I’m guessing Power Up was recorded, right? I was out all night so I missed it.
Brady’s Sub Zero was sweet, though. Interesting to see a different style of play. inb4 waah lame ice clones
I experienced that myself. When I first started learning Scorpion they didn’t list which jump kick to use for the combos. No matter what I kept dropping the combo each time I used BK. So for the Hell of it I tried FK and no problems at all. Now I’m wondering what’s the difference between j.FP and j.BP.
Yeah, I had seen the computer doing the combo no problem and thought it was an AI cheating thing. I’m surprised nobody else has pointed it out. Maybe they were originally supposed to be differently animated kicks/punches and left the properties in.
I have a feeling that it won’t take much to scratch past the surface of this game and find out just how fragile the gameplay is. THe controls need work for starters.
Yeah its defiantly something you gotta get use to, much like SF4 and those dang short shorts.
quite the opposite for me Stealing a soul and beating the crap out of an opp with less effort is just smooth. Its just so much information to soak up make it a all troublesome.
Hmm actually Tekken’s gameplay mechanics are deep but yea. Gotta know alot of frame data though.
VF gameplay mechanics are VERY deep. Doesn’t mean it is a popular fighter so I agree with you.
Anyhow MK9 is a had a good start. Things looking good for the game. I have the game I find it very fun to play.
Also another F U to PSN being down lol.
I’m not really talking about depth so much as the actual programming. I think that it won’t be long before lots more silly bugs and glitches turn up from people playing ‘hard’.
Depthwise, it’s based around extending a combo. I’m not sure long combos are ever a good idea in fighting games.
But then this game’s already fallen flat on its face out the starting block. NRS should count their blessings that game reviewers are pig ignorant and never properly playtest the online before writing their reviews.
Offline only goes so far, and the AI is just awful to play against.
I’m also not sure I like what they’ve done with Shang Tsung. His normals are quite good, but he has to combo into his specials if he’s ever to use them (sould steal isn’t too bad on its own). EAch of his skulls seems to have a different command for their region which makes remembering them a nightmare. Negative edge slaps him down hard. Soul Steal’s compulsory transformation is more of a pain in the ass than it is actually useful, unless you know every character in the game. It might have been better if they’d limited that to the EX version.
It is definitely a good foundation for a game begging to be expanded upon while being different enough from the competition so that it stands out. You are right, it is definitely good enough. I mean, what else could NRS have done without cluttering the gameplay with various mechanics, especially when this is their first serious stab at fighting games in 15 years? The game will have enough legs to carry it through till the next major update/sequel. It helps that the game is insanely fun to play and watch.
Where the hell do people keep getting Tekken from? Is it because both games use mid/high/low concept instead of overheads? That’s literally all I can fathom. There are loads of games other than Tekken where you can’t low block mid hits…
There’s that, the strings that consist of high, mids, and lows. The way the character juggle and launch, 2/3 air attacks used to knock down or juggle. “dumbed down” Throw system, and the oki game etc etc…
It reminds me of tekken alot. If tekken had to be played on a 2d plane it would play like this game.