SAB-CA:
> XII will hopefully prove there is room for both.
That will depend entirely on how well XII does. Frankly, as good as it looks, I think XII is a project that is about 5-10 years too late.
> They’ve followed or started all the trends, XII is a start of something new, which I would HOPE becomes a trend! (“HD” Sprite art 2D gaming!)
I wasn’t aware there was much of a trend. I see companies doing their own thing. Fighters haven’t really done much with trends since the 90s. It takes major games to start trends. And I definitely don’t see XII starting any kind of trend of HD sprite art gaming. Not save perhaps it sells Smash Bros. numbers on console.
> Yeah, it’s all messy now.
That about sums up KoFXII’s systems, yes. Maybe they’ll iron things out by the release, but then again, maybe not.
> And how can one not see the use of a draining meter, in a game with such massive space between characters, and so many defensive techniques? I would say it’s to promote more intensive, “brawler” style tactics, and less turtling. Playing against turtles on HDR isn’t all ther fun, lol. Even BEING a turtle is less fun, than actively having reasons to get in close and fight.
A couple things:
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If the designers think there’s going to be a turtle problem, why not keep the system the same as before? Last I checked, KoF wasn’t turtle-friendly at all. Sure, Iori could backdash an entie screen at will, but that was a rarity. Hell, I could just as say that the draining meter could actually encourage more turtling: If you know your opponent’s meter will run out, if yuo have the advantage, what’s to stop you from just running away until his meter draings and is no longer as big a threat?
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HDR’s - You’re talking about SF HD Remix, right? If not, please ignore this. If so, the screen is exactly the same as before. Th 16:9 ratio just has the screen zoomed in a bit. It’s no different fighting turtles in HDR than in regular ST.
> I know that’s exactly what it does for me in Samurai Shodown II. I very much more want to LAND supers in SamShoII (and hence, I close range, and seek opurtunity even more than usual), than in HDR, where I pretty much just use them as combo extenders, an as punishers.
A couple things:
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Supers in HDR (again assuming this is Street Fighter HD Remix you’re talking about) aren’t really meant to be used in combos. In fact, you must be some kind of prodigy if you can combo supers regularly in ST/HDR (thuogh I suppose Guile’s new motion might make his own practical; I haven’t played SFHDR as yet so I’m not sure). So they’re meant to be used more as punishers there.
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Regardless of the system, how often you get to land your super will always depend on a couple of factors, such as the character you’er playing and your skill level relative to your opponent’s. If supers can still be comboed in XII, then that’s still going to be the primary manner that supers connect, just like always. In SS2, I used to catch fools in Galford’s Spinning Doggy Driver all the time, but you’d have to be an idiot to ever get hit by, say, Kyoshiro’s or Earthquakes. And Haohmaru’s and Jubei’s were almost always used for chip damage, nothing more.
> Anywho, one super per ROUND (not entire fight) still didn’t sound bad at all to me, that about all the chance you have to land one in Street Fighter Turbo or such.
But those supers did upwards of 50-60% damage and had huge invincibility windows on start up. What do the supers in XII have right now?
Anyway, nothing is wrong with change per se, but as noted, some of us have sufficient experience with older systems that we can see traits that seem questionable (or in the case of meter-less CCs, set off big alarm bells).