Reboot of old school fighting games IP's

@tataa8P
Yes WL has a “parry system”. Its not a bad thing but it doesn’t make WL good.
But things like this make a WL a bad game:

  • you must do negative edging for normal attacks. (just because)
  • weird Commands for Special moves (just because we are not like SF or KoF or MK or anithing else).
  • blockable command throws.
  • guard brakes that do nothing (just launched WL to chech it).
  • damage evaluation [S]system[/S] bug that stop counting damage for one hit if you do another.
  • infinities and bugs (like disappearing characters)

a few of those things confuse ‘different’ with ‘bad’.

~Xes

Fixed for ya.

@Araragi-kun
oh wow. did you really mean all of that? you must be twelve then. because you are either a fighting game pseudo-elitist trying waaay too hard to impress everyone here on the forums or a certified troll wunderkind. that was the 16-bit era, remember? plenty of stuff in video games, especially SF-knock offs were broken or just plain imperfect. because the commands were executed a different way immediately meant that the game was bad? mind you, when Virtua Fighter came out, it did not have qcf, hcf or srk motions and simply used double directional taps along with double button press combinations. which are still being used on newer games nowadays.

it’s no use arguing with somebody narrow-minded like you since you obviously fail to see the merits of older games birthing innovations and providing a template upon which modern games had improved upon over the years. although the said games may seem archaic these days, it’s undeniable that the ideas DJames and Co. tried implementing in Weaponlord were pretty creative in it’s own right and was only limited in execution by the hardware that they had on their hands at the time. same thing goes for every fighting game ever released that had its own unconventional gimmick, system or mechanic. these had paved the way for the games that you currently go nuts over if i’m not mistaken.

8P

@itsOneO
nice choices you got there. Killer Instinct has been long overdue for a reboot or a new installment. it’s still being played competitively in other countries such as Brazil. look it up on Youtube and you’ll see what i mean. there was a thread about rumors of NetherRealm developing a new sequel for the KI series but it just wouldn’t be right if they did. Eternal Champions was a good attempt for a game exclusively developed for home consoles and the follow-up Eternal Champions: Challenge from the Dark Side was a further improvement. too bad it was released the year after the Saturn and Playstation had come out in Japan. I’m still on the fence with Fighting Vipers because it was so quirky that i passed on it although i have to admit that the armor system was brilliant at the time. and it had Pepsiman which was just… weird. go figure. Weaponlord is a lost classic of sorts, also suffering the same fate as Eternal Champions due to the release of 32-bit units the year before. but still remarkable for a 16-bit game imo

8P

@tataa8P
You are wrong on so many levels. In other situation I’d love to discuss this. But you act like an asshole and I don’t want to bother.

@Araragi-kun

http://img805.imageshack.us/img805/3096/badassb.jpg

i bet you’re a fountain of video game knowledge that’s just overflowing, right? well i certainly hope you don’t bother anybody else ever again.

8P

my question is why so many like the original KI over 2/Gold? is it really because of Cinder and the fact that the SNES version had its own pseudo-tournament mode? i mean, i like ALL of the KIs so it doesnt bother me much one way or the other and i own both games, although i really would prefer working Arcade roms over the console ports cause of the higher res CG models. i say that cause i never could get them to work. so why?

I don’t know about you but I’m getting pretty tired of rehashes. I’d rather see some new IPs.

#1
I’m not going to say I liked it but it did have a lot of appeal to casuals and kind of broke the MK mold. I loved MK and SF but I’m all for new games bringing people into the hobby. The music was definitely sick, and the characters actually did look more badass than comedy. I mean Saberwulf - who’s gonna fuck with that?
So yeah, I’d be all for a new KI and I’d give it another chance.

#2
The characters were cool and I can imagine how good they’d look even if they were made like two years later. I mean this was before Q, Psylocke, Quan Chi, and any kind of ‘magic’ characters were in other fighters. The best of all was Midknight. Really original. Some of the special moves were unlike anything else and should have been developed further. RAX’s flying and drop downs? Really cool.

Holy shit those two next to each other just blew my mind! Think about how KI and EC were both the answer to MK that played kind of in SF style? Wouldn’t they go good together?

#3
Yeah I would like to see more fighters that were willing to break the rules of the ring without screwing up the system.

I’m looking at Weaponlord right now and it looks way too choppy to even be playable.
[media=youtube]RwGA9A7vuos[/media]

IMO KI was lacking that certain magic ‘feel’, although also I had a pretty negative ‘let me try something experience’ with 2, so there might be some prejudice.

