default header

Games

[AC] [360] [PS3] [PC] [3DS] [MOB] Street Fighter IV

Moderator: JC Denton

Unread postby JohnnyChimpo » 26 Oct 2009 04:45

Mortal Kombat and Soul Calibur releases are generally extremely financially successful. I'm not worried about SSF4. If Capcom doesn't think it would be worth it to release in arcades that's fine with me because I haven't seen an arcade in the last 10 years.

Some harsh criticism for a game you haven't played, icy. Blazblue, which you mentioned was getting an arcade update, was almost a joke in terms of balance, while SFIV is considered by most to be a major balancing success.

[User was banned for burdening the thread with even more retarded shit after this (which I deleted). --icy]
JohnnyChimpo
 
Joined: 26 Oct 2009 04:24

Unread postby Marble » 26 Oct 2009 06:58

icycalm wrote:It could very well be a decent mediocre fighter.

I have been playing SFIV a fair bit, online and went down to play with my local community the other day. That is what I think of it, so far at least.

I don't like the FADC system nearly as much as parries. They don't take precision to pull off and you can't block after FAing a move (in SFIII you could block after a parry to bait a cancellable special/super, an element of strategy missing from the FA system). FAs also don't shut down the use of fireballs as a zoning tool and catalyst as much as parries do.

You can also FADC from normals and specials, then start a block string or throw or something. This has been described to me as being like the roman cancel system in Guilty Gear, but I've hardly played those games so I wouldn't know.

Anyway, this means that moves like shoryus can be FADC'd, which allows them to be used safely on wake up, and that's just bullshit. Someone told me that the risk is in losing the EX bars (and therefore options) required for the FADC, but my opponent losing bar to avoid my punish combo would never, ever, ever be a good example of risk/reward, regardless of character - even if it took ALL your super AND ultra bar.

There are different levels of focus attacks (depending on how long you charge them) and higher levels will absorb more hits. For example Ken's fierce shoryu will beat out a level one focus attack so if Ken was getting up, you could FA and then dash cancel backwards to bait it. That's one cool thing about this system.

There is this stupid option select: jab + short + downback. Now, if the opponent does a move (well besides an overhead but throw will beat most overheads in most situations), you block it. If he throws, you tech it. So tick throws will never work against a player who is paying attention. What is the point of allowing you to mix up your block strings with throws if your opponent can just, easily, option select out of it? It's stupid. One may think that this seems like SGGK in 3S, but this option select is less risky and much easier to pull off. The highest level players will tech throws on reaction anyway, but if the game isn't fun initially, then who is going to bother getting to that point? The point I'm making here is that this removes something that's been an important strategy in the series since SFII and I don't like it.

Lots of moves have absolutely silly frames of invincibilty/weird hit boxes/other silly properties. EX Blanka ball is completely invincible to projectiles. Doing Ryu's tatsu through a fireball in SFII wasn't too easy as there weren't too many invincible frames, now as it spins it has frames where it cannot be hit by (all) fireballs. My point is not that these create unbeatable situations - because they most certainly don't - if the players on the receiving end are aware of them and only throw projectiles at distances where they will recover before these moves get to them, well, they won't get hit. But this is criticism, not a strategy guide. I'm just trying to say that things which took a lot of precision in previous games now don't, and it sucks. I don't subscribe to the "easier execution lets players focus more on strategy" mentality, and it makes me bitter that something which took some good timing to do in previous games can now be done by anyone.

Above are just two examples but there are a lot more. Execution in general is a lot easier (Raging Demon's command is more simple for example) but at a high level there are combos which are quite hard, one-frame links etc. obviously. Tons of moves are safe on block (including tatsus - what?) which leads to long block strings while you sit there going db + throw for ages. Boooooring.

The game just feels like a throwback to "spammy" fighters of the early/mid 90s like SFII and the Fighter's History series. But SFIV isn't nearly as good as either of those, it doesn't look or sound as nice and is much slower paced. (In fact the slow pace is one of my biggest complaints, a speed increase would make the game a fair bit more enjoyable). It's just hard to get excited about it when there are much better, and older fighters like 3S and while I'm not really up to date with the most modern fighters like Blazblue and the Arcana Heart series - I'm sure the people playing those are loling at this game.

