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Fighting Games Weekly | Apr 27 - May 3 | NeoGAF actually plays games?!

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enzo_gt

tagged by Blackace
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.
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?
 

fader

Member
Does SF5 even have an arcade version announced?

nope. not so far. Which is another thing Im worried about.

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.

yea Xrd disappointing sells in Japan really hit me hard since GG is one of my favorite franchises but I guess it was inevitable with BB being soooo damn popular and seemingly people moving away from GG to BB

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?

yea, I mean look at Nintendo. They were so adamant about not going to mobile and they finally cracked recently. Albeit, it might not affect their console market negatively in the end but most japanese devs might not have that luxury as the mobile market might be their main source of income.
 

petghost

Banned
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.
 
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.
 
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.
 

fader

Member
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.

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.
 

enzo_gt

tagged by Blackace
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.
 

Xevren

Member
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.

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.
 

Skilletor

Member
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.

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.
 
A change in perspective is necessary, and I think letting go of an increasingly restrictive attachment to arcades is one of the first steps.

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.
 
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.

Seriously, it'd be bad enough if it was just ex attacks and x-ray that the Ermac was getting for pretty much free, but no, for every two attacks he does he gets a combo breaker. How is that not inmediately bannable bullshit?
 

fader

Member
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".
 
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?

how does this play out in your mind? serious question, fanfic it out for me, for the devs in the east and the west if you care about them.

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.

imagine a game where the training mode input lag simulator could never be turned off

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.

"i wish all devs used ggpo"?
 

Skilletor

Member
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.
 

fader

Member
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.

can't speak on alpha since I've never played it on console or arcade. But I forgot about Soul Calibur 2 (which was the game that got me into fighting games) awesome 1 player modes.

But my point isn't that they need to ignore arcade to make these modes, my point is they need to focus on console 1 player experience since historically arcade is their primary focus with a game. Look at historically how they patch balance changes with the arcade as their focus (albeit ASW is the WORST offender).
 

Kimosabae

Banned
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.


Could not agree more. Especially with the bolded. Been crying about this for years. Despite all the technological advancements in interface we've had in the last 25 years, we're still playing and designing FGs around a fucking analog lever (over a digital interface) with primarily digital schema. It's a real farce, when you sit and think about it.

And then we wonder why more people don't care about FGs.

I don't see how people can think that dependence on Japanese arcade culture for the genre is a good thing at all.
 

LegatoB

Member
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.
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.

Capcom's done a few "console-only" games before, like Marvel 3 and SFxT, but they weren't particularly successful in Japan, and especially in the case of Marvel, they don't provide much in the way of an ongoing revenue stream. Can that change? Sure. But it's not likely to happen soon.
 

Thulius

Member
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.

It's more about designing systems that aren't hugely diminished by a few frames of latency than designing a "game" around online play. Like you said, more lenient inputs/buffers/timings.

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, larger buffers in Smash 4, 360 detection in Skullgirls, etc. Even omega mode in USF4 introduced buffers to make 1f links significantly easier without touching any frame data.

There are still a lot of arbitrary barriers in FGs that make them significantly worse online and/or casual experiences without bringing anything significant to offline or high level play.
 

hitsugi

Member
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.

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.

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
 
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.
 

Shadow780

Member
You clearly had a favorite, why give it up?

The new VLX is coming in :)

Also I think going forward the FTGs I wanted to play is all going to be on PS4 so there's no point keeping the 360 function.

I still have a back-up Etokki Omni for those tournaments that still uses 360, but I'd imagine going forward it will all be PS4.

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.

I agree, probably the only con I can find for the stick. I do not have a coating gun tho.
 

Dahbomb

Member
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.
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.

Quite a few of them lead into "other player doesn't get to play situation" especially stuff like Nova/Dante infinites which prevent play and run out the clock.

Oh well too late to go back now on that... and it would just make Zero better anyway.
 

Sayad

Member
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 Aksys guy over here implied it did well.
 

fader

Member
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.

ok, maybe the phrasing was lightly putting it but my point was banned glitches are not uncommon to a community.
 
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.



There's actually a chance Mournful is Kitana's best variant or at least good in some match ups.

Her Glaives are mid so they're more effective in zoning once people stop jumping and start ducking fans. The Glaives do low damage but at least they're doing chip and are faster than fans. In a match where the opponent plays a strong ground game and doesn't need air they're definitely better for zoning than fans. Plus they're safer than ground fan so she can use them for safer block strings against the characters that punish ground fan. Like Raiden can punish f+2,2~ground fan and all f+2,2,u+4 options. She doesn't have a safe footsies tool against him. If she does f+2,2~Glaive he can not punish it with f+1. he has to use armor to interrupt.

Right now Kitana's fan zoning seems strong because everyone's movement is weak and people still want to jump. Once people level up that won't be much of a factor and it'll come down to if the damage lose in Mournful is worth having the Glaive.
 

Rotanibor

Member
Devil's PlayGround 4 Finals, Japanese VSAV tournament, is tonight! Throughout the month there have been qualifiers to find the best of the best Vampire Savior players, selecting 8 of them in the end to fight it out in an 8-man bracket to decide who is #1.

The event starts tonight at 10pm PDT / 1am EDT with a last chance qualifier to select the final two spots. Two hours after that the Final 8 tournament is scheduled. I believe they're doing a Double Elimination, 2 out of 3 bracket for the finals, but I could be wrong.

~~ CURRENTLY QUALIFIED ~~
1 - Kaji (Lilith)
2 - Sakamoto (Q-Bee)
3 - Nakanishi (Bishamon)
4 - Sakai (Zabel)
5 - Komemaru (Zabel)
6 - Buzz (Gallon)
7 - ???
8 - ???

Stream: http://live.nicovideo.jp/watch/lv218525228
(Primary Stream)

Mirror: http://www.twitch.tv/ROTANIBOR
(The above link is just a mirror/re-stream of the nicovideo stream. It will be somewhat delayed behind the primary stream. This stream is for those outside of Japan who have trouble viewing nicovideo. I may do some English commentary for this, we'll see.)

Full Details: http://rotanibor.blogspot.com/2015/04/devils-playground-4-finals.html
 

QisTopTier

XisBannedTier
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.

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.

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

If you want a long buffer, button hold is the way to do it. Long buffers otherwise just screw stuff up, and make the game feel off. Worst case, especially when combined with shortcuts, it becomes impossible to get the game to do what you want it to.
 
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.

This was an idea people didn't want acknowledge in that Seth Killian execution thread

FGs are safe. There's always SG and MK. Based USA.

I wonder how much money the MKX mobile game made in comparison to the console game.
 

vocab

Member
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.

It's broken. You cant even combo him. He will always have meter. It doesn't even need to be showcased in a real match.
 
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.

Sorry for the late response.I would probably go as cheap as possible tbh. I'm flying from Oklahoma so it won't be too expensive probably $500 max. I would probably just join Marvel (if its still there 2016) and Killer Instinct. I don't gamble so I wouldn't have to worry about that. Don't really care about seeing any of the shows as well, and I might eat out a little bit but not too much. I would probably go with the evo sponsored hotel and would room by myself.
 
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