BurnYourEgo wrote: »
Single player modes should be geared towards improving skills towards the multiplayer. Casuals and relatively few serious players give much of a damn about story mode. But the casuals move units, especially in NRS games. They buy early at full price, get their story jones on, get beat down, quit, and then buy the next game at full price. Lather rinse repeat.
As much as we don't like it, casuals help fund the games we play, but really many of us could give a rats ass for single player outside training mode.
The fact is, they're giving us a thing. As a consumer, I want that thing to be worth the money I pay for it, through and through. Ultimately, If they don't want people to play or think about their story modes, they wouldn't (and shouldn't) put in a story mode. And, not only from a consumer standpoint, but from the viewpoint of someone who loves fighting games, I want to see it reach new heights and express itself more vividly as an art form.
jimmy1200 wrote: »
pertho attacked me first, saying i get all my life tips from 106th and park.
MajormelisThere wrote: »
BB_Hoody wrote: »
So what about Street Fighter Alpha 3? Or maybe a single player experience that helps you learn as you go?
Raz0r wrote: »
So is Wakeup SRK done? I've been out of the loop for a while.
Erawan wrote: »
Trying to remember a fighting game. I don't remember much about it, but I'm pretty sure it wasn't Capcom or SNK or anyone major. I remember seeing this guy playing it at the arcade and kicking ass. This was after '96, when I was on holiday in Florida. I think it was a 3D fighter, or at least 2.5D. And one character I vaguely remember looked like Lord Zedd from Power Rangers. I don't remember much more than that. There might have been a fire character too, like Cinder, but not of course. Can anyone put the pieces of the puzzle together?
tataki wrote: »
You can't ask for well-thought-out changes off day 1, week 1, or mostly even month 1 play...and that's when the game is out and everyone's in the lab.-Mike_ZIf there's anything we do best, it's breaking games and then making everyone suffer with all the cheapness.-PersiaXOIf you're waiting for a fair & balanced game you're wasting your time. The best players exploit each game within the rules to win.-Alex Valle
d3v wrote: »
Lemme see if I can bother Ian for these.
There are no limits. There are plateaus, but you must not stay there, you must go beyond them.
Dwarf wrote: »
Not sure if this is the right place for this, but is anyone planning on going to CEOtaku this year? I just put in my time off request at work and I'm planning out my schedule for that weekend. Maybe we can get a group out to Universal the night before or something.
( •_•) IT'S NOT RAPE,
IT'S SURPRISE SEX! (⌐■_■)
"Orgasm is a simile for the emotional epiphany a woman has when the shame of penetration is eclipsed by the inherent virtue of servicing a man." ~ Kromo.
Hecatom wrote: »
yup, he is, but what can you expect from a social justice turd?
Pertho wrote: »
tataki wrote: »
Did you twatter him directly? You literally have to bother the guy on the thing.
BzChoy wrote: »
Did anyone dabble in Def Jam FFNY? Is there any viable strat, tier list or technical shit to keep in mind?
keo-bas wrote: »
All these wanna be easy to execute yet deep fighters are don't look promising to me. Rising thunder being a 8 madotory button fighter,This game may be simple to play but require a lot just to begin to play it. Theirs reason Why most fighter abandoned 6 button attacks. Only games that justified them at this point is Skull girls and KI.
What? in the heck kinda control is this? stading still reverse throws? Only left and right? what is this?
Then their is TRAF> At least the game is looking interesting with potential once we get more details that is. Bu their control too is weird.
That seem to be the major thing with all these simple fighter they don't know how to handle their controls.
I'm gonna just stick to Phatom Breaker who does that does this shit right.
just5moreminutes wrote: »
Do you guys think there's a way to design a fighter to overcome the "randomness" of having a large roster? The concept I'm thinking about right now involves a CvS1 fixed-ratio game with a few high power characters and a fair amount of weak ones.