Me and my boys have game projects and I like balance ambitious ideas with what I think we’ll be limited to. I try to be realistic and at the same time break conventions within reason. I call it the ‘B Production’ model where PS2/Wii quality production should be sufficient enough to deliver a game per your vision. I think small ‘indy’ teams should look to that rather than regard indy as a genre or attempt unreachable quality goals.
If I were to make a fighter, it would consist of the US presidents and would definitely be fast and over the top like vampire or marvel.
George Washington would be the obligatory shoto. And Taft would be the huge grappler, and Andrew Jackson would be the, always welcomed, badass of the cast. Yup, and that’s pretty much all I got.
For the life of me, can’t even think of a good boss.
I always thought it would be cool to have a fighting game in which all of the playable characters were kids, and they all had different things they were into that dictated their moves and playstyle. Maybe theres one kid who’s a baseball player and he would be a zoning character who could throw fast balls and hit pop flys to keep you out, but has a bat to use up close (and of course he would have a low-hitting slide). Another one could be a girl who loved to jumprope and she used the rope as a whip, had long-range normals and could also grab you with it. There could be a big bully kid who was maybe a bit older than the others and would be real powerful but slow like a grappler (final atomic wedgie would have to be his super). Maybe another who’s a science geek and could use his chemistry set to make bombs or poisons with various effects.
It would be a 2D game using whatever artistic method was used to create skullgirls (that game is f***ing beautiful). Matches would be 1-on-1 without rounds, just large health bars. There would be no comeback mechanic. In fact, when your health gets down to a certain amount, your character would become weaker and/or slower, maybe lose the ability to perform certain moves, and you have to either damage your opponent or avoid taking damage yourself to regain health back to a stable level. There would also be a parry system but instead of parries they would be dodges, and by inputting a direction during the dodge you could move towards the attack, away from it, above it, or stay in place and just nullify it. This would make the dodge itself a mix-up that every character has access to, but it would require strict timing or a complex input to perform.
Even though there are lots of possibilities for different character designs, I like the idea of a relatively small roster where no two characters are alike in aesthetic or playstyle. I haven’t thought much about a storyline or a motivation for the characters that would actually make you sympathetic towards them, but I think it would be fun to play as characters like that.
I would also definitely remake MvC2 and make more than 8 characters playable. Gambit and Hayato would be top tier. I would also put Daredevil, The Punisher, Demitri, and L. Rapter in an MvC game.
That game is hideous. 80% of the time I can’t even tell what the characters are supposed to be doing because their drawings have these awkward stretch/squash frames that are supposed to indicate movement but don’t convey it well.
I want to see a fighter where keep-away is the norm. You can do combos, and there will be 1-3 characters who are designed to rush, but your main goal is to chip the opponent out in the most efficient manner possible. With a point plus two assists system, this could be fun.
Also, I want to see a fighter based on the “Tales of” series. They already have combos, it would just be a matter of balancing all of the different play styles and attack inputs.
if you’re talking about the motion blur animations during supers then ya maybe a little unnecessary but certainly not bad. i just think the characters are rendered amazingly and a lot of effort was put into the art for that game. things like each character having their own tech animations, light and shadow effects appearing on the sprites themselves rather than just in the background, different palettes offering different accessories like Parasoul’s glasses and socks. whether or not you like the artistic style is subjective, but you can’t deny that the attention to detail that was put into designing that game is incredible and the visuals were extremely well-crafted.
And no, not really Rival Schools that was like high school/academy age kids. I was thinking even younger
there’s really not much you can do for people like ryu guile etc in the mvc2 engine. If you want to give wolverine his fangs back he should get back his lk mk downhp beserker barrage combo from every previous vs game. still that really wont make him a threat to the top tiers.
outside of giving people iron man and blackheart faster airdashes and startup on their hypers (and fuck that shit, do you really want to face a BH with instant HOD???) you cant do too much for those guys as far as buffing goes. You’d inevitably have to nerf the top tiers and that’d make the game more boring. I’d like to see Cable with a faster backdash though, he could do with a better way to escape first attack from Magfags. Sent is fine as is.
So I guess in the end buffing alot of the lower tiers would make middle-low tier games more exciting, but top tiers would still dominate. Also, if you buff someone too much itll accidentally nerf someone else. for example, if you make cyclops’ MOB have more priority, then all of a sudden cable is nerfed because his beams dont cut that shit out anymore
if you make the game 6p 6k its not mvc2 anymore, because the dynamic around assist calling is drastically changed.
as for the new characters, outside of thor (with a better moveset than that shit they did to him in mvc3) and dormammu, I dont really care too much about them lol. Dorm vs BH would be gayer than cable mirrors.
lol how would you do this? do you know what makes them not good and what makes the top tier good?
just going “I would make gambit top tier” doesn’t mean anything