Hamstring). If Glacius blocks correctly, you're punished and will probably end up back at full screen. If he blocks wrong, he still has the option to use a Breaker to escape damage.

It's definitely an uphill battle for Sabre, but I've been told changes are coming from him so we'll see how he ends up in the next build. I might be at PAX, so I'm looking forward to playing again and trying out Thunder.

This makes me think, is Wulf's "Charge to Unblockable" attack save / plus on block? I could see the idea of his rabid swipes + being able to cancel into that being a cornerstone of his mindgames / baiting counter-breakers / semi-save mixup times.

Perhaps a buff to him that could keep along with the systems of the game, is to give him an ender that builds more "Instinct" mode, as well? Since his instinct gives him Speed + More damage, being able to access it more often could make him an overall stronger character.

He DID used to have bat projectiles too, right? Maybe allowing him to reflect enemies projectiles, and turn them into an homage to his old bats, would help him with range, but also allow him to stay pure rushdown?

---

Overall, your comments with the devs give the impression that they want to try to aim for the "everyone is viable!" balance method, rather than the Capcom-style "some characters are made to have uphill battles!" style.

I do hope this is the direction they're going in; I always find it helps small-roster games, because it makes every character actually seem worthwhile, which should also increase the chance that players will gravitate to the full cast, rather than just the "obvious high tiers".
 
The only Vampire I'd accept in KI, lol:

234225-mitchell_midleton_knight2_large-e1309817558409.jpg


What can I say, I really liked Eternal Champions back in the day! Though in reality, a half living, half decaying creature like him would be quite interesting to see in new KI art style.

Wouldn't turn down Shadow either, while we're at it...

shadowyamoto.jpg
 
A few matches from the Madcatz Unveiled event. Probably some of the highest level matches around besides devs vs devs. I'm not even saying this to brag, only because I'm probably the one guy with the most experience playing besides the devs themselves.

KILLER INSTINCT: Max Vs Devs Part 1(High Level Matches from Madcatz Unveiled)
http://www.youtube.com/watch?v=7-ZRdab0t7A
 
A few matches from the Madcatz Unveiled event. Probably some of the highest level matches around besides devs vs devs. I'm not even saying this to brag, only because I'm probably the one guy with the most experience playing besides the devs themselves.

KILLER INSTINCT: Max Vs Devs Part 1(High Level Matches from Madcatz Unveiled)
http://www.youtube.com/watch?v=7-ZRdab0t7A

Youll probably beat everybody's ass when the game come's out, good job ;)
Only thing that bothers me is that there are too many combo breakers.




Even Mortal Kobat has a female vampire.

who is she?
 
A few matches from the Madcatz Unveiled event. Probably some of the highest level matches around besides devs vs devs. I'm not even saying this to brag, only because I'm probably the one guy with the most experience playing besides the devs themselves.

KILLER INSTINCT: Max Vs Devs Part 1(High Level Matches from Madcatz Unveiled)
http://www.youtube.com/watch?v=7-ZRdab0t7A

Just watched the first match. Incredible comeback! Thought Rich had that one in the bag for sure.
 
Yeah figured that. However I think Glacius's cluster would stop that moves in an instant. He really should be given's Blanka's move I know it is a cop out, but it allows him to get in. His shadow jumping slash is too slow and as you said the range is too short for him to do anything. Or allow when Sabre does his run he is able to leg drop across the screen.

The Shadow Jumping Slash is projectile invincible, so it would go right through the Hail Cluster. The same thing could be accomplished if they extended the range on his Hamstring slide from Run.

Playing against Glacius, the Hail wasn't a concern. It was primarily his F+MP and his jumping Kick attacks (the ones that look just like F+MP). Nothing else really kept me out.

Good to see some additional hands-on insight! So his dash has that bad a recovery, eh? That's a bit sad to hear. I would hope the slide would be the perfect anti-Spear Poke move, but I guess that doesn't work out so well currently, either.

They've been going back and forth with the dash recovery. From what I was told, at first the recovery was so small he just owned everyone. They added recovery to what we have now, and thought it was good, but they've finding that isn't the case.

I think the issue is that the number of people playing is relatively small, and only a few guys on the dev team (Rich and Buktooth) have high-level fighting game experience (as far as I'm aware). I was told repeatedly that Sabre is a beast at close range because of the cross-up dash. However, when I brought up the fact that if the opponent simply mashes a Light attack, they beat everything Sabre can do after a cross-up, no one really had any answers.

