CountBlack
Member
Ya, but Elena is probably one of blankas worst matchups
wheres the loyalty fam
Ya, but Elena is probably one of blankas worst matchups
wheres the loyalty fam
Time to check UNIEL...Nanase and Byakuya, who were previously console exclusive characters, playable in the arcade version. It will also introduce a newcomer named Phonon (pictured below), who sports headphones, a whip, and the personality of a queen.
2.5 hrs in transit there and back.Thought you lived in the GTA?
The lamest Vega ever2.5 hrs in transit there and back.
Might get my runback with Noel Brown's Vega.
That new UNIEL subtitle is silly as fuck.
Under Night In-Birth Exe:Late[st]
What are they going to do in another version? Late[st][est]?
It's been over a year since the JP version of UNIEL came out for consoles, and arcades are just now getting Byakuya and Nanase lol. I guess we now know what the real ST of anime games is. :V
Actually console UNiEL came out in July
Whip girl? Sounds like another character with gigantic normals
wow
Is there a hitbox viewer?
Is there a hitbox viewer?
Mercy deletion.『Inaba Resident』;164040970 said:I wonder what kind of buffs Akatsuki is gonna get.
Yeah, I'd say so. If only to remind the greater group of people who plays video games that this exists.Put up some ot the UNIST info in English with the screens http://shoryuken.com/2015/05/15/arc...ead-announce-under-night-in-birth-exelate-st/
I need to sleep but new thread worthy?
Does that include the mobile version?
When has a French Bread game not had pressure that's over the top? DBFC is a bit more subdued, but that's mainly because the game has a pushblock mechanic and you can't rebeat without having your trump activated.I really hope UNIST addresses the problems of offense being super nuts and "my turn" being the defining factor.
No more "you kneel" please.
That's about as taboo to talk about here as Vita games.Is there a hitbox viewer?
Really? WiiU doesn't have the install base to match a multiplat X1/PS4/PC title.And people thought I was crazy when I said it was likely to outsell Super Smash Bros for Wii U.
Pools are out.
When has a French Bread game not had pressure that's over the top? DBFC is a bit more subdued, but that's mainly because the game has a pushblock mechanic and you can't rebeat without having your trump activated.
2.5 hrs in transit there and back.
Might get my runback with Noel Brown's Vega.
It's okay! I'm a nobody in this thread. I'm going to Toryuken too, but I didn't bother saying anything because no one would care. XD
Well, say hi to me if you see me! I'm a handsome dude with a shaved head and beard
It says video not found.Not sure if posted, DSP getting his ass beat by a troll imitating him in MKX: https://www.youtube.com/watch?v=rGOY...=youtu.be&hd=1
Delicious salt.
Let's be fair, NOBODY knows how to make them more popular.
That's only retail, digital should be quite a substantial number as well. I find fighters are best on digital, unless you are a tournament organizer/player etc..I don't know if someone else wrote it here but MKX sold 1.25 million copies in his first month in the US only. MK9 did 900k in the same period of time.
Yo you ever hear the song Tik Tok by Kesha? Lol
http://youtu.be/iP6XpLQM2Cs
It says video not found.
What would you personally like to see them do to? In minimizing how oppressive pressure can be, I mean. I think it'd interesting if regular non-vorpal alpha counters didn't trigger a GRD crush. Sacrifice all your meter and, say, a block or two of GRD instead.Well, we never quite got to the "my pressure is my mix up is my OS that beats all your options" levels of Melty at least. Wouldn't hurt to at least deal with the oppression in more interesting ways.
Veil off mid combo is whatever tbh. A lot of the better characters do it (better) already and it's still a resource hog.
Let's be fair, NOBODY knows how to make them more popular.
WTF, mirror here:
https://www.youtube.com/watch?v=O14jVgLq-Wk&hd=1
What would you personally like to see them do to? In minimizing how oppressive pressure can be, I mean. I think it'd interesting if regular non-vorpal alpha counters didn't trigger a GRD crush. Sacrifice all your meter and, say, a block or two of GRD instead.
I bet the new veil off will be nice for fancy combo videos at least!
WTF, mirror here:
https://www.youtube.com/watch?v=O14jVgLq-Wk&hd=1
And people thought I was crazy when I said it was likely to outsell Super Smash Bros for Wii U.
It's okay! I'm a nobody in this thread. I'm going to Toryuken too, but I didn't bother saying anything because no one would care. XD
I don't know if someone else wrote it here but MKX sold 1.25 million copies in his first month in the US only. MK9 did 900k in the same period of time.
I thought you said that Xrd was going to outsell Smash Bros Wii u
I don't know if I agree with this. I think we've been able to identify some of the genre's core problems for a while - a perception of obtuseness and too much focus on 1v1 competitiveness. Now, resources in regards to time and energy simply need to be deployed in an attempt to address them.
