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Depression Moon
02-07-2008, 11:19 PM
The Fighting game genre to me still hasn't really evolved along with all other genres. I like games like Street Fighter, MK, and Tekken, but I see them as recycling the same old thing and my question is what do you think it takes to create the perfect fighting game here are my views below.

#1 A truly cinematic experience- the battles should always feel intense a fight should feel like a scence from a AAA movie. Inserting cameras with effects like rotation slwo down and speed up would add to this effect.

#2 Combat System the combat system should be easy to learn, but hard to master. It shouldn't be a button masher in which a 6 year old playing for the first time could whoop your ass.

#3 Online play- The perfect fighting game must consist of online play to be truly wonderful because the joy of actually playing against actual people really heats up the bar. Character customization is a plus too with the ability to give your character his/her their own taunts and phrases when they come out.

#4 Environment landscape and destruction- I think that stages should be as large as a small city in GTA and environment can be the key to win a battle, environment weapons and traps are always good. Everything should really be very destructible too.

#5 Physics- Like I said above, destruction is key, but not just as thta. Some things should act out realistically like hair sawying in the wind, or for example you have a character who uses wind magic and as the opponet tries to adavance toward the caster he shields his eyes with his arms and his clothes start to tear under the wind. Burning is a plus too.

#6 Huge character Roster- I believe that having a wide variety of characters to play with is a plus too and they ca vary in may different ways. Some could fly some could not, Some have weapons and some can cast magic.

That's all I think of right now til I see you again

Captain Maxx Power
02-07-2008, 11:22 PM
I'll get on it right away.

Depression Moon
02-07-2008, 11:27 PM
Update: No Life bars. your enemies will start to breathe heavy when their about to get knocked out and willrespond more slowly This time I'm really gone see ya til I see ya.

NeoCracker
02-07-2008, 11:47 PM
Well I'm writing up a Character Roster and Storyline for a fighting game.

Though I agree with basically everything you said but the Life Bar. It could work with or without one.

Markus. D
02-08-2008, 02:16 AM
Balance: There always seems to be one or two characters who can overwhelm most other characters without much timing or skill at all in the game...

Variation: Between characters, ones that might focus on empowering him/herself/allies(?) before attacking... for optimal effectiveness.

Pretty Visuals: I'd love a game that would feel like you're watching an epic spectacular Action Scene.

Lifebars: I like my Lifebars xD... I hate the whole submission KD thing that Wrestling games have xDDD

Can't think about anything else at the moment... a little busy. :3

Vyk
02-15-2008, 05:26 AM
Bushido Blade didn't have life bars. Didn't have good graphics or control either. So I couldn't appreciate it. I dunno about the whole "size of a small city" thing, but I get what you're talking about. It'd be nice if it weren't limited to a pre-arranged "arena area". I hear Street Fighter's supposed to make its 4th iteration. I was also told its to be in 3D? This scares me. It didn't fare well in 3D. I've never liked a 3D Capcom game anyway...

I gotta say though, your idea of the perfect fighting game sounds more like an action game with tons of boss fights or something. Will we do away with tiers and just move around this small city looking for the next fight :]

JKTrix
02-15-2008, 12:49 PM
Sounds like you haven't played Dragon Ball Z Budokai Tenkaichi 3 (or 2, but 3 is better and has online) on the Wii. Dead serious. Pretty much describes just about everything you mentioned, except the life bars.

The rest of this post is a rant.

If the 3 games you mentioned are the only series you really play, you should take the following into consideration:
-There hasn't been a completly new street fighter since 1997. Of the 3 main Street Fighter games, they actually are quite different and evolutionary. It might seem like the SF series hasn't changed much, because they tend to release the same game at least 2 more times with minor tweaks and makes you buy it again. (Also @vyk, Street Fighter 4 is a 2D fighter with 3D models)
-Mortal Kombat: Grouping that with Tekken and SF seems kind of odd to me. Definitely not in the same league as the rest of the games you mentioned.

If you haven't played a Soul Calibur (any of 'em) or Virtua Fighter (4 at least), you really should sink your teeth into those. Tekken, Soul Calibur and Virtua Fighter are like the 'holy trinity' of 3d fighting games.

