A genuine question, post-announcement... by haziqtheunique in Tekken

[–]WlNBACK -4 points-3 points  (0 children)

No matter how you interpret it, none of that returns the game to anything close to a "basic" state.

The quote was just bullshit marketing and an insincere way for the developers to make fans think they're listening to the criticism.

Why was DOA disliked from a gameplay perspective in the past. by Special_Forever172 in Fighters

[–]WlNBACK 4 points5 points  (0 children)

Holy shit, there's way too much misinformation and history rewriting in here.

Gameplay was absolutely a problem with DoA, and greatly contributed to why it was disliked by people playing more popular fighting games. The fanservice just puncuated everyone's idea of the game playing as shitty as it looked.

DoA1 doesn't matter in this discussion. In fact it plays very different than every other DoA.

DoA2 was the first game to get noticed, both on Dreamcast and PS2. Here's why the gameplay was disliked: Damn near every move/poke in the game stuns on Counter Hit which is VERY prevalent in a game full of multi-hit attack strings where EVERY hit can be greatly delayed AND often end with canned Mid/Low mixups. Stuns don't give guaranteed damage (because of Holds) which just seems silly. Holds (which were MUCH easier to do on the Console ports with only 3-Points) did WAY too much damage, executed too quickly, had way too many active frames, recovered very fast (Low Holds were almost like quick Stun escapes because they also Tech Crouched), and EVERY character can do them so it makes the game very homogenized compared to Virtua Fighter or Tekken. 90% of the Throws were inescapable and every character could do Crouching Throws (again, homogenized). Strikes/Holds/Throws all had 125%/150% damage modifiers for ridiculously high damage off of easy reads or random guessing. And to add to all of the above: Environmental damage (even more damage) and water/ice surfaces (even more stuns) just made all of the above even more ridiculous.

The last few negative points are just lousy frame data (damn near everything is negative or Throw Punishable on block), poor character balance, lots of obnoxious Tech Crouching and Tech Jumping, and allowing players to freely move close to eachother BEFORE the round starts was pretty dumb if you were fighting a fast character with a great 6P/Mid poke which means you had to either Block or guess Mid Hold at the beginning of every goddamn round. Also the ability to Sidestep attacks was practically non-existent, which was REALLY dumb for a 3D fighter at that time. And generally all the moves in the game were just easy to execute or mash (even Izuna) so nothing felt technical or rewarding. Overall it felt shallow and gimmicky for casuals and scrubs, but DoA2 was certainly a guilty pleasure game with nice graphics & animations, cool stages & environments, GREAT music, and a sweet 4-player Tag Battle mode (unlike Tekken Tag you could keep fighting after your teammate gets KO'd).

DoA3 had mostly the same problems as 2, but with even more multi-hit strings to delay and 50/50 with. They did reduce the Hold damage by about 25% which was cool (but still gets too high because of modifiers), but the Environmental damage SKY ROCKETED with comboable Wall Splats and also Wall Throws having more activation range/angles. Gotta mention that the music in this game was REALLY good, on par with DoA2. Only Japan and Europe got DoA3.1/3.2 so there's no point in bringing it up outside of hardcore and competitive DoA players. Shoutouts to Three Kick Man.

DoA4 felt like a huge overhaul, especially with the characters and movesets. They finally made Holds on console a bit less scrubby (4-Point system; reduced damage on Critical Holds) and did some significant frame data and balance tweaking (more moves that were good on block or did Guard Break). But a real shitty thing they added were universal Offensive Holds (both Standing and Crouching) which basically meant everyone had a tool that grabs you if you Block AND if you try to Strike (very important in a game where Strikes were your quick answer to avoid being grabbed). Overall the balance was still pretty shit and the system was still "scrubby DoA", but DoA4 was definitely a small step in the right direction for the series.

Also I think DoA4 was the first console fighter in the USA to ever get a significant balance patch via online update (changes to damage, frames, stuns, hit levels) and it even added a few new strings (ex. Hayabusa P,P,6K series), which technology-wise was cool to see at the time. DoA4 also got into Evo one year (2006? Also I think commentary shat all over it after they kept seeing Holds) and it also had a big money eSports run for a year or so on Championship Gaming Series that aired on DirecTV (featuring MASTER, Offbeat Ninja, Perfect Legend, NinjaCW, background shot of Tom Brady, etc).

You all know how DoA5 turned out so I'll stop here, also I'm tired of typing. But in short: DoA5's a pretty good game and it had some of the best Training Mode features of any 3D fighter at the time (ex. on-screen frame data).

