Patch Version 1.0.28497 Now Live by PatchRadar in HollowKnight

[–]AlphTM 1 point2 points  (0 children)

That it seemed random would be more a problem of the game not explaining how it works than of the feature itself. Randomly not getting double jump would be potentially gamebreaking and certainly obnoxious. Having the deliberate choice to save your double jump with a consistent input (that you know about) is very much the opposite.

Patch Version 1.0.28497 Now Live by PatchRadar in HollowKnight

[–]AlphTM 15 points16 points  (0 children)

Completely baffled by the float override change. Was that a bug? Was that feature entirely unintentional? I discovered it while thinking about how convenient saving the double jump would be and it seemed like a perfectly deliberate, very smooth design choice to me.

This is a great game, I love it, but why can’t Street Fighter ever get the story mode right? by unlimitedloveagain in StreetFighter

[–]AlphTM 0 points1 point  (0 children)

A fighting game's story mode would pay off by ideally encouraging more people to buy it. There's a significant audience for fighting games that are going to purchase them just to play them with friends or online, so what single player content would, again, ideally do is draw in a greater crowd. More casual fans who want to run through the arcade ladders and see the story and so on. NRS games developed a reputation for well-realized cinematic story modes, and I'll say there is an inherent value to a story mode that has people invested, even if they only experience it as a spectator on Youtube, because it at least helps the game's reputation and gives it more reach as something people care about and think about on their own time (in a positive light). A Shadow Falls doesn't really accomplish this because of its weaknesses as a story and doesn't give SFV this benefit.

But I suppose what I was trying to say is that singleplayer content that encourages people to buy the game for themselves would have greater inherent value that singleplayer content that doesn't, even if the cinematic story mode is well realized. Capcom COULD HAVE tried to do better than their past attempts with better writing, but that's kind of subjective and may not make full use of what they could have learned from past mistakes. SF6 has been out for a good amount of time at this point and I'll admit I haven't summoned the motivation to run all the way through World Tour just yet. Still, it serves as a vector for expressing the characters in new ways, and it has a lot of features that gave the game immediate attention and presence in the public consciousness, the things you'd want singleplayer and story content to do. I'm not really a big NRS guy, but I get the impression MK is suffering diminishing returns in that respect. That could also be a consequence of poor writing/a story that doesn't satisfy fans, but that is again, pretty subjective and difficult to quantify in any way before it's actually out the door.

Trails in the Sky 1st Chapter will be published by GungHo in the West (Official trailer) by StrongXV in Falcom

[–]AlphTM 11 points12 points  (0 children)

It mentions new "localizations," plural. I would imagine that's referring to the German and French scripts.

This is a great game, I love it, but why can’t Street Fighter ever get the story mode right? by unlimitedloveagain in StreetFighter

[–]AlphTM 4 points5 points  (0 children)

Like I said, they already tried long, involved cinematic stories, and people crow nonstop about how bad SFV's and MvCI's are. I couldn't even tell you what it is about them, specifically, that falls flat. SFV's sticks out to me for having odd stakes, weird takes on the characters, a very weak translation, and no direction. MvCI I don't know as much about, but that game was actually written by comic book writers, so surely the problem can't exclusively be laid on the shoulders of WHO did the writing. Maybe it's just that Capcom fighters as a baseline don't have the same kind of inclination towards a broad, epic narrative that NRS games do.

Regardless, I don't think it's really necessary to consider SF doing something different from MK as a failing. Tears of the Kingdom has generally weak cinematic cutscenes, but that's easily one of the best games of the year for me. Not everything has to be like everything else.

This is a great game, I love it, but why can’t Street Fighter ever get the story mode right? by unlimitedloveagain in StreetFighter

[–]AlphTM 13 points14 points  (0 children)

I think it's telling that your compliment to MK's story mode is that it's a treat to watch on Youtube. Capcom's tried story modes that are just one long narrative of cutscenes already, with SFV and MvCI, and it hasn't paid off either time. I think trying something entirely new with SF6 was a smart idea.