But overall I do think it's a decent game, Street Fighter would need to be tampered with a lot more to make this game truly crap. I will probably go play it with the local players next meeting, but this game doesn't really get me excited like some other games in the series have.
JohnnyChimpo wrote:Blazblue, which you mentioned was getting an arcade update, was almost a joke in terms of balance, while SF4 is considered by most to be a major balancing success.

But balance isn't everything. I would rather play an unbalanced game with a good system than a balanced game with a boring system. For example, SFZ and SFIII:NG are full of redizzies and other silly crap but I prefer them to SFIV.
User avatar
Marble
 
Joined: 08 Jul 2008 03:26
Location: Adelaide, South Australia

Unread postby icycalm » 26 Oct 2009 14:08

JohnnyChimpo wrote:Some harsh criticism for a game you haven't played, icy.


First off, I have not given any criticism. If you are seeing criticism in my posts it's just an effect of your stupidity -- a hallucination.

Second, I am perfectly capable of criticizing things I have not played, read, heard or seen, though I certainly do not expect idiots to understand how this might be possible.

JohnnyChimpo wrote:Blazblue, which you mentioned was getting an arcade update, was almost a joke in terms of balance, while SF4 is considered by most to be a major balancing success.


Yes, and as any internet pseudo-fighting-game-retard-fan knows is that the balance is the most important thing in a fighting game.

Go back to gamefaqs, retard.
User avatar
icycalm
Hyperborean
 
Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Unread postby icycalm » 26 Oct 2009 14:12

Karate Champ was also a "major balancing success" -- why don't you go play that, Johnny Chimp?

Fucking scrubs.
User avatar
icycalm
Hyperborean
 
Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Unread postby ronan » 26 Oct 2009 14:59

Marble wrote:FAs also don't shut down the use of fireballs as a zoning tool and catalyst as much as parries do.
You mean fireballs should be made nearly useless?
http://insomnia.ac/commentary/domination_101/2d_vs_3d/

As for balance, here is another article by Seth Killian:
http://insomnia.ac/commentary/dominatio ... to_a_diss/
User avatar
ronan
Insomnia Staff
 
Joined: 12 Mar 2009 22:06
Location: Switzerland

Unread postby Warden » 26 Oct 2009 19:15

Marble wrote:
There are different levels of focus attacks (depending on how long you charge them) and higher levels will absorb more hits.


This is bullshit. Every level of focus attack absorbs ONE hit. The only exception is El Fuerte's EX dash, which will absorb two (but this is an EX move that requires meter, NOT a focus attack).

Marble wrote:
There is this stupid option select: jab + short + downback. Now, if the opponent does a move (well besides an overhead but throw will beat most overheads in most situations), you block it. If he throws, you tech it. So tick throws will never work against a player who is paying attention.


This can easily be baited by doing a jab, then backing off. Your opponent will do the option select, which will throw out a low short, and you can punish with a strong or forward into a combo. It's not a simple as you might think.

[User has been banned for inserting superfluous spaces above his quoted passages, in order, no doubt, to waste my time editing them out. --icy]
User avatar
Warden
 
Joined: 09 Feb 2009 10:13

Unread postby Graphf » 28 Oct 2009 21:44

Marble wrote:I have been playing SFIV a fair bit, online and went down to play with my local community the other day. That is what I think of it, so far at least.

What does,"playing a fair bit online" even mean? As I was reading your critique I kept thinking about this. Online sucks. Even the slightest hint of lag destroys the game completely. If most of your experience comes from online play I'd imagine that your opinion doesn't hold much weight.
Marble wrote:I don't like the FADC system nearly as much as parries. They don't take precision to pull off and you can't block after FAing a move (in SFIII you could block after a parry to bait a cancellable special/super, an element of strategy missing from the FA system). FAs also don't shut down the use of fireballs as a zoning tool and catalyst as much as parries do.

It is a different game. Just because the box says it is Street Fighter doesn't make it a copy of the one YOU like. I believe Icy has mentioned this before. Play the game, not your idea of it.

As far as zoning goes... it's a good thing. It is what makes street fighter, street fighter. Contrary to popular belief, Street Fighter is not about fighting. It never has been. The game is about controlling space. Once you remove things like air blocking and parries you've really got to start thinking if you want to make certain moves. Should I jump in now? Should I throw another fireball? This is where the meat of the game is. Not in the flashy moves or characters themselves. It's in the fight to control space, i.e., zoning.
Marble wrote:You can also FADC from normals and specials, then start a block string or throw or something. This has been described to me as being like the roman cancel system in Guilty Gear, but I've hardly played those games so I wouldn't know.

