Looks slightly better now.
@Shockdingo
On general will have been cool if they used more the stages to give characters that will not make It in SFV
Deejay could have fit well a night/party version of Karin’s beach stage, maybe sold inside these “Summer pack”
Yun and Yang inside the chinese restaurant of the left break in the chinese stage, maybe with theyr sf4 job alt
And so on
Not sure why there has to be a big arc cinematic story in the first place. I prefer the style of the older games. You play as a character in arcade mode and getting an ending whoop whoop.
Even if there is a cinematic ending not every single character needs to be involved neither does everyone have to be best friends like some sort of shonen anime lol
Because mortal kombat did it. Casuals love having a mode that lets them feel like they “played” the game and “beat it”.
A lot of the extra padding added to FGs is mostly psychological stuff so people feel they bought a good product. FGs need a million modes because the vast majority if the fighting game audience doesnt understand the main playmode in them is VS and that characters + system are the main meat of the games.
So you add a bunch of shovelware bullshit so people are happy.
Me I’m fine with Individual Story mode with random matches in-between then with a dialogue box conversions like the good old days in alpha. I mean that’s basically classic arcade mode but CVS2 is best arcade mode experienced.
Stages with dramatic environment KO’s in SFV, breakable objects on stage, interactive background NPC and return of bonus stages. I’m cool with that already. Something that is basic, classic and simple.
Adding unique finisher for each rival character would be interesting like DBFZ did, would be okay too.
Tekken slow mo final hit is good too.
I’m not into breakable stage wall because it change the length of the stage.
I don’t even mind if the narrative of story is present event or something that is a recollection of past events of previous encounter of a character like some in individual story mode,
No need for more fancy stuff.
But if story is really a prerequisite going back and retelling the events in alpha combined with SF2 and SF1 in a single game with a combination of important characters in that time along with new one from modern games would be and interesting. So that it will filter the previous discarded events that weren’t something that compromised with SFV and SF4.
I also don’t mind a game with a narrative that is set within the timeline of SF3 not after which highlight the agenda and plots of non-returning characters in SF3 along with new characters in from modern FGs like SF5 and SF4, rather than moving quickly beyond SF3. because this would explain their absence in the said game and where they were during that time, so they can slip smoothly for future games set beyond SF3.
Exact opposite here.
Disjointed story vignettes where you can’t even tell which endings actually happened or not is the absolute WORST.
I loved SF5’s cinematic story.
And they’ll do it happily. Because the alternative is only competitive players buy the game, which is not enough people to justify development of the game in the first place.
Don’t look down on the casuals, because your precious fucking competitive game wouldn’t exist without them.
Suck a nut, nerd. Casual players barely use the modes they ask for. Not only that I’ve mentioned multiple times how companies should pad their games with nonsense just to make casuals happy and get that cash.
Either way, I’m on SRK. FOH with your gamefaqs defending hot takes.
Goddamn cosplayers
Someone at Capcom likes Yattaman a bit too much, maybe. I admit Doronjo’s style almost suits Poison, but it’d be too much of a departure from her SFIV and SFIII classic costume.
Incidentally, Lucia’s rejected costumes all confirm that she ignites flames scraping her shoes against the ground, so that idea was always there from the very start:
1 - I’m Lucia the policewoman!
2 - See?
3 - There should be an “e” instead of a “y”, miss…
4 - She’s dumb…
5 - She can’t control well her power, so she releases sparks at every step.
1 - Sheriff’s star
1 - Lucia
2 - She accidentally burned her sleeves.
3 - Her belt is so loose that resembles more a tail.
4 - Police badge.
5 - The spur has the shape of a sheriff’s star.
6 - Cloth
7 - A material that easily ignites
8 - Fireproof cloth to avoid burns
1 - She produces sparks with these
1 - She produces sparks with these
1 - The sole is made of a material that easily produces sparks
Jokes on you! I can’t be a cosplayer if I never leave the house!
Check. Mate.
