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Messages - HyperSonicEXE

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1
News and Announcements / Re: Do Guess What Got Canned!
« on: July 19, 2011, 05:10:55 AM »
Megaman is dead without Inafune.

I was sorta hoping they had the creative wherewithal to shoulder on. That was naive.

I figured between Monster Hunter and Phoenix Wright that they still had the essential creative spark.

2
DASH / Re: It's dead, Jim.
« on: July 19, 2011, 04:54:26 AM »
Despite me not having as much interest in the DASH subseries as I do with the original and X series, I would have probably considered getting this one.

But after the departure of Keiji, it was almost obvious this project would go dead, after we saw what happened to Universe. -AC

Sad thing is, this was an originally-developed sequel to debut on new technology. It could have gotten the Megaman IP away from the largely unmarketable "little boy in spandex" image of the past and maybe ushered the IP into some sort of middle ground between old-school sensibility and modern design.

Not that there's anything wrong with the Classic MM design schema in my mind, but you can look at the dropping sales numbers and reactions to games and know that MM9 and MM10 were largely successful because of old series veterans, not new or current markets.

3
DASH / Re: It's dead, Jim.
« on: July 19, 2011, 04:44:12 AM »
I got back online as soon as I found out.

Guys, I am so [hard knuckle]ing sorry. I don't particularly care for Legends for reasons I've stated a long, long time ago, but I'm not going to hate on it when other people enjoy it. I do...or did...understand the merit of it, and I was actually kind of looking forward to Barret's playstyle. Not to mention it would have been a positive step IP-wise for Megaman.

But this. This feels like Capcom died, today. Like, they've killed Megaman.

Most of you probably hate me by now, some most of you don't even know me, but I am here to help you guys vent (even at me). Let's all just ask and hope and wonder for what the future holds. Because as a Megaman Classic/X/BN nut, I've gotta say, this is some ****, right here.

4
Gaming / Re: New Super Mario Bros. Galaxy 2 Wii Turbo Edition
« on: May 29, 2010, 06:35:17 PM »
242 Stars First Run: 29:04:50

I felt kinda bad about leaving this thread I created out there hangin' before going, especially since this is such an awesome game, so let's SPOILERS one more time shall we?

Ending
[spoiler]Classic Bowser battle. The meteors even leave shockwaves, and then he also wheels out his fire breath, holy cow. Then, just when you think it's over, he CRASHES THROUGH THE FLOOR and EATS the Grand Star! And then in true SMW2 fashion, is huge and in the background, while you have to hurl more Glorious Golden Meteors at him.
You beat him, he laments over the huge slice of cake he never got (lol), and accepts his beating. The Grand Star rescues Peach, and you can mess with her before grabbing it alongside Peach and Luma. There are Star Bits on the underside of that planetoid, BTW.
You return to Starship Mario, Rosalina comes and picks up her Luma from Mario Daycare...and leaves with his hat?! Wait, wait a minute!!!
Everyone returns home, cue the ending. Oh, and Bowser's okay, but he knows how Small/Regular Mario feels now, shall we say.
[/spoiler]

Post-Game and Post-120 Stars
[spoiler]Yea, Special World! And Rainbow Road FINALLY makes its platforming appearance as a Roll-A-Ball stage! That alone is worth the price of admission!
Then we see the trail of Rosalina's Comet Observatory; it's normally blue, but after 120 Stars, it's green! We find Luma returning to Mama's Library and putting on Mario's cap for a story about the Green Stars...
Ah, but it doesn't end there, THEN you find the Green Stars which are hidden in SM64 ways throughout each galaxy. Then after you run the LandmasterGrandmaster Galaxy once, collect 9999 Star Bits, and then you'll have to do a DAREDEVIL RUN. OMFG, I spent 45 lives and 1-2 hours on that Star!
[/spoiler]

Post-The Perfect Run
[spoiler]But it's worth it, because after the 3 Boomerang Bros., a Launch Star will appear, shooting you to the Princess of the Stars herself! Talk to her, and grab the Star. Or, if you're Boss (like I did), backflip up and over the house, grab the 1-Up, and THEN grab the Star. Risky? You bet your sweet tail! But hey, you're Boss, right? You won't fall off and have to do it all over again. ...not that you couldn't anyway. 8D
Rosalina doesn't grab the Star alongside you ala Peach in the ending, but she joins everyone on Starship Mario! Totally worth the frustration (but that's because I'm a fan of the character, admittedly)![/spoiler]

Can't wait to see what they've got up their sleeves next.
Anyway, want help on some specific Stars, just hit up a certain popular imageboard and I'll be there (although I'll have a Mario-esque coat of paint ;)).