Part of the problem with addressing them is the modern era of development. Research and Development costs way more money today than it did 20 years ago. A game development studio seems to have become less a breeding ground of various prototypes of ideas that may or may not come to fruition and more a streamlined arm of a matured industry - unless you go mobile (which will also meet this fate once that industry matures). There's little room for some Sakurai to fiddle around with a pet prototype in the back of the studio, unnoticed, because every human being in the office has to be hands-on for the next AAA project that needs to sell 2 million + copies to keep the bloated publisher/developer afloat.
An anachronism like the Fighting Game genre suffers from this, because now, instead of potentially sitting on new ideas that could possibly blossom into the next Smash Bros, or something more interesting than MK9/10's Story Mode that you can append to your next Street Fighter game to address casual interests - you're forced to refine what you already know and hope you can find a way for the casual market to bite after the fact. You can't fundamentally address the problem because you have to make a new game to drive enough revenue to keep the lights on. The breathing space doesn't exist. So in 2016 we'll still be playing fighting games at EVO that were developed with arcade cabinets in mind and still have to deal with petty inconsistencies like pad malfunctions which will serve to remind us how fucking prehistoric this genre is.
This is especially made difficult by modest/unstable nature of the publishers/developers that currently make and distribute FGs. Mostly Japanese developers with relatively little money to innovate or market their games. Ed Boon has Warner Bros. money, so he can develop quality single player content for casual interests, can adopt an idea like World Tekken Federation for MKX and make it sustainable and he can market it to people. Convince people it's worth investing their time and money in.
If more established developers - particularly western developers - were interested in FGs, we probably wouldn't have these issues. Of course, the landscape would look completely different, but I think ultimately, the types of FGs we squarely enjoy in this thread would still be made, because the overall market would be larger.
The genre ipso facto is just such a product of older times in so many different ways, that sometimes think it would take Valve announcing a FG at E3 for the genre to see any progress at all.
So Daigo is making a new book? Markman, I'm sure you know.
If there is a megahit, like all other megahits there will be too much knock offs and only 2-3 will thriveBecause there's no one feature you can home in on, there's a lot that needs to be done, and that likely requires a lot of financing. My two cents:
MK gets the story/single player part right, KI gets the training and flashy presentation right, Tekken and SNK fighters (almost) get the cultural diversity part right, Capcom (almost) gets the gameplay part right, nobody really gets the online right (ArcSys is closest, I guess). I think there's a massive audience, it's just going to be fragmented until someone finally looks at what the competition does right and adds that to whatever they're already doing right. Then there will be a megahit, and the other devs will up their game in response.
Eventually the AAA dream will collapse because it's unsustainable. That said I don't think fighting games really struggle from that specifically because they are not made by Western Developers by and large.I don't know if I agree with this. I think we've been able to identify some of the genre's core problems for a while - a perception of obtuseness and too much focus on 1v1 competitiveness. Now, resources in regards to time and energy simply need to be deployed in an attempt to address them.
Part of the problem with addressing them is the modern era of development. Research and Development costs way more money today than it did 20 years ago. A game development studio seems to have become less a breeding ground of various prototypes of ideas that may or may not come to fruition and more a streamlined arm of a matured industry - unless you go mobile (which will also meet this fate once that industry matures). There's little room for some Sakurai to fiddle around with a pet prototype in the back of the studio, unnoticed, because every human being in the office has to be hands-on for the next AAA project that needs to sell 2 million + copies to keep the bloated publisher/developer afloat.
An anachronism like the Fighting Game genre suffers from this, because now, instead of potentially sitting on new ideas that could possibly blossom into the next Smash Bros, or something more interesting than MK9/10's Story Mode that you can append to your next Street Fighter game to address casual interests - you're forced to refine what you already know and hope you can find a way for the casual market to bite after the fact. You can't fundamentally address the problem because you have to make a new game to drive enough revenue to keep the lights on. The breathing space doesn't exist. So in 2016 we'll still be playing fighting games at EVO that were developed with arcade cabinets in mind and still have to deal with petty inconsistencies like pad malfunctions which will serve to remind us how fucking prehistoric this genre is.
This is especially made difficult by modest/unstable nature of the publishers/developers that currently make and distribute FGs. Mostly Japanese developers with relatively little money to innovate or market their games. Ed Boon has Warner Bros. money, so he can develop quality single player content for casual interests, can adopt an idea like World Tekken Federation for MKX and make it sustainable and he can market it to people. Convince people it's worth investing their time and money in.
If more established developers - particularly western developers - were interested in FGs, we probably wouldn't have these issues. Of course, the landscape would look completely different, but I think ultimately, the types of FGs we squarely enjoy in this thread would still be made, because the overall market would be larger.
The genre ipso facto is just such a product of older times in so many different ways, that sometimes think it would take Valve announcing a FG at E3 for the genre to see any progress at all.
However I have no faith that ANY developer west or east will endavor in that aspect.
how would you address fighting games focus on 1v1 without enraging the current community? Because lets be honest, hardcore fighting game fans aren't really the most accepting of new ideas.