You criticize a game, and therefore its genre without even having played some of the greatest games it contains? You admiting that you don't know about Guillty Gear makes everything you've said suspect. It makes me wonder what you know about fighting games outside of Sreet Fighter. Arcana Heart? Tekken? Virtua Figther? Soul Calibur?
Marble wrote:Anyway, this means that moves like shoryus can be FADC'd, which allows them to be used safely on wake up, and that's just bullshit. Someone told me that the risk is in losing the EX bars (and therefore options) required for the FADC, but my opponent losing bar to avoid my punish combo would never, ever, ever be a good example of risk/reward, regardless of character - even if it took ALL your super AND ultra bar.

Have you played the game? At most this could happen 3 or 4 times in a match. Spending meter on something like this leaves you at a huge disadvantage when meter is needed to effectively land damaging combos with most of the cast.

In addition, many players desperately need thier meter to keep them competitve. For instance; Guile, Claw, and Sakura all stand out. Guile is a great example here as his Flash Kick sucks very badly and needs to be EX'd for it to be effective.
Marble wrote:There are different levels of focus attacks (depending on how long you charge them) and higher levels will absorb more hits.

As mentioned, this is flat out wrong.
Marble wrote:There is this stupid option select: jab + short + downback. Now, if the opponent does a move (well besides an overhead but throw will beat most overheads in most situations), you block it. If he throws, you tech it. So tick throws will never work against a player who is paying attention. What is the point of allowing you to mix up your block strings with throws if your opponent can just, easily, option select out of it? It's stupid. One may think that this seems like SGGK in 3S, but this option select is less risky and much easier to pull off. The highest level players will tech throws on reaction anyway, but if the game isn't fun initially, then who is going to bother getting to that point? The point I'm making here is that this removes something that's been an important strategy in the series since SFII and I don't like it. .

1st off- Nothing will ever work against a player who is paying attention.

Mixing up your game with throws is far from pointless and shows your inexperience in this game. Tick throws don't work like they used to but they are still used and effective. Watch some high level Dictator play, or Boxer. Hell, even Claw has great throw set ups with df, HK.

As for what you said about overheads. This makes no sense at all. No overhead in the game is faster then 3 frames. All throws are 3 frames. If a throw and another move, like a jab thats 3 frames both meet the game will give the advantage to the throw. Since there are no normals in the game faster then 3 frames your options are. 1- Tech the throw 2- jump away (most jumps are faster then 3 frames but I think Sim and Gief may be different) 3- Use a special move. A dragon Punch which has quick start up and active frames or anything with invulnerability frames.
Marble wrote:Lots of moves have absolutely silly frames of invincibilty/weird hit boxes/other silly properties.

This is simply your strange opinion.
Marble wrote:Doing Ryu's tatsu through a fireball in SFII wasn't too easy as there weren't too many invincible frames, now as it spins it has frames where it cannot be hit by (all) fireballs.

It can't go through fireballs shot from Rose or standing Sagat.
Marble wrote: I'm just trying to say that things which took a lot of precision in previous games now don't, and it sucks. I don't subscribe to the "easier execution lets players focus more on strategy" mentality, and it makes me bitter that something which took some good timing to do in previous games can now be done by anyone.

And yet, there are new aspects of the game to master. 1 frame links, FADCs, and reset combos. Considering that even top level Japanese players (who without question domniate the Street Fighter 4 competitive scene worldwide) still only land 60-70% of their 1 frame links. Watch tournment videos of Japanese players.
If you actually know whats going on in the match you will easily able to spot the frame links that miss as well as many other things going on in the game. So, I'd say that there are still new mechanics that are going to take some "good timing to do". Don't worry about it dude.
Marble wrote:Execution in general is a lot easier (Raging Demon's command is more simple for example) but at a high level there are combos which are quite hard, one-frame links etc. obviously. Tons of moves are safe on block (including tatsus - what?)

Execution is alot easier in this game. But your example has nothig to do with it. Raging Demon's command is EXACTLY the same. the only difference is for the super you press forward instead of back.

