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Based on blog posts of some people working there, arcsys staff isn't working from home right now.
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# ? Oct 15, 2020 12:06 |
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# ? Apr 27, 2024 16:57 |
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Would it really cost so much money to just grab the “lobby” folder and drag it to the trash?
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# ? Oct 15, 2020 15:21 |
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There’s a new version of Phantom Breaker coming out and I’m pretty excited to play some more Trash Anime Bullshit
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# ? Oct 15, 2020 17:31 |
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Gutcruncher posted:There’s a new version of Phantom Breaker coming out and I’m pretty excited to play some more Trash Anime Bullshit Oh, cool, I remember when the first version originally got announced for the 360 and then got lost in development hell. Then that game never came out, but the beat-em up spinoff Phantom Breaker: Battle Grounds did come out. It's cool to see the initial game is finally getting released. IGN put out a trailer and some match footage: https://www.youtube.com/watch?v=vKM3fJ7HWYI https://www.youtube.com/watch?v=duojb6yMst4
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# ? Oct 15, 2020 17:53 |
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I doubt it was lost in development hell or even licensing hell, since the two PB fighters came out on Japanese PS3 and the PB beatemup came out worldwide on many consoles. I think it was lost in “wow this sucks we shouldn’t localize it” hell.
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# ? Oct 15, 2020 18:50 |
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The phantom breaker fighting game was legit one of the slowest and shittiest fighters I have ever played. It was so bad that I was honestly impressed that the beat em up was actually good.
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# ? Oct 15, 2020 19:01 |
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That match video of Omnia already looks a lot better than I remember Extra being. Not necessarily GOOD mind you, but better. I like buying total rear end fighting games so either way I’m stoked for this poo poo.
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# ? Oct 15, 2020 19:05 |
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Ryoga posted:The phantom breaker fighting game was legit one of the slowest and shittiest fighters I have ever played. It was so bad that I was honestly impressed that the beat em up was actually good. I love me some janky fighting games, but this new one looks like it kinda continues the trend.. Though I appreciate the one anime doing a crazy flying powerbomb thing to the other
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# ? Oct 15, 2020 19:05 |
Archer666 posted:I mean this is basically how ranked already works, except this time its just visualized for absolutely no reason. It's really weird looking at the strive lobby stuff from kinda outside the community. I've been kinda thinking about getting into fighting games, for a lot of reasons, and now I've got a few fighting game people I've known for a long time that regularly play with my gaming group so I'd even have a couple people to explain poo poo to me, but whenever I see the things fighting game devs are trying to do to "help" people like me get into the game I just can't help but think they're entirely missing what the barrier is. I don't care how hard combos are to do, because I assume if I stick with a game long enough I'll get there. What I want is a single player campaign that teaches me fundamental theory about fighting games via forcing me to beat an AI designed around some fundamental idea and then a new person to beat with a new thing to teach me, and some story character to identify fighting game lingo as I come across the concept so I can understand what's going on. The barrier isn't gameplay, it's the learning cliff of terminology and concepts. Lobby poo poo makes me frown because it just... doesn't mean anything to me? I was eyeing GG because I'm a sucker for anime trash, not because I really dig arcade lobbies or whatever. I play POE and MMOs and minecraft. Complicated and obtuse as hell game mechanics are clearly not a barrier to me. LITERALLY MY FETISH fucked around with this message at 21:01 on Oct 15, 2020 |
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# ? Oct 15, 2020 20:58 |
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LITERALLY MY FETISH posted:It's really weird looking at the strive lobby stuff from kinda outside the community. I've been kinda thinking about getting into fighting games, for a lot of reasons, and now I've got a few fighting game people I've known for a long time that regularly play with my gaming group so I'd even have a couple people to explain poo poo to me, but whenever I see the things fighting game devs are trying to do to "help" people like me get into the game I just can't help but think they're entirely missing what the barrier is. I feel like xrd rev 2 actually kinda does this in their tutorial, and unclr has a pretty good tutorial as well. The problem is no game that I've seen really rewards you for the tutorial or integrates it well. It would work way better if there was a single player campaign where you run into "jerk jumping man" who works for big bad guy and is confident in his jumps, so wipe that smile off his face with some anti air combos. Kind of like in every other game where the story mode introduces the main mechanics to you by like, having you throw a grenade at 8 guys having a party around an explosive barrel. Teach the player how to do it and then reward them with something other than the next level of tutorial. Otherwise it's just sort of "here's all the tutorials, hope you enjoy grinding matches to learn" which works for me but is not exactly a great experience for people that are truly new.
