Kayane's Video Interview with Tago-san!

D matt ma : I don't speak Japanese, just know some few words. But even when i'm speaking french, some friends told me i have a small accent, but depends on the words I say. I was born in France but I'm used to hear my parents accent, maybe that's why. Don't really know. :)

The few phrases you say in Japanese had a pretty good accent.

Anyways, thanks for the interview as always. Still waiting for Rock holding a cane hammer or Rock Jr. Bangoo and his baby mallet.
 
So "accessibility" will be key.
This is the thing i am most worried about with this game. The current generation of fighters all seem to go towards making the game more accessible to casuals and time after time this has shown to make the game worse.

Guilty Gear -> Blazblue
ST -> SF4
Melee -> Brawl (yes it counts)
MvC2 -> MvC3

Those are the 4 that come to mind right away. Whether it's tripping, horrible comeback mechanics (ultra/Xfactor) , or dumbing down execution and speed each new gen fighter listed is worse than it's predecessor for tournament play.

I am still in a good mindset for Sc5, hell just the thought of being able to play my favorite character without dealing with the stigma attached to it has me looking forward to it. However so far the same mindset that has ruined so many other fighters seems to be present in this series as well.

Why do you need to change Guard Impact to make it easier for casuals? One direction + Guard is about as easy as it gets. Making a universal high/mid/low GI seems to be taking that step into the wrong direction for the mechanic. I could be wrong with this but just hearing that has me on edge.

Just Guard actually don't have much of a problem with, it's one of the things I am familiar with from Garou and Guilty Gear. I'm not exactly sure how
the team plans to implement it so i'll let everyone else deal with that one.

I'm not sure if these posts are forwarded in any way to the dev team, but this is my view on it. Posting partial information about mechanics is just going to set fires for those of us who are invested heavily into the series. Even if you have not finalized thing's like Just Guard or Guard Impact there is one thing i hope the dev team will take into consideration.

Please start some kind of developers blog. Explaining the intent of a mechanic such as Just Guard would go a long way to calming down the community and producing more meaningful discussions. Is Just Guard meant to be a mechanic to stop strings from being used too often? Are frames in SC5 being made to give more advantage on block and therefore you felt that some kind of counter option should be present? Will there be more guard cancel options for strings that will provide a way to not be punished?

Well either way I enjoyed the interview and seeing some of the Hilde changes made me happy. Keep up the good work.
 
about tira.
you could implement the brave edge feature to change the mood of tira, as the player is setting up a combo. with this tira can combine the moves from both her jolly and gloomy side more often, so that more combos are created that dont involve random mood changes. especially since if we were to form a combo with both stances, she would have to hurt herself (i.e. with 66K, A+K, 66B). but thats just my take on it.
 
Why does Tira still hurt herself? You'd think that with all of the complaints about it they would have said they're changing it. Maybe they are I don't know. I personally think Tira was easier to play in SCIII because she didn't randomly change and didn't hurt herself. Trying to get to gloomy without being hit to low health by your opponent first is pointless because you'll do that much damage to yourself anyway. There should be less moves that switch you from gloomy to jolly, and more that switch you from jolly to gloomy. Anyway my opinion, don't hate TOO much. ;)

Great interview Kayane and I love your french accent. :) ♥
 
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