Forum - View topicGAME: Granblue Fantasy Versus Rising Game Review
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b-dragon
Posts: 497 |
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I don't know if this will ever see the success it could have, if the original wasn't so tragically timed. There are just too many new fighting games out now, and coming soon. But its a relatively popular IP, has had several generally well received betas to build hype, and importantly, comes with crossplay. Even if its not a marquee title, it seems well situated to carve its own niche.
Oh, and regarding the inputs- I believe the simple inputs of special moves get a 10% damage penalty. |
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LinkTSwordmaster
Posts: 538 Location: PA / USA |
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Yeah, during the testing weekends I believe there was a small damage penalty, and I was under the impression that the original VS made it so that your character skill cooldowns went slower if you used the shortcuts too.
This is more or less what Granblue VS should have been on day one. Rising is essentially the "Aha, the game has left Early Access" version, and that feeling is a big part of why I think the more casual folks in the audience always feel a bit cheated out of their money by all of the expacs & versioning that fighting games get during their lifetimes. The new DBFZ rollback update is looking like it will be taking top spot for anime fighters once that's out of testing (again, another "Oh, this is still Early Access?" game), but for now Rising is honestly my favorite new fighter since the pre-XRD Guilty Gear days. I feel like Rising is capturing a feeling I've not had playing a fighting game since Super SF4 took off and modern fighting games hit mainstream. I'd be buying Rising on day one, but one of the tweaks that my main character got completely destroyed the main combo route I rely on so..... I'm pretty much left out in the cold. The original VS actually has online co-op for segments of its story that turn the game into a Streets of Rage team effort. I wasn't sure or not if Rising has that again, as the review didn't seem to mention it. Overall this is probably a really great place for people that have never played a fighting game before to try one, the cast and plethora of features all feel on-point in Rising. |
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Seagloom
Posts: 298 |
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There is no penalty for simple inputs. Technical inputs grant a 10% damage bonus as long as they aren't cancelled into during a combo. --- As a GBVS player that picked it up in April 2020, I really felt that COVID backlash. It was a pain getting regular matches outside brief windows when DLC releases brought players back for a few weeks. That or hoping my schedule coincided with community game nights; which became increasingly less likely as years went by. Hopefully Rising won't be as much of a Discord fighter since it has crossplay. I play at odd hours. That said, I'm probably not picking it up right away as originally planned since I'm kinda burned out after years of play. It also doesn't help that Relink is coming in seven weeks; and from a single player perspective that excites me a lot more than a new chapter in Rising's story mode. Still, I really want this game to succeed. GBVS never had the chance it deserved. |
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LinkTSwordmaster
Posts: 538 Location: PA / USA |
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A Complete Beginner's Guide to GBVSR
There's a Free Version that rotates four characters each week, and it gives you full access to the Fall Guys mode Grand Bruise - there's legitimately no reason to not-try it it out. The above video is all you need to know to get started playing! |
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DKL
Posts: 1962 Location: California, USA |
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Can confirm that the game is pretty fun.
You can even play as popular Hololive vtuber Watame Tsunomaki: https://www.youtube.com/watch?v=MbuuZBbzeWg That said, if people are considering transitioning into a hitbox-style controller, I feel like this is the perfect game for it since the general gameplay isn't too difficult and there doesn't seem to be a large disadvantage (that I know of, but I could be wrong) for using the shortcuts since it seems like you have access to every option relative to people who go through the effort of using technical inputs. (I'm actually of the opinion that these should be done away with if you don't have an interesting enough difference between modern and traditional style inputs... but I guess they keep it in for immersion or for people that like to pretend they were good at fighting games but will push a bunch of buttons trying to confirm that sick combo that took them a week to learn against a training mode dummy that doesn't do anything, like block) I'm like day 2 after coming in from pad and I seem to be doing OK, though I'm still trying to learn to convert better. I should just mash the guard break thing when I hit from the tip of a normal. I could also just buffer sheep headbutt constantly, but that's not degenerate enough. Also, I'm surprised at how strong the universal mechanics are. Dash light attack is really good since it's plus on block and has a fast startup. All the auto combo stuff is safe. The canned mixup high/low stuff is safe if they block it and if they don't mash DP in the gap or something. Watame headbutt is safe. Everything is just... really safe. Except for jump-ins, I guess. This is one of the first games I've noticed where people really don't want to jump at you, but it makes sense since all the anti-air options are very good and reliable. Everyone seems to also have an invulnerable DP that can be mashed as many times as you like if you suspect people will do something. This game might be the actual gentleman's fighter that exists as a fantasy in people's heads where people take turns and play with honor. It's pretty great. Even if people find the fighting too intimidating, I believe the Fall Guys-like mini game is also free and they can play that? It looked pretty fun. |
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Killadog
Posts: 1 |
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Excellent review. I'm more of a single player guy but it seems like the game is good for beginners with the simplified controls(should be a must for every fighting game to broaden the customer base). I know nothing about the franchise so this is going to be a fun new adventure!
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