There’s always some parry discussion with any new game. Id rather just keep them in 3rd Strike since a new game would find some way to botch them up any way.
I mean I felt as long as you subscribed to a gaming magazine or went to a populated arcade at a mall or amusement park you should have at least heard of SF3. I regularly subscribed to Gamepro back in the mid/late 90s and I think there was a couple covers where it was clearly listed on the front and previews/strategy guides were done for the game. I remember seeing Ibuki for the first time in one of the magazines and going “wow a freaking ninja, way better than any of the SF2 characters” and pretty much had to play her. I went on a field trip in 5th grade to Kings Dominion and found an arcade which had the machine and finally played the game for the first time. Of course using Ibuki.
There must have been a lot of people who didn’t read gaming magazines or go to arcades back then. Then again, that was back when just being a video gamer period made you appear nerdy.
I don’t know where you are from, but going to arcades and beasting was always cool back in the early to mid 90s. Maybe the late 90s it became more nerdy as arcades started to die out? I don’t know.
To be honest, how could you NOT know that the sequel to SF2 was out, it was in every gaming magazine back then. The problem with SF3 is that it did not make it to the consoles in time (The arcade was already dying and SF3 NEEDED to be on the consoles ASAP) and by the time it did, the fighting game market was saturated and SF3 was ‘old’.
SF3 had a serious case of bad timing. If only Capcom focused their resources on SF3 and put some of those SF2 and alpha characters in it instead leaving everyone behind, we would’ve had an SF4 much sooner.
…and SF4 would have likely turned out much much better, since the Capcom would have still had a lot of talent on their staff.
Also, SF3…was in magazines, but it was rarely talked about among people I know. The Marvel Vs series was all the rage and was hugely popular in arcades. A big reason why the SF3 series was largely overshadowed at the time.
Word. People and devs need to learn to let a game age a little before patching stuff unless it’s obviously game breaking. Instead of crying for a patch or nerf of a character without even attempting to find a way to adapt and counter, and the devs just caving in.
I have zero problems patching gamebreaking things instantly (in MKX’s case: Liu Kang blockstun infinite, Ermac meter glitch, probably more), and I seriously hope Capcom will actually do that if a massive problem emerges. Anything else is just lazy.
As for rebalancing: while I agree that it shouldn’t happen too often, it’s probably going to be more of a common occurrence than I suspect several others here wants it to be (unless there’s a need to pay a fee for patching things, like on XBL). People on the internet get angry and want things nerfed. Sadly.
What I’d actually rather want them to do, is to learn from what ArcSys apparently did when they rebalanced GGXrd recently*: most of the nerfs were relatively minor(cept Ramlethal), and a bunch of good buffs were given to the mid- and low tier characters. It’s way more interesting to play a game where you buff everyone up to the power level of the top tiers, than a game where everyone is mediocre.
I’m just going by what a few friends told me about the recent(?) rebalancing of Xrd, so please correct me if I’m wrong. Point is, buffing things is more interesting than nerfing things.
What annoys me is stuff like Kitana getting a new low hitting normal - something she needed from the get go. It’s like they didn’t know what characters would need to be competitive in this game (in this case, the ability to do some sort of mixup or 50/50) when past experience has already shown them otherwise.
Either that or they knew that she would probably need it, but held off on giving it until the patch to sort of show people that “hey, we’re listening to your complaints”. But then again, Capcom did the exact same thing with Sentinel in vanilla MvC3 were they had planned to nerf the robot even before the game came out.
One good thing you can say about SF4 is that knockdowns matter, and gaining stage real estate matters. I’d rather not have parries for that reason. I find focus attacks much worse, though. Hopefully the game is just very new.
past experience? how many of their past games had no free wakeups, a stamina bar, invincible backdashes, or any of the other changes to system direction or any of the subtle differences in frame data that make MKX play differently from previous games?
if you can consistently sit down with a game on day one and predict where the metagame will go you should probably turn that into a job of some sort. i’m sure there are hundreds of companies who need several attempts to get game balance right and hundreds of players who want to stay ahead of the curve who would appreciate that insight.
make a few characters who are really good at zoning. a few that have really good 50/50. a few with really good normals. when a clear winner emerges, bring everyone else up in line with them (or don’t, NRS can do whatever the hell they want to create their vision for the game). doesn’t matter if you fuck up balance for the first few months as long as the end result is enjoyable.
The problem is that they didn’t do this part. Aside from Quan Chi (who mostly gets away due to his unblockables), zoning is quite bad at high level MKX. Heck, I know a few well established zoning players who’ve up and said they’re just playing rush down this time out.
What I don’t get is how they often create characters who are supposed to be a certain archetype, but then they end up sucking in that archetype. Both Kitana in MKX and Catwoman in IGAU are supposed to be footsie characters, but they actually suck at being such.
Have a patch every darn day as long as it is really necessary. Dont wait till you have oodles of broken stuff to repair then smoosh it in with the dlc, but also dont throw out a patch everytime someone cries about something being unfair.
Sometimes things look broken, but then they’re not. Sometimes things look weak, but then they’re not. You have to let a game breathe to see if your concerns are really worth addressing or not.