Hmm, that doesn't sound too bad, sounds like it might even be the best course of action moving forwards. I'll take that what's behind door number two. How soon can I have it delivered?You shouldn't be worried about fighting games dying out because of a shift away from consoles.
You should be worried about fighting games dying out because of the ongoing shift away from arcades.
Does SF5 even have an arcade version announced?
Xrd didn't do enough to widen the playerbase in Japan, plus a bunch of other factors killed console sales. It still did good enough in arcades though, remember Blazblue and Persona were huge so it's hard to reach those numbers.
I'm unsure how it did in NA but from rumblings I heard it didn't do that bad over here.
That's a valid point. Although, even with the immense growth of mobile gaming, we are still seeing new fighting games in Japan. I think if these developers were hopping on the mobile bandwagon, they would have done it already. But, on the other hand, Japan businesses are notorious for slow adaptation. Who knows?
NRS community seems really quick to ban shit. Dno how I feel about it...the stuff they are banning clearly wasn't intended to be like that and will probably be patched in like a week but how do they know ermac is broken if they don't let it even see the light of day.
NRS community seems really quick to ban shit. Dno how I feel about it...the stuff they are banning clearly wasn't intended to be like that and will probably be patched in like a week but how do they know ermac is broken if they don't let it even see the light of day.
Because gaining 1 bar off of nothing and 2+ if you optimize it is bullshit. Even then, they're only banning the variation and not the character himself.
I would like to see a fighting game made to sustain a community online first and foremost, with a focus on gameplay that is enriching yet can still flex to handle inevitable differences in connection quality. If it works online, it will work offline too, but it seems devs seem to like going the other way around in favour of shooting for the sky instead of the moon when it comes to evolving and diversifying the genre. A change in perspective is necessary, and I think letting go of an increasingly restrictive attachment to arcades is one of the first steps.
A change in perspective is necessary, and I think letting go of an increasingly restrictive attachment to arcades is one of the first steps.
Because gaining 1 bar off of nothing and 2+ if you optimize it is bullshit. Even then, they're only banning the variation and not the character himself.
I would like to see a fighting game made to sustain a community online first and foremost, with a focus on gameplay that is enriching yet can still flex to handle inevitable differences in connection quality. If it works online, it will work offline too, but it seems devs seem to like going the other way around in favour of shooting for the sky instead of the moon when it comes to evolving and diversifying the genre. A change in perspective is necessary, and I think letting go of an increasingly restrictive attachment to arcades is one of the first steps.
Hmm, that doesn't sound too bad, sounds like it might even be the best course of action moving forwards. I'll take that what's behind door number two. How soon can I have it delivered?
TBQH I'd like to see an honest attempt at building a bottom-up fighting game for mobile, so not Marvel Contest of Champions which plays like they came up with the monetization first and the gameplay last. There's some interesting design space a touchscreen opens up that is difficult to do otherwise.
For example, imagine doing a ✔ gesture to do a Dragon Punch, or pressing a specific location on the screen to place one of mu-12's steins.
I would like to see a fighting game made to sustain a community online first and foremost, with a focus on gameplay that is enriching yet can still flex to handle inevitable differences in connection quality. If it works online, it will work offline too, but it seems devs seem to like going the other way around in favour of shooting for the sky instead of the moon when it comes to evolving and diversifying the genre. A change in perspective is necessary, and I think letting go of an increasingly restrictive attachment to arcades is one of the first steps.
Them not announcing an arcade SF5 but primarily as a console/pc game is scary, but it does what people have been preaching for a long time is for them to make a "console" street fighter game instead of porting an arcade street fighter to consoles. I cannot honestly say I fully believe Ono when he states how they are focusing heavily on online play but I guess I will be ready to eat crow. But I agree, I feel like letting go of the arcade is necessary if you want your game to evolve in the console market. I don't watch a lot of Max's videos, but his "SF has to evolve" video is the perfect explanation of what SF needs. You need a focused, broad 1 player experience for people who may not want to go online just yet and get destroyed. A Story mode that teaches you how to play at a low level should be an absolute necessity. Tower-like feature that gives you the chance to practice your learning on the CPU should be there. Basically, they really need to realize that things will be stagnate if you continue with "arcade-ports".
None of that precludes an arcade version.
Alpha 3 has some of the best single player modes in the business.
SoulCalibur 2 IN arcades had an awesome single player mode.
I would like to see a fighting game made to sustain a community online first and foremost, with a focus on gameplay that is enriching yet can still flex to handle inevitable differences in connection quality. If it works online, it will work offline too, but it seems devs seem to like going the other way around in favour of shooting for the sky instead of the moon when it comes to evolving and diversifying the genre. Achange in perspective is necessary, and I think letting go of an increasingly restrictive attachment to arcades is one of the first steps.
