I thought Ys was an RPG
I think anyone that wants to be good at fighting games should go plays all the Ys games on Nightmare :lol
celceta. Fun game
You can also get the psp games too
I'd argue they are similar only in they way they require you to mind spacing in a completely 3D sense. Outside of that the movement is different, the way to deal damage is completely different(dissidia's bravery system vs. EXVS's standard health and cost over system), etc.Is Dissidia a little like Gundam? You can answer however you like, because I don't understand anything that goes on in either game.
Sephiroth's sword hitboxes will be glorious.I think now would be a good time for a Capcom vs SE. It would sell millions and rejuvenate the Japanese market and Capcom would be a top tier company once again.
I've never played Gundam, so I dunnoIs Dissidia a little like Gundam? You can answer however you like, because I don't understand anything that goes on in either game.
man they gotta make a PS4 version and just go all out on it. Make that shit amazing and tournament worthy. idgaf it would be anime, i'd drop street fighter immediatelyput deejay in dissidia
The large amount of HP on bosses in Felghana during Nightmare mode is irritating.
I don't have anything to add beyond that, I just dislike the high health a lot.
man they gotta make a PS4 version and just go all out on it. Make that shit amazing and tournament worthy. idgaf it would be anime, i'd drop street fighter immediatelyput deejay in dissidia
This would likely have a lot to do with it.So, do you guys think the problems(netcode and bugs, this isn't about fighting games design) Capcom is having with their fighting games is because they don't keep an in house fighting games studio? ASW never stopped working on fighting games through this whole gen... Actually make that since the 90s. Skull Girls have the same three or so people working on it for the past five years, they know their game inside out. While Namco's approach is a little different, they treat their (main)fighting games much better than Capcom does, with big in house development while sharing a lot of resources.
The fruit of this effort is very obvious, Namco and ASW games netcodes have been progressively getting better(for the most part), same for in training mode features, online modes, tutorials, options, etc...
Where as in Capcom land every game seem to be a whole new project from the ground up by a new team, the net code alone show how much of a problem this have been:
SF4(bad) > SSF4(got better) > MVC3(got worse) > UMVC3(got better) > SFxT(got worse)
Their net code only got better in iterations worked on by the same team(SF4 to SSF4/MVC3 to UMVC) and lot of USF4's problems seem to come from developers working on someone else's code. For comparison, you have Mike Z fixing SG's bugs live on streams as they occur while Capcom is starting a beta for their 6 years old game to figure out its netcode problems.
So, do you guys think the problems(netcode and bugs, this isn't about fighting games design) Capcom is having with their fighting games is because they don't keep an in house fighting games studio? ASW never stopped working on fighting games through this whole gen... Actually make that since the 90s. Skull Girls have the same three or so people working on it for the past five years, they know their game inside out. While Namco's approach is a little different, they treat their (main)fighting games much better than Capcom does, with big in house development while sharing a lot of resources.
The fruit of this effort is very obvious, Namco and ASW games netcodes have been progressively getting better(for the most part), same for training mode features, online modes, tutorials, options, etc...
Where as in Capcom land every game seem to be a whole new project from the ground up by a new team, the net code alone show how much of a problem this have been:
SF4(bad) > SSF4(got better) > MVC3(got worse) > UMVC3(got better) > SFxT(got worse)
Their net code only got better in iterations worked on by the same team(SF4 to SSF4/MVC3 to UMVC) and a lot of USF4's problems seem to come from developers working on someone else's code. For comparison, you have Mike Z fixing SG's bugs live on streams as they occur while Capcom is starting a beta for their 6 years old game to figure out its netcode problems.
I've never thought about it this way, but yeah co-production seems to be something that's hurting Capcom nowadays in more than just fighting games. Not that I'd necessarily know if they'd do better if they kept everything in-house; Capcom has a shitload of problems that go way further up than just the development end of things.So, do you guys think the problems(netcode and bugs, this isn't about fighting games design) Capcom is having with their fighting games is because they don't keep an in house fighting games studio? ASW never stopped working on fighting games through this whole gen... Actually make that since the 90s. Skull Girls have the same three or so people working on it for the past five years, they know their game inside out. While Namco's approach is a little different, they treat their (main)fighting games much better than Capcom does, with big in house development while sharing a lot of resources.
