Fantasy Strike - easy to execute fighting game

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  • PerthoPertho The Runed One Joined: Posts: 22,366 mod
    3417gekko wrote: »
    These easy operation-type games never work out in the end.

    His isn't all that far fetched. There's an inuyasha fighting game that operates on a lot of similar ways to this one and it played fairly well for what it was.

    Still waiting for some type of public beta on this.
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  • Remy77077Remy77077 futility fighting Joined: Posts: 352
    edited October 2016
    I disagree, I really enjoyed and still enjoy Divekick -the issue with Divekick was matchup balance was (is) terrible and the online was ultra barebones so it never really got anywhere as an online game.
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  • CronopioCronopio ST Joined: Posts: 2,159
    Some execution can get in the way of things when inputs are needlessly strict or convoluted, but these attempts to remove execution as much as possible always end up in inferior products and ignores that execution is integral to the genre.

    Good luck with the project to Sirlin though, even when I consider this simplification trend to be very harmful to the genre.
  • NeverYouMindNeverYouMind Joined: Posts: 792
    edited October 2016
    Nice character designs, but without advanced movement options it would just turn out like a 1-line (as opposed to 2D plane) version of Aggressors of Dark Kombat (minus the rarely used run plus the one button inputs). The addition of movement options like dashing add a sense of freedom to the game that has made titles like Super Smash Bros. so popular. Good luck to the development team on the project regardless.

    Here is a video of the aforementioned ADK:
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 37,116 mod
    keo-bas wrote: »

    Rising thunder being mandatory 8 button fighter with no key bind over complicated controls, some of the game stuff had artificial binary for reason i still can't make sense to this day. Move set had various cool downs on top of their recovery because......?..Certain info such as move set load out, enemy's power gauge are hidden because.....?
    Hiding stuff seemed more like them experimenting with things in a game meant to be played primarily online. I mean, this was the only game to ever run GGPO 3 after all.
  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    Remy77077 wrote: »
    Here's some more patch notes just to annoy @PSYCH0J0SH ... ;-) http://www.sirlin.net/posts/fantasy-strike-patch-notes-august-2016

    I mean, I am interested in learning more about the game, but if there's not even any gameplay footage or any way for us to play or even see the game then what is the point of these patch notes?
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  • Remy77077Remy77077 futility fighting Joined: Posts: 352
    edited October 2016
    PSYCH0J0SH wrote: »

    I mean, I am interested in learning more about the game, but if there's not even any gameplay footage or any way for us to play or even see the game then what is the point of these patch notes?

    That's cool, glad you didn't mind the wind-up :)

    You can still play the game via Patreon and it's a lot cheaper now (a pre-alpha build with 5 characters is for 5 dollars Patreon backing). I think the idea of making the patch notes free publicly is so that people not on Patreon can see some of the progress being made and if they are already interested in the characters etc. from Yomi, Puzzle Strike, Flash Duel or Codex, they get an idea of how they will play in a fighting game too.

    keo-bas wrote: »
    One my issue with Fantasy strike, Rising thunder, Pocket rumble is how these game claimed to be the "accessible fighter" and yet their games seem anything but accessible. Fantasy strike doesn't even seem to control like traditional fighter. If it was to be unique fighter or some simulator then I can get behind it but saying its like other fighter is contradictory imo. OMNI's game "TRAF" seem far more closer to home and yet only has 1 button.

    Fantasy's YOMI counter neutral doing both parry and grab tech seems far to rewarding, what are the mix up to compensate for this? The game says it has no high and low so how does one even go about countering this option? Their blocking meter that open up opponent but why block over YOMI counter?

    I totally agree with you regarding Rising Thunder. I didn't find that to be especially accessible at all. I can't comment on Pocket Rumble as I've not played that yet.

    However Fantasy Strike is the opposite to me, it really IS accessible. It's almost as easy to get into as Divekick, yet it does play much more like a traditional fighting game. That's exactly how it plays, and that's the whole idea behind it really. Press buttons for attacks and special moves, walk up close to throw, back to block. The fighting dynamics and the pacing of matches are familiar too. Zoner characters, rushdown characters, grappler characters. The only thing that's even slightly different to 'traditional' is having Jump be on a button. But you can map that to "up" if you want to as well, but it took me only a few fights to adjust to it being on a button - and that again mirrors Divekick's Dive/Jump button too.

