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So yeah I guess I'm allowed to talk about Fortune now. She's strong as gently caress and probably my favorite character now. I thought I was a 3-char team player for life, but I'm kind of into solo fortune...
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# ? Oct 5, 2011 21:27 |
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# ? Jun 6, 2024 21:15 |
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Jmcrofts posted:So yeah I guess I'm allowed to talk about Fortune now. She's strong as gently caress and probably my favorite character now. I thought I was a 3-char team player for life, but I'm kind of into solo fortune... She does look like a really fun character to play. Something I don't think was answered in the video is if her head is interactable after you tag out. For example can I throw my head on the ground, tag, then kick her head into my opponent with my new character? And can the opponent still hit it and deal damage to Ms. Fortune?
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# ? Oct 5, 2011 21:43 |
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Twilly posted:She does look like a really fun character to play. Something I don't think was answered in the video is if her head is interactable after you tag out. For example can I throw my head on the ground, tag, then kick her head into my opponent with my new character? And can the opponent still hit it and deal damage to Ms. Fortune? It wasn't mentioned in the video, but it was mentioned elsewhere. It's not interactable at all when Fortune is tagged out, by yourself or the enemy. That might change if you use a head attack as an assist, though, but only when Fortune is out.
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# ? Oct 5, 2011 21:45 |
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AXE COP posted:I'm actually looking forward to playing Cerebella because I can finally use a grappler that's (relatively) easy to use on keyboard. It's a pity GGPO doesn't support it any more, I would have told you to try 3S Makoto.
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# ? Oct 5, 2011 21:49 |
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Broken Loose posted:http://www.gametrailers.com/video/exclusive-miss-skullgirls/721769 Dive kicks, rekkas, sudo double character, blockable command throws, stupidly good crossups wow it is like everything thing I like in a character rolled into one.
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# ? Oct 5, 2011 21:50 |
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ShinsoBEAM! posted:Dive kicks, rekkas, sudo double character, blockable command throws, stupidly good crossups wow it is like everything thing I like in a character rolled into one. I saw an axe kick, but where's a dive kick?
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# ? Oct 5, 2011 21:55 |
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Zaa Boogie posted:I saw an axe kick, but where's a dive kick? I think he meant the axe kick. Last thing we need is another Yun/Wolverine.
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# ? Oct 5, 2011 21:57 |
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Broken Loose posted:http://www.gametrailers.com/video/exclusive-miss-skullgirls/721769 The walkthrough was awesome but this is actually the first time I saw the game in high resolution and I was more impressed by how good the game looks.
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# ? Oct 5, 2011 22:08 |
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40 OZ posted:The walkthrough was awesome but this is actually the first time I saw the game in high resolution and I was more impressed by how good the game looks. The last few FNF have been uploading HD 60fps videos to Megaupload.
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# ? Oct 5, 2011 22:13 |
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One thing to keep in mind is that the market is going to be pretty drat saturated with fighting games in 2012. You have UMVC3, SFxT, KOF XIII, SCV, and TTT2. Add in AE2012 and you have six competitive fighting games, and I doubt many people will spend the time and money to play all six. I'd say the community is big enough to generate serious hype for three, maybe four games, and two of those slots are taken up by AE and UMVC3. This is the absolute worst possible release window for Skullgirls and any other fighting games, by releasing in early 2012 they are setting themselves up for failure. I'd suggest that if they have to delay, they delay until the 2012 Christmas buying season, anything sooner and there won't be enough people buying it to really build up the player base needed for a big success.
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# ? Oct 5, 2011 22:18 |
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Konstantin posted:One thing to keep in mind is that the market is going to be pretty drat saturated with fighting games in 2012. You have UMVC3, SFxT, KOF XIII, SCV, and TTT2. Add in AE2012...
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# ? Oct 5, 2011 22:20 |
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I gotta download this and other videos and play them on my big tv. Ms Fortune looks absolutely bonkers, but I know I'll never be able to play her to the fullest extent.