As for button-mashing kids, depending on the game you're playing it's your own fault for allowing them to beat you by doing that. I say 'depending on the game' because there are lots of them out there that *don't* have proper anti-newb techniques. In the top fighting games (heck, even in DBZ) there are countermeasures to random button mashing that someone who should be more experienced in the game should be able to exploit.

Really though, everything you described would be more befitting of an action game than a serious fighting game. Particularly the moving camera, in a serious fighting game I feel that should only be limited moves that start with a grab or would otherwise normally prevent the target from being able to react. Using it anywhere else would seriously screw with strategy. That said, if you want action games that are kind of like fighting games (and if you don't have one of the new game systems), check out Devil May Cry 3 for PS2 or Ninja Gaiden on the Xbox.

Roogle
02-15-2008, 04:39 PM
I think that online play is an extremely important element of any successful fighting game. I play Street Fighter Alpha 3 online with opponents from around the world and I would not have that appreciation for the game were online support not included with the emulator that I use; I think that Capcom could receive great benefits from implementing online playability in all of its fighting game titles, in particular.

Vyk
02-15-2008, 07:28 PM
JK said a lot of stuff I was thinking ( and thanks for clarifying the SF4 thing :] ) I haven't enjoyed a Virtua Fighter game since like... 2. Or a Tekken game since like... ever lol :{ DoA grabbed me by the nuts though. That and Soul Calibur are the fighting games I watch out for. But I don't see either of them going in that direction. DoA has tried implimenting destructible arenas and open area fighting and stuff. But not to a huge degree. Its all pretty pre-set instead of like... small city :] Definitely go with something like Ninja Gaiden. Open area, intense battles (even against the little guys) and button mashing gets you dead so its all about skill. Easy enough to learn. Though that still gets you dead... You gotta really know what you're doing

LunarWeaver
02-15-2008, 08:26 PM
The perfect fighting game was already created with Ballz, The Ballziest Fighting Game Around.

But your suggestions are also good. I don't play enough fighting games to really wrap a rant around it. The one major complaint I do have is they need more method and less memorization. I hate looking at this huge combo list; it depresses me. Virtua Fighter 5's combo list was so huge my shorts caught on fire just viewing it. But that's really my problem, isn't it?

Big D
02-15-2008, 11:29 PM
Update: No Life bars. your enemies will start to breathe heavy when their about to get knocked out and willrespond more slowly This time I'm really gone see ya til I see ya.That would be great - it'd add a lot of extra realism. It's always bugged me that a video game fighter can be pummeled to within an inch of his life yet still fight at full strength and precision, even if he's so far gone that a single stomp to the foot will knock him unconscious.

Vyk
02-16-2008, 12:29 AM
Good point. But I don't like the handicap you'd get. There needs to be a despiration clause of some sort

Big D
02-16-2008, 02:18 AM
Good point. But I don't like the handicap you'd get. There needs to be a despiration clause of some sortAdrenaline surge as the body nears its limits of tolerance? That'd mean greater strength, which would help to compensate for the loss of co-ordination. Temporarily, at least.

Ki Ki
02-16-2008, 05:36 AM
I like Mortal Kombat, Armageddon specifically. It's always fun to rip out peoples guts and kidneys and spinal cords and what have you. :bounce:

Wolf Kanno
02-16-2008, 06:28 AM
Well JK beat me to it... SF doesn't evolve much but damn does it leap when it does. Course my opinion is that if you are going to spot a top tier 2D fighter then Guilty Gear should be your choice.

As for cinematics, I feel it would get in the way of gameplay, simple tweaks like specific reactions to attacking (something they are trying to implement into SFIV btw) is the way to go. Though when it comes to intense epic battles in a fighting game, it only takes having two people who are good at the games playing against each other to bring that phenomenon. Some of the best fights I see are at tournaments or when I face off with my hardcore gaming friends. I have "old war" stories involving battles I had in SFA3, SCII, MvC, GGXX, and GG Isuka Though I do give GG props for making even noobs feel like they did something impressive.

Of anything, I wish I could see a 3D fighter with speed and not so wanky hit detection, but I'm apparently spoiled on 2D fighters.

If I'm impressed with anything lately, its the quality in Liscensed fighters. Naruto: Ultimate Ninja, Bleach: Shattered Blade, and the aforementioned DBZ are all actually well made and surprisingly deep when you start to get a few friends around to play them.