Here you mention the hard 1 frame links but you don't seem to connect that with the above passage where you complain about lack of precision. Tatsus are not safe on block. Online yes they are. Offline, NO. I don't know what you are even thinking. It's remarks like that which make me think you really have never played the game at all.
Marble wrote:I'm not really up to date with the most modern fighters like Blazblue and the Arcana Heart series

Once again you mention your lack of knowledge when it comes to the genre but speak as if you do know.

I believe after going through this post that you have only played the game online and that you suck at it. On top of that you don't have any understanding of fighting games at all.
PSN ID - Graphf. Currently playing SFIV, Triggerheart Exelica
User avatar
Graphf
 
Joined: 23 Mar 2009 08:04

Unread postby Marble » 29 Oct 2009 00:12

Graphf wrote:What does,"playing a fair bit online" even mean? As I was reading your critique I kept thinking about this. Online sucks. Even the slightest hint of lag destroys the game completely. If most of your experience comes from online play I'd imagine that your opinion doesn't hold much weight.

While most of my experience does come from online, everything I say I have found to be true offline as well.
Graphf wrote:It is a different game. Just because the box says it is Street Fighter doesn't make it a copy of the one YOU like. I believe Icy has mentioned this before. Play the game, not your idea of it.

I would've thought a sequel not retaining some of the things I liked about it's predecessors while adding some things I don't like would make it worthy of my complaints. I don't see what you're getting at.
Graphf wrote:As far as zoning goes... it's a good thing. It is what makes street fighter, street fighter. Contrary to popular belief, Street Fighter is not about fighting. It never has been. The game is about controlling space. Once you remove things like air blocking and parries you've really got to start thinking if you want to make certain moves. Should I jump in now? Should I throw another fireball? This is where the meat of the game is. Not in the flashy moves or characters themselves. It's in the fight to control space, i.e., zoning.

lol dude, you're talking to me like I haven't even played SFII. Zoning is present in the series regardless of the dominance of fireballs. In fact I don't think I could even imagine it possible to remove it from any game of the genre.
Graphf wrote:You criticize a game, and therefore its genre without even having played some of the greatest games it contains? You admiting that you don't know about Guillty Gear makes everything you've said suspect. It makes me wonder what you know about fighting games outside of Sreet Fighter. Arcana Heart? Tekken? Virtua Figther? Soul Calibur?

lol, those last three are of a completely different genre and it doesn't matter if I know about them or not.
Graphf wrote:Have you played the game? At most this could happen 3 or 4 times in a match. Spending meter on something like this leaves you at a huge disadvantage when meter is needed to effectively land damaging combos with most of the cast.

In addition, many players desperately need thier meter to keep them competitve. For instance; Guile, Claw, and Sakura all stand out. Guile is a great example here as his Flash Kick sucks very badly and needs to be EX'd for it to be effective.

3 or 4 times a fucking match!? In some situations that's enough to win both rounds. You haven't said anything on this situation I already didn't know and I still think it's bullshit for the reasons explained in my above post.
Graphf wrote:As mentioned, this is flat out wrong.

Yep, terrible phrasing by me. I meant multi-hit attacks will beat it and then some moves have focus armour breaking properties.
Graphf wrote:As for what you said about overheads. This makes no sense at all. No overhead in the game is faster then 3 frames. All throws are 3 frames. If a throw and another move, like a jab thats 3 frames both meet the game will give the advantage to the throw. Since there are no normals in the game faster then 3 frames your options are. 1- Tech the throw 2- jump away (most jumps are faster then 3 frames but I think Sim and Gief may be different) 3- Use a special move. A dragon Punch which has quick start up and active frames or anything with invulnerability frames.

Overheads will beat throw if you did the db + option select if the overhead was meaty. I would assume C. Viper's "jumping" overhead thing can't be thrown. Also all jumps in this game have start up invinciblity to throws.
Graphf wrote:Execution is alot easier in this game. But your example has nothig to do with it. Raging Demon's command is EXACTLY the same. the only difference is for the super you press forward instead of back.

Here you mention the hard 1 frame links but you don't seem to connect that with the above passage where you complain about lack of precision. Tatsus are not safe on block. Online yes they are. Offline, NO. I don't know what you are even thinking. It's remarks like that which make me think you really have never played the game at all.

In regards to Raging Demon; another terrible phrasing on my part but the move is a lot easier to get out. I have blocked a tatsu, shoryuken'd, seen the words "reversal" on the screen and then had my move blocked.

