<a href=“http://www.youtube.com/watch?v=4yviJ26K3V4” style=“font-style: normal;”>http://www.youtube.com/watch?v=4yviJ26K3V4</a><div style=“font-style: normal;”><a href=“http://www.egmnow.com/articles/news/footage-of-cancelled-star-wars-fighting-game-appears-online/”>http://www.egmnow.com/articles/news/footage-of-cancelled-star-wars-fighting-game-appears</a><a href=“http://www.egmnow.com/articles/news/footage-of-cancelled-star-wars-fighting-game-appears-online/” style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”>-online/</a></div><div style=“font-style: normal;”><br></div><div>I can’t believe they cancelled this. We haven’t had a <i>Star Wars</i> fighter since that egregious <i>Tears Kasi</i> back on the Ps1. Even this pre-alpha footage looked to have potential, with the combat nice and cinematic and seemingly more focused on defence over 100-hits-per-button-mash, ultra attacking gameplay we see so often nowadays- something for combat that revolves around the use of weapons that can slice through anything, would be well logical.</div><div><br></div><div>When is someone gonna take the near limitless potential of the SW license and turn it into a legitimate fighting game? That versus mode on last gen’s <i>Revenge Of The Sith</i> game wasn’t too bad for a rush job and SCIV – at least with Vader and Spunkspiller – demonstrated that Lightsaber combat <i>can</i> work. Why the vacillation on something that is a guaranteed million+ seller on the strength of its license alone??</div><div><br></div><div>Moreover, a fighting game where the defensive system went deeper than just blocking occasionally would be a refreshing change from all the herp derp juggle fighters and hyper kinetic MvC3- type casualware that’s been matastasizing through the industry in the last decade or so…</div><div><br></div><div><br></div>
This game looks like they’re moving in molasses. The animations are stiff looking. I’m sorry, but I don’t think this looks very good. =/<div><br></div><div>Soul Calibur does weapon combat just fine, and if you wanted Star Wars it already does it pretty decent. This…isn’t even close to that.</div>
The game looked very slow in terms of combat, I can’t quite tell how hits were being landed since every blocked attack led to a saber lock and what, for all I know, looked like a rock-paper-scissors QTE moment. Maybe the footage was simply from a very incomplete product.
I would love to see a Star Wars fighting game, but I feel like that’s a harder game genre to work with in that universe compared to say a combat flight simulator or an action shooter/beat em up. As Tera Kasi showed, having a mix of characters who use sabers as well as blasters/gadgets can be a bit awkward. There’s a lot of potential with the universe and the diverse character spread (to say nothing of the various saber combat styles), but I think they need a good team to work on making the combat flow well while staying somewhat true to the source.
<b style=“font-style: normal; font-weight: normal;”>a)</b> The footage is pre-alpha test footage they likely threw together to show financiers<div style=“font-style: normal; font-weight: normal;”><b>b)</b> ‘Slow’ gameplay isn’t necessarily bad gameplay if the depth and technicality is there</div><div style=“font-style: normal; font-weight: normal;”><br></div><div style=“font-style: normal; font-weight: normal;”>If the game played like <i>Bushido Blade</i>, or at least the early SamShow games – where being hit actually hurt<span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”> –</span><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”> slow(er) gameplay may well work in the favour of the game. Failing that, they could simply provide a game speed option- problem solved; everyone happy.</span></div><div style=“font-style: normal; font-weight: normal;”><br></div><div><span style=“font-weight: normal;”>100-hit MvC3- like scrubos and <i style=“font-style: normal;”>Benny Hill Show</i> gameplay speed is not what should be focused on with a SW themed fighting / duelling game; we have a million of such games already and such a model is not representational of combat in the SW universe. The SW source material is far richer than the garden variety fighting game subtext and could potentially spawn something far more innovative than the cookie cutter ‘clone fighters’ that we pretty much accept as the genre’s staple nowadays. Imagine implementing non Lightsaber using characters, Force centric combatants, monsters (…). A gameplay system with myriad defensive options, à la <i>Soul Calibur</i> but done </span><b style=“font-style: normal;”>right</b>. Über cinematic, <i>Matrix</i>- like gameplay that isn’t rubbishy QTE’s and keeps the player engaged and controlling the on-screen proceedings. If done right, by developers willing to step outside the formulaic fighting game genre square, you could potentially have something for the ages. And, most importantly(!), it would sell. Just ask Disney. A SW fighter than plays like DoA would sell enough to make multiples of its development costs back. They don’t even have to try, in actuality, if money is all they want.</div><div style=“font-style: normal; font-weight: normal;”><br></div><div style=“font-style: normal; font-weight: normal;”><i>Street Fighter</i> will always be <i>Street Fighter</i>. Graphics will become sharper, control schemes more simplified, input commands more lenient, meter systems more skill plateauing… But the core game, which consists of two identical characters who have their size, speed, damage and defence sliders moved around, won’t ever change. It’s why such franchises become stale- they’re constrained by their very game design. No matter what you do or innovate, it must be done within the confines of the game’s formulaic gameplay engine and design philosophies.</div><div style=“font-style: normal; font-weight: normal;”><br></div><div style=“font-style: normal; font-weight: normal;”>A <i>Star Wars</i> fighter could break this cookie cutter fighting game mould if someone with the nous and cash actually ‘got’ what once made fighting games the best competitive video game genre.</div>