Depression Moon
02-19-2008, 09:55 PM
Sounds like you haven't played Dragon Ball Z Budokai Tenkaichi 3 (or 2, but 3 is better and has online) on the Wii. Dead serious. Pretty much describes just about everything you mentioned, except the life bars.


I've played way more than those I had mentioned I played Beast Fury I think it was called Budokai 2, Soul Calibur Virtua Fighter, MvC, and more. DBZ only has the flight combat and the huge roster, but nothing else I listed with the exception of online because I was ignorant that 3 had it, but I don't believe the customization is as deep as I described the perfect to have. The flying in that game seems a bit off balance too and doesn't make you feel like you're really going at break neck speed. Concerning no life bars I like the idea of an adrenaline rush, but it would be only active if you manage to block or evade a few of your opponet's moves.

Lionx
02-22-2008, 09:26 PM
I dont think you played fighting games competitively based on what you listed for #1, #4, and maybe #5/6... but thats just me, i play it mostly so i can play other people and get better/have fun. Story/flashy stuff is secondary compared to gameplay and the mechanics. If its all just fluff and no competition like some fighting games, then its just gonna die due to no one taking it seriously.

The problem for me in a huge character roster is that most likely, some of them are going to be so low tier, that its not much of a reason for them being there outside of random fun value. Anyone playing in a tournament probably wont use them =/ Exceptions to this is GGXX or maybe Brawl atm. However those that do follow this are CvS2(not so much), MvC2(VERY), and Smash Melee.

The adrenaline rush thing is akin to S Groove and certain KoF bar systems of the past though so its kinda already been done. However to be taken seriously there has to be some mark of whats going on, so i think we do need lifebars or a percentage of damage so we know whats up. Fatigue imo only makes a slippery slope effect where if you are losing, you are probably gonna keep losing, with not much hope of making it back. Theres no comeback imo with that, which makes otherwise a good potential match, go stale/predictable.

JKTrix and Roogle said what i had thought about the matter though, online play is totally a must with arcades dying out(and preferably with good netcode so no lag), and the Street Fighters with different numbers changed alot imo. Even Alpha 2 => Alpha 3. It just isnt apparent to someone who is just watching though admittingly.

Shoeberto
02-22-2008, 10:06 PM
It seems like you described Smash Bros. Brawl, to be honest.

Marshall Banana
02-23-2008, 01:42 AM
Strawberry stages
Cute panties
Candy, instead of blood, spouts from characters when they're hit
Giant plushies are opponents and secret, optional characters
Animal sidekicks

Sarc the Swordsman
02-23-2008, 02:18 AM
Being able to interact a lot more with the environment would be nice - realistic physics concerning destruction too, such as glass breaking, dented surfaces...chairs knocked over...stuff like that.

Other than that, I'd just love to see less restricted areas. It'd be fun for a wounded opponent to run off, and then have to hunt him down to deliver the final blow or something.

Depression Moon
02-23-2008, 03:57 PM
I dont think you played fighting games competitively based on what you listed for #1, #4, and maybe #5/6... but thats just me, i play it mostly so i can play other people and get better/have fun. Story/flashy stuff is secondary compared to gameplay and the mechanics. If its all just fluff and no competition like some fighting games, then its just gonna die due to no one taking it seriously.


Well you're sort of right I don't really have any friends so I just play against the AI most of the time. I just want to see something very different. I don't think that having a huge roster would succumb to a whole lot of very low level characters a lot of them may seem alike, but they should be able to deal and handle moderate damage.

KentaRawr!
02-23-2008, 06:31 PM
It seems like you described Smash Bros. Brawl, to be honest.

Well, it's missing 6, but I agree with you.

Lionx
02-23-2008, 09:55 PM
Well you're sort of right I don't really have any friends so I just play against the AI most of the time. I just want to see something very different. I don't think that having a huge roster would succumb to a whole lot of very low level characters a lot of them may seem alike, but they should be able to deal and handle moderate damage.

From my experiences, it tends to be so for one reason or another. Most tournament videos you see from Japan show only a couple when theres amass of characters. But not always like i said, just usually it does.

I would like to see something different too, but it has to be not overbearing..it shouldnt overshadow the flow of the game between the two players and the mindgames/mixup stuff you find in the more popular fighting games. Else some just dont take it seriously...=/ Smash Brawl like they said, can be as different and casual like you want, or as competitive as the rest. Win there lol.