All the MK cross overs look goofy because no one else comes close to matching MKs aesthetic so they look goofy next to eachother, and MK has tone itself down a lot so you just get a toned down weird game.
After what Harada has done with Akuma I am down to see him take a shot at the rest of the SF cast.
I think that there are ways that you could make it work aesthetically, like going for what you could see on the old artbooks for when MK9 and MK10 were developed.
The real problem imo, is the gameplay.
It will be hard to reconcile how MK works with any other game, and vice versa.
Add that i dobt that other companies will like their chars to be killed ultra violently, and mk fans wouldnt like a game without the violence.
The fact that MK projectiles dont clash and somw of them put you on 10,000 capture state frames already makes it hard to pair with other properties.
Sub Zero vs Ryu would be 10-0 since Ryu could never throw a hadouken. Shit wont trade with iceball and heâll eat a combo every time for trying to zone.
I really wish you could store up tough enemies you killed and pick people online to send them to or at least give you a replay of what your demon went and what it did. I want to be able to grief people working on their ultra-nightmare runs.
THIS. Still to this day itâs true, xtekken was the best or second best title of that gen of fighting games.
1st would probably be skullgirls.
Edit: before people jump on me, I made a list of that generation of fgs about 6 months ago:
"What are all the games of that generation (ps3/xbox 360 releases)? IIRC itâs HDR, SF4-USF4, MvC3/UMvC3, SFxT, Tekken 6, MK9, Injustice, P4A/P4AU, Blazblue-BBCP, KI, SC5, GG AC+R, GG Xrd Sign, TvC, KOF XIII, DOA5, VF5, Smash 4, Melty Blood
yeah so for that FG generation the best games for me are:
Skullgirls/SFxT
KI
GG AC+R
VF5FS (I guess)
KOF XIII
Honorable Mention: TvC"
Edit 2: I just realized I missed Soul Calibur 4, while mistakenly including KI in that generation. Thereâs probably more omissions. Whoops.
So just remove KI and put TVC at 6:
With so many games on that gen to choose, both from the usual suspects (Namco, Capcom, SNK, ASW, NRS, etc) and less known or newcomers (Examu, LabZero, FrenchBread, and other doujins)
SFxT will never be on a top ten for me, even after the patches that âfixedâ it, the game is still a fucking mess in presentattion, gameplay, sound design, etc.
Is pretty much like a prelude to all the things wrong with MvCI.
The worst part of all, is how they chickened when it came to the gem system.
There was so much potential to it, but after the initial flack they go before release about how the gem system would work they made something that was basically inconsequential.
It ended up like other impelementations that capcom has done when copying mechanics of other games who did it better, halfassed and ill fitted for the game.
ha, yeah this sounds like a good variation on the idea. In D3 I kept wondering how it looked each time my ânemesisâ appeared in a friendâs game and killed them (a funny thing there is that I know for sure they cannot beat such a thingâŚnot just the 1 dude with the bad builds but Iâm thinking of another friend too if you have a bad build or are just on a character that isnât level 70 yet, nemesis monsters can be quite a rough fight)âŚand yeah there were times I let a monster kill me on purpose just to send another one over to their world.
The auto-replay of your friendsâ encounters with the ânemesisâ would be absolute gold. In D3 they show up with a âshadow cloneâ version of your character that was killedâŚso if my wizard was the victim, Nemesis Monster appears in my friendâs game with a shadowy version of my wizardâŚso he has to fight this monster I created AND a shadow clone of me that is also casting spells.
Iâve never played Skullgirls because the artstyle makes me want to puke.
Capcom should have handled SFxT better. It needed a new artstyle and sprites(or just X-copy MVC3âs artstyle) the copy-pasting of the SFIV characters was so fucking lazy man. The music and visuals feel like an afterthought, and the gameplay isâŚfun, but also silly.
âFighting games is about fighting, not waiting for your opponent to make a technical errorâ
Real life fighting is all about waiting for your opponent to make a technical error.
Why is everyone saying itâs DRM!
IT IS NOT DRM, ITS ANTI CHEAT.
The controversy is over Denuvo AntiCheat as it installs a kernel level driver.
Used assets can be expected, alot of those models were only used in SFIV prior, they shouldâve maybe just updated more. Of course the graphics didnât bother me, it was the shady business practices that needed to go
Iâd like for Capcom fighting division to get on the same page as their other divisions so they can have another go at SFxT or MvC. Theyâve been killin it outside of fighters
What I dreaded most from SFxTâŚwas to go online and bear witness to the shitty color edits many players gave their characters (either they had this hella shiny metallic color or literally give everyone blackface)
Reused assets are cool, when they donât look ugly in the first place
I only played some SFxT a couple years ago, and the ideas and mechanics were were awesome. Itâs the art style that was a turn off. SFIV is all kinds OOF, and Capcom thought âHow can we make this uglier?â
TvC and MvC3 SF characters shouldâve been the standard that gen. Sucks SFV followed down that same path.
SF in general could benefit from a change in artstyle and a grittier tone. Not sayin go all edgelord dark but something a bit more serious. More SF3-ish, less SF4/5
SFV looks good imo. Itâs just that they outsourced some characters so it kinda throws everything off and they donât want to pay more money to polish the character up. Iâm positive the people who did Ryu or Chun probably didnât do Ken.
Iâm not sure how it all works though. Can Capcom touch up the models they outsourced or is there something in the contract saying they canât?
So far thereâs a lot of cool stuff in the game. You have the regular 3 button chain you can do, but Tekken characters can go into their strings from the start of them.
The way some juggles and OTGs work feels stiff though. Juggling in Tekken never really âfeelsâ hard per say. Obviously there are hard juggles in the game. But it isnt a hard thing to get started on.
Here it kind of feels the opposite of that. Doesnt help that Im going from practicing genei jin stuff to SFxT so the stiffness is even more apparent.
Gotta half assedly learn one character before I can try pmaying some matches. One big problem the game has is it, and pardon me for reusing it, but the game feels too much like SF4 in some places. CvS2 reused a lot of sprites, it didnt feel like the games it reused. This one still has a lot of SF4 in it. Needed some more to the way characters move and animate to remove some of that feeling.