If items spawn at set times I’m predicting some vintage-Quake style item hoarding. I like it.
This game gets more and more godlike with each crumb of info we get about it, so hype. I just want Cole from inFamous to finally get announced and I’ll have my main.
Between this and Injustice SFxT is gonna have to gtfo my sig to make room cuz I’m not dropping Skullgirls or MK9. I wish sig’s didn’t have such a lack of space now.
Migrating? What’s preventing people from playing both games? >.>
Sorry, I haven’t been interested in or following news regarding this absolutely shameless rip-off, so what makes you say that?
Quit getting mad at videogames.
LOL@Drake hiding behind cover.
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Stage Hazards are disable-able
I don’t think Stage hazards will be a problem in tourney play at all honestly. They don’t come up very often and the only time you would really get hit by them is if either you’re an idiot, your opponent pushing you into one in which case you still don’t die. or you forget about it in which case you still don’t die.
All you do is lose a little meter, compared to the things we have to work around in SFxT that seems like nothing. Big Daddy’s death from above drill attack builds incredible meter btw.
Drake and Radec both look pretty powerful at range but much weaker up close. Radec built almost two bars when he was alone for only a few seconds, and Drake’s cover move was dominating when his opponents lost track of him. It looks like they will have to have a rushdown character on top of them at all times to keep them in check or else they do damage.
I love it, I love keepaway. Cole and Radec looking like solid mains for me.
I just think it’s nice that it’s an option. It speaks to the design team and how they are paying attention and listening and tuning the game towards the competitive crowd.
Please take that “copying is the devil” attitude out of here, as if nintendo have never copied anything from anyone else. If it was up to them we’d prolly still be using cartridges in our consoles. My point? Competition is good for the consumer. And my statement was because nintendo is notorious for acting like the competitive smash community doesn’t exist, so if they(the smash community) see another game with similar features that does what they have been begging for and actually acknowledges their existence, some might just give it a try, some might even prefer it.
But Im not taking part in any nintendo vs sony nonsense, got better things to do, was just answering hommies question.
Well since they don’t really seem to do anything, I see no reason to leave them on. I think the stage hazards should zap meter from the characters if they want them to, actually serve a purpose.
EDIT: Oh shit, you do lose meter, damn, then I see no reason to switch them off. The buzz one in particular is pretty darn interesting and can lead to some crazy king of the hill shenanigans.
On a side note though, how do you guys feel about them not showing who is winning? Im a little apprehensive since every fighter I’ve ever played has always shown the score but on the flip side, it should deter excessively defensive play and add some tension to the end of matches.
I think that’s what they do already, which is why I’m in favor of leaving them on. They have done a great job of making sure the items and stage hazards are balanced so I don’t see them as a nuisance and pretty helpful actually.
Having a few of those meter draining weapons could give the game more flavor than just being a"build to most useful super, then get kills, repeat" game which would be boring. The only item I would be weary of is the shield but it doesn’t look like it last very long.
Personally I like that there are things other than throws that drain meter because it’s not that hard to tech throws and throws don’t take much meter away from what I’ve seen.
He said that’s only for the timed matches. Stock matches will show how many lives you have left. I think hidden score for timed matches is fine.
I think I’ve seen some characters do moves that knock meter out of players. I also think that Sly Cooper can drain meter with a lot of his moves. Also doubt that you can tech throws.
Yea I changed my post, Im pretty sure they didn’t in the original build, but good to see they do now, gives the players something else to be mindful of. And Im torn between big daddy and radec, I always play the big character so unless someone bigger and more badass gets announced(maybe dude from Sotc riding a colossus) ill prolly end up rolling with big daddy. Radec on the other hand just seems really cool, with the homing missile lvl 1 and shit. Oh well who says you have to stick to one character.
Oh and was it just me or did parappa the rapper have a move where he brings out a boom box tht produces AP? Should be really useful for 2 v 2 matches, play him like the battery or something. Damn, I need to not get too hype for this game so its less likely my ass gets disappointed if it doesn’t deliver.
2v2 could have some sick shit set up. Big daddy’s moves often hit more than one character so I could see a Big Daddy Radec team where Big Daddy goes in trying to wreck shit where Radec sits back and fucks them up with projectiles.
I would love if this game did 1v1v1v1 because it seems it was designed and balanced with that in mind but that would likely be to hard to keep track of for some tourneys. Would still love to see it because it would let the tourneys go faster at big tournaments.
