Is it just me or is it obvious that companies aren't evolving fighting games

Drinky Crow said:
That's not a personal attack; it's an observation. After that recent Mai avatar, you've pretty much publically advertised your love for female characters with giant jugs. Let's not play bashful just for convenience' sake, 'kay?

Nah, it only means I liked that avatar. And clearly many other did too, since I lost all my webspace after hosting it. :lol Anytime someone disagrees with you though, it really does seem like you go off on something you've "observed" about that poster.

Hey, I like boobs as much as the next guy, but that still doesn't mean I don't find the design for Tekken 5's Nina among the tackiest ever for a female.

And yes, VF3 had the ugliest cast this side of an Arkansas family reunion.

The DC version only makes 'em look worse too. :) The thing about VF is that a lot of the characters are still basically the same designs from 1993/1994, and while I can understand the solid blue Sarah, solid Red Jacky, and solid grey pants Jeffry in 1993's VF1, I don't see why they have to stay basically the same in VF4 now. (Although anything's better than VF3's character designs!)
 
The problem with Evolving in fighting games is that if you change the formula in fighting games to drastically the fans will be pissed.

ex look at VF3 and VF4 or look at T4 and T5.


in vf4 and t5 they got rid of stages with stair and such because fans complained about not having they sweeps connect when they on an uneven plain. Hardcore fighting fans just dont enjoy change.

Hell look GAF voted SF: anniversary collection best fighting game above GGXX.


having said all that T5 completely owns.
 
I don't want my fighting games to feel like well choreographed fight scenes. I want them to feel improvised and in the moment. All I need are more moves,a balanced engine, interesting character design that isn't all about booby's, a good soundtrack, and great locations.
 
karasu said:
I don't want my fighting games to feel like well choreographed fight scenes. I want them to feel improvised and in the moment. All I need are more moves,a balanced engine, interesting character design that isn't all about booby's, a good soundtrack, and great locations.

I don't mean the games should FEEL choreographed, they should LOOK as if they were.
 
Kabuki Waq said:
The problem with Evolving in fighting games is that if you change the formula in fighting games to drastically the fans will be pissed.

Yeah, it's even worse among 2D fighting game fans. People whine and bitch that there's nothing innovative or different, the company tries changing something, and everyone rants that it sucks now. :\

This probably isn't the best example, but Guilty Gear Isuka was the first attempt at creating a SF-style 4 player fighting game, and no one seems to like it. The game certainly has its problems, but players didn't really try to adapt and just went back to #Reload from what I saw. The Isuka machines were getting no play in Tokyo arcades...even Hyper Street Fighter II had people always playing them.


having said all that T5 completely owns.

Damn, I really need to go try this already. I know there's one arcade close enough to me that got it, but last I heard they turned on blocking damage so people don't like to play it there.
 
Fighting games arent concerned too much about change so much as wanting a balanced and fair playing field.
 
Hello GAF! I like to be an idiot! said:
I don't mean the games should FEEL choreographed, they should LOOK as if they were.


I dont think that's necessary at all. I know one other person who's said that and I don't understand it at all. Fights only look choreographered when the combatants are cooperating. @_@
 
Lyte Edge said:
Damn, I really need to go try this already. I know there's one arcade close enough to me that got it, but last I heard they turned on blocking damage so people don't like to play it there.


We have T5 machine here (toronto) its a dollar to play but its best of 9 rounds.

We dont have block damage on but it think we should since it would do away with the ppl who turtle.

btw Feng Wei is really fucking cheap. He has power, speed, range and no recovery time in between power moves.
 
sp0rsk said:
Fighting games arent concerned too much about change so much as wanting a balanced and fair playing field.


The tekken games are not really balanced at all, but i still enjoy them.

cmon the Machimas, OGRE, Feng Wei, and ofcourse Paul's Deadly pheonix smasher.
 
karasu said:
I dont think that's necessary at all. I know one other person who's said that and I don't understand it at all. Fights only look choreographered when the combatants are cooperating. @_@

The games should be so fluid in motion that it seems this way. Doesn't mean it has to look as if they are cooperating.
 
Bah Paul's Phoenix Smash isn't overpowered at all. It only does the mega damage as a counter, so all you have to do is y'know, not attack.
 
Azih said:
Bah Paul's Phoenix Smash isn't overpowered at all. It only does the mega damage as a counter, so all you have to do is y'know, not attack.

TURTLER!!!!! :lol

but really there is only so much you can do without trying to deviate from the formula at some point im sure developers must say "What the fuck do we do now?"
 