    I think you've misunderstood how Yomi counter works. It doesn't parry, it's not an option select in any way. It only beats throws. If you do nothing and they do a normal attack or special move, you'll be hit as you weren't blocking (back).
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  • HawkingbirdHawkingbird I am thou...thou art I Joined: Posts: 26,804
    The trailer
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  • JohnGrimmJohnGrimm A.K.A. JohnXuandou Joined: Posts: 4,333
    Lmaoooooooooo
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  • StoneDrumStoneDrum Joined: Posts: 1,096
    edited November 2016
    looks awesome. complex motions are definitely designed with intention behind them, but they aren't inherent to a good game.

    controls be damned, i just wonder if the game will be good or not. Will it be fun? strategically balanced? deep enough for endless replay value?

    or will it get boring fast? have noticeable flaws that crop from not enough checks and balances in the engine? will it be too shallow to be a good and lasting competitive game?
  • AceKombatAceKombat (́◕◞౪◟◕‵) ”WINNERS DON’T USE ALMIGHTY.” Joined: Posts: 2,102
    edited November 2016
    I'll be honest, I'm not a fan of the "heroic/fantasy" style for overall visual designs.

    Also some notes... this game surpasses the simplicity factor of the controls for Rising Thunder... by only having ONE button for an attack... and crouching does not exist. Not really following the concept why crouching does not exist.

    l3wCtjM.png

    Grave (I'm guessing he is the posterboy of the series?):
    Back Attack = General Sweep
    Neutral Attack = Normal Attack, has animation for AA (similar to Urien's Toward Strong)
    Toward Attack = Far reaching normal (think Sagat's Low Fierce)

    All attacks above were special cancellable.

    ...meh. Going to wait until further development occurs. Right now it feels like there aren't many things in the game that distinguishes away from SF to be unique to itself, and sure other games do have their attempt in trying to use it as a baseline... but using the Ultra 2 animation from E.Ryu is too identical to the point that it looks like a copy/pastae ALMOST. Why would they do that?

    Not going to criticize too much on the visuals... assuming that they are aware of it (being in pre-alpha).

    Personally for me, it feels like a game with limited normals with not too many neutral tools to mess around with. Rising Thunder kinda had a fair balance of normals while remaining the simplicity of the controls well intact. I am wondering what's the situation for crouch states if it will ever be in the game, and perhaps that may be intended for more normals?

    Stream:
    Post edited by AceKombat on
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  • HawkingbirdHawkingbird I am thou...thou art I Joined: Posts: 26,804
    Watching a live stream of this and the animations are straight ripped from other games. The character of DeGrey is Slayer. Rook has Gief's SPD, lariet, and body splash, Hulk's meteor smash, and T.Hawk's SPD.
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  • HecatomHecatom Aka Black Gorilla (・Д・)ノ Joined: Posts: 23,784
    edited November 2016
    Watching a live stream of this and the animations are straight ripped from other games. The character of DeGrey is Slayer. Rook has Gief's SPD, lariet, and body splash, Hulk's meteor smash, and T.Hawk's SPD.

    Which is nothing new if you ever played Yomi.
    Also link to the stream nigga.
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  • HawkingbirdHawkingbird I am thou...thou art I Joined: Posts: 26,804
    Hecatom wrote: »
    Watching a live stream of this and the animations are straight ripped from other games. The character of DeGrey is Slayer. Rook has Gief's SPD, lariet, and body splash, Hulk's meteor smash, and T.Hawk's SPD.

    Which is nothing new if you ever played Yomi.
    Also link to the stream nigga.

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  • FatalSeabassFatalSeabass Seabass is lethal! Joined: Posts: 1,140
    I actually really liked Rising Thunder so if this game embodies that overall approach, I think I'll like it. Granted, I'm a fan of making games as friendly as possible to all types of groups, however, I feel as though there should be some depth and overall content(whether its in the form of minor execution or what have you) for the people who will want to eat this game up. No crouching is a little strange, not gonna lie. And the health pegs will take some getting used to. I guess it gets a pass only because the rounds seem to draw inspiration from Divekick as opposed to conventional fighters. I am intrigued by the concept of throw breaking. I will say that I like the look of the game in terms of aesthetics and atmosphere. Sirlin has interesting concepts and ideas and they do come from a good place so I'll be looking out for this game.

    This game manages to look better than KoF14 too so there's that.
  • AceKombatAceKombat (́◕◞౪◟◕‵) ”WINNERS DON’T USE ALMIGHTY.” Joined: Posts: 2,102
    edited November 2016
    JohnGrimm wrote: »
    This game manages to look better than KoF14 too so there's that.

    What are you fucking blind? Were you even watching the stream?

