Video Game General 3.0 - You know what should come back? Pre-rendered backgrounds!

The game designer that worked on Vanquish did leave Platinum and got into farming. He also did the design for Mad World and God Hand.

Yo Rufus :dizzy:

Fake gameplay trailer for Mirrors Edge 2. Not quite sure why they would release this unless they are hoping to make people more disappointed when the game is actually shown. Only thing you can really gleem from the trailer is that Mirrors Edge 2 will have guns. They learned nothing…

Rufus needs to stay far away from SFV. Alex needs to stomp his fat ass nothing. And then take his bitch.

Pretty sure that’s Bison, he fights with his cape intact this time, no?

Man I should’ve went to sleep hours ago but the thought of Vanquish 2 put my brain in Christmas Eve mode. FUCK

It’s Bison, you can see the outlines for his hat.

Yea pretty sure that is Bison. Look at the silhouette around his skull, he’s clearly wearing a certain hat.

So everyone has the same number of bars for their super meter now, huh? I’m not the biggest fan of three-sectional super bars. I’d prefer four-sectional or stocks.

I liked the thread that way. The less hype there is, the better.

But what do I know, right?

Three sectioned super bars is more like SF x TK. This is a good thing.

V-trigger is only acquired by getting hit. This is a bad thing.

Nah. What do SFxTK, MK9, and MKX have in common? They all have three-sectional super meters and they’re all bad.

More seriously, three-sectional meters tend to provide you with less options on how that meter can be used. For example, you can’t use two two-bar options in the same combo or in quick succession, because you’re getting rid of 66% of your meter with the first one, rather than 50%.

Depends on the game and how they’re balancing the meter management. 3-sectioned meter works in SF x TK due to how EX moves/Tag Cancels/Cross Cancels (Alpha Counters) work. Each of them are very strong options, and having 3 sections I think encourages smarter meter management since you have more limited resources to work with. It better strikes that balance between having enough meter to have a wealth of options available for you, but not having too much of it. Likewise, the 2 bar/3 bar options in SF x TK are your Super Art (2 bars) and Cross Art/Cross Assault (3 bars). Super Arts remain useful this way as they’re more used as combo enders or punishers, and are powerful enough where having two in succession might be a bit much, but at 2 bars you’ll still have resources left over if you use it. Cross Assault is an extremely powerful option that uses up all your resources but it’s worth the meter cost in many situations.

Now let’s compare to if SF x TK had 4-sectioned meter. If kept at their current strength, I believe that would be a bit much. Having 4 tag cancels, 4 Cross Cancels, 4 EX moves, or 2 Super Arts available at one time I think would be excessive. “So make tag cancels or certain ex moves 2 bars then.” Okay. That helps balance their strength. But now you’re limiting the use of certain EX moves or Tag Cancels even more than if you had 3-sectioned meter; 2 tag cancels at a time rather than 3.

SF4 with 4 sectioned meter makes more sense due to how EX moves and EX FADC (and now Red Focus/EX Red Focus) is balanced in that game.

SF5 I’m hoping 3-sectioned meter will lead to stronger meter options while also helping to promote smarter management of said options, like how it is in SF x TK.

LMAO

Nintendo’s leaked E3 document generator

http://tane.us/nintendo/

This is my list

http://i.imgur.com/f9ncBis.png

Motion Charlie, 3S Chun on Crack, Bison playing like he’s in Marvel with V-Trigger active, Ryu with Denjin plus parry…

Say what you will about Capcom’s…execution when it comes to making games but they’re still top tier in inducing the exact emotions and reactions that they desire from people. Now if only they would shoot some of that PR and marketing to their OTHER games…

Problem is SFV’s walkspeeds still look god-awful. Bison was moving like SFIV Makoto/SF x TK Heihachi but without an amazing forward dash.

I’m not liking this tbh.

Yeah if they stay like this, game may be trash on that alone.

On the same note though…it’s hard to gauge considering 2 of the 4 are usually slow to begin with and Bison’s new slowness is offset by his ridiculous V-Trigger (he plays completely differently now, not meant to be the ole’ Footsies character).

I want to see more of Chun’s walkspeed though and see other characters who should be relatively quick. If they look slow too, that might mess with the game too much for anyone to care.

I figured Bison’s new slowness was because of the revamp to his character, but it still seemed TOO much. Likewise I don’t think Ryu has ever been that slow, in terms of walkspeed.

Chun’s walkspeed is faster but still doesn’t seem that impressive, but we’ll see. They’ve still got a while to tweak these things.

its because this bison has demitri’s dash teleport.

Also anyone else notice that the stun gauge is visible now?

Spoiler

http://i.imgur.com/QvGQInm.jpg

Giving Bison too fast a Walkspeed with that V-Trigger could cause problems on its own. I’m fine with him being relatively slow for now. I wonder how he’ll maintain pressure though.

And speed is something that can be easily tweaked so I’m not that worried. If it’s an issue at E3 and CEO, it’ll be heard en masse.

I just hope taking damage won’t be the only way to acquire V-trigger. I understand the reasoning as they’re saying it’s meant as a defensive mechanic, but still…

Also reviewing this Ryu vs Bison footage, looks like medium and higher strength normals still do chip damage (which also builds V-trigger). Jabs/shorts do not.

Chip damage from normals can be recovered though, while chip damage from specials is permanent damage. But chip damage from normals builds V-trigger normally.

https://youtu.be/gTas1o3gz5Y