How about four player simultaneous Street fighter? (on ONE plane, none of this multi plane stuff)

Edit: Y'know after the great dramatic battle in SFA3, You woulda thought they'd make SF3 4 player simultaneous. After all it'd only make sense right?
 
Kabuki Waq said:
The tekken games are not really balanced at all, but i still enjoy them.

cmon the Machimas, OGRE, Feng Wei, and ofcourse Paul's Deadly pheonix smasher.
I agree previous Tekkens have had some balancing issues (but what fighting game doesn't have tiers?), but it's a little early to point out the over-powered characters in Tekken 5. From what I've played, the lower tiered characters (such as Yoshi) have gained some great moves to make them contenders again. And based on the results of T5 Tournaments in Japan and S.Korea, there are many characters capable of winning (unlike T4, where it would be either Jin or Steve in the top 5 places.) As I said, it's still too early to tell if there are any balancing problems, but so far the characters seem to be much more balanced than before.
 
Azih said:
How about four player simultaneous Street fighter? (on ONE plane, none of this multi plane stuff)

Edit: Y'know after the great dramatic battle in SFA3, You woulda thought they'd make SF3 4 player simultaneous. After all it'd only make sense right?


Makes perfect sense. Im sure they are just saving it for SFA4. im certain of it :p


Sumasshu: Feng Wei. But yea teh game is way better than T4 its just so damn smooth.
 
See this thread re: people shouldn't talk about things they don't know. You can't see innovation if you're blind. As a few have already pointed out, you can't really change the formula too drastically. Consequently, innovation in fighting game isn't always obvious to everyone.

Regarding Drinky Cow's post about flashiness versus a conservative style in a tourney, this is pretty much true for most fighters, or anything competitive for that matter. I don't see how this is "genius." In fact, you get more respect if you can play well with flash in a match that counts for something. Everyone loves a high roller.

To the original poster, if you want a choreographed look, then play a choreographed match. I don't mean to sound like a prick, but choreographed fights look great because they're... choreographed! A real fight never looks that pretty. If you want a cinematic feel (which is what I'm guessing you want), then try to imagine controlling a fighter with the camera panning, zooming, and cutting all over the place. It'd be a nightmare.
 
Something more like Powerstone would be appreciated. PS had a lot of style and certainly some good mind games going on if you were playing with someone skilled. Playing against someone who was button mashing and throwing everything they could at you got boring. 2 skilled players could move around that environment and dodge and attack really well.

Using the environment should be an integral part of fighting. Just like in Boxing, getting against the ropes is punishing.

Take a good look at fighting games and tell me where the evolution is. I know that the move sets have increased and the button count has dropped but where is the thing that really seperates a fighting game today from one 8 years ago?
 
Kabuki Waq said:
Makes perfect sense. Im sure they are just saving it for SFA4. im certain of it :p.

Unfortunately, they aren't, since it was announced a few years back that there would no more SFA sequels and no more SF3 upgrades. This didn't stop them from releasing another SF *2* upgrade last year, so who knows anymore.

I'd like to see an SFA4 featuring Alpha and SF3 characters (Along with new ones), and only a few SF2 characters if any.

I love the 3p dramatic battle in SFA3 and it works surprisingly well...definitely better than Guilty Gear Isuka's multiplayer. But SFA3's core game play is more grounded and not full of flashy supers and air combos to make it hard to tell what the hell is going on when all the sprites are on the same side of the screen. :)
 
SFA3 was released AFTER the first two revisions of SF3. And no, I don't want to see SF3 characters bastardized to fit along with lesser quality Alpha sprites again (see: CvS2).

And Ryu doesn't have a last name, anything from the movie = blatantly wrong.

Okay then, now this discussion can continue.
 
SFA3 was awesome and to this day my favourite Steet fighter.

I know that SF3 is more technical and takes more skill but damnit SFA3 is just pure fun.


MvC2 sucked tho.
 
Aside from the obvious (we save money when we reuse sprites... over and over and over again). I dont know why Capcom hasnt at least made a 2d fighter using 3d models... at least the games will look somewhat modern.

That said: SF3 > SFA3 > MvC
 
DarienA said:
Examples please.
Ground fighting. I want a game were I can trinagle choke somebody. That would kick so much ass.
I'm not a fan of fighting games due to their controls mostly, especially combined with the above mentioned lack of ground fighting. Say you're playing a fighting game and you want to armbar your opponent, so you tap out a button combination and your avatar automatically isolates and extends their opponent's arm, positions there hips underneath the elbow, pushes up on the elbow with their hips, and pulls down on the fore arm. I'd much prefer a fighting game in which you exectued an armbar by actually executing an arm bar. 'Till then real fighting >>>>> video game fighting.
 