    Someone on SFV thread said the same thing... it has to be a joke. Even the first trailer reveal of KOFXIV looked more polished than this game atm.
    With all the hope combined... there can be a chance in SFV that Ken can, one day, walk again. #TeamWheelchair
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  • HecatomHecatom Aka Black Gorilla (・Д・)ノ Joined: Posts: 23,784
    Jokes aside, i really dig what i am seeing.
    And Valerie (which was one of my main decks) looks nice so i approve it.
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    IT'S SURPRISE SEX! (⌐■_■)
    YEAAAAAAAAAAHHH!!
    "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.
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  • FatalSeabassFatalSeabass Seabass is lethal! Joined: Posts: 1,140
    JohnGrimm wrote: »
    This game manages to look better than KoF14 too so there's that.

    What are you fucking blind? Were you even watching the stream?

    I meant graphically and aesthetically. And it's only alpha. Don't get me wrong, some animations are jagged and rough but still.
  • tatakitataki misplaced Joined: Posts: 7,703
    It plays better than I expected.
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  • MuttonmanMuttonman Joined: Posts: 2,877
    I expected DeGrey to be Slayer but that's ridiculous
  • FatalSeabassFatalSeabass Seabass is lethal! Joined: Posts: 1,140
    I'm not saying this game is Revelator but when a crowdfunded game manages to remind me that SNK Playmore, made KoF14 look like shit, it blows my mind. But that's not important. I don't want to get off track on the topic so let's agree to disagree.

    On the topic of fantasy strike though, even with the absence of certain game mechanics, I hope that enough substance is there for fighting game fans to explore.
  • MuttonmanMuttonman Joined: Posts: 2,877
    PSYCH0J0SH wrote: »
    These game devs just keep on underachieving with every game, constantly trying to outdo each other in terms of simplicity.

    I don't get it! What is wrong with having more than one attack button? If you want to make a simple game why don't you just make one based on SF2 or something?

    I mean, this has kind of been Sirlin's thing for a while now.

    God the current graphics and animations are terrible though. They really should have focused on getting four characters tops ready for a reveal and made them look good
  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    Okay, watched some of the stream. This game... looks really boring.
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  • IM_AmazonIM_Amazon Joined: Posts: 153
    I'm not going to hold my breath, as I appreciate simple concepts (both in their own right and as a gateway to more fulfilling complexity), but I feel like it's caught in an awkward middle ground. It's not as instantly approachable and silly as Divekick, nor quite as wholesome as something like Hyper Fighting. How it'll stack up against stuff like Pocket Rumble or whatever becomes of Rising Thunder is anybody's guess.
  • BossBrownBossBrown Joined: Posts: 98
    PSYCH0J0SH wrote: »
    These game devs just keep on underachieving with every game, constantly trying to outdo each other in terms of simplicity.

    I don't get it! What is wrong with having more than one attack button? If you want to make a simple game why don't you just make one based on SF2 or something?

    There is nothing wrong with minimal attack buttons it is simply based on how you implement it to work. I am in no way defending this game however I can see it appealing for new players to the genre and some really casual guys but personally it does not do anything for me and I do not believe a game should be made to be easy that essentially immediately removes depth and gameplay from what you are creating. Now Trajes Fatais is a whole different ball game they did not put specials/supers into other buttons they have literally mapped the variations of attack options that you should have in a FG to one button. Usually games like this either A just lack or B have added implementation to replace the lack which is never good but Trajes Fatais is probably the first time that a game can get this 100% right. When it comes to design less is more, exploring and finding what you can make within set constraints allows you to pull out the full potential and hidden qualities to make a solid system.
    So another question is what is wrong with SF2? Nothing for what SF2 is it is a fine game but it has been done plus the game itself is far from perfect infact I have played games like SF2 which are or could be way better due to certain implementations. MMPR for example its not a perfect game there is alot of things that need to be ironed out, it has only 2 attack buttons which is not a big deal but not enough normals and I could continue about what else it needs, what it does do however is expand on things SF2 have done to enrich some of its gameplay such as adding a projectile deflection system that each character has (and in my knowledge is the first game to do this as it is an old game but I could be wrong) which immediately makes the projectile game so much better, then there is all the different tech with the different types of moves for instance "charge" characters can actually hold their charge for a small window after charging allowing some run cancels and movements setups into the charge specials, run cancel combos and run cancel pressure etc.
    The reality is alot of games are like SF2 strike fantasy is like SF2 just from what we have seen nothing really shining to call it a better game so the real question is what are these guys doing that make their game better then SF2 and what is in their games that is a unique element about it? So far I have not seen anything that makes it unique or better then SF2 and the whole one attack button thing is not even done right they mapped specials and supers to seperate buttons which are attacks so in that aspect they have failed if that was what they were aiming for. They even took out crouch completely so they have removed an entire element from an SF2 like fighting game removing/limiting any possible depth it may have. I dont want to look like I am bashing the game so I will stop there lol I just basically wanted to touch on what you were saying about simplicity, one attack buttons and SF2. The main issue is that someone has yet to pull off the idea 100% successfully you have had alot which was not done properly regardless then you had a few which were actually done well but it was other failings in the systems or some core element lack that they did not fix that stopped it from becoming incredible. I think Trajes Fatais might be the game to revolutionize and capatilize on this from what I have seen at least I hope they do, wish and support them all the best as for fantasy strike though they have got alot to think about in terms of what is missing from their game
  • Remy77077Remy77077 futility fighting Joined: Posts: 352
    edited November 2016
    IM_Amazon wrote: »
    How it'll stack up against stuff like Pocket Rumble or whatever becomes of Rising Thunder is anybody's guess.

