Why old fighting games are so much better?
SF6 mogs all SNK games
cris thread?
i guess they didn't wanted to make the new e-sport hit just a game for retards to play afternoon after school
>>736272493No balance patches, no dlc costume, nothing to distract you from just playing what you like and moving on if it sucks. Also the chunky-ass sound effects.
They figured out game design very quickly, there wasn’t really anywhere to evolve design wise. But, graphics do consistently get way better. Some older games still look pretty good, it’s like a type of style. The drawings they used were a lot of money, which is how we should probably look at it. I never liked fighting games that much, because like almost no girls play those games. I usually just go after girls on video games like final fantasy xiv.
>>736272493Much faster flow, more spontaneity and improvisation, higher execution window, combos were more challenging, comeback mechanics were rare and when they were included had to be earned with complex inputs
>>736272528>t.
>>736272493They weren't designed for the Amerishart audience
>>736273690I don't know about other companies, but Capcom was very much aiming for Americans.
>>736272493>brown language>KOFlike clockwork
>Why old fighting games are so much better?The genre was born of the arcade era -- a time that presupposed a level of depth and difficulty required for fleecing pennies from players. The move to consoles began to undermine this development philosophy, as the products were (i) already paid for and (ii) needed to appeal to the the casual player market that consoles had attracted. Finally, online play forced dumb-downing to the lowest denominator player (starting circa SFIV / 2008, with lenient inputs); as well the "balance" demanded by e-sports autists -- leading to the "100-hit combo era" of same-y juggles and dial-a-mashed focused gameplay which the genre copy-pastes ad nauseum today. Suffice it to state, this all presupposed the dilution and eventual deletion of the defensive mechanics which made or broke many games -- defence being an anathema to rush-down focused gameplay, as well as a much more demanding skill to hone than just scripted, rote attacking.Thus, a genre that once defined sorting the skill wheat from the scrub chaff, has now become one of the most casual in the pastime.https://www.youtube.com/watch?v=iSgA_nK_w3AMany warned about throwing the baby out with the bathwater in order to appeal to the least discerning consumer demographic... First it was command lists; then training modes; then trails; then simplified control schemes; then homogenises inputs; then ancillary non-fighting game modes; then cosmetics... Fighting games did not have a leeway for any dilution of its core principles, because the appeal of the genre was always the competitivity it elicited -- something that is undermined by making it "for everyone". Alas, rhyme and reason are always drowned out by the din of jingling shekels... Ironically, now that fighting games are sold as "seasonal" products, not just as one-off purchases, and player retention is an imperative as such, the products themselves are so shallow that very stick around -- see: MK1.>#NoRefunds
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>>736272962Pretty much this, and all that gets erased the moment development imperative moves from gameplay integrity to sales.One of the biggest cancers to emerge are METERS:In the past, if meters even existed, the resource gained was from pro-active play -- landing attacks or the like. Today, meter is awarded for being pummeled and, accordingly, acts as little more than thinly veiled, MMO style time delay on attacks, which renders them artificial comeback mechanics. By changing this, one dynamic -- meter for pro-active play vs. divvied to the loser -- it would flip most fighting game meta on its head. Not that that, alone, would "fix" the current state of genre play... Just that it would starkly demonstrate how sub-mechanics in fighting games are as integral to how the games play, as for any other genre.None of it matters, though... For it the likes of MBS can buy up SNK and turn it into his vanity project -- yet, the game is little more than SF6 minus some of the slop -- there is zero hope for the genre to ever go back to its halcyon days. In fact, I have far more hope that, with A. I., modders will be able to either modernise old school games, or even transpose the old game engines into newer games; than any of the major developers halting their race to the bottom.
>>736272493because you live in a third world shithole where no one can afford the cabs for better games, so you don't know any better
>>736274778brownest post on /v/rowns right now