Hoshi is not Ryu's last name, you cretins. It's just a fabrication the hack that direct the SF Movie made up. Like COLONEL WILLIAM T GUILE and VICTOR SAGAT.
 
SFA3 remains my favorite SF fighting game as well. I've put in countless hours playing the game in the arcade, PSX, DC, Saturn, emulated, and GBA. I'd buy it again on PSP too. (HINT HINT CAPCOM)

SiegfriedFM said:
SFA3 was released AFTER the first two revisions of SF3. And no, I don't want to see SF3 characters bastardized to fit along with lesser quality Alpha sprites again (see: CvS2).

You misunderstand me. I'd want a new Alpha game to have BRAND NEW SPRITES for everyone too. No more recycling crap.
 
Lyte Edge said:
You misunderstand me. I'd want a new Alpha game to have BRAND NEW SPRITES for everyone too. No more recycling crap.

This would be the dream game for me.


Anyword on how SAmmy Vs CApcom is coming along?
 
NLB2 said:
Ground fighting. I want a game were I can trinagle choke somebody. That would kick so much ass.
I'm not a fan of fighting games due to their controls mostly, especially combined with the above mentioned lack of ground fighting. Say you're playing a fighting game and you want to armbar your opponent, so you tap out a button combination and your avatar automatically isolates and extends their opponent's arm, positions there hips underneath the elbow, pushes up on the elbow with their hips, and pulls down on the fore arm. I'd much prefer a fighting game in which you exectued an armbar by actually executing an arm bar. 'Till then real fighting >>>>> video game fighting.
arent there UFC/Pride games that let you do that?
 
The Faceless Master said:
arent there UFC/Pride games that let you do that?
Yeah, there's ground fighting in them. But there shitty games in general. Not to mention you still have to control the avatar with a controller. VR suits are needed for me to really enjoy a non-SSB style fighting game.
 
Foobar said:
Virtua Fighter 4 and Soul Calibur 2 have the deepest controls and flexibility of any fighter out there, however, the "popular" style still seems to be the dialed-in combos and reversals you see in Tekken or DOA. I don't really get it, because Tekken and DOA don't really allow the player to develop their own style of play, meanwhile VF4 and SC2 allow for that.



How are the chain combos in Tekken different than VF and SC II? All 3D fighters have them.

Reversals? Maybe in DOA, but nobody uses reversals in Tekken. They're weak and very few characters have them.

What specifically allows for deeper gameplay in SC II and VF4? Any features or options you can point to in detail? What exactly prevents you from forming your own style in Tekken or allows you more freedom in VF4 and SC II?



And, yes, T5 is great.
 
I don’t see why you guys have a problem with what the guy is saying. I know the hardcore fans are happy. But I think they lost the casual gamer. I don’t know anyone who buys fighting games anymore. I bought Capcom vs SNK for Live play. I could not stomach playing the game against the computer for more than a few hours. It just doesn't offer up a new experience for me. Sure its fun to try the new moves. After a while a "i've been here before" feeling starts creeping in. I had hoped the VF series would have kept trying to push the envelope. But it seems like they are content on just tweaking what they have instead of trying to create something new.


If anyone is hoping for a new fighting experience its not going to come from Sega, Namco, or Capcom.
 
I strongly agree with the original poster. I think this whole thing about flow holds true even between 2D and 3D fighters. I mean, if you watch the Evo trailer and look at the way the 2D and 3D fighting games are played, the 2D games just seem to flow much better. I think 3D fighters have progressed a lot with SC2 and VF4 looking far less stiff than their previous incarnations, but I'd still give SF3 the edge in fluidity. It's tough for me to explain what I mean by fluidity, I don't know if it's the same idea as the original poster, but it's just a feeling I get watching/playing 2D and 3D fighters, I hope to be able to explain it better someday.

Either way, I have my own idea on a new type of fighting game, right now it just exists in my head so I don't know how feasible or even fun it actually is, but I hope in the future (if it's not created already) that my idea turns out successful.
 
Someone already said it, but I'll say it again. VF battles can look extremely polished and choreographed, but at high levels it's very important to use simple and effective low-risk tactics. Just like you won't see many random supers in high level SF3 or even MvC2 play, it's all about combos and pressuring.
 
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