5
Off The Wall / Re: See ya later!/Welcome back!
« on: April 26, 2010, 02:49:07 AM »
Aw, Sakura's back! Man, what a time for this...



I still love playing video games, always will. But my business mind and empathy for the public is starting to clash with the fanbases. I just want to appreciate games, and make them accessible to more people so that there can be more shared passion for it. But that clashes with the people that are already playing.
I'm here to wonder at distant galaxies with head-shaped planets, puzzle my brain with falling blocks, and be the funny, timeless hero when I can't myself. And if I get shell-shocked? Grab some pizza, and get back to making the party cuh-raz-uh. And fire my megabusters, pew pew!  8D

And I want you guys to as well.
So, I'm just going on ahead and logging out.
Been a good run, eh? I don't guess I ever really fit in, but you're a great bunch, really. The fact that you're and your own individual selves instead of blindly following what's fed to you really says something for each and every one of ya, and I'm gonna miss that about this place.
Hey, there's only one stylish way to go about this. owob

HyperSonic.EXE
Logout

6
Gaming / Re: ITS MAHVEL 3 BAYBEE (The MvC3 topic)
« on: April 26, 2010, 02:45:52 AM »
Nah, I'm not going out shoo'd like some dog:

As along time fighting game fan, and a rather good player at that, I have to completely agree with what Ben has been saying. Don't diminish the expected experience for the seasoned vets. I think Bleach DS did a pretty good job with this. The touch screen had shortcut buttons, however, it FORCED an EX use of the move you pressed the touchscreen button for as a draw back for being lazy. The supers had no drawbacks that I remember, so that was a little broken, but it did help a lot of my less skilled friends still compete reasonably. Some went on to actually learn the commands like I had, to get a better control over things. That was an acceptable 'easy mode' I thought. You could also enable auto guard too, but there was a few limitations if I recall correctly when using it. There was some technique you couldn't do when it was enabled. I think it was canceling into an attack or something. So it all sorta balanced out in its own way.

I did not particularly like MvC2's four button system. But I like the TvC three button system, since its a set of limb-ambiguous buttons, which works better for crossovers, especially anime. I think it worked VERY well in JoJo and MeltyBlood too.

I'm currently browsing the SRK forums, and they're just all up in arms "Oh it's gotta be six buttons or it won't be good." Frankly I think you can make a very diverse set of four (I dunno about three, though) buttons that have different time spans and some launch and be well off. But that's my experience (actually, if you spanned the hit-times out, that might help with balance and priority!).

As for an Easy Mode, I wouldn't rule it out, and since there is a way to do it, I think that the easy mode would have a time-to-execution penalty (and possibly a very negligible damage penalty on the higher damage specials).

Right now, though, I feel like just taking out inputs altogether! Particularly when it's causing this level of grief!!!!!!!!

Fact of the matter is, TvC still didn't change the name of the game all that much. Looking at worldwide sales, as well as quotes from company personnel, it can be gleaned that it was not the Wii fanbase that really helped TvC throughout its two lifetimes. It really boiled down to players who more or less were PS360 fighting game fans, who happened to have a Wii in the household, as well. THEY were the majority that ended up helping the game.

And even there, the game itself couldn't last because it does not have the long-legs of some other fighters. "Casual appeal" not withstanding, it was also the makings of the game's downfall, when it came to longevity. You know some thing is not quite right when Famitsu, whose reviews' quality could always be called into question, stated that the game felt "flat" and that it really boiled down to how players can do the same Baroque combos over and over again. Lo and behold, that's EXACTLY the kind of things that even the most open-minded of FGers have said about the game.

So, honestly, that all said, the less MvC:FTW is like TvC, the better off the game may be already. Casual appeal is fine and good, but not if it sacrifices the game's long-lasting appeal in the process.

And this simplification is still part of the problem, NOT the solution.

