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Fan Creations / Re: nondescript username-based title for a shoddy fanart thread
« on: April 26, 2010, 07:03:27 AM »
But seriously, what is Sexy Monopoly but a box of dicks?
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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.
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.
To me though, MvC2's problem wasn't that it utilized the 4 button system, it was that Capcom didn't really transfer the characters from past games to that system very well.
But, it can't one shot a few things Top Spin Can.
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.
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...
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.
But, it turns out that weapon if used after training kicks more ass then the Metal Blade.
I love that jacket. I assume you're a pretty stylin' person
But what your friend also demonstrates is that he knows the basics that govern tactics and strategy. If he's already a decent Zangief player in any other SF game, he already knows the fundamentals that govern how to play the Red Cyclone. And it works for the sake of SF4, because a number of those old strategies still apply.

Couple that with the fact that SF4 'Gief is a BEAST, with likelihood that the majority of the people there at that GStop tourney were probably newbies, and it's enough to dictate how your friend was able to do just fine. Proper training, combined with certain other things in his favor = RESULTS!![]()
But in any case, this goes back to my original response. These types of "muscle memory" things are just another facet of what makes FGs what they are. Learning the execution for a Shoryuken is only the first step, where learning how to adequately use it and integrate it into your overall strategy comes later. This is where the notion of how learning a fighting game is akin to learning a martial art definitely rings true. FGs, by nature, can be such that you can spend many months learning one character/fighting style inside-out. Then after you learn that much, tactics and strategy (MIND GAMES, SON!) comes later.
TC is admittedly the most balanced entrant in the series. Dunno how much that says when all of the other entries were BUSTED AS ALL GET OUT, but it was definitely a nice showcase that such a thing is not impossible.

Cut the crap and show yourself!
Hey PB, make sure to give your character red hair, because there's this thing in MH3:
Counts as special helmet.