The fruit of this effort is very obvious, Namco and ASW games netcodes have been progressively getting better(for the most part), same for training mode features, online modes, tutorials, options, etc...
Where as in Capcom land every game seem to be a whole new project from the ground up by a new team, the net code alone show how much of a problem this have been:
SF4(bad) > SSF4(got better) > MVC3(got worse) > UMVC3(got better) > SFxT(got worse)
Their net code only got better in iterations worked on by the same team(SF4 to SSF4/MVC3 to UMVC) and a lot of USF4's problems seem to come from developers working on someone else's code. For comparison, you have Mike Z fixing SG's bugs live on streams as they occur while Capcom is starting a beta for their 6 years old game to figure out its netcode problems.
Does anyone here play Project M? I've been playing that and dropped Marvel. So much fun but I wanna learn more nuances for melee. I've been having trouble lag cancelling and getting my short hops down after it, any advice on it? I know you play melee smeddy, shed the light on me!
I think anyone that wants to be good at fighting games should go plays all the Ys games on Nightmare :lol
This is definitely a big part of it.So, do you guys think the problems(netcode and bugs, this isn't about fighting games design) Capcom is having with their fighting games is because they don't keep an in house fighting games studio? ASW never stopped working on fighting games through this whole gen... Actually make that since the 90s. Skull Girls have the same three or so people working on it for the past five years, they know their game inside out. While Namco's approach is a little different, they treat their (main)fighting games much better than Capcom does, with big in house development while sharing a lot of resources.
The fruit of this effort is very obvious, Namco and ASW games netcodes have been progressively getting better(for the most part), same for training mode features, online modes, tutorials, options, etc...
Where as in Capcom land every game seem to be a whole new project from the ground up by a new team, the net code alone show how much of a problem this have been:
SF4(bad) > SSF4(got better) > MVC3(got worse) > UMVC3(got better) > SFxT(got worse)
Their net code only got better in iterations worked on by the same team(SF4 to SSF4/MVC3 to UMVC) and a lot of USF4's problems seem to come from developers working on someone else's code. For comparison, you have Mike Z fixing SG's bugs live on streams as they occur while Capcom is starting a beta for their 6 years old game to figure out its netcode problems.
Gives a bit of credence that it won't be cross-gen though, but yeah, I agree with you.
man that og quality. It's like it was recorded from the arcade today.
Have faith, technology is advancing. Found this the other day:
http://www.youtube.com/watch?v=SEVC3VvNa78
It's just a matter of time until this 720 trend picks up.
If SFV has the $15 yearly update format I'd consider it a win. At the beginning of the last generation I was a big ASW fan who got both console versions of the games at launch (and an LE for whatever main console I had), but this time I ended up not even touching Chronophantasma until it hit $20 on PSN.
Capcom did it right with SFIV. Too bad MvC3 never got that chance and too bad few if any fighting games followed their example.
This is definitely a big part of it.
There is still only so much you can do with non GGPO netcode tho.
I don't want yearly updates to old games I want new games. For god sakes do you know how many new fighting games have been released since SF4? I don't want to play SF5 for 8 years like we have had to for SF4, esprcially if we are given lack luster content in a $60 release & the need to wait years & pay $15 for shit that should have been in the game already.
By the way its fucking 2014 bro. GGPO? Seriously? First of all GGPO isn't even that good, second good fuckin luck on a this gen of consoles putting aside enough ram to run GGPO effectively. There is a reason no game but ports of 90s fighting games us GGPO, it's cause it's a huge resource hog.
