What's happened to fighting games? All the big titles now- Tekken, Street Fighter, BlazBlue- seem to have all evolved into this one fighting game entity: a panoply of characters (good) with varying personalities and backstories (good) fighting on lavishly decorated and sometimes interactive stages (great) and fighting using about one thousand moves, each with their own array of horrible combinations.
That's a great combo of plus points marred by one big, bad point, at least for me.
I have no problem with games pandering towards the kind of gamers who want to learn a games ins and outs and play it on a 'higher' level. But this blocks me out. Other fighting games- like the Smash Bros. series, to take an example- have proven that you don't need a massive collection of inputs to make a game which requires a quick mind and quicker fingers and be enjoyable to all kinds of players- the button masher, the casual, the pro, and any other generalisation of a gamer you want to come up with.
This all arose when I looked at the trailers for BlazBlue and thought that it looked great. Talked with a few forum members on another forum about it.
Me: "Does it have long inputs? The characters look great and all, but I don't want to sit in training mode for two hours trying to get to grips with one character."
Them: "Er, sorry. It's got long inputs. It's easier than most to get into but it's still pretty tough."
Commence raging on my part.
Is this just me? Fighting games for me are becoming a medium which is less and less easy to enjoy, unless you're playing with somebody who's just as confused as you (and even then you're scratching the surface of the game and feel like complete incompetents). These long inputs just seem to be unnecessary and detrimental to the experience of beating the ever-loving crap out of somebody. Your thoughts, gentlemen.
That's a great combo of plus points marred by one big, bad point, at least for me.
I have no problem with games pandering towards the kind of gamers who want to learn a games ins and outs and play it on a 'higher' level. But this blocks me out. Other fighting games- like the Smash Bros. series, to take an example- have proven that you don't need a massive collection of inputs to make a game which requires a quick mind and quicker fingers and be enjoyable to all kinds of players- the button masher, the casual, the pro, and any other generalisation of a gamer you want to come up with.
This all arose when I looked at the trailers for BlazBlue and thought that it looked great. Talked with a few forum members on another forum about it.
Me: "Does it have long inputs? The characters look great and all, but I don't want to sit in training mode for two hours trying to get to grips with one character."
Them: "Er, sorry. It's got long inputs. It's easier than most to get into but it's still pretty tough."
Commence raging on my part.
Is this just me? Fighting games for me are becoming a medium which is less and less easy to enjoy, unless you're playing with somebody who's just as confused as you (and even then you're scratching the surface of the game and feel like complete incompetents). These long inputs just seem to be unnecessary and detrimental to the experience of beating the ever-loving crap out of somebody. Your thoughts, gentlemen.