Hate Speech: Extra Extra Credits

high level play from SC veterans + the fact that the game is new = gameplay looks very similar to SCIV.

It remains to be seen if the comeback mechanic of giving losing players more meter actually affects the gameplay that much. We hardly saw any meter use/management from the French vids.

I think Dramatic camera angles are the key to flashier gameplay. For example, Natsu's throw where she knees the opponent, then teleports above him/her with multiple dive kicks. In one of the early SCV videos, the camera was static. In the recent build the camera follows her around as she approaches from the different angles. When I saw her throw for the first time, I thought 'meh'. The second time around, I thought 'Damn, that was pretty cool' even though I had seen it before. So I think that if Project Soul continues to play around with the camera angles, we'll definitely get a Spectator-friendly game.

One specific request that I'd like to offer to Project Soul. For the KO hits, I like how they repeat the moment when the hit connects, but I think they should change the camera angle for each repetition. Don't change the pace of it, just the play with the camera angles.
 
I can honestly say that I was not bored with the stream.
Maybe I am just easily entertained...or maybe I actually enjoyed watching the game being played by actual players. I am a lil disappointed of the fact that Tira was not really played all that much and I had to look for gameplay of her.
Either or, I am still hyped for this game and I cannot wait!

PS: I do agree with some of the Extra Credit video POVs.
 
After watching the stream i feel certain characters are visually stunning to behold while others fall flat in that category but are designed to kill effectively. Mitsurugi and Ivy are boring to watch back to back because their moves are straight forward. We have seen Ivy's complicated grab for years which makes her CE not nearly as impressive as it could be. Mitsurugi is very stiff. Most of his strike are like he is cutting through his opponent. While that looks good once you see the motion you know exactly what its gonna be and your opponent reacts the same way all the time. Repetition does get boring to watch.

On the other hand you have characters such as Maxi and Voldo when played properly has some fast attacks along with wild animations for their crazy strong attacks. Maxi doesn't have to always attack the exact same way after 70% of his move list. It can keep the audience vocally or mentally invested in the match or both. I was watching like whoa whats next or hey his low defense hasn't been on point so far this match so will Maxi take advantage of that. Voldo and his neutral stance is a spectacle alone. Then you have him turning around the whole fight doing different high damaging attacks. I shouldn't even have to mention his MC and LF stances.

In SCV Asteroth seems to be a great mixture of both aspects however. I found myself saying will he BE bull rush and how will his opponent react to that slight moment of hesitation. His air throw relaunch air grab into a wall combo is both crazy to look at and very hard hitting. The times that i seen it was split between watching the health bar decrease and actually watching him do the combo. Both left me with the same reaction which was WOW!!! AIN'T THAT SOME SHIT!!!!
 
Meters are confusing. And the random yellow glowing affects and flashes add to that confusion.

When looking at this from a completely noob prospective. I have some complaints about the new affects in the game. They're too distracting and take away from the awesome attack animations that are actually the selling point of 3D fighters.

Unlike 2D fgs where you're constantly, "what the fuck Marvel?" It's never been difficult to spectate a 3d fighter and know what the hell is going, become attached to one player and be amazed by the human drama.

It is both things, the game has to look good or spectator friendly for the audience to be emotionally invested. You don't want the audience constantly questioning what's happening on the screen, you just want them to take it all in. For us FG fans it's easy because we're familiar with the mechanics, but to the audience who probably have never touched or seen the game, it should also be easy. (if it looks like it Rings outs, it should ring out)

That's why when I look at the future of e-sports for fighting games, I don't see 2d fgs leading the front. I see games like Tekken doing so.
 
Like it's been said (and beaten to death already) commentators are a key that will make SC5 huge. Imagine watching any sport without commentators. They keep our focus and hype us on awesome plays. Get practicing guys(and girls)!!!
 
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