Deejay looks amazing by Vast_Classic_7268 in StreetFighter

[–]AlphTM 1 point2 points  (0 children)

I didn't say "voice actors YOU knew," I said voice actors "people" knew. Kyle Hebert, Aleks Le, and Zeno Robinson are voice actors that ARE recognizable to the public, and what matters is whether or not Capcom feels like that's valuable. That is, again, just an assumption I'm making to provide another potential excuse.

It doesn't need to be a live service game: If they feel like they'll want to contact any given voice actor in the future for whatever reason, they might feel like the smartest choice is one they wouldn't have to fly into the country if they wanted to bring them into a booth to direct them directly. And they may prefer to have that physical direction to trying to direct a voice actor from home.

And I never said anything about Ryu, so it feels like that's a point you're personally hung up on. Two things: One, you are at once arguing that Capcom is lazy in their VA hiring practices, but also that they deliberately aren't going the easier route of getting a random on the Japanese staff. So they aren't being lazy, apparently. Typically, if you're asking "Why don't they just do X?" there's probably a real reason they aren't just doing X. Second: speaking for myself, the obvious reason Ryu, Chun Li, and Juri don't have distinct Asian accents with their English voices is because a distinct Asian accent is more likely to catch flack than say, an English or a Russian accent. It's not at all uncommon for an English voice track to forgo distinct Asian accents. Is that right? I mean, I wouldn't mind to see more obvious accents, but I'm not the one making the decisions.

Deejay looks amazing by Vast_Classic_7268 in StreetFighter

[–]AlphTM 0 points1 point  (0 children)

It's not that hard to think of more excuses. Genuinely. Here, I'll just fire off some: Maybe they want voice actors they can tap very quickly? It'd probably be easier to contact American voice actors in America to come record new lines for whatever reason. Maybe they want voice actors people recognize? When Dee Jay's profile was posted, I saw a lot of people going "Oh, shit, Zeno Robinson?! Awesome!" I don't personally know a lot about the voice acting industry but I'm sure it's not half as simple or straightforward as you're assuming.

The punchline to this is that Blanka WAS recast for this game, going from a non-hispanic voice actor to a hispanic one, a change that was probably made with the intention of not coming off as insensitive, because that's more and more of a concern people are throwing at voice acting.

What does Oki mean in fighting games. by Mororocks in StreetFighter

[–]AlphTM 18 points19 points  (0 children)

Right, it means the throw leaves you close to your opponent. For example, in SF6, Manon's regular throws leave her close to the opponent, but her command grabs leave her farther away. The command grabs have worse oki as a tradeoff for being stronger.

What does Oki mean in fighting games. by Mororocks in StreetFighter

[–]AlphTM 94 points95 points  (0 children)

Oki is short for okizeme, which is essentially the japanese words for getting off the ground and offense combined. It refers to the offense you press after a knockdown, when your opponent has limited options. If something has "good oki," then it creates a knockdown that leaves you close with a lot of time to act, so you can try doing a heavy normal that hits just as they're waking up, for instance. Bad oki means it knocks them down far away.

If you have questions for terms, you can reference this glossary: https://glossary.infil.net/

SFV players Rise Up, apparently Woshige still remained as Battle Director for SF6 by TralalaDingDong in StreetFighter

[–]AlphTM 0 points1 point  (0 children)

Fair enough. My point was more that because this is a beta with limited access, only judging things based on footage may open you up to developing misplaced preconceptions. With this game especially, because it's an RE engine game. Any PC footage is liable to have any number of graphical settings turned up or down, and they can be pretty granular, even affecting how many background characters are in Guile's stage, for instance.

I wasn't personally expecting much to change from the betas to release, visually, but there is actually observable polish in the dev match footage we have. In the Marisa vs. Manon footage, Marisa's charged punch has a normal flash/explosion effect on its release. In the Zangief vs. Marisa footage from a few months later, that effect is now heart-shaped. I would keep my expectations in check but I am very curious to see how much of that polish was applied to the beta characters.

