Thinking about the evolution of fighting games

This is a huge misconception.

The weird camera angles negates the spacing element since you can’t really be accurate about where you are and how much distance you have from the opponent. They made the game playable by just giving the characters long reach attacks that will always be in range anyway. They also seem to be homing which also nullifies the whole “3D” aspect of it, again to make the game playable on the most basic level.
So overall it’s a Devolution in the scale of the standard FGs. It’s like comparing some 3D shooting game to the best bullet hells. Only in a 2D view you get a clear view on what is actually happening, and you can develop amazing, tight gameplay which could never be done in the uncomfortable 3D view.
This is why Virtua-On style games have to take a totally different direction and will never be able to replace the standard fighting games.

Team Clockwork? Blackheart? These names sound familiar to you?

Just like they’ve been doing since… COTA? :xeye:

What the fuck kind of troll are you?

I… What?..

Read: “I suck at Marvel 2, and every Vs game, but I’ll pretend I know what the fuck I’m talking about”

Seriously dude, what the fuck is wrong with you? Flashy attacks and even flashier combos have ALWAYS been a hallmark of the Marvel series. The only one whos truly in denial is you.

Ey, Strider orbs don’t even do that much chip. The point of the super is to lockdown and mixup. Doom rocks do more chip

Nodame reference?

johnnydo is deviating from the point: The difference between super meter earned on hit vs comeback mechanics

Super meter was gained from being hit, yes you can chip with it but the chip damage wasn’t so high it put you back in the match.

The way it’s earned. You don’t build Ultra meter from being offensive, you don’t gained from being defensive, you gain it for being hit. It’s like K groove but worse.

Why the hell are people discussing obvious things? Of course chip was important in MvC2 and of course damage is higher in MvC3. WTF. High damage is not a problem, never was in older games. The only real argument in Marvel games is greatly reducing the importance of resets.

It affects the game a lot. You clearly haven’t played a decent Balrog or Ryu in ST.

I’ve come across your type all too much and for the sake of time I’m just going to tell you to drop it. I can see this argument going around in circles.

Better yet, just make a joke about my registration year, like a* good smug nerd :coffee:*

Moving on…

this is one great quote one great article. This is what arcades games are all about, SKILL.

I remember reading this years ago, and reading it back again it felt just like the first time.

thanks for posting

Can we not ever quote icycalm on this forum again? The man disguises malcontent drivel under the guise of ten cent words.

Attack the claims, not the person who voiced them.

The problem with his writing is that it’s laden with misogyny, homophobia, and needless abrasion. Any actual insight or observation he can make about games (of which there are actually few) is tainted by being a bigot.

I can’t speak for that CV game cuz that had some awkward cameras, but DMC/Bayo have good cameras and frankly the attacks aren’t all long range and homing. Gameplay is amazing and tight and would rock for a fighting game. Just maybe make the camera fixed behind you, tweak some things a bit, and you’d have a sick fighter on your hands. I could argue a game like Tekken nullifies the 3d aspect when the game is basically a 2d fighter that lets your sidestep. That and the stages don’t factor into fights outside of “launcher juggle juggle juggle juggle wall carry juggle 70% combo!”

No offense but if you have trouble with accuracy and distances in a game like this, you’re a cyclops:

Risk versus reward as Hecatom defines it – aka, jumping when you mess up a screw piledriver – only matters at very low end play. Remember that tournament level play only represents a very small portion of the playerbase. Capcom wants to sell as many copies as possible. Frustrating new players cuts into their gains. This is their concern when they make moves easier to do. And it really shouldn’t be a concern at all to good players. Not being able to do your move being the factor that decides whether you win or lose a match is not a factor in even mediocre matches. If you are only winning because your opponent can’t do his moves, then you’re not good at the game. The screw piledriver is not balanced because of the awkward motion, but because Zangief has a hard time getting into a position where he can use it, assuming ST. And nobody (sane) is asking for no-charge sonic booms. I think Third Strike is a good balance of input difficulty, while Street Fighter IV takes it a bit too far.

Whatever you have against icycalm (and I admit some of the stuff he writes can get pretty whack), he makes some good, solid points in that article.

D/B, d/f, d/b, d, d/f, f, u/f …what??? you don’t need to tiger knee the end, haha.

the minimal input is
(1)319 = D/B, d/f, d/b, u/f
practically, this means that you’ll be “traveling” through some extra directions so your actual motion will be
(1)232159 = D/B, d, d/f, d, d/b, n, u/f
i’ve heard people call this the square motion or the box motion

in some games you can “shortcut” the input
(1)37 = D/B, d/f, u/b
with the “extra” inputs your motion would be
(1)2357 = D/B, d, d/f, n, u/b
this isn’t exclusive to new, shortcut-heavy games
actually i’m not even sure if it works in newer games
you can do this in all of the SF2’s as far as i am aware
i believe this is because the move’s true input is
(4)628 = B, f, d, u
but the game will happily register more than one direction at once
people call this the diamond motion but it is incredibly awkward and pointless

The only time those supers had a TK motion was in HDR.

I find it easier doing the tk motion after the charge.

oh yeahhh, i forgot about that!

on purpose.

everything i forget is on purpose.

You just proved you didn’t understand my comment at all.
Also notice how Tekken etc. avoid using a 3D camera angle. You fight in a 2D view ~98% of the time. Even during side movement the camera adjusts itself.

And? How does Tekken avoiding a 3d camera angle mean all fighters in 3d have to do things that way? Ever heard of Virtua On or those Gundam games? Those Gundam games in Japan are actually outranking Tekken now on the Arcadia list. Can’t be that bad really. Also you misunderstand, no one said anything about replacing anything. “Evolution” of fighters doesn’t mean replacing things completely and rearranging how games work. There’s room for diff kinds of fighters, for instance Tekken style, and the VO style. Evolution simply means companies not being afraid to take a chance and try new things, it isn’t about replacing anything or changing older styled games(ie. this isn’t about taking Tekken, changing the camera, and making it VO with Tekken chars).