I had terrible connection and I always played guys from the states…all things considered it could have been worse. I mained ryu but occasionally played oro and Akuma from time to time…even pink Sean on rare occasion ha. I remember your ibuki and status as one of the"guys to watch for"online along with shinshay,exodus and calipower…man the miss the simpler days of the FGC.
Killer Instinct 1 to me was superior over Killer Instinct 2 was in part because the movelist for KI1 was more diverse making characters more unique in how they would be played. Its been years since I last touched KI2 however in that game, everyone had literally the same move list, for example someone like Orchid went from a charge character in KI1(her helicopter kick, Cat morph) to a motion command character in KI2. You could play Orchid, Jago, Tusk etc, and all of them would have the same motion for their specials. That’s like playing Ryu, Guile, Rufus and having them all share the same movelist for specials. That alone already made the game bland because it basically made them feel like a cut and paste character.
If you threw in the fact that the combobreaker was newbified beyond belief in that back in KI1 it was a 3-set option of like Rocks, Papers, Scissors while in KI2 it was the crapfest of Kick>Punch & Punch>Kick…talk about making it scrubby. I’m sure their are way more reasons, but those two come to my mind as to why I enjoyed KI1 more. My other “small” personal gripe which isn’t relevant to gameplay at all was the music for me. KI1 had incredible themes for characters like Cinder, Spinal, Fulgore, Riptor, Orchid, Jago etc, in which many of them were memorable, while in KI2, I literally cannot remember a single music piece besides the revamped main KI2 theme.
Again that is irrelevant in gameplay, but just overall KI2 was a huge let down in comparison to KI1.
^ uhhhh wasn’t every character in KI1 a charge character?
I didn’t hear anything about it being timed. From what I understand you have 1 character unlocked (Jago) and you’ll have full access to all of the modes in the game with that 1 character. Hopefully they rotate the free character so we can try out characters before we buy them…
Jago wasn’t a charge character, Cinder had two charge attacks & his bs aerial torpedo certainly wasn’t a charge, Spinal only had like one. In KI2 I think like only Maya, Sabrewulf, Kim Wu and Combo used charge dominantly while everyone else shared practically the same special move list. That is what annoyed me from the transition because as someone who personally played Orchid from the original and going into KI2 it was annoying. Imagine playing Ryu and then the next SF installment he becomes a charge character, their would literally be a riot. My point is that they didn’t need to jack up the special moves by changing how we played the characters which made no sense. Not to mention giving characters like Orchid an Anti-Air uppercut as well, lolz, seriously that wasn’t necessary.
Now thinking back some more, I don’t remember myself personally having beef with it but some people did though, and that was the specials being ABC to one another. Like Orchids slide losing to Jagos whirlwind kick, however whirlwind kick loses out to Tonfas etc. Overall, Killer Instinct 2 felt dumbed down from its original counterpart which didn’t sit well with many players. Another point that I should make too as well was that KI2 was released in 1996 and by then the arcades were already on the decline which had started to show itself i would like to somewhere around 1994.
Use to be, but this generation upped it by one year. So I expect the next one to do it as well, meaning the PS5 and Xbox[Insert Stupid Name Here] should arrive by 2021.
Just from an audio and graphic standpoint, yeah, KI2 was bleh. There was some good music, but mostly forgettable. KI1’s production values were pretty high for it’s time. So with the technology advancements, KI3 isn’t really looking too great right now TO ME (though I’m glad they brought the particles back, but maybe tone them down a bit). I can only hope for the music, but I have a feeling the catchy dance club element or catchy metal riffs aren’t going to be there. Unless, of course, they just straight up use character music themes from the first game and rework them a bit. I’d be fine with that.
In KI2, every god damn move was safe on block. In KI1, pretty much everything was unsafe on block (including normal moves if you anticipate an attack and block correctly), which actually made it feel much different than other fighters. Like, if you blocked a standing medium kick, and you input a counter immediately, you cancelled the blockstun and hit your opponent if you were fast enough (though, I can’t remember right now, but I think this didn’t work against quick/light punches and kicks though). Whether people would like that or not I don’t know, but I found it unique. It’s something that you might not even notice if you went back and played KI1 right now unless you were looking for it, or mashing like potatoes, since every other fighter has trained us to have to wait just a bit after blocking to do anything. In relation to that, you also couldn’t cancel into special moves off normals UNLESS the normal actually hit in KI1, but pretty much everything cancelled into specials if the move landed. It’s sounding right now like everything will be safe as shit in KI3.
Also, I sincerely hope they don’t go for the rock/paper/scissors system for openers from KI2. I will say the KI3 combo system sounds somewhat interesting and deep from the Ken Lobb gameplay video I saw (if they can make it work). Almost so much so that I hope they don’t overload the roster with 20+ characters.
As for taking Mike Z’s opinion, I’d sooner listen to his input on the game considering his KI1 background than someone whose fondest memory was figuring out how to do over 40 hits with Orchid or some shit. That’s me though, and it sounds like I’m the minority. It was not a perfect game by any means (no throws, glitches and infinites depending on the version), but what KI1 did well, it really did well. I just loved the shit out of it.