For example, as inevitable as it may be, Ono (SF4 producer) getting his hands on a new Darkstalkers game is a source of worry for me and many. Doing what happened to SF4 is one thing, as SF has worldwide appeal that was waiting to be catered to. But what's the use of trying to "simplify" and "mass market" Darkstalkers, when such a series never had that kind of market share in the first place? No "Vampire" game ever had the appeal of a Street Fighter or MAHVEL game in the West. Udon's Darkstalkers comic run did not last long. Even in the midst of the fighting game resurgence of the last few years, as well as GGPO taking the scene to new heights, Darkstalkers has still been very much a niche thing, especially in the West.

Ono could try and "SF4-ify" Darkstalkers if that's what he REALLY wishes. But I'm thinking that the backlash from the old guard would be even worse than when it came from SF4. The fan-base demographic is much smaller than SF's, and the casual audience is NOT THERE. So, with that much stated, would there really be much that to benefit from trying to make a "casual push" for such a franchise? I say, definitely not.

Furthermore, not everybody believes in this "simplication" mantra, and still gets very positive results. Case in point: BLIZZARD.

Blizzard, as a rule, has always gone to say that they craft a game with the "hardcore" sect of their fanbase in mind, first and foremost. They say that, because they know that their hardcore fanbase is inevitably the hardest one to please, but also because the design model provides a game that will serve to have many levels of depth. This is why, especially, SC2 is the game it is, because as much as some people may not like that the game looks to be little more than a graphical facelift of a game from over a decade ago, the game will still serve to keep its fans happy.

That's the thing that I wish Capcom would get, as well. You can craft a game that can still be hardcore oriented, yet still has various levels that can cater to so many different people, as well. This "streamlining" process may lower the skill threshold required for their games, but it also kills the game's possible livelihood in the process.

I mean, honestly, how many times are Capcom going to allow the continuing of this insanity of "dumbing down" perfectly fine games, and expect a different result?

How can you call TvsC good? I can't even do that. It was only on the Wii, had a brand new team that even fewer people were familiar with, a different control style, and felt flat? Not that that's uncommon; most games feel static these days.

At some point, the hardcore crowd was new. Okay? Learning everything. Still has to pick up on new features and frame-timings each installment too, at the very minimum!

Now consider what all we've discussed so far.
Got that?
Okay, now keep in mind that there are people that have trouble with SMB1.
...yeah. Give a marginal benefit for the input crowd, but don't slap new fans in the face for not being "hardcore" right off the [hard knuckle]ing bat.

Or for people, like me, who could probably learn all the strings and combos, and probably do them very well, but really just don't want to bother with that level of headache! Same went for Snaking! Same went for Brawl (which I'll touch on here in a minute)! Same for Guitar Hero!
There's a lot of people and potential buys and even future greats that say "Eh, I dunno" because they see conversations like this, and all the lingo, and all the overcomplication.

And I say, if you're going to value a set of button inputs over just having fun getting together with people, you need to get a life or devote your energies to something actually productive to society. How about that ****?

LoL, the END OF THE WORLD?  I think you are being a tad bit dramatic here. 

Also, you keep bringing up Smash Bros.  Keep in mind, I don't play competitively with Smash, nor do I have any intention too.  However, Smash Bros. is definitely not Marvel vs. Capcom in any way.  MvC, like all the VS series games are still pretty traditional FG's, just a little bit more flashy.  They still require Combo systems.  Now, Brawl has combos as well, but not on the level of real FGs, plus with the Items, Slipping, Smash Balls, etc., it adds a level of craziness, randomness, and silliness that makes the game not a traditional fighter. 

There are people who like to play Smash like a competitive fighting game, and that's their right.  I simply don't play those people, cause I don't find it fun.  But it seems to me that your problem is that people, I'm guessing like Jericho & I, tend to get so good in the game that it becomes un-fun for you, as judged by this comment here...

What you call tricks is really just our specific style of playing a character.  I play Marth differently than Jericho does (I like to call it....Not-As-Good Marth), just like he plays Capt. Falcon differently than I do (cept for the PANCH, because PANCHING is universal.  ALSO, PICK YOUR OWN COSTUME, JELLY!).  These are just how we develop and learn with specific characters.  From what I remember of playing your Falco, you pretty much just Blaster spammed and smashed (I could be confusing you with someone else, so I apologize if I am).  If this is the case, then I can see why you think Falco was nerfed.  Falco was NOT nerfed, in ANY way whatsoever.  If anything, he either kept his Melee awesomicity, or he was improved.  Jigglypuff was nerfed (I STILL cannot understand why Rest was weakened), Fox was nerfed, Sheik was nerfed, but Falco is easily one of the best characters in the game.  But again, you're only judging based on one-on-one play, because like I said, when 3 to 4 people are playing, anything goes.

