Actually more than 1v1 but it’s easy to miss (it’s clarified on twitter). I think the GG2 comparison is likely apt because Motomura was lead designer on that.
Edit:
Actually more than 1v1 but it’s easy to miss (it’s clarified on twitter). I think the GG2 comparison is likely apt because Motomura was lead designer on that.
Edit:
Oh well that explains that. Please make Varvarion 2 just GG2-2.
Fighting game sale on Steam has got me eyeing up Tekken 7 even though I’ve bought everything on PS4. Kinda tired of PS+'s shit tho.
Might pick up GGXXAC for 2 quid as well.
I learned that you can go to your Fightcade profile page (https://www.fightcade.com/id/putyournamehere), click on the Replays tab (input recordings for every match you’ve had, that can be played back in the emulator itself) and then copy and paste one of the replay file links into this webpage and it will encode + upload to archive.org a streamable video of that Replay and also adds a “video” link back on your Replay page.
Neato.
I imagine they’re getting bugged online about it constantly since it was supposed to come out this year and that’s clearly not happening. I do wonder what the new timeline is because SamSho getting a Season 3 was very surprising but has also been completely invisible since it was announced back in July.
Actually didn’t SamSho get announced as an Xbox Series X launch title? What happened to that? And is that any kind of exclusivity? Is this leading to KOF15 being an Xbox exclusive?
Love the bilibili watermark.
They just released MK11 Ultimate you are good.
It’s good outside of the obsessive gore and all the audio of vegetables being destroyed by strongmen.
10 and 11 felt kind of seamless from a marketing standpoint. It’s like we’ve been seeing cross over DLC character announcements for five years.
Am I wrong in feeling the MK series has forever been saddled with the original sin of opting for non fluid special move inputs and the block button making the whole thing feel clumsy for years and years since?
Did it finally shake that? X still felt like more of the same.
I love 1 and 2, but it’s more the vibe overcoming all the other shortcomings.
I really, really love 11, felt like their best work by far
the biggest problem with the game, and one that I find frankly inexplicable, is that you need to memorize a few dial-a-combos with each character to be competitive, which is a weird obstacle to being pick-up-and-play, but the tutorial is like, VF4-good, it’s just that 5 minutes of prep for each character is like mandatory to have fun
I don’t know what the for and against arguments are concerning the special move commands, but I think the block button is less an orignal sin and just a different style. By removing left-right decision by letting you just hold a block button, MK is able to feature stronger side switching moves than other fighters. It also puts a stronger emphasis on low-high guesses since that’s the decision you need to make on wake-up.
I think MK11 feels very different from MKX, which is nice. MKX was rushdown heavy and extremely offensive but MK11 gives you faster walk speed and longer reach on normals, creating a stronger movement-focused neutral game. It hews closer to SF in this respect. I haven’t really played it in a while but the support has been good and consistent, and people are generally really happy with it unless you’re a pro player then you’re always mad.
I think my issue in particular with NRS’ games is that none of the strings feel intuitive. 3D fighters will give you some basic strings mapped to punch punch punch and kick kick kick that are effective enough to work with. But it’s always difficult to just pick up and play characters in NRS games because because the combo string buttons feel so randomly assigned.
Although now that I think about it I recall thinking MK11 did a better job of universalizing combo strings and their usages across characters, making them easier to pick up than previous games.
it’s especially weird with nrs games which have no commitment to legacy inputs, moves or strings that they decide to still have dozens of bizarre, clunky and occasionally useless strings in their games, though mk 11 seems pleasantly streamlined in this regard despite still having the bloated variation system.
Is Ed Boon’s karate instructor still the animation lead on Mortal Kombat
Hwang is now a masked super hero.
It’s curious they’re adding additional story for Mitsurugi and Nightmare at this point.
they added story chapters to other characters when setsuka debuted too i think? presumably it’s to embed new characters into the story more firmly