You see, I am not claiming that my criticisms of the game are how it plays at high level. The problems I have with the lack of precision of some moves are relevant from a very low level of play, and the point is if the game isn't fun then, why keep putting time and effort in?
User avatar
Marble
 
Joined: 08 Jul 2008 03:26
Location: Adelaide, South Australia

Unread postby icycalm » 29 Oct 2009 14:18

I banned that guy because he is a fucking idiot. I couldn't even manage to finish reading his post -- the very idea that all this bullshit is in my forum makes me cringe.

I'll come back later and see if anything can be salvaged from these last two posts. Most likely I'll end up deleting everything.
User avatar
icycalm
Hyperborean
 
Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Unread postby icycalm » 29 Oct 2009 22:42

Okay, I read both posts carefully. Basically, the guy seems to make some decent points, but he also makes some intolerably retarded ones, AS WELL AS phrasing everything, including his retardations, with unpardonable belligerence. So good riddance.

The posts will remain, because they include interesting remarks, and comments that seem to correct mistakes in Marble's comments. I am only going to be pointing out the retardations:

Graphf wrote:What does,"playing a fair bit online" even mean? As I was reading your critique I kept thinking about this. Online sucks. Even the slightest hint of lag destroys the game completely. If most of your experience comes from online play I'd imagine that your opinion doesn't hold much weight.


Nonsense. First off, his "opinion" is not A SINGLE THING. He has an opinion on a variety of the game's aspects. Many of these "mini-opinions" can be gained just by playing single-player. For example, I can say that the controls are too loose or too stiff without ever having played a human opponent. Etc. etc.

Graphf wrote:It is a different game. Just because the box says it is Street Fighter doesn't make it a copy of the one YOU like. I believe Icy has mentioned this before. Play the game, not your idea of it.


Nonsense. You have not understood a word I said, and you are now trying to tell us to stop comparing games -- because you don't like it or whatever. Well, too bad. We will continue to compare games whether you like it or not.

Graphf wrote:As far as zoning goes... it's a good thing. It is what makes street fighter, street fighter. Contrary to popular belief, Street Fighter is not about fighting. It never has been. The game is about controlling space.


Otaku bullshit. Trying to make a truism sound profound. As if all fighting did not ALWAYS and NECESSARILY involve "controlling space". Even if you hadn't said all the other stupidities, this would have been enough to warrant a banning. And not to mention the self-importance with which you spew your fucking idiocies.

Graphf wrote:
Marble wrote:You can also FADC from normals and specials, then start a block string or throw or something. This has been described to me as being like the roman cancel system in Guilty Gear, but I've hardly played those games so I wouldn't know.

You criticize a game, and therefore its genre without even having played some of the greatest games it contains?


He does nothing of the kind. There is no criticism in what you quoted: it is a careful statement of something which appears to be a fact. Your response is incomprehensible (and so is the "therefore" in your post, by the way).

Graphf wrote:You admiting that you don't know about Guillty Gear makes everything you've said suspect.


It does no such thing. YOUR response to his admittance that he doesn't know about Guilty Gear makes you seem like a fucking idiot.

Graphf wrote:It makes me wonder what you know about fighting games outside of Sreet Fighter. Arcana Heart? Tekken? Virtua Figther? Soul Calibur?


Irrelevant comment and worthy of a ban.

Graphf wrote:
Marble wrote:I'm not really up to date with the most modern fighters like Blazblue and the Arcana Heart series

Once again you mention your lack of knowledge when it comes to the genre but speak as if you do know.


He does nothing of the kind. He is making carefully considered statements, all the while making clear to his readers the limits of his knowledge. To respond to such posts in the way you did is intolerable.

Graphf wrote:I believe after going through this post that you have only played the game online and that you suck at it. On top of that you don't have any understanding of fighting games at all.


Entirely nonsensical comment.

-----

Like I said, the guy posted some decent comments. But the retardations he accompanied them with and his spastic manner of posting are simply intolerable.
User avatar
icycalm
Hyperborean
 
Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Unread postby JoshF » 04 Nov 2009 00:25

From EventHubs:
The French site Jeuxactu.com has written up an interesting story about Super Street Fighter 4. I've done a rough translation of the piece, so keep in mind some things might get lost in translation.

