Can Fantasy Strike save fighting games?

Can Fantasy Strike save fighting games?

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Looks worse than MvCI and that's saying a lot

The UI is horrible, they jacked the font for the combo counter and K.O message literally straight from MvC3. Not only that but dumbing down fighting games makes them boring as hell, just look at Rising Thunder

sirlin is such a retard

he ruined ST

Its going to be hilarious to see fighting game players stomp everyone else and make them quit. Simplifying shit won't work. They'll still cry that the game is too hard and give up.

>LGBT character

Yeah it's shit

>It's another "let's make the controls for retard babies, THAT'S what people want!" episode

Because this worked so well for Rising Thunder, right?

Face it, the only retards that want this are smash babies, and smash babies will never play anything that isn't smash.

But if I can do every combo then I will ace fundamentals easily!

Looks like shit.

Fighting games won't work until they will implement teamplay efficiently. Right now people can't accept that when they lose it's 100% their fault for being bad.

>smash players want easier controls

yes, that's why brawl and smash4 are more popualr than melee

Just look at how skillful every player becomes so quickly

youtube.com/watch?v=rmLSSLM7R7k

What's annoying about simplifying is SFV already fills the place of being a gate for people. It got me into getting good at fundamentals. I feel like I'm playing Guilty Gear because of Street Fighter.

This is just a disingenuous Divekick. And somehow it has worse character designs. Also,
>8f buffer
what
At least it has GGPO. Not even fucking Capcom can implement it, the morons.

Fighting games are all about the looks, the community will create tiers, meta and other bullshit for the gameplay anyway, and that game looks like shit.

>IDS MUCH MORE BALANCE U GAIS
>Cammy has even more impossible matchups with characters like Honda and Blanka than before

Valerie looks amazing, is she a trannie?

But I play smash for the complex and technical controls. If I wanted simple controls I'd go play street fighter. Maybe it's for you guys, not us.

It looks so slow and floating.

I played the game at EVO and it needs a lot of work done to it to make it better. Character designs are decent and the way attacks are laid out are fun, but it's simple layout makes it very abusable and not fun, allowing for one touch kills that will frustrate casuals to no end.

Sounds cool I'll keep an eye out for it.

Is this that one game with the "simplified" buttons?

Porn when?

The animations in this game look awful. They look very amateurish and uninteresting. Like, I look at them and am bored. Compare that to, say, Tekken where things just look impactful. Basically anyone could look at EWGF and know that shit feels good to get on hit or on block. I'd rather just play GG. I don't think a game should have absurd execution, but having to practice things at least keeps them interesting. I think Soulcalibur is a good example. The game isn't really that hard on an execution level, but you still have to learn it and you can still make mistakes. This just looks like some salty scrub who can use drag and drop in a prefab game engine made a game on the tier of Chinese knockoffs.

>Grave

The fighter designs look like what you'd get if there was a random button in the Champions Online character creator.

>Because this worked so well for Rising Thunder, right?
It did, actually. Rising Thunder was really fun and fairly popular. The only reason it fell off the face of the earth is because the devs got bought out by Riot and ceased production on it.

It's the same control scheme, autist. Finding wonky exploits in the physics engine doesn't make the controls more complicated. And I guarantee every single one of you got into it because it was easy as fuck and had Mario in it, not because you wanted to get into fighting games. Don't even pretend.

Yeah because pressing a direction and a button is so hard. See above, you fucking clown. 99.9% of Smash's actual mainstream playerbase can't even do a quarter circle. The fact that there's a few autismos who decided to try and turn it into some kind of fucked up fighting game-esque homunculus doesn't suddenly make it a hard game.

Holy shit, where do I even start?

I got into Smash because I was a kid and it was the best thing to do with 4-ish players and one TV. If I were trying out Smash today and my only choice of opponent were today's Melee autists I'd quit just from being grossed out.

T H E S M E L L
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I got into Smash because I wanted a goddamn Metroid game and Smash was the only game on the 64 that had Samus in it.

rising thunder was a success. i didnt play it but they got bought by riot based on a free to play early access game.

>looks worst than KoF XIV
>looks worst than marvel vs capcom infinite
how do they do this

>Western dev makes fighting game with dodgy kickstarter site
>looks awful
>Japanese devs makes fighting as a joke
>looks fantastic

Exactly. There's nothing wrong with enjoying smash and just having a bit of fun. But let's not pretend that people got into it in the first place because it's "DA PINNACLE OF HARDCORE FIGHTAN GAEMZ" because that's a laughable notion, and the problem with these types of games (fantasy strike etc) is that it's trying to bridge a gap between two completely seperate audiences (casual smash players and FGC) that have absolutely no interest in each other.

