/wownerd:
I beat a level 79 Frost Mage that tried to gank me and got in 2 frostbolts before i had time to react with my 71 ShadowPriest in full PVE spec and Gear.
It was awesome.
/endwownerd.
/wownerd:
I beat a level 79 Frost Mage that tried to gank me and got in 2 frostbolts before i had time to react with my 71 ShadowPriest in full PVE spec and Gear.
It was awesome.
/endwownerd.
Well actually due to licensing issues, sega saturn? got to make their own zelda games, and they were 100x worse than zelda 2. If you count them of course. :wgrin:
EDIT: damn how did I forget wandering ghosts? Like its rhythm.
The Philips CD-i is the system you’re thinking of, Coth. And yeah, no one really counts those steaming piles as real Zelda games.
No old-school music can top that of Mega Man II. Some might come very close, but the tracks are all so good in that game it should be required listening for proper nerd music appreciation.
Hahaha, I saw that a while back and recently showed it to some new folks recently (actual flash version is better than youtube though for the character select stuff). Hilarious stuff if you like slightly surreal humour at times. (And some sick stuff too).
agrees with blitzfu about SOTN totally I’d turned into an ardent Sony hater by that point, but I was glad I had a PS1 just for that game- best game on PS1 for me. And I had the Saturn version too, but for me, it wasn’t quite as good.
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This is better than whatever song you like.
Mega Man 2’s Soundtrack is by every definition amazing. The Minibosses mash up of Mega Man 2 is just too good guys…
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And Shari: Where do you find all this stuff? You sir, are just awesome… Remind me if I ever go to Europe again to make a serious detour your way…
I spend more time than anyone should on youtube.
If you like that you will love this:
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Just further proof of how awesome and flexible MM2’s OST was. From Minibosses to that amazing Piano Arrangement… I mean you couldn’t get further apart, but that’s still amazing… now I have to find sometime to watch this SF Flash Thingy they’re talking about.
This is everything I hate about SFIV
[media=youtube]O55YqMUHINQ[/media]
The whole concept of ultras is bullshit (reward for failure), and the fact that you get it so early, and it can be juggled into just makes things worse. If I were Valle, I would have felt like ragequitting a few times. All that would be going through my mind would be that, “He only had that ultra because I was beating him up”.
Actually, I didn’t look that video up for the purpose of making a point, I just wanted to see how the best know player for RTSD plays in SFIV. I’ve got to say, if people played like this online, I’d give it a go. Not that turtling is bad, I just see it as a failure of the games design/engine that turtling can be applied to any character universally and be clearly more beneficial than going on the offense. At least with people who play like this, it takes your mind off how wonky the design is, and you can enjoy it as a half decent game with a great roster of characters.
I was actually thinking about why it’s so turtle heavy earlier, and I think I know why. There are many reasons (such as offensive moves that used to give you frame advantage on block, now give you disadvantage), but here’s what I see as the main problem.
The balance between offense and defense is related to damage outputs (reward) and how easy it is to be counter attacked (risk). In ST/HDR, the damage is high, and reversals require good timing, therefore it is worthwhile trying to attack someone on wakeup (mind games aside). The larger reversal window of SFIV makes offense/pressure more risky than it was previously. If something carries a higher risk, you would expect a higher reward wouldn’t you? Think jab SRK compared to fierce SRK. One has more risk, but more reward. The other is less risky and less rewarding.
But no. SFIV made attacking more risky with the increased reversal windows, but didn’t increase the reward inline with that. In fact it decreased the damage by half or more. Not only is it more risky to attack, but there is much less reward for your risk too. It’s like rebalancing ST and giving the stong punch the frame data of the fierce and the damage of the jab. Why on earth would you use the new stong punch when it is so risky and has so little reward?
This is basically how I see the wakeup game in SFIV. Not only that, but there is the additional gamble of quick stand, and the fact that reversal moves can often juggle into ultras. Add to that the slow walk speed and shallow jump arc, and you can see that the wakeup/pressure game in SFIV was badly gimped to the point of it being too risky for what little reward there is. As a result, people know this and just turtle instead.
Add all that to what I mentioned in the SF4 thread above, the fact that most special moves are unsafe on block. In ST if someone turtles hardcore you can usually at least use some special moves or block strings ending in special moves to cause chip damage and make them have to eventually respond. In 4 everything is so unsafe that most characters have no way to force someone into not crouch blocking all day without leaving themselves wide open. Walk up throws are almost immpossible with the slower speed and throw techs as well.
