Fighting game UI design starts here.
November 11, 2016 at 10:34 pm
D:< GET IT THO
November 12, 2016 at 1:11 am
I didn’t know much about this game prior to the Fisticuffs video, but it still looks pretty good.
November 12, 2016 at 2:37 pm
I’ve played a lot of the Capcom / SNK games and I never got into them because of the complexity of the games. I think these games had a hardcore audience that played a lot of fighters in the arcades. Fighters like MKX, KI and SF5 are a lot less complex in terms of what they ask you to keep track of and plan to do because that arcade audience has broadened to people who aren’t as into this level of depth. That’s also why Guilty Gear, my favorite fighting game, isn’t as popular as those other three; The timing is too tight and the mechanics are too deep to appeal to a broader audience outside of the classic arcade scene.
November 13, 2016 at 11:59 am
The recent Guilty Gear release is the first game I’ve played in the series, and even though I quickly noticed that it does have a considerable learning curve, it compelled me to practice until I understood the mechanics. I tend to like fighting games with higher learning curves, it feels so much more rewarding to practice and understand the mechanics.
November 17, 2016 at 3:56 am
They did make it much easier to get to that intermediate level of play where the game feels good, and I’m happy about that. The story mode has gotten pretty amazing also. It’s just frustrating that making progress beyond that point requires input perfection no sane person with a job or a social life is going to be willing to commit the time to. People already don’t like needing an arcade stick to get moves to come out in a lot of other fighting games. There’s just such a high bar to reach to achieve advanced play that it’s limiting the audience of that game. 🙁
November 17, 2016 at 3:57 am
Unnecessarily so, in my opinion.
November 28, 2016 at 1:18 am
The Ayutaka Iseki theme (24:06) was my favorite BGM theme ever. And it’s NOT even on the soundtrack….
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