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  1. #1
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    {Fig} Fantasy Strike (PC/PS4)

    Developed by Sirlin Games (Super Street/Puzzle Fighter II Turbo HD Remix)


    Gameplay
    I’m excited to announce Fantasy Strike, a fighting game that’s coming at the genre from a different angle. We’re stripping out a lot of complexity that fighting games usually have and building everything around the idea of simple controls and easy execution while still being a serious, competitive e-sport.

    Fantasy Strike has simple 1-button inputs for all moves. It doesn’t even have crouching, so even movement is simple. But let me tell you about my favorite feature, which is actually a 0-button input.

    Throws used to be really powerful in fighting games, but after years of players complaining that “throws are cheap,” developers made them weaker and weaker. I think that’s the wrong way to go about things though, because powerful throws are important to prevent a game from being too defensive. So in Fantasy Strike, we have powerful throws, but we have a unique feature that means you can always get out of them if you expect them.

    That feature is called a “yomi counter.” To perform it, you let go of your controls. That’s right, you let go of the d-pad and buttons, and though you are completely vulnerable to any hit or combo, if an opponent tries to throw you, you will automatically reverse it. You’ll throw them instead, and you’ll do it with a fancy, awesome animation special to your character. You’ll even get full super meter on top of that.

    Yomi counters are a bit hard to pull off in the heat of battle, but not because they are difficult to perform (obviously!). They require a really good read, but it’s oh-so-sweet when you land them. They are hype tournament moments waiting to happen.
    Right now we have 8 of the original cast of 10 characters from the Yomi card game in Fantasy Strike. We’re going to do a whole lot more polish and tuning, add more characters and modes, and implement online play using the excellent GGPO networking technology. Though we don’t want to ship until it’s truly ready, we love showing previews to our fans the whole way through development. Getting community involvement as we build the game keeps us on the right track, and it’s also way more fun that way.
    http://blog.us.playstation.com/2016/...-for-everyone/
    http://www.fantasystrike.com/

  2. #2
    Relic Horn
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    I absolutely refuse to believe David Sirlin has anything to do with this ungodly abomination and if he really does he should seriously get his brain checked for signs of tumors or degenerative diseases.

    Janky look and blatantly stolen buttons/specials aside, I understand what he's trying to do, but it's reductivist to the point of being insulting to actual fighting game players. You're basically just playing slightly more complicated rock paper scissors.

  3. #3
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    That shit looks weird yeah. Might have its merits, and I'm taking for granted there'll be a massive graphical overhaul down the line but damn.

  4. #4
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    PC version announced and Fig campaign seeking $500k for development
    Fantasy Strike has been in development for two years. The team has cultivated the game’s cell-shaded look and labored over the integration of GGPO networking, the best-in-class form of online play in fighting games. Fantasy Strike currently features eight characters and four stages, with more on the way. Arcade, local versus, online play, and training mode will be playable immediately following the Fig campaign, with numerous additional gameplay modes planned for the game’s full release.
    https://www.fig.co/campaigns/fantasy...e?media_id=653

  5. #5
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    Looks much better. Particularly in the realm of 2.5D fighters, I am puzzled why more developers don't go with cel-shading. Seems like an easy choice over the bland mobile-app look.

    The game is still missing... impact. The moves don't really seem like they are hitting. It just feels like there is disconnected hitstop. Sirlin should go analyze Mark of the Wolves and steal its hitstop routines.

  6. #6
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