Amibguous Cad
Member
They did.
It was called "Smash Brothers"
No other developers seem to have paid attention.
It was called "Smash Brothers"
No other developers seem to have paid attention.
you have to decide what guns and other items you're going to use or pick up on the field of battle. you have to decide what gun to actively have in your hands, and what to have in your magic pouch or on your back, etc. you have to decide when to shoot and when to reload your gun, based on reload time, clip size, etc. if you see an enemy and what gun they have, then you have to decide when to attack, when to defend, when to hide and when to just run away. you can even decide when to stick out and draw back to make the opponents think you're running away, but you're just setting them up to fall into your trap. all because of guns.Linkzg said:they aren't really comparable. I mean, guns don't have ultras and specials, require multiple button presses, and they differ mainly in the attributes, not the controls. It's kind like how people are saying they want fighting games to be.
Mamesj said:Street Fighter IV seems to be doing well for itself. I don't think Soul Calibur flopped either. DoA4 topped a million sales.
The genre isn't dead, but those who find it too challenging are very bitter about that fact.
Actually, this is a pretty good point.Kaijima said:SF WAS the "casual" game of its generation.
STOP DOING THIS.Ranger X said:
The Faceless Master said:you have to decide what guns and other items you're going to use or pick up on the field of battle. you have to decide what gun to actively have in your hands, and what to have in your magic pouch or on your back, etc. you have to decide when to shoot and when to reload your gun, based on reload time, clip size, etc. if you see an enemy and what gun they have, then you have to decide when to attack, when to defend, when to hide and when to just run away. you can even decide when to stick out and draw back to make the opponents think you're running away, but you're just setting them up to fall into your trap. all because of guns.
how do people manage!?
shintoki said:Not really the games which are the problem, Its the hardcore crowd who have a vocal voice. They are that redneck conservative. They have too much of a voice and are out of date. Normally made in mind for Arcades and a technical one are the ones which are heavily favored by them but not so much by anyone else. The thing is, They need to start picking up what Blizzard does with their games. Simple to play, learn, etc but hard to master. This is something the hardcore crowd can't really give you.
But they sort of are. They're meant to be done on arcade sticks, and the arcade itself is largely irrelevant today.
diffusionx said:What? How is SF not easy to pick up hard to master but StarCraft is? It's exactly the same fucking thing. You can learn the move set of an SF game in about 20 minutes (the first 2 rounds of trial mode, for SF4). I remember when I tried to play War3, one reason I was not as good as the "pros" was because I was 50%-100% slower on inputs per minute. That's pretty much the same as not being able to time shit properly in SF.
Of course, what did people say about War3? Too much fucking micromanagement. I can't do as many inputs per minute as Tournament Man so they should just take that shit out. Fuck that. Learn to play or play something else. I know hype is hype and hardcore gamers like to buy every "good game" but there's no rule that says you have to be good at everything.
This is what it comes down to. People don't want to learn the game but still want an outside chance of beating the guy that does. Anything that gets in the way of that - advanced combos, micromanagement, throws, proper braking and cornering technique, whatever, is deemed to be a "flaw".
Linkzg said:Reaaally reaching there, buddy. You should have gone with racing games; the comparison of fighting games and racing games is actually very close.
Ranger X said:I don't know about SF4 but let's say we talk about the lastest Soul Caliber, Dead of Alive or Virtua Fighter. Hundreds of moves per characters. Fuckton of characters. Will never deeply learn more than a couple unless I play the game restless. And I think people generally don't like complex combos or moves.
tripping is a huge deal. why play a game seriously when you can just randomly trip?TheOneGuy said:If by "shit together" you mean "is completely impenetrable to a significant amount of people" then yes, you are correct.
I have never, ever been able to consistently pull off moves in, say, Street Fighter. I spent a ton of time playing it as a kid, too.
Sucks 'cause I really want to like fighting games. I'm just totally terribad at anything not Smash. ):
Oh come on. The only shitty thing about Brawl is the tripping. That's it. One shitty thing does not completely fucking ruin a game.
You can turn off every other random element in the game.
And Smash has always been a party game first and foremost. If you think any different, you are wrong.
Ranger X said:I don't know about SF4 but let's say we talk about the latest Soul Caliber, Dead of Alive or Virtua Fighter. Hundreds of moves per characters. Fuckton of characters. Will never deeply learn more than a couple unless I play the game restless.
And I think people generally don't like complex combos or moves.
