Werewolf Jones
Member
MvC I to showcase how you DON'T make a fighter.
KI has been probably my favorite MS game from this and maybe the previous generation. Great visuals, netcode, fun and had the F2P approach. Sadly like other previous F2P fighting games it wasn't very successful (probably due to its balance and gameplay) so wasn't supported many seasons and at a tournament scene nobody cared about KI.Killer Instinct's revival as a F2P, seriously competitive 2D fighting game with a good tutorial and good rollback code, has been the highlight for me. At least until Season 3 came out and I walked away from it.
It was seriously better than Street Fighter, but casuals and capcom fanboys don't care and will shit post about it because of the whole popularity contest mindset, judging KI based on the old games.
Nice joke putting Smash in the list and MK/Injustice over SF.The order of where button mashing is least effective to the most effective
1. Smash
2. GG types
3. MK/Injustice
4. SFs
Dont really know where to put Tekken. I dont know how good the punish game is in that game.
Street Fighter V is the most influential and defined the generation.
Even if it started with many issues, had a great core and ended being a masterpiece after all the fixes, improvements and additions. Still a top game of the genre even if it's on its 6th year. It has been the first (and very) successful GaaS and eSports at a new level in the fighting game genre, showing the path for many to follow in several areas:
-1 game, 1 community: crosplay + all new features & gameplay rebalances and additions for free, no need to pay new game editions
-Loads of post-launch content, released frequently and many of it for free/unlockable
-Lacked at launch but ended with loads of single player game modes, unlockables and unlockable extras like galleries, colors, characters, etc
-New characters purchasable alone or in packs, letting you to unlock many of them for free, just playing
-Focus monetization on cosmetics and characters, not in gameplay features
-Fighting game eSports brougth to a new level with many big events supported by the company inside an official World Tour
-Important lesson for future games: don't start short of single player content, small roster, with lots of input lag and shitty netcode
KI has been probably my favorite MS game from this and maybe the previous generation. Great visuals, netcode, fun and had the F2P approach. Sadly like other previous F2P fighting games it wasn't very successful (probably due to its balance and gameplay) so wasn't supported many seasons and at a tournament scene nobody cared about KI.
Nice joke putting Smash in the list and MK/Injustice over SF.
Not being successful in the tournament scene means that the top fighting game players didn't care about it and prefered to focus on other games instead. If desired MS would have hired someone to make more seasons or a next game, as they already did twice.Uh KI was successful the tournament scene doesn't mean anything. Also KI was only for one generation, the Xbox One, there wasn't a new xbox game before that.
Right now the issue with a new entry is MS has to find another developer. It may be one of the studios they brought make it, but none of them seem to be studios that care to make fighting games.
KI, like the other fighting games, got the GaaS focus ("season model") because many other previous games from other genres were very successful using it. For the little data we have to compare, KI doesn't seem to be a succesful game in terms of business as happened in the several F2P fighting games released before KI.All the other fighters pretty much ended up adopting its "Season" model so, it's Killer Instinct for me.
Was KI as successful as SFV? No, but not because it wasn't as good or better. What hurt KI was the fact that it was on Xbox One, a console no one wanted to support, so the player base wasn't as big as Microsoft had hoped. KI won't get the recognition, but at the beginning of the generation, it set the foundation that all the other, more popular fighters would eventually follow.KI, like the other fighting games, got the GaaS focus ("season model") because many other previous games from other genres were very successful using it. For the little data we have to compare, KI doesn't seem to be a succesful game in terms of business as happened in the several F2P fighting games released before KI.
Yep. What has really changed since the original Street Fighter at a fundamental level?I don't think fighting games define console generations.
Perhaps we could say that Virtua Fighter defined the 5th generation of consoles, but that was almost 30 years ago.
I swear it breaks my heart when people don't give ki it's credit , it wasn't that popular but my god was ki amazing and in my personal opinion ki >>>>everything
The Season 1 retail did over a million and f2p wise I recall MS saying 6 or 8 million players but that was over 2 years ago iirc.Not being successful in the tournament scene means that the top fighting game players didn't care about it and prefered to focus on other games instead. If desired MS would have hired someone to make more seasons or a next game, as they already did twice.
We can't say how it did sell because we don't have its numbers. The more similar indicators we have are the interest from the top FGC players, the amount of support MS gave (3 seasons, shorter than similar games) to the game and the fact MS didn't share sales, so shouldn't be huge sales.
I think MS may be, or should be, trying to buy Netherealm to ask them to make KI games in addition to MK games.
KI, like the other fighting games, got the GaaS focus ("season model") because many other previous games from other genres were very successful using it. For the little data we have to compare, KI doesn't seem to be a succesful game in terms of business as happened in the several F2P fighting games released before KI.