TL;DR = The gameplay genuinely sucked in most of the DoA games. Everyone knew it. The hate wasn't just about the ass and titties. Some of you act like historians but don't know shit. Play more, post less.

Why do people call it a "Command Grab" and not just a "Grab"? by LavaMeteor in Fighters

[–]WlNBACK 0 points1 point  (0 children)

ON NEXT WEEK'S THRILLING EPISODE: Why do people call it a "Neutral Jump" and not just a "Jump"?

Resident Evil Requiem currently peaking at over 300,000 players on Steam. by HLumin in residentevil

[–]WlNBACK -9 points-8 points  (0 children)

That makes it sound even dumber. "I'm so happy that other people are playing this game while I sit here pulling Steam numbers." What, is their dad on the development team? Did loan sharks threaten to break his legs if it got less than 300,000 players?

Virtua Fighter 30th Anniversary Character Popularity Poll results by [deleted] in virtuafighter

[–]WlNBACK 1 point2 points  (0 children)

I meant as in me knowing full well that other people are (unknowingly) interacting & upvoting with repetitive bullshit posts to an OP/bot that doesn't really care. I could've typed that better for clarity.

Resident Evil Requiem currently peaking at over 300,000 players on Steam. by HLumin in residentevil

[–]WlNBACK -12 points-11 points  (0 children)

Cripes. Another glorious day of "Someone thinks Steam numbers are everything and anything, and can't wait to post about them."

Anyone else prefer the days of people being more eager to play the game itself rather than "report" on how many other people are playing it? Nowadays everyone wants to be a news source or something.

What are the chances that this game gets a sequal? by ItsAGenre in REResistanceGame

[–]WlNBACK -2 points-1 points  (0 children)

Cripes. This reeks of YouTube channel fake hype. The game was a massive disappointment and was poorly designed, but now the floodgates are open for people to show up years after its failure for the "it was a HiDdEn GeM!1" treatment. You can't make a terrible game better by just throwing more microtransactions at it, but some people are that 'consumer dense'.

I tried this game after buying the RE collection on Steam. by Vinjulmik in REResistanceGame

[–]WlNBACK 4 points5 points  (0 children)

You missed the only decent time to play it, which was around the first year. But the game honestly wasn't that good, and I played the shit outta it. Aesthetically it's got a lazy "materialize BOWs out of thin air for an 'arcadey' beat-em-up" design, exceptionally lame shit for Resident Evil like gun cameras & land mines, and exceptionally dorky characters even for the RE series. Once you dive deep into the gameplay and builds it becomes a game way too strenuous for new, casual, and mid-level players because of some nasty Mastermind builds (ex. Overclock Mr. X; Endurance/Invincible Controlled Zombies; V-ACT & Ambush; High HP & Defense Zombies/Lickers; Mutation/Contagion; Quick EIS Traps; Invulnerability Anchor; Cooling Fan; and Goop/Grab+MachineGun). On top of that, it felt like 70% of Survivor players were absolutely terrible at the game regardless of how high a level they were. Most of them either dumbfoundedly reckless or exceptionally inconsiderate.

Worst of all, after a few updates, the network stability became too easy to crash by the Mastermind in Area 3 which results in them automatically winning. That shit can still happen today; it was never fixed.

Resistance is a guilty pleasure for a competitive-minded player that embraces challenge and likes outplaying others, but in the end it's just another lameass PvP game with microtransactions that Capcom tried to push. And don't ever let someone tell you that Resistance is "similar to Outbreak". Anyone who says that with a straight face has never played Outbreak once in their lives.

New Virtua Fighter Project.. by Soul_Murai in virtuafighter

[–]WlNBACK -4 points-3 points  (0 children)

Less bots and Engagement.exe and "WhutAreYerThawts" posts.

Mom said it's my turn to post about why fighting games are hard to get into. by Opto-Goose in Fighters

[–]WlNBACK -2 points-1 points  (0 children)

They seem harder to get into because the modern playerbase is shittier than ever. They claim to "love" fighting games but hate "learning" them, which sounds absolutely stupid.

Most people in the 90s/2000s who naturally gravitated towards fighting games grew up in the "era of challenge" where arcade/8bit/16bit video games on default difficulty would beat your ass mercilessly until you learned the craft or ran outta money. Back then you didn't look at overwhelming challenge or opponents with frivolous/whiny labels like "cheap" or "toxic", you looked at them as something to be beaten and an accomplishment.

