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Broken Loose
Dec 25, 2002

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https://www.youtube.com/watch?v=w0WetHkYVtw

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Broken Loose
Dec 25, 2002

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Shockeh posted:

The concept is that you should be looking at the game itself as much as possible, rather than a bunch of meters. The aim is not so much transparency, as simplicity. I totally get the arguments against it, and think they have merit, but I quite like it just because its different; it's not like there's a shortage of games you can play if you want a tonne of data, so to see a game trying another approach is interesting to me.

The issue is that it's self-contradictory, like having specials be single-button moves but making special canceling a unique property of specific normals. It's arbitrary that you can see two of the opponent's gauges but not the remaining four when it would be obviously useful and easily legible information. The game has schizophrenic design overall.

Broken Loose
Dec 25, 2002

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The major unaddressed point (that ties into some of the new players' criticisms) is that this game claims to be "easy to learn," but it still has the really grindy and opaque low-end stuff like proximity normals, per-move cancellability mechanics, and hidden information. You still have to memorize a bunch of stupid poo poo, it's just that it's not specifically the stupid poo poo that people normally bitch about having to memorize.

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