Beelzebufo
Banned
The commercials for this looked terrible. Not a fan at all of the art style, character designs, or voice work. The dialogue sounded like someone making fun of Street Fighter, Divekick style. Looks like Amatuer Hour: The Game.
I'll give it a shot because of the pedigree but I hope S-kill isn't falling into the same trap Sirlin fell into with HD Remix.
I'll give it a shot because of the pedigree but I hope S-kill isn't falling into the same trap Sirlin fell into with HD Remix.
"And those traps are? :0"
Doing something for the sake of doing it. In this case, that would be taking normal 2D fighting game design and just putting a low-execution dress on it.
You still haven't explained why that's bad and a "trap".
Because there's a reason those aren't on cooldown and on timers (already explained it on my last post in the previous page) and some moves have a reason for their input (mainly charge moves)
I'm not a fan of the timers superficially (still yet to see how they work), but I don't see how we can't still account for move's cost (risk/reward) with good 'ole recovery frames.
To the guy worried about the lack of full screen zoning.
I have no doubt they can balance their game by tweaking frame data with the one button input system (I have 0 problems with the one button special input), but if the cooldown system is implemented straight to a typical 2d fighter imo loads of depth will be lost (like I mentioned previously, wake up options, loops in combos, mobility, etc)
As far as I understood it, the timers are short, so it's more really of an indicator/reminder to the player of the opponent's options that are available (inline with their effort to make a more immediately graspable game), rather than a balancing tool. Just an overlay over the moves "normal" frame reel or whatever.
The dp is a on 7 sec cooldown presently. The only way the cooldown system would have minimal impact on what I said would be if those kind of moves would be on a 1-1.5 sec cooldown. And then why even have a cooldown system.
The entire point of this thing is to dismiss whatever reasons you might have as not relevant because they are rooted in decades old design.Because there's a reason those aren't on cooldown and on timers (already explained it on my last post in the previous page) and some moves have a reason for their input (mainly charge moves)
Do y'all think this will require a fairly good PC to play? This seems like it'd be cool--I can play USF4 on my current PC
Judging by the screens/videos I can't imagine it will need a hefty rig.
"You still haven't explained why that's bad and a "trap"."
It's only "bad" if it's not well thought out and ultimately results in a game that is not as fun and interesting as other fighting games.
It's needed here because they're making it for keyboards and not arcade sticks. Pulling off regular SF motions on the arrow keys is hell. It's a good approach. I don't consider what they are doing "falling into a trap" at all.
S-kill taking the David Sirlin approach to complexity in fighting games. Interesting. Very interesting.
Will definitely check it out.
Pulling off SF motions on a keyboard is actually very easy. It's the same principle as a Hitbox, just with slightly worse buttons.
Well, I'm speaking from experience... fireballs and dragon punches are easy to pull off on a keyboard but everything else is not. Not for me, anyway.
Well, I'm speaking from experience... fireballs and dragon punches are easy to pull off on a keyboard but everything else is not. Not for me, anyway.
bunch of elitist garbage
The game itself totally sounds like something catered directly towards your stereotypical FG scrub complaints,.
Mechanical execution is an acquired taste, some people just don't like it. It's not the entirety of what makes fighting games interesting, there's the actual _playing of your opponent part_. And you know what, that part is also many other competitive games that don't require mechanical execution, e.g. MOBAs, RTSs, card games (Yomi - made by Sirlin, great game), boardgames (Puzzle Strike - made by Sirlin, also great game). It doesn't make the players of these games any _less competitive_ (like I can't believe I have to point this out lol), it's that they enjoy a different thing.
If you're the kind of person who couldn't get into fighting games because a QCF motion or whatever was too complex and the idea of practicing the input for a few minutes turned you off, you very likely don't have what it takes to do well in fighting games anyway.
quotes like this is what makes me furious and laugh all at the same time.
So if you cannot perform a mechanical execution, then you don't have what it takes to formulate thoughts and strategies that can achieve you victories in fighting games? GTFO with that mess!
Replacing special move inputs with single button presses that are on a cooldown is a bad fix for a problem that doesn't exist. If you're the kind of person who couldn't get into fighting games because a QCF motion or whatever was too complex and the idea of practicing the input for a few minutes turned you off, you very likely don't have what it takes to do well in fighting games anyway.
Replacing special move inputs with single button presses that are on a cooldown is a bad fix for a problem that doesn't exist. If you're the kind of person who couldn't get into fighting games because a QCF motion or whatever was too complex and the idea of practicing the input for a few minutes turned you off, you very likely don't have what it takes to do well in fighting games anyway.
Yes, this game continues the trend of fighting games being built with Unreal: https://twitter.com/UnrealEngine/status/623171279722577920
Isn't there a cool down so to speak currently built into command motion fighters already? Fireballs won't continue to fly out no matter how quickly you input the motion. The cool down may be basically the same as the recovery time on any comparable move in regular command input focused fighters.They're clearly going for something similar to that, if only so the transition from MOBA to fighter isn't so difficult. Makes sense seeing how popular MOBAs are. I'm hesitant about the cooldowns as well, but we still don't know how long they'll be. If they're like max 1-2 seconds then it shouldn't be too bad.
Being able to compose music doesn't make you a good musician
Isn't there a cool down so to speak currently built into command motion fighters already? Fireballs won't continue to fly out no matter how quickly you input the motion. The cool down may be basically the same as the recovery time on any comparable move in regular command input focused fighters.
Mechanical execution is an acquired taste, some people just don't like it. It's not the entirety of what makes fighting games interesting, there's the actual _playing of your opponent part_. And you know what, that part is also many other competitive games that don't require mechanical execution, e.g. MOBAs, RTSs, card games (Yomi - made by Sirlin, great game), boardgames (Puzzle Strike - made by Sirlin, also great game). It doesn't make the players of these games any _less competitive_ (like I can't believe I have to point this out lol), it's that they enjoy a different thing.
i really dislike this sentiment. i don't play classic fighting games precisely because of the execution barrier but i play tons of other competitive games and love the smash bros series to death.
whether people like me are a big enough crowd to make this game a success or not remains to be seen, but i'm really glad that someone thinks it's worth trying.
This will probably be the first fighting game my wife plays with me. She's actually excited about not having to do that shit. She literally can not do it, but she loves the looks of fighting games. You have no idea what you're saying. She creates implants for dentists' patients, she doesn't have time to practice a damn fighting game.
quotes like this is what makes me furious and laugh all at the same time.
So if you cannot perform a mechanical execution, then you don't have what it takes to formulate thoughts and strategies that can achieve you victories in fighting games? GTFO with that mess!
This will probably be the first fighting game my wife plays with me. She's actually excited about not having to do that shit. She literally can not do it, but she loves the looks of fighting games. You have no idea what you're saying. She creates implants for dentists' patients, she doesn't have time to practice a damn fighting game.
Yes, thank god for Seth Killian for finally removing the absolutely impenetrable barrier of having to move your joystick slightly and press a punch button whenever you want to shoot a fireball. I'll make sure to keep an eye out for you guys at EVO Rising Thunder Top 8 next year.
your complete inability to appreciate anyone else's perspective is certainly appreciated
i'll be sure to stick to the games and genres you approve for my consumption in the future