I just wish I-No had more screen time.
Also, El's damage is real, even from basic low execution stuff like Bridal Express loops.
Man, there is so much to keep track of. Also why does El have all these loops? :lol
I just wish I-No had more screen time.
Also, El's damage is real, even from basic low execution stuff like Bridal Express loops.
The way you say it makes it sound like those are bad complaints. Get that jank out of fighting games.Pretty much every single time I've heard him talk about the game, it was something negative, even while talking about the graphic he'd complain about supers zoom in during the freeze, the cinematic stuff during some supers and even the zoomed in spinning camera during round ending hits. But yea, it's clear he hate YRC the most.
FGW | 2015: An Esports Odyssey
Called it a "load of crap and not worth bothering with" based on the time he spent with the game demo at E3.
Man, there is so much to keep track of. Also why does El have all these loops? :lol
The way you say it makes it sound like those are bad complaints. Get that jank out of fighting games.
Ya, and I read his complaints about it on dustloop.mike z also hates YRC with a passion from what I heard
That junk is in almost every fighting game since the introduction of supers, pre-super freeze is in Skull Girls and it takes as long as it does in Xrd with some supers, since Xrd is 3D, they can do more with it than just minimum zoom in + special effects, but yea, lets complain about it, that's what matter in fighting games. Oh, and dat end of the round camera effect, ruining fighting games since 1994...The way you say it makes it sound like those are bad complaints. Get that jank out of fighting games.
Ya, and I read his complaints about it on dustloop.
He just sounds salty it's not the same game, the game he wanted it to be. And went on a flat out rant.
It's pretty sad to hear stuff like this coming from him. He's the skullgirls dude, and those 6 people who play the game will listen to what he says.
Xrd is amazing. It's far better then skullgirls could ever hope to be.
Yeah, a lot of people probably like the novelty of it.I actually really like the effect of the end of set camera spin/zoom ins. There are times that the game actively tricks me into thinking it's 2D still and then the end of round happens and you're like "what kind of witchcraft is this?"
You couldn't be more obvious if you wanted to.That junk is in almost every fighting game since the introduction of supers, pre-super freeze is in Skull Girls and it takes as long as it does in Xrd with some supers, since Xrd is 3D, they can do more with it than just minimum zoom in + special effects, but yea, lets complain about it, that's what matter in fighting games. Oh, and dat end of the round camera effect, ruining fighting games since 1994...
Honestly, he couldn't be more obvious if he wanted to.
A few years from now I think this could apply. I don't see the funding for an SG2 or SG3, but GG will continue to be tweaked and fixed up nicely over continuous updates/sequels. The little train that could can only go so far when the fuel runs out.Yo damn
Shit just got real
Yeah, a lot of people probably like the novelty of it.
I can do without the pauses, panning and zooming, but it won't ruin a game for me. I don't quite remember my initial reaction to Xrd, but I think I just thought it was really really good 3D. There was no illusion to be broken for me with the spinning and such.It's funny too, as someone who really loves the quick and breezy pace of Vampire Saviour because of things like no super freezes, instant round transitions and the like, Xrd has never once really gotten to the point where I think "geez, end these animations already please." I think a part of it is that the attention to detail and character really shines through in a lot of this stuff, but I do also realize that this is the exception and not the rule when it comes to fighting game production values versus practicality.
I could also very easily be stuck in that 5 year old wonderment because "I'm playing a cartoon, holy shit."
That might be because there's nothing wrong with reasonable criticism and it's the "emotional" stuff that make it seem like he have some personal issue against the game!He gave pretty lengthy reasons why he didn't like the direction Xrd went in, but if I read these posts it's like you only want people to hear the emotional side of it(which is there, don't get me wrong)over the actual 'why'. Go figure.
Sounds more to me like you guys are just salty that he said bad things about a game you like.
Also for the record, I like Xrd and I think the 3d spin at the end of rounds is p.important.
Man, there is so much to keep track of. Also why does El have all these loops? :lol
My first impression about the spinning we saw from the reveal trailer(during Sol/Ky clash) was that it didn't look very good, but I thought no way that would make it into the final game. It made it in, but only at the end of the round, which I thought was pretty cool since I always like those zoom ins/freeze/slow-mo replays at the end that kinda exaggerate the final hit... The other thing that made it in from the first trailer though is the Dust close-up, which is the only camera trick I hate in Xrd.I can do without the pauses, panning and zooming, but it won't ruin a game for me. I don't quite remember my initial reaction to Xrd, but I think I just thought it was really really good 3D. There was no illusion to be broken for me with the spinning and such.
Double tap to dash needs to die a horrible painful death. The game would be so much smoother with two-button dashes.
MikeZ can hate on Xrd all he wants, just like the dozen or so people that stayed behind to play Marvel 2. I don't see why anyone needs to attack his choice when some people still main Street Fighter 2 in this community. My parents still prefer to primarily watch black and white movies. Last I checked, color films are doing just fine, and so are new fighting game releases. Move on.
KiT is in January and NWM is in april and I belive combo breaker is in July. That's all I really know of.
FGW| DaiGOAT
I always wondered why a traditonal 2D fighter didn't implement a jump/dash button (or if they did I'm not aware of it). The wonkiness of KOF hops would be made easier as a down direction + jump would = hop. Dashes and air dashes would just be a direction. Standing 360s and 720s would be easier (not that I'm a fine of those anyway) and an up direction + attack could be use for unique attacks, like overheads.
The only problem I'd see is that if the game has a lot of movement options that one button would be just as difficult as inputting a lot of directions on the joystick consecutively.