MvC may be a mash-up of characters, but it's still a FG and thus the same rules of how one plays a FG still apply.  Listen, I suck at fighting games.  I have little to no chance against people like Lou, or my friend Joshmack, because they've been playing fighting games all their life.   TatsuCap is the only one I stand somewhat of a chance in because it's simple enough where I can do some combos, and plus both Lou & Joshmack don't practice as much.  So either I can get better and try to learn how to truly play and do combos, or simply play for fun and lose.  But to nerf the game so that I have a chance to win is kinda silly.  It's why I think MvC2 is such an awful game.  Any game in which I can pick a certain 3-5 characters and even come close or beat people like Lou or Joshmack means there is something wrong with the game, cause it's CERTAINLY not my skill level.  I hope they fix this in MvC3.

Personally though, I hope MvC3 is more like TatsuCap than MvC2, just in regards to no Cable, Sentinel, misc.  XD

Of course it sounds dramatic, but the point is, the series may have a bunch of hardcore fans, but those are likely half to less of the current buying market. And appealing to the same market, basic business logic, they're going to eventually fade and disappear, then what?
This isn't a sponsored sport; it's a video game. It's software. It's gotta be purchased by the same mass public as...well, I'm not gonna get into that topic.
So, the game needs to be as didactic as it is hardcore, up-to-snuff, balanced, etc.

Because that's all I could get a lag-ridden Falco to do! You probably also saw me do some really "WTF?" stuff, too; I got rid of Brawl because the online component was constantly serving to be an unknown variable in trying to judge my performance or change in tactics, MUCH LESS trying to deal with a nerfed Dair. That's right, that spike's timing was nerfed. In Melee? If you ran into that thing, you were going down. Brawl? Pfft, nah, you MIGHT get hit with it at just the right time. Other than that, Falco's severely outgunned trying to deal with a Marth; Marth's sword gets ALL SORTS of priority over Falco's Standard, Strong, and Air attacks. Smashes are all you can do! That and projectile spam. Especially in a lag setting, whereas Marth can fairly well do whatever and get a wide, sweeping strike (see: all his Aerials, FFS). If I lost IRL, eh, I might be a little upset that I'm not doing better, but true, I don't spend a lot of time on any game. I'll gladly admit that, because I'm just in it for fun, not to mention I've got work, workout, dating, MBA, and tons of other things to do.

That's why I had to pick Pikachu, and you know what? I was doing pretty good. See if Marth or Capitan can get near me when I DSmash!
But! It wasn't who I wanted to be.

Is it silly to nerf a game? In a competitive setting, obviously. Pro golfers and tennis players don't bloody use handicaps or get to use the lanes. But that's a perfect example of where I'm going with this; especially online, FG's don't offer at least the control fluidity to every player. I think some sort of simplification is in order, then, IF a player learns the inputs, they're rewarded with the competitive edge of extra timing or damage, whatever Capcom (or any dev) decides on.

PB, we have more in common than I thought! ^_^ All very valid points.

As I see it, it all depends on how you play the character. For instance, my ALLSMASH main (meaning I use him in all 3 Smash Bros) is Kirby. And I play Kirby smart; I don't commit Kirbicide (HEY I'LL EAT YOU AND JUMP OFF A CLIFF!), I use his abilities wisely. When one power ceases to be effective, I lose it and try getting another. It all depends on how one plays the character; no one character is inherently better than another. The true strength of a character lies within the cunning and strategies of the player. Even the character with the weakest attacks can become a true monster in the right hands.

What I'm trying to say here is, even if the characters are unbalanced or there's too many to keep a consistent level of quality, it doesn't matter. Any character has the potential to be deadly if the person playing them has the right strategy.

Not true in all cases, Green. You can evade and guard or just generally run like heck as weaker characters, and then wait for openings and start wailing.
But that goes for any character. That's one of the most basic (and not surprisingly, effective) combat tactics. It still does not account for rampant overlaps in priority or timing when it comes to matching up characters.



I still love playing video games, always will. But my business mind and empathy for the public is starting to clash with the fanbases. Can't count how many topics and times I've dreaded coming to the Gaming sub-forum to have to argue with Hypershell, HokutoNoBen, or whoever. I want to appreciate games, and make them accessible to more people so that there can be more shared passion for it. But that clashes with the people that are already playing.