~Xes

I loved both KI and KI2. I didn’t like KIGold because of the new polygon backgrounds they put in there; they looked ugly. Wasn’t a fan of the N64 controller for fighting games either.

I did miss Chief Thunder and Cinder in KI2, they were two of my favorites. Cinder especially was the #1 Arcade favorite in the 90s.

KI to KI2 felt like a worthy sequel to me graphically and technically.

man! KI/KI2 on Xbox Live would be the best thing in the world right now LOL.

Killer Instinct was a great balance between SF and MK, but with that spice of ridiculousness that made it a brand new experience.

KI worked back then & i think it can work right now with bringing casuals into the Fighting Game community. KI was one of those games where you didn’t mind watching other ppl play b/c it was so flashy, unpredictable, and the presentation overall was top notch. With the invention of Youtube, sites would be littered with KI3 videos if they actually made a great sequel/reboot. Ppl like watching Ultra Combos just as much as they like watching MK fatalities.

@itsOneO
Cinder was broken as hell when people found out about his easy-to-do infinite. that’s one of the main reasons lots of players kept playing as him. also, his moveset was very accessible than say Jago or Black Orchid so the learning curve made him easy to pick up.

@LordxMugen
KI Gold was really terrible in terms of the graphical quality compounded by the fact that the N64 controller was absolutely garbage and there were no respectable arcade sticks made for the said unit. no CG movies, just scrolling text on a photo of your character, totally awkward control scheme and just overall rubbish port of a decent fighting game and you have the reasons why some fans are disgusted of that version.

Killer Instinct is worthy of a new sequel but it has to be true to its roots while having the aesthetics and gameplay balance expected of modern games. it needs a developer that will treat it with the respect if it will be rebooted.

8P

[media=youtube]CRYzF1uG-sk[/media]

[media=youtube]2NwOWML-3YU[/media]

hey does anyone know which is better out of Galaxy Fight or Outlaws of the lost Dynasty

Weaponlord was amazing, but the animation was extremely choppy. It took me awhile to get used too, I can see how it could turn people off on first impression. That game was so sick though; Arargi-kun’s con list is pretty weak

@hubcapsignstop
glad you could come back here. whatever happened to the Weaponlord thread again? not much to add to the discussion but it’s understandable though since DJames has yet to grace us here on SRK with his presence and give us the skinny on any news about upcoming projects he’s involved in, most especially fighting games.

i have almost given up on a new Weaponlord game but weirder things have happened… speaking of which, how wack is that for somebody to bash a game that’s almost 2 decades old? i mean c’mon, you have to give some props and the due respect to the guy who created Deejay in Super SF II for crying out loud…

8P

Dee Jay is a villain. Look at that grimace, just like the Joker.

I’m not going to be unfairly hard on any game. SF2 looked fine on Genesis and Snes and Samurai Shodown was good on Genesis. I probably would have expected a little more from Weaponlord or at least more detailed attack animations. Graphics and presentation were important then too.

@Alex X Tizoc
are you serious? as far as SF II canon goes, Deejay is actually one of the hero characters. the only official villains for the SF II series are the four boss characters plus Akuma if you include ST in there.

the SF II ports on both the SNES and Genesis had a LOT of animation frames cut since the units had less processing power and rom cartridges were quite expensive at the time and arcade boards were dedicated to only one game at any given period. to note, there was no such thing as an “arcade perfect” port of arcade fighting games then, even well into the 32-bit era of home video game consoles [SFA series, XvSF, MvC1 and The Darkstalkers series to name a few, were heavily murdered when they were ported for PS1 and the Saturn needed a memory cartridge to even play decently]. Only the Neo Geo was capable of that but you had to sell your soul for the home version which was essentially an arcade board that was NOT inside a cabinet.

i believe that it was the Dreamcast that first achieved and surpassed that feat [MVC2 and Soul Calibur respectively] since it was touted as a 128-bit system. Weaponlord DID NOT have any other release since it was exclusively developed for consoles and no arcade version which can be compared to. as i had posted before, considering the units that it was being developed for [and Visual Concepts was a relatively small company compared to Capcom during that era], the product was alright but came out during the introduction of the 32-bit systems into the market and hurting its chances to earn well.

graphically/animation-wise, Weaponlord was arguably on par with Super SF II and that was Capcom’s third SF II game for the 16-bit systems while it was only the first one for Visual Concepts. it’s not 60fps or SF III quality animation but a little better than the Killer Instinct SNES port which was severely nerfed in both the sound and graphics department.

8P

Clay FIghters