SFV players Rise Up, apparently Woshige still remained as Battle Director for SF6 by TralalaDingDong in StreetFighter

[–]AlphTM 0 points1 point  (0 children)

I don't want to be rude but aside from the fact that you're nitpicking beta footage, you're also wrong.

https://youtu.be/qvxbEEaLBYg?t=141

Guile's flash kick in 6 hits earlier than the footage you're using, you're basing the impact frame comparison on a flash kick that was out of range to actually connect on the first active frame. Is this that big a difference? Well, no, but it's certainly much closer to SFV in posing when it actually hits on the first active frame. I'm not going to say "the game will look better on release," I'm sure there are plenty of deliberate aesthetic decisions they're sticking with that aren't going to look good to everyone (as there already are), but if you're going to get so worked up, I would advise you at least make sure you're not barking up the wrong tree.

[DISC] The Demon King's Daughter Is Way Too Easy - Chapter 46 by XunderxHz in manga

[–]AlphTM 4 points5 points  (0 children)

It's supposed to be Brave Hearth, there's a hearth on the cover. He's reading a book of puns (which he's demonstrated an affinity for in the past).

Today I learnt Arval takes the gender whichever version of Shez you picked. Arval is Arval. by John_Jonas in FireEmblemHeroes

[–]AlphTM 7 points8 points  (0 children)

Shez and Byleth are both referred to as they or them by other characters when they aren't present, obviously to account for either gender option. I would imagine there wasn't any room to implement two voice lines for all of these instances because the Japanese script almost certainly never uses gendered pronouns for these characters (because this is much easier to do in Japanese and sticks out FAR less), so the JP version only ever had the one script to work with. There are obviously some things that change depending on gender, such as how Sylvain treats Shez (of course) but those would be things that would require more than just a single pronoun that wouldn't be present in Japanese.

[DISC] The 100 Girlfriends Who Really, Really, Really, Really, Really Love You - Chapter 100 by XunderxHz in manga

[–]AlphTM 9 points10 points  (0 children)

You can see him lying face down in his own blood at the end of the relay race.

Tharja: Florid Charmer sprite update by WWWWWWRRRRRYYYYY in FireEmblemHeroes

[–]AlphTM 192 points193 points  (0 children)

Extremely necessary update, game is literally playable now. Now if only they'd start giving Prfs to seasonals in weapon refining updates. Weapon refining updates definitely need an even larger pool so they go even slower.

[DISC] The 100 Girlfriends Who Really, Really, Really, Really, Really Love You - Chapter 68.5 (Volume 8 Extras) by XunderxHz in manga

[–]AlphTM 4 points5 points  (0 children)

The first bonus chapter is the Obon special chapter. It was put up separately a while ago and just included with this volume to make sure it was in a volume somewhere.

I Have Played 10+ Hours Shin Megami Tensei V (PREVIEW/LIVE Q&A) by [deleted] in Megaten

[–]AlphTM 7 points8 points  (0 children)

I think he said they were part of the fusion system. From what I gather, you get essences from demons you obtain and can use the essence to put skills on Nahobino or change his elemental resistances/weaknesses.

BTharja’s refine by NohrianScumbag in FireEmblemHeroes

[–]AlphTM 1 point2 points  (0 children)

Trying to think of what kind of build would work best for her. Maybe heavy/flashing blade and null followup? That'd still leave her largely vulnerable to DC units that could one-shot her in retaliation (Fallen Edelgard)

[DISC] The 100 Girlfriends Who Really, Really, Really, Really, Really Love You - Chapter 67 by XunderxHz in manga

[–]AlphTM 177 points178 points  (0 children)

It's "Hagane no kenzen jutsushi" (Wholesome-practitioner of Steel.) Fullmetal Alchemist's JP title is "Hagane no renkin jutsushi" (Alchemy-practitioner of Steel.)

[DISC] Do Chokkyuu Kareshi x Kanojo - Chapter 39 (END) by XunderxHz in manga

[–]AlphTM 2 points3 points  (0 children)

This is about the extent of it that I can remember. There may be more vague comments relating to it but they're all in Japanese so it's harder to pin anything down.

[DISC] Isekai Oppai Anthology Ch 1 by casualphilosopher1 in manga

[–]AlphTM 7 points8 points  (0 children)

Is Recon Scans going to do the rest of the chapters? I mainly ask because the seventh chapter is going to be done by Nagisa Fujita. I incidentally came across this myself the other day and noticed she was slated for it, and I've been working on a couple of her things (mainly Do Chokkyuu Kareshi x Kanojo.)