Omen of Sorrow, new fighting game for Windows and PlayStation 4


#72

I think that i am on the minority that doesn’t really like the SFV animations.
Don’t get me wrong, they are well done for what they are trying to do, but imo they feel that they lack any real impact, they feel kind of weak imo.
Plus aren’t the most inspired thing out there.


#73

So, James Chen mentioned this game a few times in the latest UltraChen:
https://www.youtube.com/watch?v=mmcOmd5Ul1U
Apparently it has some GRD-like mechanic and health regeneration? Anyways, it actually sounds interesting.


#74

Uh, hello?


#75

Did any of you guys manage to snatch the demo? What did you think? It seems feature-wise it was pretty bare-bones but otherwise felt solid.


#76

Yes! Someone to talk to. Yea unfortunately it was pretty barebone but the mechanics was straightforward & the input was smooth nonetheless.

As far as I can tell Gabriel it’s going to be a character that I would like to play once it comes out.


#77

I’m pretty interested, actually. I haven’t been able to play it yet, tho. I’m looking forward to more info/videos/whatever, so if anyone has been able to try it out, it would be cool to hear some thoughts.


#78

Like I said before the input are very responsive, so no trouble with doing specials or super & the direct result of that makes combos easy to do. Once I figured out the specials, normals & what connect to what, I find a couple of reasonable BnBs for Gabriel.

If you played KoF before, you’ll be right at home (Max mode, Bold Cancel, Short Hop, etc). It is essentially King of Fighters with a horror theme put on top of it with one or two mechanic of there own (Doomed state).


#79

Played this at Evo with the developers and Gllty. Despite the looks, plays nothing like KI or MK (though the PS4 demo should have shown as much). If anything, it’s more like KoF or Alpha 3.

The game just really, really rewards momentum. Basically, if you get shit going, then you’re rewarded with tons of damage and options. Two stocks of the meter gives you RCs, 3 stocks is straight up custom combo land. If you do get doomed, then you’re pretty fucked since not only do heavy attacks break your guard now, you lose access to all your special moves.

Stage length doesn’t seem to be an issue once you get your characters down. Some of the combos with bold cancels can easily corner carry, and shorter stages would probably mess them up.

The only thing that has me worried is how having super meter lets you regenerate life. While this sounds good as a way to help keep the game’s offensive momentum in check, the speed in which it regenerated life in this build kept rounds running longer than they should. I admit that during my play session (mostly with Gllty who was running some heavy zoning with one of the new characters, the guy throwing vials), we were being conservative with meter. But I’m still worried that, with damage coming mostly from the other meter, people will prefer to just hold on to super meter to keep them in the game and slow it down.


#80

So there is new footage of the game?


#81

i see people mentioning a Doomed State but what triggers it? is it like the ASW games Negative Penalty where it punishes you for being too defensive?


#82

It’s tied to the Blessed meter beside the super gauge. Basically, the meter fills up by moving forward and pressing buttons. If the meter runs out, either by repeatedly just blocking, or trying to do the stuff tied to it (bold cancels, roll outs, etc.) without enough meter puts you in Doomed state.

In practice, it feels more like a guard bar and getting guard broken than negative penalty.


#83

This game gives me a heavy vibe of fighting games in the mid-1990s.
In a way it reminds me Killer Instinct by just looks alone.


#84

Arrg, the animations are really bad. I can deal with bad graphics, but not bad animation.


#85

Animations look… relatively fine to me.
They’re using the Japanese-style of fighting game animations. Somewhat rough, but makes the action more ‘fluid’ in a typical SF-esque way compared to say the Mortal Kombat/NRS style of animation during fights.


#86

The more I see from this game the more I like it, tbh. I mean, the gameplay seems good, seems fast paced but not insane… sort of anime-ish? idk. I have yet to play it, obviously, so I’m just going from what I’m seeing.

As far as the animations go, I agree that there’s something not quiiiite right, but I wouldn’t know where to place it. As long as they’re still working on 'em, tho, I’d expect them to look nicer in the final product (and why wouldn’t they be, every game’s first look had rougher animations/effects/models than they ended up being).


#87

The game will get a physical release


#88

The base roster is going to be 12 characters. The six we know about are:

Vladislav III - vampire.

Caleb - werewolf.

Dr Hyde - mad scientist (I guess that’s the best way to put it).

Radegonda - succubus.

Gabriel - old interview said he’s an OC and the “protagonist of the game”. Not sure if that’s changed.

Zafkiel - Either human with powers like Gabriel or an actual angel. Which do you think?

Now, we can guess some of the remaining roster from various sources, including this poster:

The woman (demon?) with the blindfold has featured predominantly in all major artwork for game (including the box art). I’m guessing she’s likely playable and / or the boss.

We know there’s a character based on Quasimodo (on the right). He was in the old alpha / beta videos (before the trailers dropped):

Given this character is on the website and the box art, I think it’s safe to say he’s on the roster (guess they re-designed him with a metal arm).

There was also some old pictures showing a model of Frankenstein’s monster. Given that there is a stage that looks like the lab, I’d say there’s a slim chance he’s in.

By the same logic, given that there’s an Egyptian stage, there’s very likely a mummy character.

So, that leaves 2 - 3 characters we have absolutely no idea about. Any thoughts on what folklore / literature that last few characters might be from?


#89

That blank spot on the bottom right of the CCS is bothering me. Originally, I thought they just left the silhouette out to avoid spoilers. However, I remembered something I read online a while ago (can’t find it now). One the developers was saying something about one of the team members wanting to put the “Invisible Man” on the roster. I wonder…


#90

That roster does seem cool, if it’s indeed what it is. That being said, I do hope they don’t do anything as puerile as adding an invisible character. I don’t know if that would “ruin the game” for me or whatever, but I think it would definitely sour me on the developing team. Unless it’s as a joke or something like that, an invisible character is just a terrible idea.


#91

I get what you mean. I’d be fine with say, the Invisible Man wearing clothes (floating empty clothes idea), then stripping to go temporarily completely invisible (like Reptile in MK).

In other news, found an old interview:

Interesting stuff mentioned:

  • Creature from the Black Lagoon and Cuthulu / Lovecraftian Horror de-confirmed (bummer).

  • Each character has their own stage, so this pretty much confirms the Mummy.

  • The developers say they’re thinking about adding up to 6 DLC characters (guess it depends on how well the game does).

  • Out of the 12 characters available at launch, 4 are female. So far we’ve seen Radegonda, Zafkiel and the witch / demon from the posters and box art. Wonder who the last one is? Did they go the route of that new movie and do a female mummy, or she one of the (currently) unknown fighters?

In any case, seems this game is a real labour of love for them. Hope they take everyone’s suggestions (for gameplay) to heart.