Done conflicting. Done arguing. Not what I'm here to do. I'm here to wonder at distant galaxies with head-shaped planets, puzzle my brain with falling blocks, and be the funny, timeless hero when I can't myself. And if I get shell-shocked? Grab some pizza, and get back to making the party cuh-raz-uh.

And I want you guys to as well.
So, I'm just going on ahead and logging out.
Been a good run, eh? I don't guess I ever really fit in, but you're a great bunch, really. The fact that you're and your own individual selves instead of blindly following what's fed to you really says something for each and every one of ya, and I'm gonna miss that about this place.
Hey, there's only one stylish way to go about this. owob

HyperSonic.EXE
Logout

7
Gaming / Re: ITS MAHVEL 3 BAYBEE (The MvC3 topic)
« on: April 25, 2010, 08:25:16 PM »
It would indeed be nice. But all the same: Ono and Niitsuma need to be more worried about making solid games, first and foremost. They can worry about the silly [parasitic bomb], later. After all, Niitsuma has a lot to prove to the skeptics within communities such as SRK's, because TvC didn't last long. About a good 8 months between the first version and the last, and then the scene for the game all but fizzled out. That's sad.

And HS.EXE's comments don't help. People on SRK are either outright lol-ing at his essay that he posted, if not outright smh-ing because his brand of thinking, combined with Niitsuma's recent quotes about "MvC2 was too complex, LOL!" don't exactly do a lot to instill confidence on those who have already feel dejected by modern day Capcom's fighting games already. 

The more reasonable, like myself, are more amiable: we want to see what MvC3 has in store. But we also completely abhor the idea of trying to "simplify" things. Give people their easy mode, and keep the rest of the experience unfettered for the rest of us.

Let me tell you right now, I don't give a [parasitic bomb] what those bloody little communities think. Odds are, most of them pirate the games anyway. And they're going to do what they're going to do to have their way (Brawl+ and ban lists are an excellent example of this). I'd rather not associate myself with the likes of Dylan Tnga and other like-minded idiots, and I don't think new players or fans of Marvel and Capcom that aren't privvy to this unadulterated BS deserve that displeasure.

Video games are in a state of reinvention and simplification as is obvious from the Wii's results. Marvel Vs. Capcom, like Super Smash Bros., is pretty obviously an intended mashup/fun fighter, rather than a serious competitive one.

You want to play like that, play Super Street Fighter IV or some other game that does deliver such balance.
Most of the people who want to play a crossover fighter like this are just in it for the fun. Balance should remain an important part of these games, and if it happens to do so, great, but it's not the end of the world if it doesn't happen.

What WILL be the end of the world is if there are no more games out, and the best way to ensure that is to SEPARATE THEIR ASSES and nitpicking into one game series which gets downloadable updates, then have a mass-appealing, but training, fighter that might teach people into the competitive scene if they so desire, and if not, is just a fun romp.

8
Gaming / Re: ITS MAHVEL 3 BAYBEE (The MvC3 topic)
« on: April 25, 2010, 05:37:28 AM »
And SSB puts a damage penalty on spamming. Smart.

Not intuitive.
Not logical.

But smart.

9
Gaming / Re: ITS MAHVEL 3 BAYBEE (The MvC3 topic)
« on: April 25, 2010, 05:18:00 AM »
No, there should not be a damage penalty. That defeats most of the purpose of having this issue dealt with, to begin with.

Again, only damage penalties for Hyper Combos. And not every special attack can get mapped to these button presses (at least, I don't think so). Either way, no sense punishing players who want a more fluid experience.

You want to do some sort of penalty? Do a "time-to-execution" penalty, since that's the difference in combat between inputting and single button, but not damage.

10
Off The Wall / Re: Post Pictures Of Yourself
« on: April 25, 2010, 05:05:51 AM »

NOMNOMNOM I WANT YOUR HEARTS

IT RUBS THE LOTION ON ITS SKIN OR ELSE IT GETS THE HOSE AGAIN :V



Guess who.

Who says blondes have all the fun? 8D

11
Gaming / Re: Monster Hunter General Thread
« on: April 25, 2010, 04:17:12 AM »
brb Raisinets

12
No, why would I do tha...

!

13
Before I got heavily into Mega Man, I grew up on MM7. 7's great, 7's better than the classic games in terms of being fun.