If nothing else it’ll be boss to have SRK forum games with all the shit talking involved .
This game isn’t any more of a knock off of Smash than King of Fighters is a knock off of Street Fighter.
It always seems very silly to me when game loyalists blast another game for belonging in the same genre. Honestly the way KO’s work in this game makes the difference between it and Smash much more significant than you will usually see between games in conventional fighters. If it wasn’t a crossover game then the comparison would be nothing more than “they are fighting games with a platforming element”.
I’m really liking the super = KO mechanic. Already I can see that this allows for much more character diversity than Smash’s “wail on the other guy until you can knock him off the stage” mechanic.
Characters will build meter differently, meter builds at different rates, supers will behave differently between levels 1-3 and between characters etc.
Really interested in seeing more of this game. Hopefully they can do something with these levels though, honestly they’re kind of dark right now. There’s little vibrancy.
Yeah, I think what people aren’t seeing yet (mainly because people aren’t playing it seriously or for a long amount of time at this point) is how deep the meter management will really be. Every throw will drain meter from your opponent. So you will be balancing gaining your own meter vs. denying your opponent. I think this game has some great potential to be deep and competitive, can’t wait to get my hands on it.
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at 7:50 - Parappa blocks Big Daddy’s attack while he is in his super install. So it looks like those are blockable.
This game isn’t any more of a knock off of Smash than King of Fighters is a knock off of Street Fighter.
It always seems very silly to me when game loyalists blast another game for belonging in the same genre. Honestly the way KO’s work in this game makes the difference between it and Smash much more significant than you will usually see between games in conventional fighters. If it wasn’t a crossover game then the comparison would be nothing more than “they are fighting games with a platforming element”.
@jak:
I respect your not wanting to get involved in these arguments, but I feel you are misinterpreting what I meant. By the way, I don’t think there’s official evidence to support that SuperBot Entertainment would support this game competitively any more than HAL Laboratory.
@Both:
When I said it was a shameless rip-off, it’s not because of the fact that it’s a “fighting game with a platforming element, like the SSB series”, but because it really feels like a SSB Brawl rip-off. The flow of the game seems identical to Brawl. When you look at SSB64, SSBM, and SSBB, you can tell they are “fighting game with a platforming element”, but you can also tell that they play so differently from one another.
Here? PAS and SSBB have the same aesthetics, that’s no problem; the problem is that PAS has the same overall game speed, floatiness, game mechanics, and overall FLOW with SSBB. The other SSB games aren’t even this close to one another! They are radically different between each other in these areas. And no, I don’t think having a wake-up as opposed to a spawn makes a significant difference between this and SSB; waking up from knockdown happens often in Smash, and this just makes it happen SLIGHTLY more often.
I highly disagree with the KOF and Street Fighter comparison. The flow of gameplay (and tactics + strategy) between these games are *significantly *different. Yeah, PAS may have more buttons to use and a SUPER as opposed to a Final Smash, but those are minor tweaks to the game and Final Smash mechanics more than anything. A more apt comparison would be Street Fighter II and Super Street Fighter II Turbo… and even *those games *have more differences between each other than PAS and SSBB.
I haven’t played PAS for a long time so I can’t say that the stuff regarding the gameplay is sound. But neither can anybody else, so all we are left to argue over is the revealed gameplay footage which IMO looks identical in every major way to Brawl.
The fact that the design team consists of fighting game vets and the Evo tease at least acknowledges that there is a competitive scene. Which is more than Nintendo has ever done with brawl and its competitive community (unless you count purposefully trying to sabotage the competitive-ness of your game).
I guess I see where you are coming from. But even in that regard I really don’t see any problems here, first off I honestly think your underestimating just how significant the fact that in one game you get knocked off the stage while in the other game you get killed using supers. I can definitely see it leading to a very different feel than SSBB. But my main thing is, even if it actually is just a copy and paste with different characters and only slightly different mechanics, I really don’t see the issue here, considering this is their first outing into a genre that is for the most part completely unexplored why not stick close to the dudes who do it best, then with subsequent releases and once you’ve developed some kind of brand loyalty you can go in different directions.
Keep in mind all of this is said under the assumption that this game is almost identical to SSBB, I personally don’t think it is, I mean obviously its been heavily inspired by it but it definitely looks like its own game. And from all the impressions I’ve read, it feels like its own game, almost every site thats written about it have said it feels different from smash bros, some have even said that its different to a fault.