While I agree with you that arcades are a dying breed, who knows, maybe something will bring them back. They pretty much died after the first gen consoles took over but the creation of a few great games (big on the list being SF2) brought them back.
The big difference, of course, is the internet and the ability to play each other over it somewhat obviating the need to go to the arcade… However, the differences between the internet and playing with ZERO lag are hardly “aesthetic.” There is too much delay (on average) for any algorithm to completely hide, and the latency aspects of the internet have not been substantively improved since its inception. I’m sure at some point in the future it will improve, but the point is its not as “fast-moving” as the bandwidth side of things.
Can someone explain to me why Tager has 360 motions for some moves? Don’t they know how hard those are on pads? I agree with them on the 1 frame links but it seems like they have a bit of a 2 by 4 in their own eye.
I would also like to add that dedicated servers should be the gold standard for any console fighting game with netplay period. Why no one to my knowledge has decided to use dedicated servers for fighting games where accurate input is even more important than in shooters; where dedicated servers have been the gold standard for a decade or so is beyond me. (In fact the trend of player connect B for console shooters is a significant downgrade.)
Just kidding, but really, being able to do 1 frame links is just about how fast you are. I don’t believe it automatically means you’re damn good or something.
Let’s keep in mind that Guilty Gear (and, presumably, Blazblue) is only simpler in some respects. Like, yeah, GG chains are easy and intuitive, because weak attacks chain into strong ones predictably and without the need for very specific timing, and it works that way for all characters (except one, just 'cause). Sure, that’s easy. Now try one of I-No’s HCL-> FRC Air Dash -> VCL “bread-and-butter” combos. Suddenly, tight links start to look a lot more appealing.
GG is in some ways even better at the easy-to-learn, hard-to-master thing than Street Fighter. Its basics are more basic, and it offers a few tools to soften mistakes (easy cancels, burst). But the difference between a Guilty Gear neophyte and someone who’s been banging away at it for years is really, really significant, because there’s just so much to the game both in terms of execution wall (Mist Cancels, Slayer’s links, Eddie’s demon control, etc.) and strategy (the characters are really different from each other, and there’s a lot of them).
Blazblue looks like it intends to go in a similar direction. It’s not likely to be quite as kitchen-sink as Guilty Gear, but I can see it having a pretty deceptive difficulty curve. Just because chains are easier than links doesn’t mean there isn’t all sorts of other shit tossed in.
I never really tried to go too deep into GG not like I am trying with SF4 so I can’t really comment on how hard some of that stuff is/was, but I think it would be wise to ask how much of what BB/GG does is related to dexterity and skill. Ideally more of what these games do would be related to skill rather than physical dexterity.
Well, with respect to Guilty Gear, character choice does matter a lot - some are dramatically easier than others. That’s true of SF as well, of course, but again not to the same degree. Yes, though. On the whole it makes significant input demands, just in a different way. Individual point-A-to-point-B inputs tend to be easier in Guilty Gear (mostly, but not always), but you typically have to string a lot of them together very quickly. If that makes sense.
Anyway, my general sense (mind, I still haven’t played Blazblue!) is that Arc are talking out of their asses a bit on this one. Trying to present their games thus far as newbie-friendly is a bit disingenuous.
We’ll see where this 90% is 1-2 years from now. It won’t be long until all the flow chart kens, and every other masher who populates online SF move onto new games. I’d bet when you only consider people who are really working to be competitive players, which are the people that matter, most of them are in arcade scenes.
maybe you’re just not visiting them, but they are far from dead. they just tend to only be successful in densely populated areas. just because people in butt fucking nowhere don’t have access to them doesn’t mean they are dead.
Then fighters will be as dead as they have been the last decade, and you’ll be playing this years fighters for 10 more years.
Like I said, people like you don’t care because you’re lucky. You can’t even comprehend where I’m coming from. If the online scene dies, so does Capcom’s desires for this series. Arcades aren’t the money makers they were, for the good of the series, you better hope what you said does not end up as the truth.
These talks always make me wish there were some sort of platform that made competitive fighting more accessible to that other 90% of the world. I’d like to see some sort of world platform that’s simple and straightforward instead of having to watch vids on how SoCal and Japan are progressing:rofl:.
You know how I got deep into fighters??? SRK and the internet all the way. There’s just no way to foster a decent scene in most rural and some urban areas thanks to the arcade decline and ease of going online. You can play the game all you want, but unless you live near a solid scene or have friends in one it makes it a helluva lot harder to raise your game.