the most, not the best. saturn versions with rom card where superior from what ive heard. ive only played vampire hunter on saturn though (borrorwd console and few games from a friend long ago). didnt matter since i was playing my neo back then anyways.
really? the only thing I hear about the saturn is complains about how it couldn’t handle shit, specially 3D games and other 2D games looking worse on the console like SoTN for example
i thought the saturn was better for 2d from a technical standpoint or am i remembering wrong
Wrong about the 2D.
It was a shitty port that konami didnt cared…about the 3D, it was more because of the choice of sega to do 3D with quadriliterals, not triangles, with was more hard to do graphics…
Nope you’re right. PSX sucked for 2D fighters. PSX 2D fighters = unplayable.
1997 brought Tobal 2 into the picture and IMO, it might be the best 3d fighter out right now. The game takes advantage of stuff that tekken\VF failed to even after 13 years. A lot of people bash the psx 3d games because the majority of them are pretty bad. Bloody roar, destrega, bushido blade, these games are just gimmicky.
Tobal is the type of game that was designed to be a fighting game rather than just a gimmick to make some quick cash. The games basic engine elements are just fucking insane even compared to today’s games. In fact, Tekken’s speed on normals is heavily derived from the Tobal series.
Actually, the PSX was regarded well for its 3D fighters so I don’t know what you mean there. Bloody roar is actually a very deep game BTW.
there is an incredible amount of trash on the psx as far as fighting games go. How many good 3d fighters were there? true 3d fighters mind you.
tekken 3, tobal 2.
ehrgeiz is trash and so is the toshinden series. Bushido blade plays incredibly slow\sluggish and is far from balanced.
BR3 isn’t quite a 3d fighting game from what I can tell. I don’t see active side stepping during spacing exchanges. However I do see attacks that leave the character to the side and the ability to use the 3d element on KD, basically tekken OKI. So its like half 2d half 3d? kinda of a weird combination. It hardly takes advantage of the same elements tekken3 obal2 to say the least.
If you have some expert vids of the game, I would love to see them.
Yeah, but that’s not the point Shoultz. PSX was regarded for 3D fighters in its era. Not Saturn, not N64, not Dreamcast (at least until later).
What exactly defines a 3D game? Most people would say simply being in full 3D graphics; some say being able to move in the third dimension. Anyway, there is sidestep in all the BR’s, in 1 and 2 it can only be done in response to an attack however so its essentially a dodge. Similar to dodge in VF. In BR3 you can do it standalone but you won’t really avoid anything, you can use it for positioning however. BR PF improves the sidestep, but too much; it kinda breaks the system in that it is TOO good at times and you basically have to wait for your opponent and use horizontal attacks so often, you can deal with it after awhile but its still pretty dumb. BR4 will not be discussed because it is trash.
Match vids? Besides my account (BR1, BR2,BR3 and PF), there’s also UK player khentimentiu’s channel, a pretty big scene over in Spain and Japanese accounts [media=youtube]eRPyCoTOpxU"]Pockment and [URL=“http://www.youtube.com/watch?v=D--SYpngM3w&feature=related”[/media].
Honestly I thought you would have seen this stuff already as I set up a thread in the other games section.
I owned both consoles back in the day and the Saturn was miles ahead of the Playstation when it came to 2D games. I still own the Saturn. Play “Marvel Superheroes” or “X-Men vs Streetfighter” on the Playstation and then play them on the Saturn. The Saturn versions are almost arcade perfect while the Playstation’s are kind of blah.
Games like Tekken and the Final Fantasy series helped push the Playstation. Not it’s 2D superiority. Sega’s CEO at the time, Bernie Stolar, actually must have been working for Sony as a double agent or something given how just about everything he did helped to kill the Saturn(and later the Dreamcast and Sega).
Reversals aren’t bad themselves as:
- Reversals that can be canceled to be safe or safe in general
- Reversals that can be canceled into huge damage
- Reversals that auto correct
Yeah that sounds kinda bad. I’m happy there is no game in existence that would ever give reversals those abilities. Especially all three in the same game.
Thank god.
Adding lots of systems doesn’t ruin games, unless the systems are not well thought out and tested extensively with each character before release. “gimmicks” can add a lot to gameplay. Frankly what exactly makes something a gimmick to begin with, is it a feature that enhances gameplay, or a feature someone decides is not needed? Some would argue parrying is a gimmick, or rolling/sidestepping, others argue it can be an important aspect of gameplay, ans is simply an evolution in fighters. My mind goes towards the latter. I’d like to have as many options as possible when using a character, not have stuff stripped down to barebones for the sake of nostalgia. I mean, hell, DMC1 was a great game, but would you really want to go back to that style of gameplay and lose all the options Dante got in later games? Of course not, so why should people want fighters to lose options and go “back to their roots”? I want parrying done right, evades, okizeme, ground game, all dat shyt.
The line between a gimmick and a failed experiment is a thin one. I’d be inclined to say plane-hopping in Fatal Fury is a gimmick, but it was there in the original game to help accomodate 2-player mode. I tend to condemn super moves and juggling as gimmicks because they’re foreign to the series, significantly altering the game, as established and their implementation is pretty half-assed. I’m all for them in the Alpha series, though, because they were better done and they were going in a new direction with a new series.
Reversals don’t auto correct in SF4 you all know that right?
how could someone know something thats not true
Yeah only one that doesn’t auto-correct is Guile’s flash kick.
There’s no auto correcting going on. They have crossed you over when you hit the attack button so your character’s turned around when the move comes out. It’s not correcting the move for you.
Isn’t this exactly what auto-correcting means? You do the motion for one side but it suddenly becomes the correct motion for the opposite side on crossup?
This occurs in some other Capcom games but the leniency is usually extremely narrow and I’m not sure if it happens for reversals (maybe only regular moves being crossed up) considering crossing over to disrupt someone else’s motions on wakeup is a valid maneuver in several Capcom titles (Example: Disrupting wake up LI-style supers on VS)