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# ? Oct 5, 2011 22:24 |
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Do you have to block toward the body or the head when the head attacks you?
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# ? Oct 5, 2011 22:25 |
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Konstantin posted:One thing to keep in mind is that the market is going to be pretty drat saturated with fighting games in 2012. You have UMVC3, SFxT, KOF XIII, SCV, and TTT2. Add in AE2012 and you have six competitive fighting games, and I doubt many people will spend the time and money to play all six. I'd say the community is big enough to generate serious hype for three, maybe four games, and two of those slots are taken up by AE and UMVC3. This is the absolute worst possible release window for Skullgirls and any other fighting games, by releasing in early 2012 they are setting themselves up for failure. I'd suggest that if they have to delay, they delay until the 2012 Christmas buying season, anything sooner and there won't be enough people buying it to really build up the player base needed for a big success. You're kind of forgetting that Skullgirls isn't going to be a full priced title when it comes out. Since it's going to be a digital download there's a super good probability it'll just be 15 bucks. I think people will be more willing to buy it at that price and maybe a couple of the others. Plus I don't think delaying the game for THAT long would be as easy as just sitting on their butts and twiddling their thumbs by their own choice.
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# ? Oct 5, 2011 22:27 |
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Konstantin posted:One thing to keep in mind is that the market is going to be pretty drat saturated with fighting games in 2012. You have UMVC3, SFxT, KOF XIII, SCV, and TTT2. Add in AE2012 and you have six competitive fighting games, and I doubt many people will spend the time and money to play all six. I'd say the community is big enough to generate serious hype for three, maybe four games, and two of those slots are taken up by AE and UMVC3. This is the absolute worst possible release window for Skullgirls and any other fighting games, by releasing in early 2012 they are setting themselves up for failure. I'd suggest that if they have to delay, they delay until the 2012 Christmas buying season, anything sooner and there won't be enough people buying it to really build up the player base needed for a big success. If it is a good game, people will play it. Fighting games are ridiculously popular right now, you can walk into a random gamestop in kansas or whatever and buy a 150$ arcade stick. It will be interesting to see how this plays out for the tournament community. If there are like 5 tournament games people are either gonna have to specialize, quit their jobs, or just accept being less good at more games.
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# ? Oct 5, 2011 22:31 |
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Armor-Piercing posted:Virtua Fighter 5: Final Showdown - Already Forgotten Remembering Soul Calibur before it is just adding insult to injury.
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# ? Oct 5, 2011 22:34 |
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Jmcrofts posted:So yeah I guess I'm allowed to talk about Fortune now. She's strong as gently caress and probably my favorite character now. I thought I was a 3-char team player for life, but I'm kind of into solo fortune... She looks like a lot of fun, and also much easier to use than "two character characters" in other games (Carl Clover, Eddie, the dancing Ice Climbers from Chaos Code, etc.). Do you agree with that? Also I love the headless command throw where she's just biting the gently caress out of the opponent.
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# ? Oct 5, 2011 22:40 |
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40 OZ posted:If it is a good game, people will play it. If we stick a "new" in there (without which this statement is blatantly false), I think Skullgirls will really be the first test of this in the post-SF4 world.
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# ? Oct 5, 2011 22:43 |
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Ms. Fortune looks cool, but I can't get over Peacock's character design. Even though I'm awful at zoning I'm going to main her. e: I'm getting a Dog Zappa/Eddie vibe off Fortune's head thing. Why are rekkas beneficial to a character? Does being able to block after one attack make it low-risk, high-reward?
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# ? Oct 5, 2011 22:48 |
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Countblanc posted:Do you have to block toward the body or the head when the head attacks you? You can always block where the body is, the head is like an assist. As to SN64's question, I can't really say if Ms Fortune is easier than other characters with a partner mechanic since I never really played anyone like that to a serious level.
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# ? Oct 5, 2011 22:50 |
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Is the walkthrough thing up elsewhere? Apparently GT is too HD for my integrated graphics so I basically get a slideshow. That said, probable question repeat here: is there an intended final cast size for SG?