Yep. For the little guys, like the Yatagarasu devs, the game being available at their local arcades and played by their local scenes is a dream come true to them. They don't really understand what it's like outside of that environment for fans of the genre. And larger companies like ArcSys prioritize arcade versions because that's long been a big revenue source for them; the console version's story modes, etc., serve a "different market" from the regular arcade goer.Those developers would need to not be in Japan first. The attachment to arcades exists because of social and economic factors, as well as design and netcode that doesn't work for majority of america.
love live claims my iPhone screen is lagless ¯_(ツimagine a game where the training mode input lag simulator could never be turned off
I guess I am the opposite of this. I really couldn't care less about online play. It's nice when it's good, but I wouldn't want a game designed around it.
How would a game designed around differences in connection quality operate the same offline? Serious question. I don't see how that wouldn't affect my experience as a primarily offline player. It seems to me that it would have extremely lenient inputs/buffer windows/timing to account for an unstable play environment.
glitches that give's a player an unfair advantage are usually banned. there are tons of glitches in mvc2 that are banned from evo that people dont normally talk about.
EVO 2010 MVC2 Rules said:You may not use any glitch that prevent the game from being played.
Deadbody infinites are allowed to gain a positional advantage, but not to delay the game
You clearly had a favorite, why give it up?
I think a quick powder coat on the vanilla VLX should increase its resale value, no? The stripped of paint and exposed metal looks kinda gross.
It's really a shame that MrWizard had the opportunity to ban TAC infinites (as they were a form of glitch) but decided against it when it was discovered. There was a huge hoopla over it when it first came about.The only MVC2 glitches that were banned were ones that ran the clock or otherwise prevented the other player from actually playing. To call it an unfair advantage by comparison to Ermac's meter building is a little unfair.
The Aksys guy over here implied it did well.Xrd didn't do enough to widen the playerbase in Japan, plus a bunch of other factors killed console sales. It still did good enough in arcades though, remember Blazblue and Persona were huge so it's hard to reach those numbers.
I'm unsure how it did in NA but from rumblings I heard it didn't do that bad over here.
The only MVC2 glitches that were banned were ones that ran the clock or otherwise prevented the other player from actually playing. To call it an unfair advantage by comparison to Ermac's meter building is a little unfair.
Seriously, how is it even a debate? Of course spectral was going to be banned because of it. They could just say if you do the glitch you get a loss but let's be honest, no one plays the variation anyway. The 2 big glitches that have come up have been with booty variations people would only pick to do said broken shit, big loss.
I hope he doesn't harm himself from exhaustion. Take regular breaks please.
Justin is starting a 24 hour stream. The plan is 8 hours of MKX, then 8 hours of Marvel (with guest Clockwork), then 8 hours of Ultra.
http://www.twitch.tv/eg_jwong
Lobo looks dumb 90% of the time, every once in a while someone draws him ok and he looks aiight.biker dread akuma looks aiightLobo is a character people like? I don't get the appeal.
The fact i cant buy thiis upsets me
Hope I can afford mkx this month ugh I hella want to play it. The reptile teaser got me hype and I want to try stuff with him![]()
Real Talk.
I've been kinda scared about the future of fighting games especially with the console market in Japan moving over to mobile. Fighting games aren't really a category that translates well on mobile and with a lot of high priority fighting games coming from Japan, I've just been wondering will eventually those developers push to develop for mobile rather than console. With rumors of Konami moving from the continually costly console's to the higher audience in mobile, I've just been wondering if other Japanese dev's will follow suit.
Just a paranoid thought....
Xrd didn't do enough to widen the playerbase in Japan, plus a bunch of other factors killed console sales. It still did good enough in arcades though, remember Blazblue and Persona were huge so it's hard to reach those numbers.
I'm unsure how it did in NA but from rumblings I heard it didn't do that bad over here.
Plenty of games have made smart moves towards that direction. Holding buttons to increase buffer size in Blazblue/KOF13, holding a button to tech in basically all modern anime games that aren't Xrd
One thing that's really hit me after playing 2k2um, Faust in Xrd and 3S is how amazing having stuff be simple is. There's just no pressure to grind because simple confirms like button chain => pogo, cr.B cr.A rekkas, cr.B cr.B trigger followup, cr.mk xx SA2 do respectable damage. It makes investing into the games much easier. I'd have a hard time justifying SF4, Xrd Sol and KOF13 at the same time for example. 3S, Faust, 2k2um, not so much. Actually, to put it better, just having time for all of that grinding without throwing away the rest of my life.
FGs are safe. There's always SG and MK. Based USA.
One thing that's really hit me after playing 2k2um, Faust in Xrd and 3S is how amazing having stuff be simple is.
NRS community seems really quick to ban shit. Dno how I feel about it...the stuff they are banning clearly wasn't intended to be like that and will probably be patched in like a week but how do they know ermac is broken if they don't let it even see the light of day.
I wonder how much money the MKX mobile game made in comparison to the console game.
It's so variable depending on a lot of factors. Where you're flying from, what hotel you stay at, how many people you split the room with, how many tournaments you plan on entering, are you planning on doing any gambling, seeing any shows, eating at any of the pricier restaurants.
Lobo looks dumb 90% of the time, every once in a while someone draws him ok and he looks aiight.biker dread akuma looks aiight
For example
The fact i cant buy thiis upsets me