Forum - View topicThis Week in Games - Nagoshi's New Crew
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Lord Geo
Posts: 2665 Location: North Brunswick, New Jersey |
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It's not like this is the first time ArcSys has changed up Baiken's play style anyway. Accent Core was the first to change up her counters, and in my opinion made them more complicated & less intuitive (especially her super counter). Meanwhile, Xrd changed them completely from "react on block"-style, like an actual Alpha Counter, to being more based around guessing what your opponent is doing & timing them accordingly, i.e. you could actually whiff them & leave yourself open. As someone that's loved playing as Baiken ever since GGX, I've sadly never really felt as comfortable with her as I once did, though her Xrd version was still fun on the whole, admittedly; just not the Baiken that I enjoyed for so long. It's like when Dead or Alive 4 changed its counter system from just "Back+Free" for everything to "Back or Forward+Free, depending on if it's a Punch or Kick attack", which completely messed with me & made the game much harder to just pick up & play. As for how Baiken looks to play in Strive, it does look cool, and I honestly like the tether system. As for character design, while the "increased size" was noticeable in Xrd, it is getting a bit silly now with Strive. It doesn't run Baiken for me (I'm no prude), but I will admit that I do prefer her older designs more, in this case, except for the single-eye goggle, which is still cool. |
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Nate148
Posts: 509 |
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Dead or Alive has been back and forward with how the counter system should work first game it was 6 way
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VelvetPierrot
Posts: 9 |
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It's strange that some media didn't even remember this: Shovel Knight Dig was announced in 2019 and Yacht Club Games posted an update on their site: https://www.yachtclubgames.com/blog/development-update-delve-into-dig-2022 |
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Lord Geo
Posts: 2665 Location: North Brunswick, New Jersey |
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I literally just checked the manuals for DoA 2-4, and they back up what I said. 2 & 3 were simply "Back+Free" to counter literally any blow, with slightly adjustments for high, medium, or low. I played a bunch of those two entries back in the day, and I loved how simple the counters were, because it added that sense of "you could be countered at any point". DoA4 changed it where "Back+Free" only countered middle punches, while "Forward+Free" only countered middle kicks (highs & lows were back for everything), and for me that completely ruined the mechanic. I'm not all that great at being that kind of predictive, and I remember getting screwed over way more than I liked, and while the fighting itself was still great, the counters were messed with in a way that I didn't agree with. Outside of Dimensions for the 3DS, which returned to "Back+Free/Hold" for everything", I have not played any of the later Dead or Alive games. |
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enurtsol
Posts: 14886 |
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May as well "Sega exits the arcade business after 56 years - Publisher sells remaining 14.9% of shares to Genda, all arcades will be rebranded as GiGO"
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maximilianjenus
Posts: 2902 |
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agreed, two days ago 8wnas talking. with a friend how combo breakers were too complex to be fun in ki, but in omk, they were so simple the became an actual gameplay element as that added the element of predicting or baiting one. |
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