I would be curious to see a complex fighting game BUT with "one button moves". Imagine a match of Street Fighter but there BOTH player can't miss the move they want to make at the moment they want to make it. You know, a match where only reflex + strategy would prevail. I can envision such fighting game but the way I see it was never pulled off yet.
you should get with some of the other like minded people and make a concept/tech demo of the ideasCore407 said:I hate how someone hasn't come out with something that takes a modern approach to the whole genre. I've mulled around the some ideas for a modern 3d fighter that I think would be pretty bad ass.
SnakeXs said:No, gamers need an overhaul. Nobody appreciates depth or practice or skill these days. Fighting games are fucking fine.
The Faceless Master said:it's the non-figting gamers that need an overhaul.
SnakeXs said:No, gamers need an overhaul. Nobody appreciates depth or practice or skill these days. Fighting games are fucking fine.
A lot of people bitch about them but then, they never bother to attempt them in the first place so they have no idea how hard or not a combo is to learn. (Usually doesn't take more than 30 mins in training mode to get some solid ones down.) Instead, they see a just frame flash and their mind melts. Then they start ranting about "having a life" etc.Ranger X said:I did not play SF4 because I don't have that much of an interest in the genre lately but I don't think it really is difficulty that turns off many people. I really think it's "accessibility".
I don't know about SF4 but let's say we talk about the lastest Soul Caliber, Dead of Alive or Virtua Fighter. Hundreds of moves per characters. Fuckton of characters. Will never deeply learn more than a couple unless I play the game restless. And I think people generally don't like complex combos or moves.
I think the Shenmue fighting engine had a lot of untapped potential in that respect. Same with Powerstone. People are holding up Smash (urgh) as some kind of pinnacle of mushy brained evolution that all fighters should undergo, but I think it'd be far more productive (and actually entertaining) to look to games like Powerstone etc that actually retain quality mechanics rather than throwing them out for double jumping party games...I would be curious to see a complex fighting game BUT with "one button moves". Imagine a match of Street Fighter but there BOTH player can't miss the move they want to make at the moment they want to make it. You know, a match where only reflex + strategy would prevail. I can envision such fighting game but the way I see it was never pulled off yet.
Ploid 3.0 said:All fighting games brought to consoles should have a control scheme option for people that don't have a arcade stick. Maybe some feature that can detect the standard controller.
You know, a match where only reflex + strategy would prevail.
Ploid 3.0 said:All fighting games brought to consoles should have a control scheme option for people that don't have a arcade stick. Maybe some feature that can detect the standard controller.
It's not so much that it's hard as it is that low level play is rather unexciting.Aaron said:Virtual Fighter isn't even hard. People are just intimidated by the high level play, but you can start with basic punch/kick/block, and work up to basic combos. It's no more complicated than Rock Band.
Hilbert said:I think this is another attitude that needs to change. Every fighting game thread on gaf turns into a disscussion on arcade sticks.
You don't need a stick to get good at fighting games. I have never been able to use a stick, I am terrible at them, but I regularly beat people in virtua fighter and street fighter that use them.
You are as good in fighting games as the time you put into them. It's that simple, and thats why they are so good.
Sectus said:Yes.
Fighting games doesn't need to be simplier, more realistic, more accesible or anything like that... we need something DIFFERENT! 3D fighters has stayed pretty much the same in 10 years, 2D fighters has stayed the same for over 15 years. It's about time we get something new.
indeed.Tain said:but but i play games for FUN not WORK
the player should like NEVER STRUGGLE or BE CHALLENGED or its BAD ARCHAIC OBSOLETE DESIGN
Ranger X said:I did not play SF4 because I don't have that much of an interest in the genre lately but I don't think it really is difficulty that turns off many people. I really think it's "accessibility".
I don't know about SF4 but let's say we talk about the lastest Soul Caliber, Dead of Alive or Virtua Fighter. Hundreds of moves per characters. Fuckton of characters. Will never deeply learn more than a couple unless I play the game restless. And I think people generally don't like complex combos or moves. I would be curious to see a complex fighting game BUT with "one button moves". Imagine a match of Street Fighter but there BOTH player can't miss the move they want to make at the moment they want to make it. You know, a match where only reflex + strategy would prevail. I can envision such fighting game but the way I see it was never pulled off yet.
.
blackadde said:cvs2:eo had that. suddenly geese's raging pretzel, which i can only get off about a tenth of the time on reaction with a stick, became just "down forward" or some garbage like that. same with geif's standing FAB etc. game changes, for the worst. the execution risk / reward curve is completely fucked up.
