SF5 Lounge: Idom Wins. Only Poison is Woman enough for Capcom Cup

I read the article and I still don’t really get why it’s different. It’s two pages and like one paragraph actually talks about how halo is different and deliberately built for console.

Basically it’s just the shields I guess?

Still 2D. Only DBFZ has special intro animations.

(Xrd has special quotes, not animations.)

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2D.

The reason custom intros are gone is because of how the camera works for 3D intros.

My theory at least.

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The weapon, map, and movement design of halo make it honestly kind of dull for a PC arena type shooter.

Those values are all tuned for thumbsticks.

So halo is bad when players are precise?

I’m not trying to be difficult but I genuinely don’t understand.

Might have Ninja’d you, but again. DBFZ breh.

Even considering that, wouldn’t 3D be less resource intensive. Sprite work is time consuming. Honest question, not a developer.

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Yeah, and barely at that.

That’s more the exception that proves the rule.

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It’s about how movement and precision aiming is toned down because those things are next to impossible to get as good at on thumbstick as on a mouse and keyboard.

It also permeates map design and another things, but that’s the most important part, at least for me.

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That what I would think too, but maybe with all the other components it’s actually harder.

I’m honestly not sure, that’s just my guess.

Damn…I own that game. The intros and Dramatic Finishes are awesome.

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Special intros in 3D fighting games didn’t die, they just migrated to the cinematic story modes.

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Let me try an analogy.

Compare a console RTS like Halo Wars to a PC RTS. Because you do not have a Mouse the whole way you interact with the genre has to be rethought. So you wind up with hub based bases, larger units, more universal tools hotkeyed to buttons. The in turn effects how the units, maps, etc… are layed out.

Halo in PC is the same thing to a lesser degree. Halo “works” on PC in the most technical sense, but it isn’t really designed for it, and parts of its design don’t work well (eg movement speed, and map design).

Another analogy, look at the hitbox discussions recently. If you design a game assuming hitbox and/or controller exist you wind up doing things differently. If you plug a hitbox into say, MvC3, the game completely breaks as it wasn’t meant for it.

In short, RTS and FPS are genres where controller and KB&M are different enough that you have to build the whole game differently.

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Sadly. I miss the intros from 2D games like GG and BB. Even minor stuff like Ryu and Ken fistbumping before the match.

Btw, Wiimote + Nunchuck are the best controllers for FPS and this is fact.

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Kinda?

You get some precision aim but turning the screen gets all kinds of janky.

A lot of people like the splatoon method where you use gyro for the y axis only, but I’ve never personally clicked with that.

Roughly the same as KB+M aiming-wise, if not better, but with the precise movement of a pad.

Turning the screen ain’t janky at all as long as you configure the sensitivity right. Same as KB+M tbh.

https://twitter.com/StreetFighter/status/1201954255860641793

Yay… another chargeable v-skill. :unamused:

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I’ve never been a fan of aiming in general. I like to just shoot in someone’s general direction and be able to get them.

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The FPS equivalent to Unga. :rofl:

It’s not though.

On PC and console your sight is locked to the center of the screen.

On wiimote it isn’t, and you have different bounds to determine if the screen shifts. As a result, you gain precise control of your aim but give up control of your view.

It’s not a straight improvement.