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Touhou 14.5: 東方深秘録 ~ Urban Legend in Limbo. is HM sequel, demo at Comiket 87

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Gpop:

It's like I said, people bash the game because they can't get used to a fighting game that feels different from the traditional grounded fighters.

I disliked Soku because of the amount of RNG it had that just made it completely unhealthy for a competitive fighter.

Omegahugger:


--- Quote from: game2011 on December 23, 2014, 03:57:04 PM ---Because this game will totally have the same gameplay as HM. 

--- End quote ---
Don't get me wrong, Im not saying it will. Im saying if it does, then this will be disappointing. =) It's way too soon to speculate right now -- it just seems like the likeliest of scenarios, that's all.

I wish theyd just go back to the earlier system (SWR/Soku), iron out the problems people had with it, and add more recent characters to the lineup, personally..... If the game turns out like that, Im totally stoked! But if it turns out like HM? Meh...... it would be disappointing to see another craptastic fighter from tasofro....

Well just have to wait and see. =)


--- Quote from: Gpop ---It's like I said, people bash the game because they can't get used to a fighting game that feels different from the traditional grounded fighters.
--- End quote ---
Different is fine. When the changes work. To me, HM was just.... bad. =( Aerial combat, the short timer, the one-button-special-moves, the popularity system, etc. I just didn't find myself enjoying any of it. The only thing I felt it had going for it was being able to customize your moveset (soku could have used that instead of its oh-so-reliable card system/replacement moves....)

Spotty Len:


--- Quote from: Gpop on December 23, 2014, 03:59:51 PM ---It's like I said, people bash the game because they can't get used to a fighting game that feels different from the traditional grounded fighters.

I disliked Soku because of the amount of RNG it had that just made it completely unhealthy for a competitive fighter.

--- End quote ---
I'm with you on this one. Once I had the controls in hand, I found a ton of combos (which I got mostly from you actually) to learn and I had a lot of fun. Like any fighter, basically.

Unless you fully know how to play a game, I don't think you're quite qualified to say it sucks.

Heck, I had people say Smash sucks because it's all different from anything else. Then they tried it.

Omegahugger:


--- Quote from: Spotty Ren on December 23, 2014, 04:08:58 PM ---Unless you fully know how to play a game, I don't think you're quite qualified to say it sucks.

--- End quote ---
Isn't it more a matter of enjoyability? "Suck" is subjective -- if someone doesn't like something, they don't like it. No amount of "proving" them wrong or debating "why" their opinion is wrong will make any sense...... it still sucks to them.

Personally I gave HM several honest chances and it just..... never worked for me as something enjoyable. At all. No amount of telling me "you're not using your special moves right" or "no no, you don't get how the timer and popularity mechanics work, here, I'll explain it" will make the game more "enjoyable" for me.... (And yeah, I get how the mechanics work. Don't assume I don't just because I don't like the game. =) )

Gpop:


--- Quote from: Omegahugger on December 23, 2014, 04:07:25 PM ---Different is fine. When the changes work. To me, HM was just.... bad. =( Aerial combat, the short timer, the one-button-special-moves, the popularity system, etc. I just didn't find myself enjoying any of it. The only thing I felt it had going for it was being able to customize your moveset (soku could have used that instead of its oh-so-reliable card system/replacement moves....)

--- End quote ---
Aerial combat is fine, it just takes time to get used to. The timer is just like any other fighter. In fact in a lot of high level play timeouts don't happen that frequently. And the one-button special moves is kinda eh, I'll agree, but that's because of how you can't do 236 motions anymore without a ground, so it's been changed to Smash-like controls, which makes sense. Popularity system works better, and isn't RNG-based. Again, it's another mechanic that takes time to get used to.

Although, since it's a new game, I'm assuming it'll have an entirely new mechanic. Most fighters have their "gimmick" mechanic to make it different from it's predecessor (ie. SF2 was basic, SF3 had the parry system, and SF4 had the Focus system). In the touhou fighter's case, IaMP had the simple spell card casting system, SWR/Soku had the weather system, and HM had the popularity system. Considering this is an entirely new game, popularity won't be a thing anymore since it'll have to be replaced with an entirely new system, as most new fighters do, so you won't have to worry about popularity wins anymore, I would guess.

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