But I bet FPS games (especially of the WWII variety) have been extremely innovative and every game that comes out in the genre is a bastion of innovation and artistic quality?
Ikael said:Even if I personally dont like FPS too much, I must admit that they have been able to prosper precisely because among the countless generic FPSes out there, they have been able to reinvent theirselves and mix with other genres. I have yet to see the fighting game equivalent of Portal or say, Halo.
Ploid 3.0 said:What harm is knocking off one p or k for the ex specials? Maybe you would do a normal ex special if you tyr to cancel into the ex special? Anyway practicing blanka's hop in classic mode was pretty miss, miss or hit for me (sixaxis). Maybe if I put the kicks on the face buttons, but 3x P would suffer.
Ikael said:Even if I personally dont like FPS too much, I must admit that they have been able to prosper precisely because among the countless generic FPSes out there, they have been able to reinvent theirselves and mix with other genres. I have yet to see the fighting game equivalent of Portal or say, Halo.
Ikael said:Even if I personally dont like FPS too much, I must admit that they have been able to prosper precisely because among the countless generic FPSes out there, they have been able to reinvent theirselves and mix with other genres. I have yet to see the fighting game equivalent of Portal or say, Halo.
Yeah.andymcc said:does there need to be an equivalent to those titles?
Hilbert said:Isn't that the Bushido Blade, Smash Bros, and Powerstone examples that everyone keeps bringing up?
I am not quite sure what you mean. Aren't the ex moves the normal special moves done with 2 of the buttons? Ex fireball would be QCF+hard punch + med punch. Removing one of those punches would make it a normal fireball.
How do you have the controller set up?
MarkMan said:This is the truth.
Gamers need to step up, not fighting games.
These views aren't really mutually exclusive.SapientWolf said:This topic came up a few times before and it usually ends up being a stalemate between people who feel that fighting games have never been better and those who want to start seeing more new ideas and experimentation.
60_gig_PS3 said:I would add RPG elements. Make you train and earn your moves/weapons/armor then fight against other people online.
Ploid 3.0 said:I mean those supers my bad. For SFHD I have default setup. For SF4 I'll have to improvise (i.e. replacing whichever attack is dominant in the mapped 3x K/P with a 3x P/K)
L1 Y R1
L2 X R2
B
A
Shame most people don't realize this. ):Sixfortyfive said:These views aren't really mutually exclusive.
Hilbert said:I get some crap some times because I prefer a controller for my fighting games, but here is how I set up my controller for street fighter with tips for street fighter 4.
Code:L1 Y R1 L2 X R2 B A
Hope this is clear, the L and Rs are the triggers, and the others are the face buttons.
X = Light Punch
Y = Heavy Punch
A = Light Kick
B = Hard Kick
L2 = Med Kick
R2 = Med Punch
L1 = Light Kick + Med Kick + Hard Kick
L2 = Light Punch + Med Punch + Hard Punch
To throw, pressing X + A together on the face isn't hard.
To taunt, pressing the Y + B on the face is easy.
To do the ex moves you have 2 punches and 2 kicks on the face that are easy to press together.
Focus moves are the 2 shoulder buttons together.
The ultra specials that need the 3x punchs or 3x kicks are on the other shoulder buttons(also work for the ex moves)
I am not sure what the default setup is for sstfhd is, but that is how I would play. Does that make sense?
I do think some of street fighters imputs are a bit too based on an arcade setup, but they are all very doable on a controller, so it's no big deal. Try virtua fighter, I think it's a better game, and the inputs make more sense.
why would your true opinion get you banned?Kintaro said:If I stated my true thoughts on this matter, I would probably be banned. So, I'll just say that if any company is for "overhauling" fighting games, they're welcome to it. A lot of people stated Smash Brothers, but it's kind of obvious it wasn't the overhaul the genre so desperately needed. So, they are welcome to try.
That's all I'll say on it.
the industry didn't forget.KingJ2002 said:why do they use this argument against fighting games? is the learning curve still too high? maybe... but i think that it's just people bitter about the fact that they just cant jump in like a shooter... it takes time to develop skills and a strategy in a fighting game.
so my answer to the question is no... games like street fighter should play like street fighter, king of fighters should play like kof, etc, etc, etc.
but there should be more bring more variations in the fighting genre... more powerstone / smash bros like titles... or easily accessible fighting games with chain combo's and a 4 button layout.
the variations were there in the early psx days but with the emergence of fps games... the industry just forgot... but hopefully with the success of titles like street fighter 4, soul calibur IV and smash bros. brawl... companies can start experimenting again.