My assumption is that Rich was doing well with Sabre because they respected the dash too much (possibly because they were used to the original recovery frames). I was told with perfect timing you can work around the recovery, but you have to dash so early to get that timing that the opponent has plenty of time to see which side you're on and block accordingly.

The slide is great, but it's unsafe. In addition, when it hits at max range (something I did a lot against Glacius), it doesn't work as an Opener. I was told that the devs were looking into extending the range and making sure that it combos from all ranges. Also, when I was fighting in a Sabre mirror match, as soon as I saw him Run, I would just jump or use a Shadow attack. The Shadow beats all of his Run options, and jumping owns everything except the Running Uppercut, which leads to minor damage and is unsafe on block.

I think the biggest concern with Sabre is the Shadow Counter. Since his Ragged Edge is two hits (and his only safe special), you can't use it on block. Any decent opponent will block the first hit, then Shadow Counter the second. The devs seemed to be aware of this, but I'm not sure how they'd fix the problem aside from making the Ragged Edge one hit, which hurts Sabre's already poor meter-building ability.

This makes me think, is Wulf's "Charge to Unblockable" attack save / plus on block? I could see the idea of his rabid swipes + being able to cancel into that being a cornerstone of his mindgames / baiting counter-breakers / semi-save mixup times.

It's safe on block, but I don't think it's positive. It's a hard move to land though. KI is so fast-paced that people hardly stop attacking. When you see Sabre charge, you just jump and you're usually fine. If you could cancel the charge (without attacking), then you'd have something to work with.

As for the Rabid Bites... they really only work when an opponent has been locked out. You can certainly use them as Breaker bait, but then it's just as much a guessing game for you as it is for the opponent. You have no advantage in this situation. If you try a Counter Breaker at the wrong time, the opponent gets to start a combo and you lose all that potential damage.

Perhaps a buff to him that could keep along with the systems of the game, is to give him an ender that builds more "Instinct" mode, as well? Since his instinct gives him Speed + More damage, being able to access it more often could make him an overall stronger character.

His Instinct mode is the weakest of the three. He gets a damage buff, slight speed buff and more chip damage, but his shortcomings are still very present. I still have to open you up to get damage. I can't do that without being unsafe and hoping you guess wrong.

I can't take advantage of the chip damage because only his LP Ragged Edge is safe on block and I have nothing that's advantage on block. So after a three hit block string into LP Ragged Edge, I can do nothing. It's your turn to attack unless I want to risk an unsafe Shadow Eclipse, which has invincibility on start-up, but will see me punished if blocked (and if it hits I get minimal damage). And if the opponent has meter I can't even use the LP Ragged Edge, so all I can do is a three hit block string if I want to stay safe.

Compare this to Jago's Instinct, which gives him roughly 25% health regain, and infinite rush down with his +4 frame advantage buff. Or Glacius who gets 5 hits of armor... yeah, Sabre doesn't really compare. I pretty much only used his Instinct as an FADC to make the Shadow Eclipse safe if the opponent blocked it.

Oerall, your comments with the devs give the impression that they want to try to aim for the "everyone is viable!" balance method, rather than the Capcom-style "some characters are made to have uphill battles!" style.

I do hope this is the direction they're going in; I always find it helps small-roster games, because it makes every character actually seem worthwhile, which should also increase the chance that players will gravitate to the full cast, rather than just the "obvious high tiers".

Agreed. The devs were definitely open to my comments. They listened and it seemed like they understood. We'll just have to see what changes are made in future builds.
 
A few matches from the Madcatz Unveiled event. Probably some of the highest level matches around besides devs vs devs. I'm not even saying this to brag, only because I'm probably the one guy with the most experience playing besides the devs themselves.

KILLER INSTINCT: Max Vs Devs Part 1(High Level Matches from Madcatz Unveiled)
http://www.youtube.com/watch?v=7-ZRdab0t7A
Ugh... Love the videos, they hurt so good. I want this freaking game NOW!
 
Gonna copy this info over from the DH forums asking about breakers/enders and high level vs low level players.

Actually, you can only combo break enders if your opponent does opener into ender. If there’s any doubles in the combo at all, or manuals, you can’t break the ender. It’s only for those that are just going for quick damage, you can still do something about it, but have to react fast.

