Some random comments, too tired to quote and explain everything so far:
EX3>EX1>>>>>>>EX2
I still don’t understand the “floaty” jump thing either. A character like Sagat jumps low to the ground due to his size and weight, and Chun Li jumps very high due to her size and weight. Everything seems to fit character wise and feels fine.
I never really played it too much, because I was a Soul Calibur kid at the time, but at the arcade I used to go to, EX 2 had a FIERCE following. Easily the most played machine in the building for a couple of months. So I don’t know if you could say it was NEVER popular… then again, there was also a fierce KI2 following at that arcade too, so who knows. I might live in bizarro world.
EX2 had excels, which is akin to a-groove in CvS2 while keeping the same basic engine. Thats a pretty big change, similar to say the difference between A1 and A2.
EX3 took out excels and put in momentaries and tag. Again, whlie keeping the same basic engine they added more things to it.
If Gief, Darun and Sagats jump were so high then they wouldn’t be so screwed but to take damage when someone like Bison does his Psycho Cannon.
You can say that about most launch titles. Especially one that’s prequel came out literally 3 months eariler.
There is no way that you can play the game and honestly say that the jumps from Sagat, Gief and Darun were so high that they were on par with someone like Chun Li, or even someone heavier like C.Jack.
and the sprites are larger than in ST as well, adding in camera zooming you get things like gief covering part of the lifebar when he jumps.
and the height of his jumps has to at least go high enough to jump over most moves. Otherwise you’d be complaining that gief can’t jump over a fireball.
you’re right about the zoom, but that means that if the camera’s were similar and ex2 was as close up as ST is, gief would appear to jump even higher :looney:
I did eventually resize ST so that the characters was equal as a ratio, but there is still the factor of the camera.
I don’t think that has anything to do with it. When the FIRST 3D SF launched, many 2D fans wanted to check it out to see how a 3D SF would do.
From that point on it was SF:EX’s fault, since once most 2D fightfans got their hands on it and saw that it was so mediocre, they abandoned it. Had the SF:EX games been GOOD 3d SF offerings, they would have done better.
I kinda feel bad for the EX games being lousy, had arika done a decent job with them and been mildly successful, we might still have SF around in the form of the EX games.
The game was never really popular at the arcade is my guess, I think I only see a machine for it once…Suprisingly the EX games were fun, super cancels all the way!
Edit: Plus the reviews for the game weren’t that good.
i don’t know much about the EX engine, but last case i saw against it was the inconsistencies of the engine - there this was a higher order of randomness than stuff like Chun’s jab whiffing a crouching shoto during some frames in 3S. afaik this randomness turned players off, at least the old school ones that don’t like randomness getting in the way.
anyway, i’ve also always wondered why EX3 wasn’t regarded highly so i’ll be happy to read the first genuine attempt at an objective argument if anyone cares to make one.
Ken super dragon punch had priority over alot of stuff lol!!! I loved all the ex games…actually i prefer it over alpha series…the cast of characters were awesome…the super moves were some of the best i seen in a fighting game!!! i was impressed by this game the first time i played it…yet the only bad thing i could say about SFEX3 is the stages kinda sucked…and the create a fighter move called galaxy was tough to pull off!!!
A lot of people never really played the game and kinda wrote it off MAINLY because it’s 3d sf. They played for an hour or 2 and said, bleh this game sucks, when it actually resembles a lot of other SF games
My big beef with the game? Every character just felt the same. I don’t know how to explain it, but when every character animates the same way when throwing a punch, being hit, or simply walking backward, it just…sapped a lot of the magic out of the overall experiences. I won’t lie, when I first played EX+@, it was FUN; super cancels, a combo tutorial, and Skullomania were huge selling points for me. The music was pretty awesome, too. By the time EX2 came around, though, it just felt like more of the same. That’s when all the other flaws in the following games began to stand out: shitty sound effects, boring backround stages, weaker music, the same animations, the loss of personality the first one had…it just added up, and I found that I could no longer care.
EX+@ is still boss, though.
How many ways can you throw a punch or kick? There isn’t much you can do about that.
For the game feeling the same :-\ They kept the the same engine but added things to it. Like Excels in EX2. So if you play EX2 without excels (like EX1), then its like playing A2 without CCs then complain that it plays the same as A1. Same with EX3, except this time its with tag. Using tag eliminates some of the limitations of what just a single character can do, essentially its like TTT tags without all of the flaws.
Though for music its up to your tastes. I know plenty of people who love EX2 /EX2+'s music.