    Pocket Rumble is a fair comparison, but Rising Thunder had millions in cash to work with. FS so far is in PRE-Alpha guys on a shoestring budget essentially. Even Divekick had a massive team & money compared to this so I think it's looking really great with the resources they've got so far. Divekick and Pocket Rumble are fair comparisons in terms of graphics, and they are adding tons more polish with every build.

    Some good posts here about what people like and dislike with regards to gameplay etc, personally I love Fantasy Strike (as I made the OP, that's obvious ofc), but these posts criticising visuals for not meeting triple A game standards are way off base IMO.
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  • PerthoPertho The Runed One Joined: Posts: 22,366 mod
    There are a lot of neat ideas going on in this. Still sad that i havent hit up the card game.

    As for this, i dont necessarily like how much seems copy pasted but it looks lile its making a pretty good game. Better than smash so far.
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    jimmy1200 wrote: »
    pertho attacked me first, saying i get all my life tips from 106th and park.
  • JohnGrimmJohnGrimm A.K.A. JohnXuandou Joined: Posts: 4,333
    Remy77077 wrote: »
    Some good posts here about what people like and dislike with regards to gameplay etc, personally I love Fantasy Strike (as I made the OP, that's obvious ofc), but these posts criticising visuals for not meeting triple A game standards are way off base IMO.

    Who said anything about triple A? You want a good comparison game for visuals?

    http://forums.shoryuken.com/discussion/211482/punch-planet-greenlight-is-successful#latest

    A game made by a small group of dudes right here on SRK. Why doesn't Fantasy Strike look as good as this? You can say "It's pre-alpha it'll look better!" but then you get into what people said about KoFXIV which is if it looks this bad now and you say it's going to look better later maybe you shouldn't have shown it off so soon.

    Anyways the graphics don't even matter, it's just funny that it looks so bad. The gameplay is the real game and I could go off on how much I hate this type of game and how designing a game to cover a skill gap is a bad idea and flawed at the premise and how these mechanics can lead to XYZ problem, but I haven't played the game and after Rising Thunder I have no interest in playing this game and I'm going to let the people who like this enjoy the game. I only started making comments because of unwarranted and incorrect pot shots being taken at KoFXIV.
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  • PVL_93_RUPVL_93_RU When's Dragon Ball? Joined: Posts: 10,988
    With that control scheme they might as well release it on Android and iOS
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  • FatalSeabassFatalSeabass Seabass is lethal! Joined: Posts: 1,140
    edited November 2016
    It looks so bad? Funny you say that considering that SNK Playmore has much more resources to work with, and yet, made KoF14 look the way it did. That's what's funny to me. And it wasn't a pot shot. Maybe it was a reach to say that this game looks significantly better than KoF14 but you can bet your ass that if KoF14 looks better than this game, it's NOT by much. At all. THAT'S what's funny to me. But if you felt it was unwarranted, it wasn't meant to be. So that's my bad.

    So after watching that stream of the game, I'm not too big a fan of the health bar. I would have loved a more conventional health system but maybe it'll grow on me. Like I said, I adored Rising Thunder but I feel as simplifying a game more than that may take the enjoyment of finding out some of the complexities that still reside in the game. Still excited though.
  • 3417gekko3417gekko Scrub Joined: Posts: 78
    SNK Playmore has much more resources to work with, and yet, made KoF14 look the way it did.
    Yea man those double bankruptcy old sprite animators that just did 3d modeling for the first time in their life resources.

  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    Pertho wrote: »
    Better than smash so far.

    In what POSSIBLE way is this better than smash
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