But, looking back, it isn't quite the NES style Mega Man, and I appreciate Capcom sticking to the old style to show the err in my ways for 9 and 10.

HOWEVER, 7 was, again, fun. Had the slide, the Charge Shot, had Blues' Shield, had the Super Adapter, whereas things just lack wonder in those departments in 9 and 10. Thankfully in 10, we do get extra weapons from DLC, even though those can only be used in Time Attack.

Mega Man 11 needs some OOMPH. I'm not sure I'd enjoy another 8-Bit, ability lacking mega-romp.

14
Gaming / Re: ITS MAHVEL 3 BAYBEE (The MvC3 topic)
« on: April 25, 2010, 01:44:00 AM »
But that's just it! You've got a crowd that doesn't want to bother with the time it takes to do that junk! AKA, most of the buyers!

Make 2 modes or something! And no damage penalty.

15
Gaming / Re: ITS MAHVEL 3 BAYBEE (The MvC3 topic)
« on: April 25, 2010, 01:09:44 AM »
Combos and Dial-a-Combos?

Oh lordy, this just got more complicated! I'm talking about Unibeam and Tornado Hold and Hadoken! You wanna "freestyle" your own combos, man, go for it! Just so long as it's balanced!

16
Fan Creations / Re: Vixy Randomness~
« on: April 25, 2010, 12:40:31 AM »
Sounds close!

Man, can't wait for new Shantae.

17
Gaming / Re: ITS MAHVEL 3 BAYBEE (The MvC3 topic)
« on: April 25, 2010, 12:08:26 AM »
Well there's no good reason for string inputs for regular combos, either.
It serves no logical purpose.

Hyper combos, different story. Those would take considerable doing on the part of the superheroes and should stay string input with a one-button option that loses attack power/numbers of hits.

18
Gaming / Re: ITS MAHVEL 3 BAYBEE (The MvC3 topic)
« on: April 24, 2010, 07:16:35 PM »
I'm transplanting this from my post on Capcom-Unity:

www.1up.com/do/previewPage?cId=3178896
Quote
Streamlining inputs, however, may start heated discussions within the  community. "We're also looking at the possibility for some moves to be  one button." MvsC3 isn't the first time Capcom has attempted to lower  the execution barrier for neophytes. The GameCube port of Capcom vs. SNK 2,  a crossover fighter starring Capcom and SNK properties, implemented a  similar one-button command for special moves (which was aimed at  beginners). "It would be exactly like that [Capcom vs. SNK 2], but the  trade-off is that you'll lose something else. You can have the simple  one-button command, but we have to decide if that means the amount of  damage done to the opponent would be less than damage done with a full  command move." Would this mean a damage handicap for beginners who can't  perform even a Hadoken? And why is there a trade-off when previous  fighters didn't penalize players for using an easier input system?  Perhaps the handicaps are exploitable. With easier inputs, deft players  could string together combos impossible on normal execution. For  instance, many combo videos made by the fighting community are performed  with help of a programmable pad, which eliminates the physical barrier  needed to execute commands. A single press of a button is much faster  than inputting the command's motion.

I want everyone to think back to Street Fighter 2. Think about how much damage, how much hitbox, and how much priority that input combos received. This was back in the day when part of the appeal of most things fighter or "kung-fu"-ish were about how "great warriors had inner focus and after some buildup time, they would unleash their inner power." Look at Dragon Ball, at many of the 80's and 90's Hollywood karate movies. When they weren't about that specific theme, they were about the journey or training to become the best (Rocky, Karate Kid, etc.).

This is now archaic, outdated, and unnecessary. Now it seems the developers are trying to make the game balanced, which is already a pain to do between an increasing roster and the "someone's gotta win, someone's gotta lose" nature of combat. Squirrel Girl or Thanos vs. Dan or a Servbot would be over in half a second in canon, but the devs are challenged with creating a game where people who love their characters can feasibly have a chance at winning.

Even in recent competitive play, combos are not nearly as important as Launchers, Infinite Loops, and good old fashioned brawling/jabbing/haymaking/blitzing. Combos are for eye-candy or specific situations. But they can also break the game, too; if a player strings a set of regular attacks then uses a combo that loops or sets up into enough attacks that it wipes out most of the roster, that kills the game. I'm not saying "setting up" isn't okay. That's the deadliest fastest way to win any battle (ever played Blitzkrieg Chess?). But in this setting, it must be balanced out, or have some way for the opponent to break out of it.