Nominated for idiot of the day.Smash Ultimate rules them all.
You mean the hyperbole impact that only impacted the fgc?Nothing this gen had the impact that SFIV had last gen.
8 million players for a F2P is a disaster (8 million F2P players doesn't mean sales, most F2P players never pay).The Season 1 retail did over a million and f2p wise I recall MS saying 6 or 8 million players but that was over 2 years ago iirc.
But fighting games not being liked by the tournament scene isn't relevant to sales and longevity. This whole generation along with the last part of the previous one proved the FGC is in a bubble. Look at SFV before late 2018. Until MK and Tekken blowing up got people to try out SFV again with it's updates SFV was not a good seller under expectations Capcom expected in a 5 month period, and still below that over 3 years later. It's not the only casualty either.
At best the super niche kof and anime fighters got boosts from the FGC and may have even needed them, but they still have zero growth outside of it.
KI was also released on PC, people could have played it there. But yes, PS4 achieving like 2x the userbase of XBO affected. Btw, that PC version was released in 2015, and the crossplay GaaS game game SFV was announced late 2014 and released early 2016, so didn't have time to be an influence, the game only had barely a year of development ahead.Was KI as successful as SFV? No, but not because it wasn't as good or better. What hurt KI was the fact that it was on Xbox One, a console no one wanted to support, so the player base wasn't as big as Microsoft had hoped. KI won't get the recognition, but at the beginning of the generation, it set the foundation that all the other, more popular fighters would eventually follow.
First of all, KI was released in Nov. 2013 on Xbox One. That was definitely enough time to have an influence on SFV which came out a little over 2 years AFTER KI in Feb. 2016. The PC version of KI was released in Mar. 2016 after the release of SFV and after Microsoft stopped supporting the game with updates which is also why it died out.KI was also released on PC, people could have played it there. But yes, PS4 achieving like 2x the userbase of XBO affected. Btw, that PC version was released in 2015, and in 2014 SFV was announced as a crossplay GaaS game so didn't have time to be an influence.
KI didn't set the foundation of anything, the previous generation (PS3/360) there were several other F2P fighting games before KI, that like KI weren't a business success, to the point that these devs supported these games for a pretty short period and the F2P formula for their next fighting games.
SFV took the GaaS approach inspired by very successful GaaS from other genres and platforms, not in KI, as it can be seen in many features like weekly/daily missions, paid content that is also unlockable for free, time limited events, constant and frequent free post launch content, gatcha, etc.
8 million players for a F2P is a disaster (8 million F2P players doesn't mean sales, most F2P players never pay).
Street Fighter V had a slow start because the known flaws it had at launch, but now is the 2nd best selling Capcom fighting game ever and Capcom's overall 8th best selling game with over 5.5M copies sold plus and tons of DLC sold even if released in a single console. That DLC would compensate the 800K copies it needs to outsell Street Fighter II for SNES. It still sells every quearter even if being on its 6th year and still has over half a year of content and eSports including the Olympics tournament, so who knows if it will end outselling SF2 with raw game purchases alone.
The game had many sales and monthly active user spikes during the main eSports tournaments or key post launch releases (like some characters or big gameplay/features updates), and to see it still selling units on its 6th year proves eSports and post launch content had a key part on its long term huge success in terms of sales and longevity.
Even if loved by the FGC, KOF and anime fighters never sold a shit. Only Dragon Ball FighterZ has been relevant and had great sales thanks to the Dragon Ball IP popularity, selling slightly above SFV (but being sold on 3 consoles instead of in 1). Above these two in terms of sales, this there's only Tekken 7, MK11 and if you count it (due to its subgenre or for being originally released in the previous gen), Smash.
All the other fighting games had way smaller sales, as had their previous entries on these series in previous generations.
KI was also released on PC, people could have played it there. But yes, PS4 achieving like 2x the userbase of XBO affected. Btw, that PC version was released in 2015, and the crossplay GaaS game game SFV was announced late 2014 and released early 2016, so didn't have time to be an influence, the game only had barely a year of development ahead.
KI didn't set the foundation of anything, the previous generation (PS3/360) there were other F2P fighting games before KI like Soul Calibur Lost Swords, that like KI weren't a business success, to the point that these devs supported these games for a pretty short period and the F2P formula for their next fighting games.
SFV took the GaaS approach inspired by very successful GaaS from other genres and platforms, not in KI, as it can be seen in many features like weekly/daily missions, paid content that is also unlockable for free, time limited events, constant and frequent free post launch content, gatcha, etc.
