Plane Shifting is what makes Fatal Fury though. It was the series innovative idea. It was changed around and adjusted alot throughout the series, but by Real Bout Fatal Fury 2, I think SNK finally figured out how to make it work and it’s a huge part of the game. Plus Real Bout 2 also had 1 plane stages that you could play on if you really don’t like it, but then that’s taking away a huge part of the game because the background plane plays a major role as both an offensive and defensive approach/escape, as well as a mix-up.
If you want a Fatal Fury game without plane shifting at all though, there’s Real Bout Fatal Fury Special Dominated Mind on Playstation. It’s basically Real Bout Special without any plane shifting at all, and some characters were adjusted to compensate, along with some new gameplay mechanics, although said gameplay mechanics could also be pretty busted.
I never heard of the PlayStation game, I’ll have to look into it cause it sounds really interesting.
I dunno I just think 2D games should play like 2D games. Like I think it just becomes too much of a gimmick and take a away from the neutrel game. It’s the same problem I have with the dodge mechanic in KOF95. It’s a small feature but impacts the game to such a extent that you can’t really play it like a traditional 2D fighter, you have to work around it which I hate.
I applaud SNK for thinking outside the box with plane shifting but ultimately I think it’s a experiment worth leaving behind in the past. It’s like the crawl mechanic, not a bad idea but just not worth it. If you give me a real bout special game with no plane shifting I’ll be all over that.
btw i think the game still has lots of graphical improving it’ll see before release. It’s gonna look nice and sharp and clean but not mindblowing. I’m hoping for something like a potential new samsho that they go for very bold visuals or colors
So, reverse image search game me some sort of pachislot game named KOF3 where Athena and Kyo are walking together but Athena is in her '98 clothes and Kyo is in his “Ash saga” look. But still, what the hell was that? I think I saw Yuki and Saiki in the video.
I liked plane shifting but I never got much into those games. Like RunningWild said, they toned down in later games. That and the “out of bounds” ring out were things that I missed in Garou.
And the “Extra mode” dodge was useful for some characters like Shermie. She even got a command dodge in 2002.
She could get a few moves back. The way she was in XIII was really lacking. She has rekkas in 2002UM like in some Fatal Fury, right(not really familiar with those games)? That could be cool.
Well the jump from when they first announced the game until now has been a pretty massive jump in graphical quality. If the game is coming out at the end of the year, it’s possible they can make that jump again. Besides, they’re really just one really solid lighting shader away from a game that looks great.
I don’t think it will be as good as tekken 7 or SFV but it will be still be a pretty game. The backgrounds look great and the clothing textures are really detailed. I have a feeling the next graphical leap we see before release will make the game look good by the casuals eyes.
Given the scope of the roster I think this will be a massive selling point for most people.
Well you did see it in person so you would know more then anyone. I remember most reports saying that that build does indeed look next gen you weren’t alone in your opinion of it graphically.
Also SNK needs to bring back Mai’s real bout stance it was so badass.
A part of what makes things look “next gen” is having lighting that has a scene be dominated by a single muted color. This is mostly because almost everyone started doing this during XBox 360/PlayStation 3 in an attempt to copy cinema style color grading (though we ended up just getting alot of greys and browns, and some blues and yellows). In a way, it’s a cheap and easy way to make a game look “next gen”.
Now for Street Fighter, it’s much easier for it to pull this off since they’ve been doing something like this since 3rd Strike, where they started using backgrounds that were dominated by one or two washed out colors. This also applies to SFV, a game which can be described as "3rd Strike’s kid brother.
That’s not to say that King of Fighters stages don’t have this, in fact some of them do (especially later games). But for the most part, KoF stages rely less on the above technique, which make it harder for them to look “next gen”. This means, they’ve going to have to rely more on actual technical things to make them look “next gen”.
Is this why most next gen games especially FPS games all look similar and have a dull color scheme of like 4 colors. I initially thought it was just a unreal engine thing.