Can we all agree that NRS really knows how to make zoning look real, real bad?
Even I felt disgusted watching some DSP or LTG “highlights” playing MK9, MKX or Injustice 1… I mean, you have characters literally shooting guns at fullscreen and causing considerable chipdamage
And I just saw some Injustice 2 gameplay and shit looks real bad… I’m sure there are ways to fight that kinda stuff, but from an outsider perspective that just looks bad and makes me want to stay as far away from that game as I can, so I can’t fault a casual player for hating Deadshot firing away from fullscreen
BTW: This is not a complain of zoning as a valid fighting style or the competitiveness aspect of NRS games (I really don’t care how competitive those games are), it’s just an aesthetic observation and my personal opinion on the matter. That kind of game (or gameplay, I should say) just don’t appeal to me and a lot of potential players, scrubs or not, don’t like it either
I don’t think those games would lose much by replacing those quick gun shots by more traditional, Street Fighter style, slow-moving fireballs or something like Wesker’s gunshots (if you want a more MVC-style of gameplay, wich doesn’t seem to be the case with Injustice)
NRS zoning looks bad because it really only works at full screen, but works really well at that range. Since you can’t link, you can’t have traditional mid range footsies where you’re fishing for crouching mediums to fireball and stuff like that.
I don’t know if NRS makes zoning look bad.
Zoning in Capcom games was never fun to do or watch, while in my years in P4A and KoF98 is fell kinda in love with it.
Rugal and Athena are two of my most played characters in KoF and I love Whip, whos basicly Dhalsim on steroids.
Hitting a fireball into a full juggle in P4A was always such a great feeling.
In SF it’s either anti-air or the opponent jumps into the fireball and gets knocked down, it kinda lacks the exitemeant and fun to do. But thats just me.
I don’t know much about NRS games, so this is an honest question:
Since those full screen gun shots don’t seem to have a big role in competitive play, how necessary are they to those games? Why every single NRS game of late (at least ever since MK9, I think) seems to have them?
To me (an outsider) it just looks bad and annoying to watch
Starts at 1:10:
Floe always delivers:
(and players just have to wait for the inevitable flood of constant patches and fixes, NRS at its “finest” once again)
Full screen stuff tends to die off after the first couple of patches. And most competitive players figure out how to get in and stay in quickly (unless it’s against SonicFox).
As for why gunshots (and other fast, full screen options)? I figure it’s because the game’s lack projectile clashes so zoning vs zoning isn’t as interesting. What gunshots give is a way to hit the opponent and stop their own projectile from coming out.
Kind of agree that games shouldn’t be designed around arcade sticks anymore, though.
Otherwise, having to work to get enjoyment out of a game is something that is exclusively attached to fighting games nowadays and it should stay that way.
There’s even fighting games that offer you content to do that is not competitive and doesn’t require month and month of grinding, just don’t expect to do well when you jump online.