Stage Select

delete_me

Member
  • Posts

    788
  • Joined

  • Last visited

Everything posted by delete_me

  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.
  14. While I most certainly don't agree with Spencer's vision of the future here, I will give him credit for not being an asshole behind the scenes. His leaked e-Mails are all very easygoing reads. Stark contrast to Matt "lol, we can just outbuy Sony" Booty, who seems to be a bit of a delusional member of ivory tower gang when he's not in front of a camera.
  15. I really hope the positive feedback around 99 isn't just coming from a small vocal minority. It would be really nice if download numbers and engagement were big enough for Nintendo to consider doing more with the IP, even if it's just a remake of sorts (with Switch 2 hopefully having analogue triggers, now would be the best time to bring back GX).
  16. The remaining courses in F-Zero will be added in two batches in late september and mid october respectively: https://topics.nintendo.co.jp/article/1afbb5e6-8a0a-40b9-806c-6292161c2988 I think that's good enough. No reason to drag this out like some live service nonsense, just let newbies get accustomed to them and then send in the next wave.
  17. There was one exception: Soul Calibur V blew every rollback netcode of that time out of the water. That was such a smooth experience it's hard to believe it was delay-based (and it still baffles me that they completely messed it up with VI).
  18. I will say that I had more fun playing Rose in SFV than I have with any character in 6, but that's more of a roster than a game design problem. I definitely wouldn't want Crush Counters and V-Triggers back.
  19. Yeah, I thought I was reading that incorrectly. Basically rewriting history with that post. Next up: "I hate how strict links are in SF6, I want the lenient timing from SFIV back."
  20. After playing F-Zero 99 I feel like cuddling a kitten, after Mario Kart I feel like strangling it.
  21. I've recently had my second win in F-Zero 99 and managed to place third in a tournament. Despite how frantic it is I find it to be the perfect game to play for 20 minutes after work and wind down. It's soothing chaos and the least rage-inducing multiplayer game I've played since ... heck, I don't even know.
  22. Funnily enough I actually won my very first race. There's a certain element of luck involved and it was on Death Wind, which I presume a lot of newbies picked because the layout looks easy (joke's on them). Haven't won anything else since then, but the kudos points are in my bad and will never go away. Game is decent overall, but its release timing is just as tonedeaf as Federation Force's back in the day.
  23. It's true that this Super is really wonky in juggle scenarios like these, but there was really no reason to use it here because Level 1 would have killed as well. Game issue + user mistake. Sad Manon.
×
  • Create New...
Stage Select