darkspartan117
Smash Rookie
- Joined
- Aug 13, 2011
- Messages
- 11
Did anyone ever heard about Mace the Dark Age for the N64 ? I don't have the game anymore but I remember that you can fight as a chicken in that game.
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I really don't think we need to worry about a BB:GG edition.While the graphic style and basic combo system draw players into Guilty Gear, the game is quite deep. How do you balance between having a rich fighting system and making a game accessible?
Guilty Gear is a difficult game to play, with many systems to master. When we balanced the game and made revisions, we listened to our fanbase and made changes we wanted to make – which was to make a very technical, hardcore fighter. This was our intention. I don’t think you can have it both ways. BlazBlue has a good balance I think of being easy to pick up, but still having a depth for more dedicated players to explore. Will the next Guilty Gear be easier? No, I don’t think so – it will be a difficult game. But, I would like to implement systems like a beginner mode to help new players get started.
I find most of everything unique to GG harder than links, but that's just me.As long as it's not hard for the sake of being hard (looking at you SF4 links), I'm game.
As I've said in the past, I mean that if there's an easier way to do something than given, it's hard for the sake of being hard. Imagine all GG chains were SF links or all rolling inputs became pretzel motions. That wouldn't be fun at all, would it.I find most of everything unique to GG harder than links, but that's just me.
If you take away everything that was hard for the sake of being hard in GG, you have BB.
It's just I think GG is fine where it's at. If they remove features like FRCs, links, slash backs, faultless defense using tension, no grab warning, jump installs, weight, and etc, there's not much to separate it from BB. Not saying that BB is bad since I like it, but it's nice how they're separate things.As I've said in the past, I mean that if there's an easier way to do something than given, it's hard for the sake of being hard. Imagine all GG chains were SF links or all rolling inputs became pretzel motions. That wouldn't be fun at all, would it.
That, and I don't understand instant blocking.
IB is really helpful since it stops your opponent from doing simple keepaway or being predictable in frames traps.I just don't see, aside from a few cases that come to mind, why you would choose to do a regular block over an instant block.
Haha, this!Oh and to be clear, I'm not hating on your opinion nor am I trying to really prove a point.
It's just kinda fun talking about stuff like this, I dunno. Haha.
Well, when you put it that way, better than parries I guess.
Think of it like a really difficult comeback mechanic that isn't handed to you easily.
Looking at you xfactorOh and to be clear, I'm not hating on your opinion nor am I trying to really prove a point.
It's just kinda fun talking about stuff like this, I dunno. Haha.
Think of it like a really difficult comeback mechanic that isn't handed to you easily.
FINALLY.I know there are no such things as Virtua Fighter fans, but Virtua Fighter V Final Showdown is coming to XBL and PSN in 2012.
http://shoryuken.com/2011/08/23/virtua-fighter-v-final-showdown-hits-psn-and-xbl-in-2012/
ThisThat's pretty cool. I probably won't actually buy it though. I can't see myself playing it for more than 5 minutes.
I remember an interview where S-Kill said something to that effect.Something about how it works for 2D fighters, but not so much for 2.5D.