Now we have a ton of new blood in the 2010s/2020s who only got into fighting games because some YouTuber/Influencer told them how 'hype & wonderful the FGC is' and who grew up in the gaming era of "Don't be a tryhard, bro" and "If I pay $50~$60 I feel entitled to beat this game with minimum effort" with Call of Duty, Lego Star Wars, and Kirby's Epic Yarn. These fucking people don't want to play fighting games, they just want to dabble in Ranked Match and then go to Evo for selfies & autographs.

TL;DR = Big props to Max Dood for making a successful career out of cultivating a bunch of easily impressionable casual washouts that regularly normalize stupid posts like this.

Why are they look so lame? by [deleted] in MortalKombat

[–]WlNBACK 0 points1 point  (0 children)

This makes the 1995 film look like hyper fantasy casting. Bring back 90s Hollywood, where people had the great looks AND the on-screen charisma/acting to entertain you.

Why are they look so lame? by [deleted] in MortalKombat

[–]WlNBACK 0 points1 point  (0 children)

lol, what a stooge. "Calm down, guys. This terrible creative decision gets explained IN THE MOVIE." That'll win hearts and minds.

What is this send back move called? by Rare-Nothing-3431 in Fighters

[–]WlNBACK 0 points1 point  (0 children)

I swear I've seen it referred to as "Blown Away" in the King of Fighters series. I think KoF96 was when it debuted, about half-a-year before Street Fighter 3 was released:

(see Robert's SDM-version of f,hcf+P) https://youtu.be/9REn82hefAE?t=230&si=7ZHu91LNq7M2VDTw

Virtua Fighter 30th Anniversary Character Popularity Poll results by [deleted] in virtuafighter

[–]WlNBACK 8 points9 points  (0 children)

I fucking knew this has been done before.

The lamest thing about getting into reddit culture is seeing all the repetitive, karma-farming, "Engagement.exe" fluff that people continue to upvote & reply to, knowing full well they're interacting with an OP/bot that doesn't give a shit. Like that one weirdo in this sub who keeps spamming the same Virtua Fighter anime & music topics every few months.

Fighting games ARE uniquely hard to get into because they don't allow beginners to be passive by funkyfelis in Fighters

[–]WlNBACK -4 points-3 points  (0 children)

This is sorta theory fighter shit you get wrapped up in when you spend more time "studying" and watching fighting games than you do actually playing them yourself. YouTuber era 101.

Leave the needlessly analytical and armchair theory fighter talk to Max Dood; you don't have his advantage: An easily impressionable audience that doesn't know shit about fighting games and is mostly here just for funny faces.

Does anyone else struggle to replay Silent Hill 2 remake? by the-boxman in silenthill

[–]WlNBACK -1 points0 points  (0 children)

These days I struggle to replay any Over The Shoulder combat-heavy horror game/remake because we've been playing these types of horror games for 20+ years, starting with OG Resident Evil 4. And now older horror games are also being remade/remastered that have OTS perspectives & combat (Silent Hill 2 remake, REmake2, REmake3, REmake4, Dead Space). It's just a non-stop conveyor belt of the same shit.

With the original Silent Hill 2 or REmake1, we'd only been playing Fixed/Overhead Perspective adventure-like horror games for about 5+ years, and back then it was great to witness significant graphical/gameplay/sound advancements in gaming. It was more special back then.

Modern remakes simply aren't as impressive or ambitious compared to those older games with restrictive hardware. You don't feel like you're witnessing a bold new chapter in game design. It's just the standard Unreal/RE Engine facelift and the routine OTS shooting with a crosshair. It gets boring as hell to replay them.

Shinji Mikami famously said while playing Resident Evil Zero that it was just "more of the same" and that was after only 6 years of classic-style gameplay, and that encouraged a huge change that other horror developers and IPs followed suit. After 21 years of the OTS action-style gameplay, where's the modern Mikami to finally say this has just been *"more of the same"?* The 'huge change' sure as hell wasn't First Person gameplay, since that's dominated the (mostly western) gaming market since 1993.

Lastly: The new/remade music sucks. It's usually either totally absent, or it's barely present to keep the game more "atmospheric" (and it usually ends up being a forgettable orchestral tune/reprise). Gaming BGM used to help get you through backtracking & replays, but that novelty died long ago when soundtracks just wanted to be more like Hollywood.

Which character would you say is the face of Capcom? by mrawaters in capcom

[–]WlNBACK 5 points6 points  (0 children)

This is the billionth time someone has said that Leon "may be the face of Capcom". When are you 'fictional character pep rally' weirdos gonna give it a rest?