Whatever happens, I really don’t want to play SF4 with a KI cast. I know companies see SF4 success and want to copy, but it’s a little late for that. I want the game to be unique/have it’s own niche that makes me want to play it if I’m not in the mood for one of the other fighters I love. But money talks, and it doesn’t use its inside voice, so who knows.
Personally, KI visuals have not stood the test of time as well as other games from that generation. KI suffers from early generation CG. The models look bad from most angles.
With that said, I don’t see how anyone could say KI2013 looks bad. These are some incredibly well made character models. And the stages look incredible, too. But I’m just repeating stuff I said last week.
I swear we are lookin at different stuff. I know opinions and all that, but it’s hard to dispute HD polygons and 60fps proper. It’s beyond opinion.
"As for taking Mike Z’s opinion, I’d sooner listen to his input on the game considering his KI1 background than someone whose fondest memory was figuring out how to do over 40 hits with Orchid or some shit. That’s me though, and it sounds like I’m the minority. It was not a perfect game by any means (no throws, glitches and infinites depending on the version), but what KI1 did well, it really did well. I just loved the shit out of it.
Whatever happens, I really don’t want to play SF4 with a KI cast. I know companies see SF4 success and want to copy, but it’s a little late for that. I want the game to be unique/have it’s own niche that makes me want to play it if I’m not in the mood for one of the other fighters I love. But money talks, and it doesn’t use its inside voice, so who knows."
They already addressed the main issue he was talking about(60%) combos that are hard to break. the other stuff mainly came off as a person with rose tinted glasses. It’s amazing that Darkstalkers is universally praised for being a straight up rush down/60%+ damage combos game but before the team addressed it, Mike Z was bashing KI for having them. Didn’t Skullgirls have like TOD combos pre-patch?
Mike Z’s involvement in the game is the only chance of it playing anymore like KI than it already does. If he’s really passionate about it playing more like KI1, he needs to go out there and make that heard. Because there’s even less people who remember what that was like compared to the decent amount who could have remembered what competitive Super Turbo was like. The majority of people playing this game for nostalgia purposes won’t even really care and a lot of the people who bought SFIV and play it now honestly don’t really care either.
In the end it’s still a video game and if it has to be a little bit more like SFIV, then so be it at this point. Which to really be like SFIV it would have to have no block strings, big ass reversal windows inbetween the small block strings and the only way to pressure anyone consistently is to put them in a hard knockdown and spin around then with 50/50’s. As long as the block and throw games are stronger than in that game it should be good for not feeling too much like SFIV. The main thing I can’t stand about SFIV is how loose the offense is (dive kick or get reversaled) and as long as they don’t screw that up I’ll be fine.
To be fair, the majority of the cast were hybrid characters. I wouldn’t lump characters that have more command moves than charge moves into the charge character category.
Mike Z’s involvement wouldn’t even guarentee the game has more potential to be better then it does now. The only game he has under his belt is skillgirlz and given his preference for GG style engines, I’d worry he would make KI into another rush down happy mix up game. Not that I think those kind of games are terrible or nothing but I’d just see him trading up 1 style in favor of another.
Besides as Jin said a above, the only way KI would be too"sf4"would be if it also followed in the same mistakes SF4 made. At best KI will be heavily inspired by sf4 but clearly be unique with its own KI inspired engine. I think people worrying KI will be too similar to sf4 will have nothing to worry about.
So like, have you not been keeping up with the dev interviews at all? Because everyone on the team BESIDES Mike Z is trying to turn the game into exactly that (not that Mike Z isn’t also, I just haven’t heard how he invisions the game or how it should be). I believe the last interview I watched said things along the lines of “Let’s get rid of the turtles” and “We made throws super cancellable so playing defensively isn’t a strong option.” And let’s not forget that blocking a fireball gives your opponent an absurd amount of meter.
They clearly want this to be a game where no one is blocking and everyone is mashing at each other with the best option to avoid damage is risky inconsistent combo breakers. Not that any of that is a bad thing, could be fun, but if you have hopes for this not being a heavily rush down focused gam, you might just be a little too optimistic.
Yeah I think people are overreacting to the game being modeled in 3D. Which would be the best route to go since the CG stuff would look funny now. If you were used to the aggressive pace that KI played on the SNES, that’s what you’ll get.
Spinal had one charge move, while someone like Cinder had two, most were somewhat hybrids w/ either one or two specials equated to it however the only two heavily charged based were Combo and Sabrewulf.
I haven’t read it all the recent info however if this is the route that they are taking then I’m clearly going to be skeptical on this behalf. For me personally, trying to force a player into playing offense isn’t a good thing considering their should always be some sort of variety within this game. I mean didn’t they say or at least what I heard that they wanted their to be characters who could zone or would rely more upon them while others would be more rush down oriented.
So if the above comments are true then wouldn’t this defeat the entire purpose of trying to create zoning characters? Now I’m confused as to what they are really trying to do with KI2013.