Sadly, the later explanation of learning how the game works is really what happens with fighting games. The best thing DH can do to alleviate this, is pair up new players with other new players more often than not. But in the new KI, most of the matches actually take place in-combo, which is where a lot of the mind games come into place…

Attacker Choices
Light, Medium, or Heavy doubles
Manual attacks
Shadow Moves
Counter Breaker

Defender Choices
Combo Breakers
Shadow Breakers
and Shadow Counters on block

It takes some getting used too, as many are used to fighting games of the current generation of SF4 stuff, where you wait forever for something to happen. In the new KI, you have to be on your toes constantly, because combos happen left and right, and making the right choices will either lead to a combo breaker…or a failed combo breaker, which is like 40-60% damage depending on what your opponent has available Instinct/meter wise.

edit: In regards to casual vs a high level player, the new KI ABSOLUTELY benefits a high level player.
It will be extremely obvious if you go up against someone who’s been playing a shit-ton of the game. There’s randomness in the game sure, but nothing nearly to the degree of some recent fighters like UMVC3/SF4. KI seems to be more designed like classic fighting games, and unless you make some really good reads on this high-level player, you will get blown up by breakers and manuals pretty hard.

But is that really a bad thing? I kind of like being rewarded for putting a lot of time into a fighting game, and things like X-Factor from other titles remove that element completely.
 
A few matches from the Madcatz Unveiled event. Probably some of the highest level matches around besides devs vs devs. I'm not even saying this to brag, only because I'm probably the one guy with the most experience playing besides the devs themselves.

KILLER INSTINCT: Max Vs Devs Part 1(High Level Matches from Madcatz Unveiled)
http://www.youtube.com/watch?v=7-ZRdab0t7A

Looking better and better... You're going to have such an advantage on launch day since you've gotten to play it a bunch of times at this point. :P
 
Attacker Choices
Light, Medium, or Heavy doubles
Manual attacks
Shadow Moves
Counter Breaker

Defender Choices
Combo Breakers
Shadow Breakers
and Shadow Counters on block

It takes some getting used too, as many are used to fighting games of the current generation of SF4 stuff, where you wait forever for something to happen. In the new KI, you have to be on your toes constantly, because combos happen left and right, and making the right choices will either lead to a combo breaker…or a failed combo breaker, which is like 40-60% damage depending on what your opponent has available Instinct/meter wise.

edit: In regards to casual vs a high level player, the new KI ABSOLUTELY benefits a high level player.

At the moment, I think there's too much guessing in KI. I'd actually compare it a lot to DOA, which is looked down upon by the competitive community.

I like all of the offensive and defensive options, but I think they need to cut it back just a bit. My suggestion to the devs was to simply not allow Linkers to be broken. I think that change alone would provide the proper balance between guessing/mind games and the many other skills that go into fighting games.

Casual vs. high-level, KI benefits the high-level... but average vs. high-level is probably equal. Once you have a grasp on the game system, there isn't much that separates the two. Maybe execution on Manuals, but Jago's Around the World isn't really all that hard. Sabre's Manuals are harder, but he suffers in many other areas.

Obviously I need to sit down and play the game more and get into Training Mode, but that's my take at present.

At the moment i see Sabrewulf being my main. I always favor aggressive rushdown characters in fighters.

Right now I feel Jago is more rush down than Sabre.
 
So I had a chance to play this game recently and some impressions, I was the Saberwolf and the guy I played was Jago. Only 2 characters were available:

- First of graphics are pretty bad definitely looks like a current gen game and it looked like there was a lot of aliasing. It looks ok for a Current gen game i guess but I was not impressed. The dude I was playing is said "Man this game looks likes shit" which i think was a bit too harsh

- The last time I played KI was a very long time ago so I am not sure if it's like the older versions but game played pretty decently. I was mostly button mashing but game felt pretty fast not as crazy as MvC games though.

- The Xbox one controller REALLY sucks for this game or fighting games in general. The Dpad is pretty terrible and I tried using the analog stick and it just felt weird. I am guess most serious players will need a arcade stick because I can't see playing with just the controller for too long.

- The guy I was playing was Jago and he seemed to have this move where you can put on some aura which depletes instead of your health. I think the Saberwolf guy had something similar as well.

Overall the game seems ok but I wasn't too impressed. Im not a hardcore fighting game fan although I do like them so keep that in mind.
 
So I had a chance to play this game recently and some impressions, I was the Saberwolf and the guy I played was Jago. Only 2 characters were available:

- First of graphics are pretty bad definitely looks like a current gen game and it looked like there was a lot of aliasing. It looks ok for a Current gen game i guess but I was not impressed. The dude I was playing is said "Man this game looks likes shit" which i think was a bit too harsh
Man, I just don't get this. Watching the 60fps high def footage looks pretty damn awesome to me and it probably looks better without video compression. Though I wouldn't say it's the most amazing looking next gen game, I can't think of a current gen fighting game that looks nearly as good.
 