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# ? Oct 15, 2020 21:07 |
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More games need an actual complete heres the characters archetype and their gameplan. Here's how you execute it and how the moves in the kit work together
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# ? Oct 15, 2020 21:12 |
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the problem with features like that is that a) it turns out most people most in need of tutorial features ignore them and b) those toy single player skill builders have been (apocryphally) shown to not actually transfer to real live multiplayer matches
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# ? Oct 15, 2020 21:19 |
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Instead of cheating supercharacter bosses just give me AI archetypes designed to hammer some mechanic home. Midboss SnakeEdgeSpamMan who does nothing but blocks and snake-edges you. GimmickGoon baddie who spams 1-2 cheese cheap moves and basically nothing else. HuggingHulk who basically only varies up throws make them real scumbag characters so you want to really dumpster them by learning The Actual Lesson i know you can set all of those up as variations in better training modes, but that assumes you already know all those things exist RoadCrewWorker fucked around with this message at 21:27 on Oct 15, 2020 |
# ? Oct 15, 2020 21:23 |
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Midbosses: only jumps in/crosses up man, run away and fireball man, throw/sweep mixup woman Final boss: perfect anti-airs man The postgame boss: walk forward and jab woman
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# ? Oct 15, 2020 21:25 |
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You can put all the tutorials in the world, but really it just comes down to “does a player wanna spend hundreds of hours and endure countless losses before becoming okay at a game?” Tutorials can’t help that, and anything beyond basic instructions on the controls and what the meters do is wasted effort
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# ? Oct 15, 2020 21:26 |
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There are entire volumes of advice on teaching that could be (but are generally not) applied to fighting games, but the first and most important step is separating the idea of tutorializing from the idea of onboarding/retention. Better teaching tools are incredibly good things to have because it raises the overall skill level of the community and helps push the game to its limits. They're not a waste of effort at all. But that's a very different concept than trying to soften or downplay the reality of the genre to get people to give learning a chance. Trying to convince people to learn against their will is a waste of time. Helping those who want to learn is not.
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# ? Oct 15, 2020 21:35 |
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Yeah, there's a GDC presentation about how tutorials are good for bullet points on the store page but the only kind of players who don't skip them are the ones who don't actually need them. And even if you stealthily sneak them in story mode, none of them will teach a newcomer how to endure countless defeats against another human. Although it's worth mentioning the most interesting step in that area that's been made this year is games (in general, I don't think any fighting game does this but it's not like we had a bunch of new releases this year) that match newcomers to bots pretending to be easily defeatable humans, but whether that works at all isn't really known and you get extra salt when the newcomer gloating about early victories is told it was just Skynet using kid gloves. Chev fucked around with this message at 21:38 on Oct 15, 2020 |
# ? Oct 15, 2020 21:36 |
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RoadCrewWorker posted:Instead of cheating supercharacter bosses just give me AI archetypes designed to hammer some mechanic home. I think footsies does this kinda
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# ? Oct 15, 2020 21:37 |
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Skullgirls did that and no one noticed it because unless the AI tells you what they're gonna do during the fight, as soon as they find an exploitable pattern players will just think it's a bad AI.
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# ? Oct 15, 2020 21:39 |
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Its ok to lose
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# ? Oct 15, 2020 22:15 |
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I've been trying to get into fighting games and I still lose basically every match I go into in games that aren't Fantasy Strike. When it comes to these sorts of games, I think one of the most important things holding me back is the usefulness of each move, and the fact that Special moves are not meant to be the Only Moves That Matter. In any other genre a character's special moves are meant to be the big payoff for the player, but in a fighting game it seems like they're basically the same as any other kind of attack. I still can't help but feel like I've gotta be pulling out special moves all the time, and that my guy's normals are just filler. Also as far as tutorials go, I find most of the information they give is basically useless. Yeah, you can tell me what Laura's combos are (which I can't even pull off), but they're just against an unmoving dummy. They don't go into why you want to do any of this stuff, and the scenarios they put you in do not reflect an actual fight at all. Even if they try and gameify certain aspects, I still feel like I'd only learn the lesson for dealing with that specific case, rather than being able to apply it to an actual match against a person.
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# ? Oct 15, 2020 22:36 |
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RoadCrewWorker posted:Instead of cheating supercharacter bosses just give me AI archetypes designed to hammer some mechanic home.
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# ? Oct 15, 2020 22:38 |
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RoadCrewWorker posted:Instead of cheating supercharacter bosses just give me AI archetypes designed to hammer some mechanic home. Them's Fightin Herds specifically does this but it's also the pony fighting game so that alone is a barrier of entry.
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# ? Oct 15, 2020 22:39 |
Gutcruncher posted:You can put all the tutorials in the world, but really it just comes down to “does a player wanna spend hundreds of hours and endure countless losses before becoming okay at a game?” I think you're right that at the end of the day someone has to be willing to lose a lot in order to get better (I spent a long time getting good at french horn and machine shorthand, I know what sucking at something but doing it anyway looks like), but there's a lot to fighting games that isn't understanding what meters do and which buttons do what. A tutorial can help with that, maybe. Maybe it's better to call it fighting game literacy or something instead of getting gud? Also my biggest original point was more that nothing the FG devs seem to be doing to try to get new players in does anything for me, a new person thinking about getting into this genre. Dunno why a lobby system is something anyone is even worried about. LITERALLY MY FETISH fucked around with this message at 22:48 on Oct 15, 2020 |
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# ? Oct 15, 2020 22:43 |
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Oberst posted:Its ok to lose Learning this truth was when my FGC third eye finally opened.