* Sagat and Seth were specifically mentioned in the article as being nerfed (not being as effective).
* The rest of the cast is being rebalanced by altering the power of some of their moves along with changing up the frame data.
* There will be new opening and ending sequences done by a 'great Japanese animation studio.'
o Assumption from author: The user-interface will be receiving an overhaul.
o Assumption from author: Bonus stages have been confirmed.

They also included a new video which shows more Dee Jay and Juri action, but you can hear a clear new sampling of background music too.
http://www.youtube.com/watch?v=G7NbCcIUKU0

With these updates SFIV might finally be a contender for fighting game of the year (1995!)
User avatar
JoshF
 
Joined: 14 Oct 2007 14:56

Unread postby Shark » 04 Nov 2009 05:33

Icy, I can't believe you defended Marble on this one. Graphf has a much better understanding of the game, and you ban him for calling the other guy out? I thought this was a place for experts to talk about games.
Marble wrote:There are different levels of focus attacks (depending on how long you charge them) and higher levels will absorb more hits.

Marble wrote:Yep, terrible phrasing by me. I meant multi-hit attacks will beat it and then some moves have focus armour breaking properties.

In this example, his "terrible phrasing" means two entirely different things. You could probably power a small city with such furious backpedalling.
Marble wrote:Execution in general is a lot easier (Raging Demon's command is more simple for example)

Marble wrote:In regards to Raging Demon; another terrible phrasing on my part but the move is a lot easier to get out.

What does this mean, "a lot easier to get out"? It's ambiguous. The command is EXACTLY THE SAME AS IT ALWAYS WAS.
Shark
 
Joined: 04 Nov 2009 05:08

Unread postby JoshF » 04 Nov 2009 05:54

Even if Marble got one detail wrong the overall negative criticism of the game remains. SFIV is for Sirlin alumni who think simple fireball spam traps are the height of fighting game complexity.
User avatar
JoshF
 
Joined: 14 Oct 2007 14:56

Unread postby icycalm » 04 Nov 2009 14:43

DOES THAT LITTLE FUCKING DETAIL HAVE TO BE POINTED OUT THREE TIMES? AREN'T TWO ENOUGH? OR ONE FOR THAT MATTER?

BANNED.

WHAT THE FUCK DO I HAVE TO DO TO PREVENT ALL THESE RETARDS FROM SIGNING UP TO MY FORUM?

GO SOMEWHERE ELSE YOU SLOBBERING FUCKWITS! THERE ARE A BILLION OTHER FORUMS OUT THERE! GO SOMEWHERE ELSE FOR FUCK'S SAKES!


P.S. And for your information, retard, Marble is only about a billion times more of an expert than either you or that Graphf fagot. Expertise does not revolve around factoid memorisation -- it requires intelligence too.

Shark wrote:I thought this was a place for experts to talk about games.


Stop. For the love of God stop thinking. There are enough abortive ideas in the world as it is.
User avatar
icycalm
Hyperborean
 
Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Unread postby icycalm » 04 Nov 2009 14:47

I think I might start a new sub-forum, where I will move all the games that seem to attract retards like flies on shit. SFIV, TF2, Braid, etc. And then I will only give posting privileges to people who have proved themselves to not be retards. It might work.
User avatar
icycalm
Hyperborean
 
Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Unread postby icycalm » 05 Nov 2009 01:44

Might as well clear this nonsense up as well:

Shark wrote:Icy, I can't believe you defended Marble on this one.


I guess you must be a little bitch, otherwise I can't fathom why you would imagine that I was "defending" anyone. Only little bitches need to be defended -- but we are all men here.

So I am not in the business of defending anyone -- I am simply pointing out things that are correct and things that are wrong. If am defending anything it is never a person but arguments -- points, and then only for the benefit of idiots like you; because, really, correct arguments need no defense either -- they defend themselves.

All of this is logic 101, and I fucking hate to have to say it, but since I am leaving your post intact in this page (and then only because Josh replied to it, and his reply is valuable but needs your post in order to make sense), I have little choice but to do so.
User avatar
icycalm
Hyperborean
 
Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Unread postby El Chaos » 09 Nov 2009 23:24

http://www.youtube.com/watch?v=_Ru3Ze3_Dvc

... They're kidding. They must be kidding. The same old bonus stages are now considered a fucking mode? Not to mention every console port of almost every fighting game since 1995 has shipped with a team battle option, and almost every single non-mediocre 360/PS3 fighter has online replays and decent matchmaking...