Right. The problem casuals always had with fighting games wasn't the execution, it was the fact that they got their ass beat and didn't want to invest the time and effort necessary to get the most out of the games.
That, and most FG's have limited single player content to mess around with.

Where can I play this successful game?

It was shilled heavily but the reaction was mixed and it was never around long enough for anyone to really dig into it. At best some liked the idea, some didn't
youtube.com/watch?v=w0WetHkYVtw

>early access game.
You mean disappear for years with literally no word on it

Looks pretty cool, I like the cell shaded effect. What's the story, is it out now?

Yeah I don't think I've ever actually liked anything he's done. This game looks so much better than it did the last time I saw it though.

I like the idea of how this game has short as fuck combos and is like all fundamentals but somehow short combos makes the game seem slower.

>Rising Thunder
>Success
This thread is killing me.

S T I N K Y D A Y

It wasn't successful as a game, but definitely was as a project from the developers point of view. They got a lot of money. The game sucked, tho.

God no. This might be a decent budget title, but there's absolutely nothing about this game that's going to capture the majority of the fighting game playerbase.

Not to mention it looks awful.

And the single player content does jack shit to actually train game mechanics. Fighting games don't have levels where you see how shit works against basic enemies, then a boss stepping it up, repeating until you're well versed in your character's mechanics and overall strategy. They just have training mode which isn't even part of the "game" since there's no winner or loser, just a dummy for you to poke around with.

>Fighting games have added a huge amount of complexity over the years in ways that have created more and more of a physical execution barrier. Fantasy Strike is about getting to the strategy part of the game immediately, in the first minute you play it. No complex motions for special moves and no need to practice combos in training mode. Emphasizing player-decisions over difficult dexterity is a much deeper commitment than simply letting you do special moves easily—it's a commitment to avoid fiddly, unintuitive, difficult-to-execute techniques throughout the game. If you don't know what plinking, kara cancels, option selects, charge partitioning, FADCs, or crouch techs are, you don't have to. Instead you can focus on the fundamentals of fighting games: distancing, timing, zoning, setups, reads, and strategy.

>You also don't have to worry about doing moves with 1/60th of a second accuracy, as is common in fighting games. In Fantasy Strike, anytime you try to do a move, we automatically repeat your input for 8/60ths of a second to make sure it comes out, every time. The hard part should be deciding if you want to do a move, not in getting it to happen once you've decided.

This seriously sounds fantastic and is just what fighting games need. If you know the move you should be able to do it and not lose just because your timing was 1/60th of a second off. That's just cheap.

I don't even get why they try to simplify these games just for Smash people. Though they have some similar aspects, Smash is also fundamentally different in ways like movement and stages. In other fighters, you're almost always facing your opponent. Simpler inputs for special moves is purely to accommodate for the difference in movement.

Fighting games don't need to get dumber and more boring, they just need to provide better options to segregate players by skill level.

There are some games with great and extensive tutorials that are designed by people who know what they're talking about.
GG Revelator is the best current example.

At the end of the day though, anyone who's afraid to jump in and play real people just won't fit in.

Is this the continuation of this youtube.com/watch?v=sg7opyrLOKE?

>rising thunder was a success
lol

>This seriously sounds fantastic and is just what fighting games need. If you know the move you should be able to do it and not lose just because your timing was 1/60th of a second off. That's just cheap.

>I shouldn't lose just because the other guy is better than me

To be honest, Tekken 7 does this without also being boring as hell.

Which one? It's probably fine as long as it's not a trans.

>and not lose just because your timing was 1/60th of a second off
No its because you sucked is why you lost.

Finally a fighting game that white guys can be good at!

The challenge should be about the mind games and mastering the fundamentals, not from fighting against ridiculous inputs.

literally fighting game made for Sup Forums

looks pretty fun desu

they just need to speed up some of the animations. Also I hate how clockman struts like a woman when he does his super. not cool at all

...

It's a fucking videogame. If you want it to be solely about decision making, go play fucking chess.

There are three main problems with teaching players with single player.

One is most just skip that shit. People are always on about these games with amazing tutorials but most just go nah fuck that I want to play, just look at every single lets player which is how casuals play games. They don't want to sit and learn which means they will never get good at fighting games. Look at the most popular fighting games right now, fuck all tutorials. Look at some of the least like GG, KI or Skullgirls, amazing tutorials. It just doesn't actually work.

The other option is trying to make teaching fun. For execution this can actually work, tag 2 had something neat where enemies could only be beaten by certain combos which could have been expanded. But for a game that is just meant to be fundamentals it is straight up impossible to teach with single player, that requires human opponents and a good understanding of the game. But people don't want to face human opponents and possibly lose.

The biggest problem is people want to have something that makes them good at fighting games, that is impossible. Getting good is a process over time, a lot of modern games you get the idea straight away so gimmicks are thrown in over time. You can play fighting games for a year and still not be considered actually good.

