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ExtraWildGames

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Oh you can do em on whiff too? Nasty, I did not know that.

HD is like a true blockstring/multihit eliminator, though I imagine it's easier to buffer a super from that cause you're hitting 6 already.


And yeah the huge list is a list of all npc models in the game, most of them are likely not playable though, just in the story cinematics. But the 3 I mentioned were like actual gameplay models.




Yeah, the buffer window is huge like KOF in this game. What's funny is that, you're not in SPG, you can hit DP + ABCD, get REV version of your dp, then hit AB again, and you get the EX dp brake. Only works outside SPG tho, otherwise you just get Rev Blow attack

Oh I didn't see the Adult Hokutomaru one. Fallen Rock looking like a shonen protag who lost to his inner demons. But man, this has to suck ASS for SNK. This basically screwed over the game's initial roadmap, which is really bad for, what I think, is SNK's first attempt at a AAA release.
 

Dreiko

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Yeah, the buffer window is huge like KOF in this game. What's funny is that, you're not in SPG, you can hit DP + ABCD, get REV version of your dp, then hit AB again, and you get the EX dp brake. Only works outside SPG tho, otherwise you just get Rev Blow attack

Oh I didn't see the Adult Hokutomaru one. Fallen Rock looking like a shonen protag who lost to his inner demons. But man, this has to suck ASS for SNK. This basically screwed over the game's initial roadmap, which is really bad for, what I think, is SNK's first attempt at a AAA release.
I don't think this really is a AAA game, it's in that middle ground of AA games where it looks real nice (miles better than KOF XIV) but is still affordable to make. As for the roadmap, I'm the kind of person who just gets more hype knowing all the upcoming chars, and if someone hates knowing they just can not look up the spoilers I guess. Overall though I think this will either have a negligible impact or a positive one. I'm not too worried either way.
 

ExtraWildGames

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I don't think this really is a AAA game, it's in that middle ground of AA games where it looks real nice (miles better than KOF XIV) but is still affordable to make. As for the roadmap, I'm the kind of person who just gets more hype knowing all the upcoming chars, and if someone hates knowing they just can not look up the spoilers I guess. Overall though I think this will either have a negligible impact or a positive one. I'm not too worried either way.
Nah, they really want this game to be considered AAA. We can't say for certain how much this game took to make on a technical level, but knowing how much promotion they're doing with it (Cristiano Reynaldo collab and this recent Sponsor from a boxing match), it seems like they're REALLY trying to push this game to that AAA notoriety (whatever the hell that looks like now, the AAA well has been tainted with some pretty disastrous releases, so I don't think that's a good idea for any company to aim for, lol).
 
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Dreiko

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Nah, they really want this game to be considered AAA. We can't say for certain how much this game took to make on a technical level, but knowing how much promotion they're doing with it (Cristiano Reynaldo collab and this recent Sponsor from a boxing match), it seems like they're REALLY trying to push this game to that AAA notoriety (whatever the hell that looks like now, the AAA well has been tainted with some pretty disastrous releases, so I don't think that's a good idea for any company to aim for, lol).
I think the marketing is more due to the Saudi Arabian prince who now owns part of SNK having made some deal with Ronaldo or something weird like that. Like the game itself has normal mid tier production values. Or maybe he actually really is an SNK fan and did em a favor cause he could. Either way, I'm not complaining haha.

But yeah like I don't think barely any fighters qualify as AAA, maybe sf6 and even that is iffy, and cause of the extended single player mode it has. The marketing budget is something ultimately after the fact, the production values of the game itself is what determines how many As it gets and this game doesn't feel particularly different than other similar games like I dunno, Strive or Granblue or what have you. Which hey, I think is a good thing actually. Lower budget makes it way more sustainable and SNK was in financial troubles so I don't want them squandering money on unnecessary bells and whistles.
 

BrawlMan

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Netease laying off developers from shallowest reasons, despite the game being a huge success. A games a failure? Lay offs! A game is a huge success? Layoffs!



[H1]Laid Off Marvel Rivals Developer Played a Huge Role for the Game's Key Feature[/H1]



By Jake Valentine

Published 10 hours ago

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Despite its success, NetEase recently laid off a Seattle-based development team for Marvel Rivals, helmed by Thaddeus Sasser.


Sasser commented on the cruel nature of the industry, stating that despite his talented team delivering an incredibly successful new franchise for NetEase, they were all laid off.

Related
[H4] GDC Survey Shows More Game Developers Are Impacted By Layoffs Than Ever Before [/H4]
The recent Game Designers Conference survey for this year shows, among other shocking statistics, that 41% of staff feel impacted by layoffs.

After spotlighting his team's work, we have learned from Sasser's LinkedIn that he played a key role in one of Marvel Rivals' defining features: Team-Ups.
When I first joined the team, one of the first things I designed was the idea of Team-Ups.
A great thing about the Marvel IP are the characters of course. I read these comics growing up and was invested in the lives of these fictional people. These characters would often be parts of larger groups like the Avengers, or the X-Men. The groups often functioned like a small family or a very tight team. They'd often have a special move, like the "fastball special"(https://lnkd.in/gJ9b_39n) that they'd use in combat.
I thought this should be represented in the gameplay. It would add a deeper layer of complexity to the current experience, but it wouldn't force specific role selection. It would also allow some tweaking and changes to the "meta" layer over time. That's a good thing, because a perfect balance is a boring balance.
This specific team up between Storm and Human Torch was in my original pitch deck. I'm excited to see it announced, and I can't wait to hear how the players feel about the Team-Ups feature.
[H2] Despite Layoffs, NetEase Claims to Have a Steady Flow of Content for Marvel Rivals [/H2]

NetEase has discussed the importance of regularly adding new playable heroes to the game. Earlier this year, they stated that their goal was to release new heroes every six weeks or so.
They've also stated they want a "Marvel-inspired approach" for game balance, allowing players to play and ally with their favorite Marvel superheroes.
Related
[H4] Marvel Rivals Boasts 40 Million Players, NetEase Reports $2.9 Billion in Revenue [/H4]
Days after laying off team members in Seattle, NetEase touts the massive success of Marvel Rivals.
The goal is to deliver "more line-up or team comp possibilities through hero design and [their] team-up mechanic."
Ironically, they'll be doing that without someone who originally helped design the Team-Ups found in Marvel Rivals.
 
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BrawlMan

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I didn't know about this. Rushing Beat X was featured at the Taipei Game Show on January 25th. Still no official release date though. At least we know Double Dragon Revive is coming out this year in October.