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# ? Oct 15, 2020 22:44 |
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Momomo posted:I've been trying to get into fighting games and I still lose basically every match I go into in games that aren't Fantasy Strike. When it comes to these sorts of games, I think one of the most important things holding me back is the usefulness of each move, and the fact that Special moves are not meant to be the Only Moves That Matter. In any other genre a character's special moves are meant to be the big payoff for the player, but in a fighting game it seems like they're basically the same as any other kind of attack. I still can't help but feel like I've gotta be pulling out special moves all the time, and that my guy's normals are just filler. The thing that makes special moves "special" is you can cancel into them from normal moves, meaning the regular button presses you do can often be interrupted or seamlessly linked into a special move. Many games have an order of sequence like this, like moving up the food pyramid of moves.
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# ? Oct 15, 2020 22:45 |
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Momomo posted:I've been trying to get into fighting games and I still lose basically every match I go into in games that aren't Fantasy Strike. When it comes to these sorts of games, I think one of the most important things holding me back is the usefulness of each move, and the fact that Special moves are not meant to be the Only Moves That Matter. In any other genre a character's special moves are meant to be the big payoff for the player, but in a fighting game it seems like they're basically the same as any other kind of attack. I still can't help but feel like I've gotta be pulling out special moves all the time, and that my guy's normals are just filler. something that might be helpful would be to pick a char with huge normals to help you understand the importance of regular buttons. Or play different games that have different emphases, download the melty caster and mash crouching punch or play some KOF games on figtcade and use j.C a bunch or stand perfectly still and throw out heavy slashes in Sam sho II etc. trying out lots of different games can help contextualize why FGs are designed and played the way they are, another lesson that you won't be able to necessarily learn in any single game's tutorials
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# ? Oct 15, 2020 22:46 |
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Use Gordo's 5c then understand the true power of normals.
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# ? Oct 15, 2020 22:50 |
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Spanish Manlove posted:Use Gordo's 5c then understand the true power of normals. i know what you meant by this but its really making me laugh
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# ? Oct 15, 2020 22:52 |
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look out he's about to rusty nail!!
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# ? Oct 15, 2020 22:53 |
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lol I should totally know it's Gordeau
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# ? Oct 15, 2020 22:54 |
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Spanish Manlove posted:Use Gordo's 5c then understand the true power of normals. that's a good rear end button...one of my faves. not as obviously powerful but another favorite button of mine is millia c.S, elegant, hits multiple times, looks cool when you continue the combo into the air. Bellissimo. I miss proximity normals.
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# ? Oct 15, 2020 22:55 |
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Momomo posted:I've been trying to get into fighting games and I still lose basically every match I go into in games that aren't Fantasy Strike. When it comes to these sorts of games, I think one of the most important things holding me back is the usefulness of each move, and the fact that Special moves are not meant to be the Only Moves That Matter. In any other genre a character's special moves are meant to be the big payoff for the player, but in a fighting game it seems like they're basically the same as any other kind of attack. I still can't help but feel like I've gotta be pulling out special moves all the time, and that my guy's normals are just filler. depends on the game, but normal moves are usually faster and/or less of a commitment compared to specials, and if they connect you can cancel into a special move anyway
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# ? Oct 15, 2020 23:04 |
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I trained for over ten years just to get caught in a crouching jab
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# ? Oct 15, 2020 23:18 |
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Momomo posted:I've been trying to get into fighting games and I still lose basically every match I go into in games that aren't Fantasy Strike. When it comes to these sorts of games, I think one of the most important things holding me back is the usefulness of each move, and the fact that Special moves are not meant to be the Only Moves That Matter. In any other genre a character's special moves are meant to be the big payoff for the player, but in a fighting game it seems like they're basically the same as any other kind of attack. I still can't help but feel like I've gotta be pulling out special moves all the time, and that my guy's normals are just filler. Just play dbzf and mash square
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# ? Oct 15, 2020 23:20 |
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LITERALLY MY FETISH posted:I think you're right that at the end of the day someone has to be willing to lose a lot in order to get better (I spent a long time getting good at french horn and machine shorthand, I know what sucking at something but doing it anyway looks like), but there's a lot to fighting games that isn't understanding what meters do and which buttons do what. A tutorial can help with that, maybe. they mentioned that people are more likely to play mobile games than fighting games, so the lobbies they picked are supposed to appeal to people who only play games on their phones (i think)
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# ? Oct 16, 2020 00:15 |
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Spanish Manlove posted:Use Gordo's 5c then understand the true power of normals.
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# ? Oct 16, 2020 00:20 |
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Smoking Crow posted:they mentioned that people are more likely to play mobile games than fighting games, so the lobbies they picked are supposed to appeal to people who only play games on their phones (i think) leaked image of the menu for guilty gear strive part 2: strive harder
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# ? Oct 16, 2020 00:23 |
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dragon enthusiast posted:leaked image of the menu for guilty gear strive part 2: strive harder that looks nothing like maplestory
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# ? Oct 16, 2020 00:36 |
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# ? Apr 27, 2024 16:57 |
10 stamina to play your next ranked match
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# ? Oct 16, 2020 00:49 |