My solution was to make more moves safe on block. Every charcater should have something they could pressure with to keep the other player from turtling all round.
Plus the stages are WAY to big. I think they were more worried about stages looking cool than playing well.
I really think that a lot of the choices they made were to satisfy casual gamers/scrubs. A common scrub complaint was that getting cornered was cheap, so they made the stage so big that getting cornered happens less.
And the one “hardcore” concession they made was adding a bunch of 1-frame links. To me high level gameplay isn’t showing off with 1-frame link combos, it’s playing a great zoning and spacing game. I want more tools to do that, not 1-frame link combos.
Like i’ve said in another thread, it’s not a bad game, it just has a lot of wasted potential because they came at things from a weird direction. Plus this is a main game in the SF serious, not a spin off like the Alpha games, Vrs. games, Capcom fighting Jam, etc. It SHOULD be held to a higher standard, being the next in the main series.
I think you just hit the nail on the head.
SSF4 is just as worthless as the original SF4. I can’t believe they took a game with so many glaring flaws, did an update, and fixed absolutely none of them.
My SSF4 disk has now joined my SF4 disk where it belongs. The garbage can.
I think IV/SSIV can be enjoyed when not compared to HDR/ST. It definitely has some flaws but also has a lively community, an expansive roster, and the promise of future upgrades. I’ve recently started really playing it and its definitely solid. You can see that it is still Street Fighter as many of the core mechanics have been retained. And I’ll still take it over DOA, Tekken, and Soul Calibur - not to say that those games suck, I enjoy them all immensely.
Curious as to what you consider SF4’s “glaring flaws”. I’m not being sarcastic, just curious since you are a high level ST/HDR player.
-Hitstun being way shorter than blockstun
-No active frames on normals… making everything feel very inconsistent. Move A will beat move B, but then with a couple frames difference move B will beat move A. IE, Guile low fierce has 16 active frames in ST and 4(!!) in SF4.
-inability to cancel to a special from a chain… having to turn the last normal into a link to do it… its just awkward for no reason. (ST has this kind of issue too, but its less of a problem since there are plenty of other ways of dealing damage then doing a bunch of jabs into a special move)
-So godamn many invincible safish wakeup moves. Trying to successfully attack a great player in ST is challenging enough. Then you add easy reversals, really safe invincible EX moves, invincible backdash, focus attacks, lack of blockstun, FADC ultras, difficult links in order to attack, slow throws with no range which do no damage, option select throw teching… its a fucking mess.
-2km long stages, plus moves which easily escape the corner. Like if you look at Ryu’s air hurricane kick corner escape in SF4, its so obviously an unintended fuckup. How could they not fix that shit? He practically goes into orbit.
-blandness and uniformity of characters. Why does everyone need an EX move which goes through fireballs from full screen? Its not an issue of balance… its just boring. So many characters whose offense is based off crossup… jab jab jab.
-looong timer.
-35 godamn characters, and sooo many gimmicky moves which are hard to counter, but will eventually not work at high levels. Its just going to be a full time job to reach those high levels.
-Huge separation of characters when standing at full screen.
Basically I’m pissed off because SF4 was a reasonable starting point. A lot of this stuff is easy to fix, and is so obviously stupid. But they fixed none of it, and instead focused their programming time on giving Guile sunglasses. Like wtf…
Nice list. I pretty much agree. Especially about the long stages and being too easy to run away.
Your right Brian mine may go in the trash myself. I might take a few days off and give it just one more chance. SF2 had an art and a beauty to its gameplay which SF4 does not have.
Also to possum about one frame links they are not hard for me once you know how to do plinking. It is kind of like hitting a reversal in HDR with two buttons.
I know how to plink (how did they come up with that name? LOL), the point was that the one-frame links is what every SF4 honk points too to counter the argument that SF4 was “dumbed down” for the casual masses. You talk about the easy reversals and lenient special moves and screwed up throw system and they counter with “well, scrubs and casuals can’t do one-frame links! This game is hardcore!!!” LOL. High-level play in a good FG should be separated from mid/low level play by zoning, spacing, good set-ups, timing, etc. Not whether you can do long link combos (which are usually pointless because of damage scaling anyway). It’s like they made a casual game then said, “well, we will throw some hard to do combos in there at the end for the actual real SF players and fans, the ones who have actually kept our franchise that we kept trying to run into the ground going all these years”.