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my titty out of milk
(04-28-2012, 05:40 PM)
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#2551
So am I, but I'm going to wait for more detailed impressions before I say what's best for the game seeing as this isn't really a typical 'fighting game' anyways. This doesn't need to adhere to the same sort of ruleset. I'd like to think that with talented guys like Ed Ma and Maj to help on the combat end that they aren't going to put out a broken mess, but again I'll just have to wait and see.
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Member
(04-28-2012, 05:40 PM)
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#2552
Quote:
http://shoryuken.com/2012/04/28/maj-...t-design-team/ |
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Member
(04-28-2012, 05:41 PM)
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#2553
I dunno man. Those guys IW loooooove their 360s. But that's like an editorial roundtable, so some level of bias is expected. They do try to remove that for their other features.
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It is perfectly permissible to shout "OH DAVID BOWIE YES" during intercourse with Oneself.
(04-28-2012, 05:42 PM)
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#2554
In this game, building meter is reducing health. In other games, if your opponent slips up and you get in a few hits, the battle is more tense because they have less health. In this game, if your opponent slips up and you get in a few hits, the battle is more tense because you now have a killing move. You know the tension in another fighting game when someone has a full super bar? The player with the super is tense because he wants to use it but doesn't want to miss and waste it, the other player is tense because he knows that super's gonna fuck him up if it connects. It seems like that's the whole point of this game.
Whittling your opponent down = whittling your meter up. It's the same thing, as far as this game is concerned. Imagine if they flipped it around to the standard health bar. When someone gets down to 66% of their health, you can do a level 1 super on them. When they get to 33%, you can do a level 2. When they're empty, you can do a level 3. You can whittle their health down, but you have to finish with a super. As far as a 1v1 is concerned, this would play identically to what we have now. I had the same immediate negative reaction when they first mentioned this system. But the more I think about it, the more I find it to be one of the most intriguing things about this game. It might work out, it might not, but either way, I think it'll be very interesting to see in practice. |
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Member
(04-28-2012, 05:43 PM)
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#2555
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Banned
(04-28-2012, 05:44 PM)
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#2556
Yeah, I'm not seeing the problem with this. Think of the super meter as a reverse health meter -- instead of winning by decreasing your opponent's, you win by increasing your own. Hitting the opponent makes it harder for them to build their meter and win.
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Member
(04-28-2012, 05:45 PM)
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#2557
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Member
(04-28-2012, 05:45 PM)
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#2558
I don't think anyone can really say anything about the combat system until you play it. That's why I think they should do a beta. It would really promote the game and Superbot can get some really good fan feedback.
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Motherfucking dumbshit member
(04-28-2012, 05:45 PM)
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#2559
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Member
(04-28-2012, 05:47 PM)
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#2560
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Member
(04-28-2012, 05:47 PM)
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#2561
Where?! I'll be ecstatic to read such news :) If this is true then all worries are gone, seriously. I mean the main mode sounds fun and interesting, I'd just prefer survival. Also I can see where the super meter could make things very interesting/tactical after you described it more. I want to see more gameplay... I'm trying to find more chunks but it seems anything outside of the few minute or so clips out there is hard to find.
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The Keeper and Holy Guardian of Captain Badass
(04-28-2012, 05:48 PM)
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#2562
I like that some cast are better blockers where others are better dodgers too. I know a lot of folks who just prefer to dodge rather than pop a shield in Smash so having cast that are either better at one or the other benefits both the dodgers and the good on reaction blockers that stay in your face. Fun gimmick. |
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(04-28-2012, 05:48 PM)
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#2563
nvm
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Member
(04-28-2012, 05:50 PM)
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#2564
hmm can supers be blocked? looks like Parappa lv 3 supers of deadly rapping can't be blocked. but it's a lv 3 supers so it'll be hard to get ,and although I haven't seen it, since Parrappa is raping and other character got killed after he finish, I guess that give other player chance to interupt parappa
Last edited by Callibretto; 04-28-2012 at 05:52 PM.
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Hail, peons, for I have come as ambassador from the great and bountiful Blueberry Butt Explosion
(04-28-2012, 05:51 PM)
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#2565
If they can't be blocked, they better at least be easily avoidable. I would assume that regular supers would be block able, and grab supers would require avoidance. I'm down to try a beta. I want to know more about the game. I'm just saying I don't really understand the worth in not having normals do any damage. It seems like oversimplification. People are not idiots. We can handle a game that has layers of strategy. It doesn't have to be "First to Super: The Game". That sounds really boring actually.