On top of that, these combos are unintuitive and stodgy. Do you think Iron Man has to sit there and think about pulling out his Repulsors or Unibeam? No, he just flat-out uses them. Ryu? Oh yeah, when he was first learning the Hadoken, he probably had to concentrate very hard on his Chi before getting it to work, but you know what? He's a world champ, now. A legend. It shouldn't take him DownDownrightRight Fierce to do a Hadoken, anymore. Mega Man's weapons are as instantaneous as his buster; why Tornado Hold, Leaf Shield, and Mega Ball are string inputs and not one-button presses like the Mega Buster (Heavy Punch) is beyond me.

I don't need to remind everybody here how much this would help new players, but there's a good reason for it. You know, the majority of people don't, and shouldn't, bother having to memorize a list of combos just to be their favorite character and look awesome doing it. Especially when you're trying to show the game to someone new, either to the series, or to video gaming, or new to you! The majority of the buying public plays these games for the trademark atmosphere and the fun. That's why games like Power Stone and Super Smash Bros. are so enjoyed.

It's time to move on, it really is. I feel for veteran players, and I do think there should be some challenging modes, but A) I really think this obsession with the supposed "elitism" that comes with doing these string inputs has gotten very unhealthy, and B) players should NOT be penalized for using a one-button press compared to a string input.

Veteran players should be more rewarded with challenges and harder achievements that require the skill that they have in their other capacities such as how to analyze chains of attacks and setups, and how to evade the most damage with hitboxes and positioning, in addition to learning attack patterns. And then the timing of pulling that all off. That's worth more than practicing a set of button inputs ad nauseum.

19
Gaming / Re: Metroid Discussion Thread
« on: April 24, 2010, 12:48:01 AM »
Ack! Delay? Man, now I'll have to push my visit to my best friend's back some. Not like it mattered; I've got Long Summer classes to take, now. ;^;

Gameplay looks great. Some people might call it a bit hand-holding, but it puts some of the enemies in a different axis, like reality, while the gameplay's still 2D, 3D when you need it to be.

Sick stuff, man. Beats every Metroid game ever if it turns out to be done the right way.

20
Gaming / Re: ITS MAHVEL 3 BAYBEE (The MvC3 topic)
« on: April 23, 2010, 06:53:06 AM »
Brawl is only really unbalanced one or one.

That's mostly what I play.

And you and Jelly seem to have some tricks I just don't bother to practice up on in that much detail.
'Course Falco's also been nerfed, so that wasn't cool either...

21
Gaming / Re: ITS MAHVEL 3 BAYBEE (The MvC3 topic)
« on: April 23, 2010, 05:54:12 AM »
You can balance a game regardless of roster size.

Just depends on how much detail you put into it (and how few combos/how simple the inputs are).

Which is why it's such a shame SSB is getting more and more unbalanced.

22
Gaming / Re: ITS MAHVEL 3 BAYBEE (The MvC3 topic)
« on: April 23, 2010, 05:41:40 AM »
Quote
~No Nemesis or Tyrant
~SPECIFICALLY MENTIONS Nemesis and Tyrant
~Attempting to work in a Resident Evil villain
~Chris Redfield confirmed, Jill Valentine likely

And with Resident Evil's wild popularity, that means only one meaningful Resident Evil villain, who's actually very skilled at hand to hand combat, could be in the roster:


23
The GBA slot is old now. I WANT MY VIRTUAL HANDHELD

This.

Let's see a GB/A Virtual Console, already.

24
I was kinda wondering if they'd import saves if you had the GBA version. Stick it in the Phat/Lite, and you'd have all your save files.

Just thought of that idea last week.

25
Gaming / Re: ITS MAHVEL 3 BAYBEE (The MvC3 topic)
« on: April 22, 2010, 02:13:53 AM »
FACT: This is a fighter game developed largely by Capcom.
FACT: There has not been truly balanced fighting game ever made, with the no company in the lead as far as balance.

I don't expect this to change, but I never did. I don't play any game competitively, nor would I recommend playing competitively until we one day get that balanced game where one character doesn't have a unique combo or set of attacks that outweighs the use of every other character.

That is not the nature of combat. There can only be one winner, one superior.
No ban can change that.

If we ever get the balanced game, it's a long way off. In the meantime, do what you can to enjoy it the way you do.

Me, I'll pick either my favorites or best, and do my best, and have a fun time trying to win.

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