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delete_me

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  1. Literally every piece of artwork used here is better than what they put on the cover of the game.
  2. From what I remember you could only purchase themed bundles in some instances, which meant that depending on who you were playing you paid for up to four costumes you didn't want and would never use. It's just a different take on the ingame currency, which also doesn't allow you to spend exactly the amount you'd need to get exactly what you'd like. It's all the same shit to be honest. But when you look at the overall landscape of videogames and the widespread lack of backbone and acceptance towards these things, not to mention the demographic getting younger with every year that passes and these younger people never having experienced the industry without these egregious practices – yeah, you can hardly blame the opportunist publishers for milking those people dry.
  3. Yeah, the Chun costume is great. It's a bit hit or miss for the rest but in general they all seem decent quality. Question is, are they cheaper than Turtles cosplay or not? Edit: artwork and explanations behind the design ideas for the costumes: https://www.streetfighter.com/6/en-us/column/detail/guest_01
  4. Yes and no. V-Triggers were pretty bad but they were a once-per-round occurrence. Whereas Drive Rush is pretty prevalent, whether it's having to deal with the opponent using it or yourself using it to get in or extend combos. It's always either happening or in the back of your mind and (in my opinion) overshadows every other aspect of the moment-to-moment gameplay. I've never felt that way about any other SF system mechanic except for Parry, which coincidentally I also disliked.
  5. I just realised I have no idea how this game is doing. There are very negative people on twitter but experience has shown that it's just a very vocal minority in pretty much every case. I looked at Steam right now which says 19000 people playing, which is a number I have zero context for. Then I looked at MK1 and it said 3000, so I presume SF6 is doing rather well. I just fell out of it rather quickly. I think the last time I played was late July. I just don't enjoy the forced over-usage of Drive mechanics, to me it always felt like Drive Gauge Fighter and not Street Fighter. But I'm also aware that's just a personal thing. It's obviously a high quality product with a truckload of content in an era of games that try to milk you dry via DLC from Day 1. I hope it does well and if so, continues to do so, but it was not for me.
  6. I know indie fighters are a bit hit & miss, but this looks pretty nice: Fantastic art style and I'm surprised the idea hasn't been done before. They might need to add some depth of field because right now foreground and background kind of mesh together a bit, but it's a really promising early build.
  7. Cheap bastards should have put it all on the cartridge though. Still don't really see the point of a retail release that only accommodates half of the game.
  8. Just saw the news about Floe, that's really unfortunate. He seemed like a genuinely nice guy who always distanced himself from the puerile drama that often happened in the scene. But at the risk of sounding tactless, it also emphasizes how important it is to have a healthy lifestyle even while participating in a hobby and community that doesn't often align with it.
  9. Indirectly they're always involved due to the Saudis owning SNK and owning some Capcom shares as well. But despite that link, a fighting game tournament is the wrong place for activism (as are art galleries for that matter). If your actions start to annoy people, then they stop caring about what is essentially a noble goal. It's the same trap feminism fell into a few years ago. But I realise it's also a vicious circle, because doing everything by the book doesn't lead to change. Anyway, that's my SF6 post for today.
  10. I'm not a developer either but the only way for it to work would be to keep the data from every previous iteration hidden in the code, right? I can see why they don't necessarily want to do that, that's a lot of extra QA work per patch for very little (in their eyes) benefit. I wonder though if UE4 had some toolsets to make this easier which would explain why SFV had the feature while 6 doesn't.
  11. Wait, did I miss it or did they actually not adjust Zangief's slower burnout recovery? So that is a conscious design choice after all? So weird.
  12. That makes no sense though. If your opponent can parry in these situations that means you messed up your combo or punish.
  13. Almost as impressive of a comeback as that mobile-only Breath of Fire game.
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