If supers are as rare as Xrays in high level play, I don’t think the long animations will be a problem.
air dashes ok now I’m intrested
It’s the stage transitions too, which sound longer than the supers. Still, if they’re hard or impossible to combo into they should be fairly rare.
You do make a good point, long drawn out cinematics are fine as long as they’re rare… It gives people a great OH WOW feeling without it getting boring.
and with all the meter usages (breaker taking 2, ex taking 1, cancel taking unknown), I doubt we’ll see supers all that often.
perhaps because the anime aesthetics on fighting games are there because the games are done by japaneses?
shocking i know, but a japanese company more likely would use something that its akin to their tastes, pretty much why the western a.k.a. american developers like to make the generic marine/“badass” as a protagonist for every fucking game that they put on the market
Funny to read the anime style is tired and played out as if the dark, gritty, edgy look isn’t.
And long draw out cinematics aren’t fine if they’re rare. Hoping they’re rare should be a sign it isn’t fine.
You know how it is, something can be tired in FPS but not tired in Fighting games.
Nothing looks like Injustice in the fighting genre except for MK9. Even the other 2.5d or 3d games don’t look remotely like them.
Fighting games tend to be extremely cartoonish as a whole (which isn’t bad, but its certainly true :p) so its nice to see something a bit different… doubly so because they’re throwing in a bunch of poverty (that’s a better term than anime) stuff like harley’s ‘this might buff me this might be an attack this might do nothing’ gimmick.
So it has the balls-out attitude along with a visual style you wouldn’t expect goes with that… and I trust NRS to pull it off
no, no, no, no
how about the most correct term "new school"
poverty has nothing to do with the game having more character mechanics than the average sf game
unless you are one of those fools that call doujin game to all the fighting games that have new school mechanics
Sure it is. Frequency has everything to do with it.
I doubt many people find the super effects in SF Alpha 2 are particularly odious, but if they were triggered on every move, they certainly would be annoying.
If you only saw a fairly lengthy, say 10 second, cinematic every 5-10 games, it wouldn’t be bad imo.
I’m also in the camp that loves to see crazy air dashes,teleports, and fighting 20 feet in the air with a more realistic style to it. But I don’t think either “New school” or “anime” fit what this is imo.
I’ve been seeing this in comics for decades so there’s nothing “anime” or "new"about it. Personally I like to call games that have alot of dramatic features like air combat and is super fast pace “blockbuster” games style.
It’s the same thing you see in blockbuster movies and especially Superhero movies except in game form so I think it better describes the type of games you guys are talking about without seeming condescending.
As a specific example, Xrays are pretty long, but you see them, what 1 game out of 10? Probably more? It makes it so that people get excited to see an Xray rather than rolling their eyes.
Weirdly enough though, looking at million dollar, which is idiotically long, common, and doesn’t bug people, my theory (pulled out of my ass right now) is that it doesn’t feel like it’s breaking flow so much because it doesn’t go for those cinematic swooping camera angle cuts.
Well honestly, not talking about airdash, etc. so much as ‘a whole bunch of weird specific mechanics some of which are quirky to say the very very least.’ Specifically not even making a value judgement about that kind of thing here, I’m trying to use the terms in a strictly descriptive way. Things like ‘anime game’ and ‘poverty’ have fairly specific meanings and you can pretty much list the ideas and characteristics associated with the terms.
The tipoff is that I’m actually excited that NRS is going this more extreme direction, even as I’m using those terms
Edit: Although maybe a touch hypocritical, I usually like simpler games. Still I have a lot of trust in those guys in general.
All the things you just mentioned are commonly associated with what most people on this site identify an anime fighter being. Funny thing is that Marvel has all of that shit and no one dares calls it a “anime game”.
Definitions get weirdly messy, don’t they Excepting that everyone knows that people don’t mean ‘marvel’ when they say ‘anime game’, whether it makes sense or not. (although in fairness, marvel has a very different ‘look and feel’ than the anime games do anyways)
Still, I’d argue Marvel is in a different family tree than ‘anime games’ which are essentially descended from doujin games and GG. That’s a subject I find vastly interesting too, tracing the lineages of various fighting games.
which is surprising considering that they fucked up badly until mk9, not to mention that mk9 was an attempt of catering the hardcore players that you rabidly seem to despise in a lot of your posts
Well, there’s a lot to tackle in that post.
Short version: In MK, NRS made an effort to make a game that was fun and competitive at all skill levels. “Hardcore” talk is cheap, and every company does it for every game. The difference is that they did an unusually good job of pulling it off.
PS: I don’t hate hardcore players, that’s kind of a weird read. I just think that if the game is good, they’ll make a hardcore game out of it anyway. A lot of talk is put into that, but all fighting games are intensely complex, so the important thing is to make a game that’s just fun to play and not broken. The players will do the rest. Specifically catering to any small subset of your audience is a bad idea, the hardcore don’t have any better judgement than anyone else.
the term is used to describe how the game works and the mechanics present on them, marvel is an anime game by how the people use the term to describe those elemnts
sigh, a game being a doujin game doesnt have anything to do with gameplay
doujin = indy
if we go by the “linage”, marvel shares a lot of the characteristics of dark stalkers the game that you can call the father of the “anime” fighting games, those games have
a plethora of mobility options
over the top character desing, talking about gamepay here of course, where each character has definign traits that helps them be more different than on traditional fighting games
different sub system and mechanics
please, if we are going to use a term, then we have to use it steadily, and not in an arbitrary way, just because we dont want to use it for little technicisms or because we dont want to associate the game with the regular negative connotation that many ignorants put alongside the terms
again with the same shit, there is nothing bad on catering to a specific market, the moment that you learn about that, there would be better chances that you would stop being see as an obnoxious idiot by the others, not to mention that there are not a single fighting game that is not enjoyable at different levels of skill, you already admitted that , dunno why you keep bringing that as an argument
Response edited out, this is not the place to argue the definition of anime games again. Try to get to the point I was trying to make rather than arguing over whether the terminology is exactly right.
Personally I never thought of marvel as an anime game. Mostly because I judge what is an anime game on a aesthetic level. Marvel has comic characters and designed to look like a comic book, so I don’t count it. I tend not to classify fighting games further than 2d,3d, and whatever you would call the tenkaichi or ninja storm games. I’m too lazy to categorize what mechaniques equal what type of game.
And man I really want some footage of that flash super already, or gameplay in general
I know that but I don’t like to do that because of games like Marvel which is not anime style art at all.
I like to call these games including Marvel “Blockbusters” because they resemble big budget action movies like I already said. I like this term better because it can be applied to many games from Guilty Gear, to Skullgirls, to MVC and now Injustice.
“Blockbuster game” has always worked better for me as a universal term and also helps me avoid stupid arguments like this.
Yes it would be, especially when you catch on to how long it is. It wears thin fast. People tend to use meter for Supers vs anything else early in the game’s life until they figure out how the worth of the more advance uses of meter.
And with this “Clash” thing, how frequent will these type of game play pauses happen.
Vs game is the grandaddy of anime fighters
I wouldn’t bank on any sort of trimmed animations or animation less tourney mode. Its wasted dev time, and those are the kind of things that move units. Maybe if they have dick else to do by release time, but I am sure the laundry list for this game is going to get huge and WBs going to push for it to come out around some movie or comic release.
Also given the shading, animations, and general amount of cinematic bs that transpires every single match, SF4 is the more “anime” than most who get the label. Certainly nobody’s eyes bug out or jaws flap like a walrus in Marvel.