Quick Questions XIV: A Question Reasked (Part 1)

What street fighter is “super turbo”? Super street fighter 2 turbo?

yeah

What’s your favorite SF2? Is it… Champion?

I personally alternate between Hyper and ST.

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Champion is real good, might be my favorite II. The new ST characters are kind of trash if i gotta be fully 100 here. the only one i remotely like is Cammy
Dee Jay - meh
Fei Long - meh
T. Hawk - meh

their music is all categorically inferior, hell ST music in general is largely inferior to World Warrior music

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ce is fun if only for comically overpowered bison
is/was the most popular sf2 in china

just found this pc game. it was sealed! i don’t remember buying it!

i opened it, and it works on a modern pc! it’s a flicky clone where you play as little girls. however, it runs very very slowly, which seems odd, as it’s a 2d game from 20 years ago and my pc can emulate the ps2. so anyone got any ideas?

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is there some place I can buy that hori floor chair where shipping isn’t twice the price of the thing itself. want to spend the next 6 months playing yakuza 3-6 without destroying my back

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where do i go on my ps4 to have access to that play at home campaign? i just wanna play rez infinite but i cant find the promotion anywhere within my console and when i go to rez infinites page its still 30 dollars

edit nevermind they’re going up at 8pm pst im just gonna leave this up in case anyone else was confused like me

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I, too, was confused why I couldn’t get Rez for free.

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https://store.playstation.com/en-us/category/9779f12f-50c8-4c07-8d20-47e21293b6c6/1

Going to include the web link just in case

While playing destiny 2 I tried to press the guide button to access steam big picture mod but while accessing the overlay I was still controlling my character. Anyone have an idea if that is a bug or a feature or what?

I’ve had that happen with retroarch’s menu in flycast, it’s a bug I think

Why are most western developers clueless when it comes to melee combat? Or or or why is it that eastern developers excel at it?

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the short answer is “middleware is bad at collisions”

bit of a simplification, the definition of middleware has changed over time, but that’s still pretty much it

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My guess is it has to do mostly with melee combat ending up in a time-filler/power-fantasy role in western game design visions that are mostly about other things, and all the games with vapid melee still winding up with glowing reviews

Ubisoft proved they can do very good melee combat in For Honor if the game is actually about combat

  • Mocap-driven animation production makes it much harder to build specific timings and posings needed to develop melee combat (compared to hand-keyed animation) (don’t get me started on complaining about animating through mocap)
  • Design processes focused on unilateral consent and group decision-making leads teams to shy away from deep, niche, difficult content
  • Product-focused design, based on meeting expressed consumer desires, similarly focuses design away from technically complex feats and towards play that a large audience can be competent at. See: God of War’s interpretation of Devil May Cry and the rise of ‘reflex combat’ in Assassin’s Creed & Arkham, whose primary values are not locking flashy animation behind high player skill

The 2018 God of War is a notable inversion of the form and is excellent at a mechanical level.

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I always read Strider as loose, kind of like Rain World; it’s got that huge feature set of different climbs, grabs, jumps and flips in a way that wouldn’t really become standard until 3D-era and button-bloated controls but that also means there’s a ton of surprises when you start learning it and you press the lone jump button and Hiryu cartwheels away.

I similarly classify 8-bit platformers as tighter than 16-bit ones; the limited animations and small characters emphasized strict responsive jumping and dodging, and there were all those NES series that got worse when they crossed over and the characters got bigger and slower. I think it’s why the flash platformer revival, focused on tight tuning for high difficulty over art, took more inspiration from NES-era games.

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You ever play Bilestoad?

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Consider also that Japanese developers tend to be sorely lacking when it comes to developing first-person shooters, and American devs in particular tend to excel at it.

You see, in America we use guns, but in Honorable Nihon they live and die by the sword to this day, so it is only natural our nations’ games reflect our cultures

(fake edit: This is not a dig at your observation LWJoestar I actually had a similar thought but I wanted to shitpost)

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