Yo chillI don't want yearly updates to old games I want new games. For god sakes do you know how many new fighting games have been released since SF4? I don't want to play SF5 for 8 years like we have had to for SF4, esprcially if we are given lack luster content in a $60 release & the need to wait years & pay $15 for shit that should have been in the game already.
By the way its fucking 2014 bro. GGPO? Seriously? First of all GGPO isn't even that good, second good fuckin luck on a this gen of consoles putting aside enough ram to run GGPO effectively. There is a reason no game but ports of 90s fighting games us GGPO, it's cause it's a huge resource hog.
Darkstalkers is only niche if they want a big SF or MvC styled release. With the right budget and battle tested studios Darkstalkers could probably be done without breaking the bank and it could be released on all last and current gen consoles/PC. Sadly the list of studios that fit that bill is probably too short to even bother with and the hardcore and mainstream scene would probably reject it.Yearly updates are the way to go, people really expect two sequels of SF in the same generation? They didn't even do it during the 16bit generation.
Any competitive game in existance follow the update route because it makes totally sense. It's not that developers are lazy, but making a new fighting game takes a lot of time and resources, if they release a SFVI in the same generation of SFV they will reuse the same assets, there wouldn't be much of a difference with a yearly update.
What Capcom needs to do is to create other fighting games that can follow a sustainable model as SF. SFxT didn't work for many reasons, Marvel doesn't belong to them, Darkstalkers is too niche. A Capcom All Stars can do the work.
My dream would be another Capcom vs SNK with yearly updates.
ArcSys is like the case study for why you shouldn't launch multiple fighting game IP in a single generation
Nah. They been making bank.ArcSys is like the case study for why you shouldn't launch multiple fighting game IP in a single generation
You should be doing that anyway!Yearly updates make me feel like I should stick to low investment, high reward characters.
ArcSys is like the case study for why you shouldn't launch multiple fighting game IP in a single generation
Yearly updates are the way to go, people really expect two sequels of SF in the same generation? They didn't even do it during the 16bit generation.
Any competitive game in existance follow the update route because it makes totally sense. It's not that developers are lazy, but making a new fighting game takes a lot of time and resources, if they release a SFVI in the same generation of SFV they will reuse the same assets, there wouldn't be much of a difference with a yearly update.
What Capcom needs to do is to create other fighting games that can follow a sustainable model as SF. SFxT didn't work for many reasons, Marvel doesn't belong to them, Darkstalkers is too niche. A Capcom All Stars can do the work.
My dream would be another Capcom vs SNK with yearly updates.
ArcSys is like the case study for why you shouldn't launch multiple fighting game IP in a single generation
I meant in the community splitting sense not the fat piles of cash sense
Unless that's not a problem in Japanese arcades
I meant in the community splitting sense not the fat piles of cash sense
Unless that's not a problem in Japanese arcades
What Capcom needs to do is to create other fighting games that can follow a sustainable model as SF. SFxT didn't work for many reasons, Marvel doesn't belong to them, Darkstalkers is too niche. A Capcom All Stars can do the work.
Was this captured streaming over Edge on a cellphone underwater?
OMG.
That sentence doesn't even mean anything, so you are not right or wrong.
In any case, it's one of the best top-down action game series ever with some nice music. I can't recommend Oath and Origins enough.
Ys (イース Īsu?, IPA: [iːsɯ]) /ˈiːs/ is a series of Japanese role-playing video games
By the way its fucking 2014 bro. GGPO? Seriously? First of all GGPO isn't even that good, second good fuckin luck on a this gen of consoles putting aside enough ram to run GGPO effectively. There is a reason no game but ports of 90s fighting games us GGPO, it's cause it's a huge resource hog.
To be fair to Deckard, he is just repeating things Seth Killian has said in the past.
Roselinde and Fenrir from Shining Blade, and Melty and Isaac from Shining Hearts will be playable in Shining-based fighting game Blade Arcus from Shining, Sega announced.
Sega will hold a second location test for the game from August 22 to 24 at Club Sega in Akihabara, Tokyo, in which all 10 characters will be playable.