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# ? Oct 5, 2011 22:54 |
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I know everyone was talking about how disgusting her moves were but the moves where her muscles stretch remind me of those monkeys with the rubberbands in them. It's more funny than anything.
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# ? Oct 5, 2011 22:55 |
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I think that the games that have the best netcode will win. Developers are dropping the ball on this, most of them are programming with the idea that their game will be played in arcades, and then trying to retrofit online play later. That approach will only get you so far. In order to have a really great online fighting game, you need to be thinking about online play from Day 1, and designing the game under the assumption that everyone will play it online. If Skullgirls becomes more than a niche title, it will be because of that reason, but the use of GGPO tells me that they are still subscribing to the old way of "Design for offline first, then slap on some netcode later." I haven't been following the development process that closely, so hopefully I'm wrong about this.
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# ? Oct 5, 2011 22:57 |
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Gamest Mook posted:If we stick a "new" in there (without which this statement is blatantly false), I think Skullgirls will really be the first test of this in the post-SF4 world. I agree completely, but I don't think it is fair to compare new games with old games 1:1. There is something different about new fighting games because every strategy and combo isn't already documented extensively and there isn't 100 training videos on how exactly to play it properly. It is fun to explore, innovate, and just see the wild poo poo people figured out at the latest major.
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# ? Oct 5, 2011 22:58 |
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Konstantin posted:I think that the games that have the best netcode will win. Developers are dropping the ball on this, most of them are programming with the idea that their game will be played in arcades, and then trying to retrofit online play later. That approach will only get you so far. In order to have a really great online fighting game, you need to be thinking about online play from Day 1, and designing the game under the assumption that everyone will play it online. If Skullgirls becomes more than a niche title, it will be because of that reason, but the use of GGPO tells me that they are still subscribing to the old way of "Design for offline first, then slap on some netcode later." I haven't been following the development process that closely, so hopefully I'm wrong about this. What the hell are you talking about? GGPO is the best online solution there is for fighting games.
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# ? Oct 5, 2011 22:58 |
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Konstantin posted:If Skullgirls becomes more than a niche title, it will be because of that reason, but the use of GGPO tells me that they are still subscribing to the old way of "Design for offline first, then slap on some netcode later." jigga what???????? GGPO is the best we got. There comes a point where there is no magic netcode or wild idea that is going to overcome latency in games like this. What exactly are you expecting, or what game are you thinking of that has a better model? edit- You haven't been listening to DSP, have you? 40 OZ fucked around with this message at 23:04 on Oct 5, 2011 |
# ? Oct 5, 2011 23:00 |
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Konstantin posted:I think that the games that have the best netcode will win. Developers are dropping the ball on this, most of them are programming with the idea that their game will be played in arcades, and then trying to retrofit online play later. Not even getting into how wrong the rest of your post is, most fighting games aren't targeted at arcades anymore. Course this means there's really even less of an excuse for bad netcode to still be the standard.
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# ? Oct 5, 2011 23:08 |
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Gamest Mook posted:What the hell are you talking about? GGPO is the best online solution there is for fighting games. GGPO is great, sure, but that isn't my point. Let me use an analogy here. My car isn't designed to go off-road. I could spend a ton of effort and money to modify it to improve it's off-road capability. However, no matter how good those modifications are, my car still wouldn't have anywhere near the performance of a purpose built off-road vehicle. Adding online capability to these games is like adding off-road capability to a car. If you start with the idea that you are designing an online game, you'll get a better result. If you try and add it in later, no matter how good you are, you'll get an inferior result because you are dealing with the limitations of the original design.
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# ? Oct 5, 2011 23:32 |
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So basically what you are saying is that Skullgirls isn't going to be scrubby enough?