Looks good. It's dumb to have to buy a $300 fight stick just to be able to play one game.

>jump button

Fucking dropped.

They're good tutorials, but they don't even qualify as single player; there's no combat to speak of. What I mean is fighting games need a single player beat em up. Stage progression and an actual difficulty curve.

Translation
>I'm bad at execution so it shouldn't be there! I'll become great at the game in no time without it

>2D plane
>jump is mapped to a fucking face button
>block is still back

>jump button

>have to
>$300
>one game

Where are you even getting your misinformation?

Sure there is. You make a single player beat em up, where the enemies are designed to exploit bad behavior and you figure out how to open them up while minimizing risk. Basically make this game 2D (no, not the literal 2D Ninja Gaiden).

Why not?

I mean I don't disagree with you. There's nothing they can put into their games that can compensate for a lack of individual drive to improve.

Sirlin got in way over his head when he decided to make a fighting game. He didn't realize just how difficult it is to design an input and input buffering system so he copped out and made the controls monkey mode.

>have to

You know other fighting games have done this right? Rising Thunder and Pocket Fighter are two that come to mind.

They were decent, but they're not going to revitalize the genre or bring new players in by the droves. These games require you to learn fundamentals still, and that's something normies don't have the patience to learn.

...

anyone else really like this guy's content but find his speech pattern really really fucking annoying?

I just accepted that i will never be good at fighting games but i do enjoy watching them. Nobody wants to play/watch some gimped western shit.

I don't know man, I've competed at a relatively high level at tons of majors in a couple games and the only thing I don't play on pad is Tekken, and in that case I only use hitbox when I'm playing Mishimas.

People who would drop a game because they can't be arsed to learn quarter-circle motions or spend 20 minutes in training mode learning some simple combos will have shit fundamentals, lose constantly, never drive to get better and drop the game.

You can't just dumb a game down and pander to scrubs, those aren't the people who stick with a game and build a community. Scrubs do have a part in selling games, they're the people who see crazy combos and cool moves, buy the game, learn that they're scrubs and quit, but you can't build a playerbase off that

That game is so far removed from a fighting game that there's no point in even comparing them. You can't just turn a 3D action game into a fighter.

does it look slow to any one else?

I didn't like the content or his speech pattern

Heh I'll give you this one blacks.

Try winning EVO without one. In a non-NRS game of course.

dashes were a mistake. I'll play it just for not having dashes

I literally switched to keyboard because I got so sick of wiggling my arm nonstop playing other games. Characters walk like turtles in newer fighting games

Luffy won SF4 with a PS1 controller and several adapters.

Snakeeyez says hi.

There's a perfectly good argument against shit like 1 frame links and fadcs in bnbs and like basic stuff that does adequate damage or reasonable utility.

This game made sense when SF4 was the game and you needed to be able to srk fadc ultra to even begin to compete and your easy combos were complete shit compared to your good ones but it doesn't make sense now.

People don't just have one obvious trait though, even with straight up awful players that is rare. Plus there is more to fundamentals than that, what would likely happen is they would figure out one punish and just do that on everything.

If someone could do what you wanted AI would be better in general cause it is actually a huge task for the amount of options in a fighting game.

>that can compensate for a lack of individual drive to improve.
Really that is what it comes down to, someone has to want to get into a game and if they do. Fighting games can stay a niche genre, they get a trickle in every gen and it keeps it alive.

I said the exact same thing yesterday. His ideas are great, his voice and enunciation are shit and it makes it hard to listen to him.

Literally half the competitive Tekken playerbase uses pads.

ideas are great, but i feel like the grandstand appeal of multiplayer games these days is that you can jump in with a bunch of your bros at once, and that "solving" the problems of fighting games isnt gonna lead to a bigger audience

smash is big because you can get 4 people in a single match. 8 if were talking about Smash U but it gets completely stupid at that point

Apart from the fact that it's been done, you don't need to be able to win evo to play the game.

What's wrong with dashing exactly?

A lot of SF players play without them and do great. Snakeeyez and Luffy come to mind, also there's this dude playing with a SEGA Saturn controller.

I think his beef is that regular walking is slow as fuck in a lot of games.

>We want the chinese audience

>shit like 1 frame links and fadcs
No, cause you don't have to use them. If you can't do fadc combos just cr.mk hadoken, over time your execution improves and you start adding more technical combos to your arsenal

It's like saying you need to have EWGF to play Kazuya, but if you are 1st Dan and playing with everyone else who is just learning you really don't.

I don't see how they manage but godspeed for them. I had to buy my first stick just for Tekken 7 because the abundance of diagonals was impossible on the Xbone's dpad.