It sure is impressive how many people who have never played this game, which plays quite uniquely, have such insightful things to add! Like “it sucks,” or “it definitely sucks.” Definitely adding to the discussion, guys! Especially because right now it’s kind of an argument between “people who have played it, and who almost universally have enjoyed it quite a lot” and “people who say it sucks, who have more or less universally not played it.” You know who are some folks who have played it, and really enjoyed it? Folks like Snake Eyez, Justin Wong, Filipino Champ, Man, Core-A Gaming… you know. Just scrubs and noobs. ; )
The biggest difference between this and other “simplified” fighting games is that stuff like Rising Thunder and, say, simplified inputs in SF4/SF5/MvC:I are designed by taking an existing thing and trying to carve stuff away, rather than starting from scratch with the goal of something more streamlined. In practice, it’s basically the difference between removing two wheels from a car vs. building a motorcycle from scratch. Most of the time, “simplified fighting games” haven’t worked, in much the same way that everyday fingerprint authentication was safely regarded as a silly waste of time until they nailed the execution on the iPhone 5S. This time… it works. They did it right, and it feels awesome, because the problem wasn’t the idea, but the execution.
What do I mean by “building from the ground up”? Well, every DP in the game has some sort of significant drawback to prevent it from being just too damn good by being a one-button thing:
• Grave (Shoto-ish main character) has his exclusively as a super, which means there’s a cooldown of something like 10–15 seconds before he can use it again. If it hits deep, though, it can do 2 damage instead of 1, which is good.
• Jaina (zoner who has everything a zoner could want) has a DP available at all times, except that it actually damages yourself to use it. As a result, it’s there as a sort of Whoops Button if the opponent gets through your hundreds of projectiles, but with the caveat that you’re looking to break even at best. (It won’t self-KO, though, so you can go nuts when you’re getting desperate, but then your opponent knows that and might play around it…)
• Geiger (charge character who plays kind of like a combination of Guile and SF5 Nash) has his special moves tied to a meter that takes about a second to fill, but empties immediately whenever you press “forward” for even an instant (so you can charge in place by simply not moving, or you can move back). As a result, he can’t walk up and DP, nor is his DP available for a second or so after throwing a projectile, nor is it available for a second or so after using his best normal (f.A).
There’s stuff like that all throughout that makes the game actually have fun depth to it, even when you’re playing at a high level, because it’s not just removing stuff from an existing system but actually building a new one with a deliberate focus on doing it right.
It might not have a ton for Desk to work with (though someone found at least one combo that does like 6 damage* or more) but man, I’ll tell you what: when I’ve played here in Japan with my fighting game buddies, after about ten minutes of acclimation there’s always a whole lot of hype-filled hooting and hollering.
*“This game’s damage is weird and too high,” complain people who somehow don’t mind that in SF2, Chun-li’s B&B was j.HK, HK xx legs for like 60% damage. The damage levels are just SF2-level, really, and so are the round lengths.