You can always cosplay from the comfort of your own home and hoe on instagram.
I step away and people start shit-talking Dee Jay?
Dee Jay is awesome. Great design. Simple, straight-forward and effective with good colors and silhouette. ZERO problems with his character.
He’s better than all of the newcomers other than G and FANG
I’m fine with cinematic story modes as long as:
- they’re coherent in the narrative
- they hit the right middle ground between being too short or too long
- they give the cast enough screentime and said screentime is actually meaningful
- they don’t take away too much development time when that time could’ve been dedicated to polish or creating additional costumes/stages/characters
Like there’s Mortal Kombat and Injustice, but you mostly play as the heroes, and every villain is a glorified punching bag which just makes them look like jokes instead of legitimate threats that they’re supposed to be (especially Shao, Shang, Quan)
There’s Guilty Gear Xrd, but they literally made two 5-hour anime movies, with the only interaction from the player required is saving the progress, so it can get a bit boring
There’s Street Fighter V, but half the scenes need to be either cut or extended, while several characters are almost unnecessary (honorable mention to Bison literally sitting inside the Shadaloo Base for like 3 hour)
There’s Tekken 7, but the QTEs felt out of place, it was too short, the narrator’s voice was fucking atrocious, and the character sidestories were lazily done. Some of the scenes were fucking cool though with the seamles transitions from a cutscene into gameplay and back into cutscene
There’s (sorta) KOFXIV, but given the amount of characters there’s basically only one true path and the rest are just fanservice or random crap. The interactions before the fights were cute, however, but IMO XIII did it better with a sort of branching story depending on the team you choose as you go through the story, so there’s built-in replayability and you uncover more and more little by little
So we have several different developers with similar yet different approaches to how they’re doing their story modes, yet no one gets it right despite having living examples, and I haven’t even mentioned the likes of Soulcalibur V (with the whole brother-sister centered story), Guilty Gear XX (with like 600 different endings, go figure which one is canon or not), and Dead or Alive (where things make no damn sense and just randomly put hot chicks in sweaty catfights against each other)
So I’ve been revising my Capcom Vs SNK 2 project. Realized I still had a few characters and teams I had yet to finish. It was easy to overlook since there were so many characters and combinations. Almost forgot Blanka lol.
Looking over the entire project:
-There are over 2k character win quotes as a whole.
-There are nearly 2k team win quotes as a whole.
So everything combined came close to 4k quotes.
Holy shit. That is a lot. I’m so glad I was able to finally obtain all of 'em. Took forever.
SF5 is my favorite story mode in fighting games so far.
Flawed but criminally underrated. I rewatched it recently. It’s literally a clever mod/edit away from perfection. The script and premise has tons of potential.
Guilty Gear is my favorite story mode. It’s a five hour movie but I appreciate the fact that format allows them to tell their story how they want to tell it without having to force fights into it. My biggest pet peeve with fighting game story modes is when there’s no logical reason for any two characters to fight.
I’d really like to see more devs work on ways to tell their story in a way that works with the game mechanics. BlazBlue sort of did this with character stories branching into “alternative timelines”, some of which were based on actual gameplay aspects like using too many supers/instant kills.
As long as we keep trying the “blockbuster movie with playable fights against a piss easy AI” route, there really won’t be much room for stories that couldn’t be better told through a cinematic movie.
I like that BlazBlue took a branching approach to the story in terms of fulfilling/meeting requirements (usually winning or losing a fight) leading you to different scenes, situations and endings. They basically learned their lesson from GGXX (which to this day still has no documentation available whatsoever as to which fights you need to lose, win, end with a special or a super or an instan kill etc), especially since the story mode menu actually allows you to view the full tree and jump in from any chapter.
I don’t entirely like the visual novel style they went for but I suppose that’s the best they could do given the amount of dialogue present. Just a bit awkward how the story implies certain actions like smacking somebody’s head in comedic scenes and all you get is a sound effect, a sprite shake and subtitles going “ugh!”