^^^ man this dude caught some serious feelings
<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Being an alpha build isn’t an excuse for a shit game. A shit game is still a shit game regardless of build date.</span></font><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>edit:</div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Here’s a Star Wars Fighter.</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>http://www.youtube.com/watch?v=CbCpzaTzzjw</span></font><br></div>
ew.<div><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”><br></span></div><div><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”>I wouldn’t trust a fighting game made by a Western developer from the mid 2000’s. It probably would’ve turned out as a casual shit fest with some stupid gimmicks, and an emphasis on realism. </span><br></div>
I thought that Scrubilicious died long time ago…<div>… how sad is to find out that it wasn’t the case <span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”>:(|)</span></div>
Plebes without vision.<div style=“font-style: normal;”><br></div><div><i>/summation</i></div>
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<div class=“QuoteAuthor”><a href="/profile/10593/Sablicious">Sablicious</a> said:</div>
<div class=“QuoteText”>Plebes without vision.<div style=“font-style: normal;”><br></div><div><i>/summation</i></div></div>
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Well great prophet, I guess you better get off your ass then and make this game. Then you can show us how it’s done.<div><br></div><div>That might be the most productive. Instead of complaining about the game you like being canceled and complaining no one understands your great vision.</div><div><br></div><div>Anyone can write paragraphs on a forum about how they know how to make an awesome game.</div>
Sure.<div><br></div><div>I’ll bring together all the great fight-game developers of the genre’s halcyon era and I myself play the ‘Cliffy B.’. All you need to do is cough up the million$… (*PM with your PayPal details)</div>
Or you could make two shitty looking 3D models and code a prototype. You don’t need backgrounds, music, sound effects, or textures. You just need to show your game design works.<div><br></div><div>That would take time to be sure, but it’s definitely doable. This would also:</div><div><br></div><div>A) Make people believe you</div><div>B) Make people want to help you</div><div>C) Make a game actually happen</div><div><br></div><div>Because that’s what people actually do. Prototype. They don’t just shit out triple A games. They also don’t spend their time saying how great their game would be without having any intention of making it, all while complaining others are uninspired.</div>
I see your vision, man. Star Wars could have revolutionised the fighting game genre just like it revolutionised the dance game genre with the Star Wars kinect game. They just don’t understand!<br>
The PS1 game was called Masters of Teräs Kasi…<br><br>And that pre-alpha looks like crap IMO.<br><h1 id=“firstHeading” class=“firstHeading” lang=“en”><span dir=“auto”><br></span></h1>
Could you do “the Han Solo” as a taunt?<br><br>Was it based on the christmas special?<br>
Considering it’s from the same studio that made <i>Tao Feng: Fist of the Lotus</i>, this may of been for the best.<br><br>http://youtu.be/2yypThmBPJE<br>
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<div class=“QuoteAuthor”><a href="/profile/17765/jedpossum">jedpossum</a> said:</div>
<div class=“QuoteText”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Being an alpha build isn’t an excuse for a shit game. A shit game is still a shit game regardless of build date.</span></font><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>edit:</div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Here’s a Star Wars Fighter.</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>http://www.youtube.com/watch?v=CbCpzaTzzjw</span></font><br></div></div>
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Believe it or not, Capcom actually asked LucasArts for permission to do a Star Wars based fighting game, but they refused. So instead, they made a original fighter named Star Gladiator.<div><br></div><div><br></div><div>Then Lucasarts decided to make Star Wars: Masters Of Teras Kasi…You know how that went…</div>
Double post
Ey the last SW fighting game was Ep 3 for the PS2 and others.<br>I played it a bit, and it was ok, but fucking cin drallig was top tier. It was better than teras kasi for sure<br>