Last edited by thetrin; 04-28-2012 at 05:56 PM.
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(04-28-2012, 05:54 PM)
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#2566
I think items is going to be very useful. |
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Member
(04-28-2012, 05:57 PM)
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#2567
Quote:
Quote:
Quote:
Last edited by guek; 04-28-2012 at 05:59 PM.
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how do I slip unnoticed out of a gloryhole booth?
(04-28-2012, 05:57 PM)
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#2568
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Member
(04-28-2012, 05:59 PM)
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#2569
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Member
(04-28-2012, 06:00 PM)
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#2570
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Ku Klux Kawaii
(04-28-2012, 06:04 PM)
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#2571
Is there video footage of PaRappa's supers? Maybe I'm not looking in the right place.
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Banned
(04-28-2012, 06:06 PM)
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#2572
This game looks like the equivalent of what ModNation Racers was to Mario Kart...
shit |
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Member
(04-28-2012, 06:07 PM)
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#2573
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y'all should be ashamed
(04-28-2012, 06:09 PM)
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#2574
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Member
(04-28-2012, 06:10 PM)
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#2575
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Junior Member
(04-28-2012, 06:12 PM)
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#2576
One thing I noticed in the video that was really offputting was that it seemed in a lot of the rounds the people simply pick a small corner of the stage and start mashing buttons. Since there's no health bar, there's no motive to move away from other players so it's always just a clump of 4 players wailing on eachother.
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Member
(04-28-2012, 06:13 PM)
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#2577
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Member
(04-28-2012, 06:16 PM)
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#2578
Sony's answer to Mario Kart was Crash Team Racing which was awesome (and still is today). From what i've seen of this it looks like a lot of fun and is on my radar. |
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Junior Member
(04-28-2012, 06:17 PM)
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#2579
CTR is ok but not as good as the Mario Kart series or Diddy Kong Racing.
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Member
(04-28-2012, 06:17 PM)
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#2580
Is there anyway to lower someones super meter?
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holds a doctorate in beef
(04-28-2012, 06:18 PM)
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#2581
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Member
(04-28-2012, 06:19 PM)
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#2582
I don't understand the dull-colour talk of a few pages ago. If anything I believe that characters like Sweet Tooth are way more colorful than they should be and scenarios like Metropolis, the Golf one or LBP are really colorful and vibrant.
Am I colour blind GAF? |
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aka andydumi
(04-28-2012, 06:22 PM)
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#2583
What this game needs is quick/instant loading at first and between rounds.
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Banned
(04-28-2012, 06:22 PM)
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#2584
No, I'm with you. The mob mentality is powerful like that. There's nothing wrong with the color, and this isn't the first time I've seen GAF complain about a game's "dullness."
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Member
(04-28-2012, 06:25 PM)
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#2585
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Member
(04-28-2012, 06:25 PM)
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#2586
But that guy won because he didn't save up for Parappa's lv 3, and instead used a mix of lv1-2.
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Banned
(04-28-2012, 06:27 PM)
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#2587
this game looks dull and maybe a little too contrived for it's own good. |
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Member
(04-28-2012, 06:27 PM)
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#2588
And obviously it's many orders of magnitude more complicated than "punching -> lowering health -> KO", but I also think it is pretty obvious you were just stating a generalization in layman's terms. The only changes this brings that I'm unsure about is for one since you can dodge supers you can get hit as many times as you want by normals and be fine so long as you are good at dodging the supers. Still you ideally rather the enemy not get supers so this is not that big an issue. What is potentially a big issue/flaw is that when playing with three or four players, you can simply target the weaker opponent to fill your meter and then use your special to KO the tougher competition. Sort of punishing you for someone elses shortcoming. . . Edit: though I haven't played it so I don't really know. Maybe it'll add a new dynamic of recognizing who the strong and weak competition are and making sure the stronger competitors don't get to attack the weaker guys (which in a sense forms a very short-lived alliance with the weaker player which could be good). I mean in most fighters with more than two players there always seems to be a unspoken agreement to kill off the flies first so the real competitors can face off without interruptions, whereas with this if it plays out like I'm imagining would give the weaker players more of a chance to get familiar with everything without getting pounded to death in the opening moments.
Last edited by Seventy_X_Seven; 04-28-2012 at 06:35 PM.