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# ? Oct 5, 2011 23:36 |
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Konstantin posted:GGPO is great, sure, but that isn't my point. Let me use an analogy here. My car isn't designed to go off-road. I could spend a ton of effort and money to modify it to improve it's off-road capability. However, no matter how good those modifications are, my car still wouldn't have anywhere near the performance of a purpose built off-road vehicle. What the christ are you talking about? For starters, just so we don't get another reply that spends two paragraphs to say nothing, are you complaining about netcode specifically, or about the way the gameplay itself is designed to play well/not play well in lag?
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# ? Oct 5, 2011 23:39 |
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Konstantin posted:GGPO is great, sure, but that isn't my point. Let me use an analogy here. My car isn't designed to go off-road. I could spend a ton of effort and money to modify it to improve it's off-road capability. However, no matter how good those modifications are, my car still wouldn't have anywhere near the performance of a purpose built off-road vehicle. Online play should never be the focus of a fighting game. In your analogy it'd be like a dude who lives in the middle of the city buying a four-wheel off-road monster. It's not necessary and it makes it way shittier for the places where it'd get actual use.
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# ? Oct 5, 2011 23:41 |
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Konstantin posted:GGPO is great, sure, but that isn't my point. Let me use an analogy here. My car isn't designed to go off-road. I could spend a ton of effort and money to modify it to improve it's off-road capability. However, no matter how good those modifications are, my car still wouldn't have anywhere near the performance of a purpose built off-road vehicle. Fighting games are, by nature, not very online-friendly. Until we get super Japanese future internet, that won't change. Dumbing down the entire genre isn't the answer.
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# ? Oct 5, 2011 23:43 |
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Konstantin, you do realize that GGPO was licensed fairly early in the actual development process, right? They're not just slapping it in to a finished product, but rather designing their game with GGPO in mind from the outset. It won't be perfect but it should be the best online experience offered by console fighting games.
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# ? Oct 5, 2011 23:46 |
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Konstantin posted:GGPO is great, sure, but that isn't my point. Let me use an analogy here. My car isn't designed to go off-road. I could spend a ton of effort and money to modify it to improve it's off-road capability. However, no matter how good those modifications are, my car still wouldn't have anywhere near the performance of a purpose built off-road vehicle. There are three fighting games from the enthralling Fantasy Strike universe you can play, and none of them fall apart under laggy online conditions!
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# ? Oct 5, 2011 23:52 |
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Konstantin posted:GGPO is great, sure, but that isn't my point. Let me use an analogy here. My car isn't designed to go off-road. I could spend a ton of effort and money to modify it to improve it's off-road capability. However, no matter how good those modifications are, my car still wouldn't have anywhere near the performance of a purpose built off-road vehicle.
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# ? Oct 5, 2011 23:59 |
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What are you suggesting they do differently? It's well and good to say "they should design it from the ground up to be an online fighter!", but fighting games are inherently about understanding the situation and being able act/react to it. Online games will always throw latency into the mix. You already admit that GGPO is great for managing existing fighting games online. If you designed a fighting game specifically to account latency, the offline play would be poo poo. It's far easier and results in better playability if you take an offline fighter and then use quality netcode (like GGPO) to provide a playable online experience.
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# ? Oct 6, 2011 00:04 |
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And I thought Skullgirls had potential BEFORE! Every new character they release makes me hope this gets a PC release more and more.
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# ? Oct 6, 2011 00:10 |
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PalmTreeFun posted:I think he meant the axe kick. Last thing we need is another Yun/Wolverine. Yeah, I mostly just meant a move you can jump then immediately do this move and be safe assuming they block it.
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# ? Oct 6, 2011 00:29 |
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Yeah the only way you could design a fighting game with online in mind is making reaction less important. And what have you got left then? This isn't an RTS where you can lower the amount of micromanagement you need to do so lag doesn't affect you quite as much. Fighting games are all about split-second decisions and the internet is a lovely solution for that. So basically you are telling us that Skullgirls shouldn't be a fighting game.
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# ? Oct 6, 2011 00:45 |
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# ? Jun 6, 2024 21:15 |
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To play devil's advocate, Samurai Shodown isn't that fast and is still a fighting game.
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# ? Oct 6, 2011 00:48 |