So I had a chance to play this game recently and some impressions, I was the Saberwolf and the guy I played was Jago. Only 2 characters were available:

- First of graphics are pretty bad definitely looks like a current gen game and it looked like there was a lot of aliasing. It looks ok for a Current gen game i guess but I was not impressed. The dude I was playing is said "Man this game looks likes shit" which i think was a bit too harsh

- The last time I played KI was a very long time ago so I am not sure if it's like the older versions but game played pretty decently. I was mostly button mashing but game felt pretty fast not as crazy as MvC games though.

- The Xbox one controller REALLY sucks for this game or fighting games in general. The Dpad is pretty terrible and I tried using the analog stick and it just felt weird. I am guess most serious players will need a arcade stick because I can't see playing with just the controller for too long.

- The guy I was playing was Jago and he seemed to have this move where you can put on some aura which depletes instead of your health. I think the Saberwolf guy had something similar as well.

Overall the game seems ok but I wasn't too impressed. Im not a hardcore fighting game fan although I do like them so keep that in mind.

First off, if only two characters were playable, you were more than likely playing the very outdated E3 build. Secondly, if you didn't think the game looked good, I have to ask what kind of display you were playing on.

I noticed at Evo that the arcade cabinet screens had very high contrast, which didn't look as good as what I played at E3. However, the big screens the arcade cabinets fed into looked fine.

What do you think of other fighting games (graphically)? I'd probably go as far as to say this is the best looking fighting game to date.

Is there more reports of the xbox one dpad being bad? It dont look like it should be bad

It's better than both 360 dpads, but it's definitely not "good". I had a hard time navigating menus with the original 360 pad. It was better with the rotating one, but still not Dual Shock levels of precision. With the X1 pad, I could navigate menus just fine, but no way would I ever want to play a fighting game on it.

This is coming from someone who plays pad in Tekken and MK, and stick for all other fighters.
 
Man, I just don't get this. Watching the 60fps high def footage looks pretty damn awesome to me and it probably looks better without video compression. Though I wouldn't say it's the most amazing looking next gen game, I can't think of a current gen fighting game that looks nearly as good.

I don't mean to say the game looks horrid. It looks a current gen game. I dunno maybe my expectations were different (for next gen) and that is affecting my opinion but it just didn't impress me as a next gen game.

I've heard it was better than the original (or even the rotatable one) but I'm not sure how much better. Don't think I've heard anyone call it bad.

I am mostly used to the PS3 dpad so it felt worse than that to me for a fighting game.
 
I don't mean to say the game looks horrid. It looks a current gen game. I dunno maybe my expectations were different (for next gen) and that is affecting my opinion but it just didn't impress me as a next gen game.



I am mostly used to the PS3 dpad so it felt worse than that to me for a fighting game.

I think you need to take a look at all the fighters currently available again if you really believe this looks current gen. It's night and day.
 
I think you need to take a look at all the fighters currently available again if you really believe this looks current gen. It's night and day.

I dont want to troll as I do not have any interest in the game other than what it represents as far as next gen visuals but but its not hard to see where hes coming from.

Jago should have the skin and details (like the feathers or cloak) of the Dark Sorcerer,
Sabrewulf should have fur like The Witchers next gen wolf, and
Glacius should be a tech demo on next gen water physics.
 
I dont want to troll as I do not have any interest in the game other than what it represents as far as next gen visuals but but its not hard to see where hes coming from.

Jago should have the skin and details (like the feathers or cloak) of the Dark Sorcerer,
Sabrewulf should have fur like The Witchers next gen wolf, and
Glacius should be a tech demo on next gen water physics
.

The irony... lol

This game is running at 60fps with massive shit going on at once. If you aren't attempting to troll then ........ Idk lol
 
I dont want to troll as I do not have any interest in the game other than what it represents as far as next gen visuals but but its not hard to see where hes coming from.

Jago should have the skin and details (like the feathers or cloak) of the Dark Sorcerer,
Sabrewulf should have fur like The Witchers next gen wolf, and
Glacius should be a tech demo on next gen water physics.

This game runs at 60fps and can't afford to drop anything on any stages. There are varying amounts of shit on screen with each stage, and a lot to take in regarding that.
 
Status
Not open for further replies.
Top Bottom