I think fighting games for me in general i've stopped playing. I can't even bring myself to play GG. =\
Tbh, i think the disaster/turn off for the future of fighting games for me started when i played SFxT.
I think fighting games for me in general i've stopped playing. I can't even bring myself to play GG. =\
Tbh, i think the disaster/turn off for the future of fighting games for me started when i played SFxT.
Pretty much every mainstream 2d fighter since SF4 has been shitting the bed in some major way, be it bad gameplay, bad netcode, bad pricing/release model, etc. I can't think of a game in recent memory that didn't have at least one significant hangup.
What was/are the hangups of GG other then not being made by Capcom? Or does that not count as mainstream
Pricing/release model I imagine is GGs major hangup. It's pretty amazing other than that.
I still play SFV. I mean I like 4 More but there aren't any people searching :/
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That. Having to buy a new revision for full retail price (and often overpriced DLC characters) every 1-2 years ensures the player pool stays tiny for ASW games. The PC versions being so far behind is pretty shitty as well, nobody wants to buy outdated (or about to be outdated) versions of competitive multiplayer games.
Here's all of the major 2D fighter off the top of my head since or around sf4 vanilla launch:
all GG/BB: see above
TvC: bad netcode, exclusive to a console not popular for fighters
(U)MCV3: worthlessly bad netcode, no upgrade option from vanilla despite less than a year between releases, full of bugs and left for dead shortly after ultimate release
KoF13: bad netcode on console, PC version came too late
SFxT: bad netcode at launch, fundamental gameplay issues, overpriced on-disc DLC, gems
Mk/Injustice: bad netcode, bad PC ports
Killer Instinct: exclusive to a console nobody wants to buy for most of its lifespan
Jojo's ASB: maybe too niche for this list outside of japan, but this is the slowest/clunkiest fighter I've ever played, also bad netcode
SF5: core gameplay issues, incomplete at launch (esp single player modes), netcode desyncing, 8 frames
KoF14: ps2 era visuals and shockingly flat animations (seriously compare supers from 13 to 14, it's depressing) kills appeal, netcode is seemingly bad
Apparently only indie fighters like skullgirls can manage decent netcode without other glaring problems.
Old GG revisions had budget pricing thou, and DLC was hardly commonplace in the ps2 era. There really isn't a good excuse for it anymore when DLC upgrade options have become the standard. I guess ASW thinks they can make more money nickle and diming their small playerbase than they can growing it, and maybe that's true, I have no fucking idea, but it sucks for the scene.
With regards to Revelator, at least all the dlc characters were free upon release before they went to paid only.
This also applied to elphelt when she released.
i think sfxt had excellent netcode after the patch. The game itself would be amazing if they wouldnt have tried to shove in so much mechanics like pandora, gems, ABC launchers and rolling on wake up.
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You mean if they would have just copied SF4 and added in Tekken characters then the game would have been awesome? No shit. They had the potential to make a ton off SFxTK and fucked it to hell just like SFV.
IMO the worst aspect of SFxT that everyone overlooked was the combination of extremely unsafe MVC3 style tags, with 1 character KO lose condition from TTT, which further meshed poorly with the ability to do huge meterless combos off of long range footsie normals. Like if player A has 20% life on both characters, and player B has like 40-50% on his active and 100% on his inactive, the players are basically even, because one combo off of nearly anything is going to kill either one, and if player B raw tags, player A gets a free punish and you're back into the same situation. Closing out a round becomes extremely risky which leads to players aiming for time outs when possible instead.
The game was not well thought out at all, which is sad because some characters were more fun there than their SF4 version like Rolento or Juri.
I just don't give a shit about games in general anymore. Played SFV for maybe a month and I hardly try to find any streams for it.
The lack of arcade releases is what's killing it for me. I enjoy going to play T7 once in awhile, but it would be nice to be able to sit down at a SFV or KoF14 cab instead.
I randomly tuned into a SFV top 8 last night. I saw a couple really solid players just getting annihilated by retardedly easy Mika shit and turned it off after about 15 minutes. Entirely unwatchable, especially when Mika is on.
I hope that CAPCOM Cup dies and the JP players go back to SF4 like they want to do, in the first place.
Edit: also, I can only take so much of watching Art do the exact same God damn combo since day 1. I can't believe anyone honestly finds this game impressive or hype.
I love that Daigo refused the Austrlians casuals and went to the arcade to play SF4 over the weekend instead Lol!
nah not really. Raw launch mechanic was nice, so were alpha counters and the juggle potential, also the special move dash canceling was a great concept imho with being able to cancel Ex moves into counter hits for crumple and other stuff.
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Sfxt would've been just fine if it didn't have more mechanics than accent core. Leave that insane amount of mechanics to anime games!
I gotta be honest, SFV put me into retirement until BBCF launches, lol. Not entirely on the game since streaming work picked up and I don't have time to practice/can't enter the tournaments I go to, but still I can't find a decent enough reason to choose playing SFV over playing Overwatch anymore unless I'm at a local FGC party