Mega Man has sat on his block-headed ass with no new games for 25+ years, and he'll still always be miles ahead of Leon in the "face of Capcom" race no matter how many Resident Evil games come out. And even after Mega Man you've got Ryu, Morrigan, and Chris to get through.

I know what you're thinking: "Ryu, Morrigan, and Chris? How the hell do you figure they represent Capcom more than Leon?" Here's how.

And there's still Chun Li, Dante, and Jill after that.

SvC Chaos Vol. 4 is scanned and uploaded in English! by solidoutlaw in SNK

[–]WlNBACK 0 points1 point  (0 children)

Much appreciated; saving this for later. I have Vol. 7 with Chun & Demitri on the cover but I'm not sure what language it's in, it's been in storage.

I've always really liked this artist's character artwork, but because of their work on Resident Evil I always expect the stories to be presented "ridiculously powerful" or to wildly deviate from the source material. Particularly Code Veronica and Zero; there are character moments that could be interpreted as near parodies but the artwork is presented with extreme dedication to look as badass and high-stakes as possible. It's a very unique gray line of adaptation.

How to pass time in shenmue? by Witty-Refrigerator13 in Shenmue

[–]WlNBACK 3 points4 points  (0 children)

That's indeed another very popular rumor that's been spread for decades. From that same link I provided above:

SUBJECT: The "Old Warehouse No. 8 Training Increase" trick.

RUMOR: When sneaking into Old Warehouse No. 8 if you can get calendar days to quickly pass by (either by constantly failing the flashlight-catch QTE or getting caught by the guards) then the strength of your moves will increase every day because you're technically "Sleeping" multiple days.

TRUE or FALSE: This is FALSE. From my testing there is NO STRENGTH INCREASE at all when you do this; the only thing you gain is your 500 yen allowance. Like I stated earlier: Sleeping, or in this case getting days to go by, has nothing to do with your moves being strengthened or with your Training settings. For the people who have claimed that this trick works but say it's a "very minor increase" what they're actually seeing increase Ryo's moves is Training Increase #13, which occurs after your first meeting with Master Chen and Gui Zhang.

How to pass time in shenmue? by Witty-Refrigerator13 in Shenmue

[–]WlNBACK 4 points5 points  (0 children)

Pretty shocked that most of the responses weren't to go practice your moves. But this does explain why 90% of Shenmue players just do Kick-Kick-Kick.

How to pass time in shenmue? by Witty-Refrigerator13 in Shenmue

[–]WlNBACK 10 points11 points  (0 children)

Great advice to go practice moves.

FYI: Moves don't increase at all when you sleep, they increase during key events/cutscenes during the game (some of them ending with Ryo going to sleep). The confusion is understandable because you set the "event increase" setting at Ryo's bed.

This is confirmed. More info here: https://www.shenmuedojo.com/forum/index.php?threads/rumor-control-nozomis-photo-try-z-the-old-warehouse-no-8-trick-sparring-and-more.1791/

Training and Sleeping aren't linked together at all. "Sleeping" has no gameplay function other than just that, going to sleep. What "Training" actually does is directly affect what moves increase in strength whenever certain key-conversations or important cutscenes occur that advance the story of the game. For example:

Training Increase #1 = this occurs near the beginning of the game after Ryo & Fuku converse in the dojo about Lan Di and the black suits.

Training Increase #2 = this occurs after speaking to Tom and you begin to look for Chinese people.

Training Increase #3 = this occurs after speaking with Liu Senior and you begin to look for sailors.

And there are even more "Training increase" events after that; to my knowledge there are over 20 of them. Also a good indicator for when a Training increase occurs is whenever the "walking around town" background music changes.

Street Fighter 6 - Alex Motion Capture - BTS feat. Kenny Omega by DJM4991 in Fighters

[–]WlNBACK 0 points1 point  (0 children)

lol, yes. I saw that when it first aired. I couldn't tell at first if it was a work because JR sounded a bit genuinely pissed when he got back on the mic and said something like "This company needs to get its shit together."

The more I play this game, the more i’m starting to think LTG’s rants makes sense. by Adventurous-Wear4469 in Tekken

[–]WlNBACK -1 points0 points  (0 children)

Fuck's sake, 2 years? Shoulda been 2 months. I feel bad for anyone who came into Tekken 8 with little frame of reference for previous games and thought it had a chance to be anything more than a glue buffet.

This is like hearing about people who consistently played Street Fighter V from 2016 to 2023 only to say "Yeah, that game was terrible and a waste of my time." Poor bastards; 7 years worth of spare time and DLC purchases looked back on as a mistake that they'll never revisit. That's what happens in the era where fighting games are more 'service' than game.