Surprising I thought KI died off since 2020.Killer Instinct: Definitive Edition Reviews
FIGHT ON! Discover your Killer Instinct! Play the legendary fighting game with stunning 60 FPS visuals, over-the-top action, a wild cast of combatants, rocking reactive music, and C-C-C-COMBO BREAKERS! Killer Instinct: Definitive Edition includes all 26 characters and 20 stages from Seasons...www.metacritic.com
Killer Instinct Definitive edition for me, I remember when KI was revealed at E3, I was genuinely wondering why they bothered at the time, expecting it to be a dead game, ended up being my most played fighting game with 22+ days playtime.
I don't really play it anymore, but on the rare case I fancy a game or two, I get a game instantly still (what really surprised me, all these years later) aha.
I did really enjoy guilty gear xrd (vanilla, lost interest by the time rev2 landed, and I tried it again on ps5, but dropped it very quickly as online was dead despite it being on sale for £1 digitally, and the ps5 dpad and squishy buttons drove me mad)
I also really enjoyed blazblue Central ficition.
Dbfz I played for a while too.
8 million players for a F2P is a disaster (8 million F2P players doesn't mean sales, most F2P players never pay).
Street Fighter V had a slow start because the known flaws it had at launch, but now is the 2nd best selling Capcom fighting game ever and Capcom's overall 8th best selling game with over 5.5M copies sold plus and tons of DLC sold even if released in a single console. That DLC would compensate the 800K copies it needs to outsell Street Fighter II for SNES. It still sells every quearter even if being on its 6th year and still has over half a year of content and eSports including the Olympics tournament, so who knows if it will end outselling SF2 with raw game purchases alone.
The game had many sales and monthly active user spikes during the main eSports tournaments or key post launch releases (like some characters or big gameplay/features updates), and to see it still selling units on its 6th year proves eSports and post launch content had a key part on its long term huge success in terms of sales and longevity.
Even if loved by the FGC, KOF and anime fighters never sold a shit. Only Dragon Ball FighterZ has been relevant and had great sales thanks to the Dragon Ball IP popularity, selling slightly above SFV (but being sold on 3 consoles instead of in 1). Above these two in terms of sales, this there's only Tekken 7, MK11 and if you count it (due to its subgenre or for being originally released in the previous gen), Smash.
All the other fighting games had way smaller sales, as had their previous entries on these series in previous generations.
KI was also released on PC, people could have played it there. But yes, PS4 achieving like 2x the userbase of XBO affected. Btw, that PC version was released in 2015, and the crossplay GaaS game game SFV was announced late 2014 and released early 2016, so didn't have time to be an influence, the game only had barely a year of development ahead.
KI didn't set the foundation of anything, the previous generation (PS3/360) there were other F2P fighting games before KI like Soul Calibur Lost Swords, that like KI weren't a business success, to the point that these devs supported these games for a pretty short period and the F2P formula for their next fighting games.
SFV took the GaaS approach inspired by very successful GaaS from other genres and platforms, not in KI, as it can be seen in many features like weekly/daily missions, paid content that is also unlockable for free, time limited events, constant and frequent free post launch content, gatcha, etc.
I honestly expected it to be dead when I tried to search too, but found games instantly, was happily surprisedSurprising I thought KI died off since 2020.
I feel like people that say this stuff, are usually not very good at fighting games.SF is a button masher now. The glory days of SF3 are gone. They made the game very casual friendly at the cost of skill.
I could understand to listen that from another games, that rely on super popular non-FGC IPs and reduced their inputs to the minimum like DBF or Smash to get new players, but to call SF a button masher proves you have no idea about fighting games, or at least SF. It doesn't make any sense specially considering SFV is the king of the FGC eSports. Go and win EVO tomorrow, champ.SF is a button masher now. The glory days of SF3 are gone. They made the game very casual friendly at the cost of skill.
Yes, it was originally on XBO but it wasn't the only place to play it. It was available on PC too, so the XBO installbase wasn't that important. In addition to that, what I meant with the PC version and featuring crossplay was already a thing on SFV previous to KI so SFV didn't implement it as an influence of KI.First of all, KI was released in Nov. 2013 on Xbox One. That was definitely enough time to have an influence on SFV which came out a little over 2 years AFTER KI in Feb. 2016. The PC version of KI was released in Mar. 2016 after the release of SFV and after Microsoft stopped supporting the game with updates which is also why it died out.
Second, I don't remember any other fighting game releasing with Seasonal characters, stages, music, additional mechanics, accessories, game modes, and pricing system before KI did. Anything SFV or any other fighter did after was clearly an evolution of what KI had started prior.
Also, even if there were games that had done similar, #1. It wasn't to the degree that KI had done it and #2. Aren't we talking about this gen? I'm pretty sure KI was the first fighter to do these things THIS GEN. And I'm pretty sure all the fighters after KI, adopted the whole "Seasonal" model which was what DEFINED and separated this generation of fighters from previous gens.