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Member
(04-28-2012, 06:29 PM)
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#2589
The game is specifically designed for non-stop action. The guys that are out there stringing combos together are going to boost their meter faster, and people to get more KOs if they use their supers more effectively.
If you're a "defensive" player that is just trying to not get himself killed, then perhaps survival mode is more for you. You guys do realize there are two different modes, right? One where your objective is to get the most KOs (which is designed mostly towards offensive styles of play), and another mode where your objective is to just survive. The tension in this game will be through the strategic use of supers, and that adds a whole layer of depth to the game that I think will be awesome to play out. There's going to be a lot of moments where two players are pitted up against eachother in survival mode where both have the same supers available, and they have to pick when to use it.
Uhhhhh, no. But thanks for your hyperbole and salty tears. Thought we were done with this sort of garbage. |
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Member
(04-28-2012, 06:30 PM)
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#2590
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Member
(04-28-2012, 06:30 PM)
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#2591
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(04-28-2012, 06:31 PM)
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#2592
The unique system to me is better than just the standard health system.
Last edited by Loudninja; 04-28-2012 at 06:33 PM.
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Member
(04-28-2012, 06:32 PM)
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#2593
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I'm waiting for a star to fall
(04-28-2012, 06:34 PM)
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#2594
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It is perfectly permissible to shout "OH DAVID BOWIE YES" during intercourse with Oneself.
(04-28-2012, 06:36 PM)
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#2595
That's the point. It was intentional. His example was incredibly reductionist about how this game will work, so I was pointing out that you can take that same incredibly reductionist attitude towards regular fighting games. How was that not clear.
Tell me, in what fighting game is "playing defensively" by getting hit a lot and not getting many of your own hits in a viable strategy for winning? |
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Member
(04-28-2012, 06:39 PM)
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#2596
From my understanding after watching all the gameplay clips, your character attacks build up your special and don't directly affect the other player where as using items does not build up your special but instead drains the targets special which is seem visually as the player dropping a bunch of orbs which can then be recollected to fill your own special.
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Do I win a prize for talking about my penis on the Internet???
(04-28-2012, 06:41 PM)
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#2597
I think Sony really needs to (and will) hit a homerun with the 3rd party chars they select, I think that's gonna be the main reason people will buy the game. They need at least 3 imo, Cloud is a must have, hes just expected by everyone who hears about this game to be in it (Id prefer Auron but eh). Megaman would obviously be huge too but Im not sure they will go that route cause he started out on Nintendo and isnt really the first thing that comes up when you think "Playstation", maybe that doesn't matter though. I also would like to see a character from Battle Arena Toshinden or Tobal.
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Member
(04-28-2012, 06:42 PM)
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#2598
I think this would allow for more dynamic fights since people would be more willing to take risk. If you get hit, just pick up your "health" orbs that are on the floor before someone else does. Which is assuming you can pick up whatever is knocked out of you. |
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Member
(04-28-2012, 06:43 PM)
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#2599
An uneducated point of view.
This is how I picture the "only supers KO" (in line with some of KevinCow comments). You deal damage to your adversaries trying to build your super meter. Instead of being beaten and dead, you should know that when you suffer damage you are helping the other person to get a "kill ticket". In 1 vs 1 if someone punchs you (enough to kill you in another game) instead of you being dead, you'd have a chance to overcome that by evading the super. Or he lands it and you are dead. In a free for all match you can be a defensive player, receive zero damage and get killed by someone who built his meter beating another player. Its like "you build your super however you want and chose who to kill". In SSB you can damage a player enough only to have someone come and give him the final blow. Here you can die by damage received by another player and you can also kill someone giving 1/3 of the damage nedeed to score a kill to every player. Here is where I get that "resource managment" part that a lot of people are talking about. You are going to need to be careful of the super status of your adversaries all the time and act acording to that. For example, Parapa level 3 super kills everyone and on top of that he has a move to produce AP orbs. So, if you let him get to lvl 3 super you are basically letting yourself die. Its impossible to lower his health, but you can lower his super meter (by items or moves) and you should (also, I think in one video someone said that using only lvl 2 and 1 supers with Parapa was more efficient and granted he a win). You are going to need to engage on the people who are building their meters fast to prevent an adverse result. (sorry for the crappy english)
Last edited by monocromo; 04-28-2012 at 07:11 PM.
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Member
(04-28-2012, 06:43 PM)
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#2600
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