What a terrible joke.
User avatar
El Chaos
Insomnia Staff
 
Joined: 26 Jan 2009 20:34
Location: Buenos Aires, Argentina

Unread postby icycalm » 10 Nov 2009 11:26

I don't quite understand the vehemence. What kind of modes would you have wanted?

Does anyone even pay attention to any modes besides the arcade one?
User avatar
icycalm
Hyperborean
 
Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Unread postby El Chaos » 10 Nov 2009 14:40

My beef is targeted at the promotion of such modes in the expansion pack as "The big deal".

While indeed most modes of fighting games' console ports are just gimmicks and minor tinkers, the fact that they're promoting such old and overused gimmicks as if they were the best thing ever and a reason for getting this is just ludicrous and absurd. Hell, they even say "brand new modes".

Since we're discussing a new installment in one of the most successful game franchises, which has either already included such modes in many of its previous installments or perhaps even first introduced them (Zero 2 Alpha's Dramatic Battle and Zero 3's World Tour modes come to mind), I'd have assumed they included all that stuff in the game's first release, whether they come up with new modes later on or not.

But yeah, I forgot that nowadays game companies will charge you for downloading a patch that'll unlock stuff that's already present in the game disc itself, so of course this was going to be the next step of this (new?) scam, its "sequel" so to speak, lol.
Last edited by El Chaos on 10 Nov 2009 16:10, edited 2 times in total.
User avatar
El Chaos
Insomnia Staff
 
Joined: 26 Jan 2009 20:34
Location: Buenos Aires, Argentina

Unread postby icycalm » 10 Nov 2009 14:45

Dude, they are just saying "Hey, here's four new modes!"

And, hey, there's four new modes...

It's not like they are saying those modes are better than Blazblue. They are just four fucking new modes.

I just don't want it to seem that we are bashing the game for whatever random reasons we come up with. The four new modes are nothing to bash the game about. Even if they suck or don't even fucking work, the real players will never know because they will not use them.
User avatar
icycalm
Hyperborean
 
Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Unread postby El Chaos » 25 Nov 2009 00:33

User avatar
El Chaos
Insomnia Staff
 
Joined: 26 Jan 2009 20:34
Location: Buenos Aires, Argentina

Unread postby faceplant » 17 Feb 2010 16:37

Dudley, Ibuki and Makoto confirmed for SSF4.

http://www.eventhubs.com/news/2010/feb/ ... fighter-4/

Image

Image
faceplant
 
Joined: 26 Sep 2009 06:15

Unread postby JoshF » 17 Feb 2010 22:25

Has a better fighting system been confirmed yet or is Dimps sticking with the Mortal Kombat approach of character fanservice?
User avatar
JoshF
 
Joined: 14 Oct 2007 14:56

Unread postby another Riposte » 04 Apr 2010 17:17

Last night at the nationals in Japan Ono announced there would be an arcade release for Super Street Fighter IV. As far as I know this is for Japan only. This will be the first time the console characters, Gouken, and Seth will be in the Japanese competitive scene. So that is a total addition of 18 characters going arcade to arcade. Took me a while to find a source:

http://www.eventhubs.com/news/2010/apr/ ... announced/
another Riposte
 
Joined: 13 Apr 2009 10:13

Unread postby JoshF » 22 Apr 2010 09:09

OXM UK: One of the top players, Daigo, has gone on record saying that the game is defensive because backdash is too strong and that Street Fighter IV needs guardbreak. What are your thoughts on that?

ONO: So I understand Daigo has a strategy of where he fires hadouken and attacks as soon as the opponent reacts to it. But obviously, we're not all Daigo and we can't all play like him. He's a particularly offensive player and active player but what I wanted to convey is Street Fighter IV is not just an instinctive game. It's also an intelligent game, where you have to really think what the opponent might do based on your reactions. So when you don't know what to do, just step back and think for a bit. Plan out your strategy and then make a move.


OXM UK: One of the most intelligent players says your game is a little stupid.
ONO: No it's a game of intelligence.
OXM UK: Oh, okay.

Lol, keep practicing those FADC combos monkeys, Ono is laughing at you.
User avatar
JoshF
 
Joined: 14 Oct 2007 14:56

PreviousNext

Return to Games