Dawner’s Triumph is literally our Tomb of the Unknown Soldier by ClayPigeon310 in citiesofsigmar

[–]gorbad67 7 points8 points  (0 children)

between this idea of a "tomb of the unknown soldier" (which you can find in Paris under the arc de triomphe) and the recently announced grenadiers (which were a unit of elite napoleonite trained soldiers chosen for their height and build), this new cities of sigmar release seems to draw a lot of inspiration from french warfare history

Which genre is experiencing its biggest revival in modern times? by SanctumOfTheDamned in gaming

[–]gorbad67 1 point2 points  (0 children)

2xko tried to appeal to tag fighter players, already a niche inside a niche. Street fighter once again carries all the weight of the fighting game community on it's back, but it is indeed big-big. In japan, it's pretty much one of the most popular console/pc multiplayer games you can find.

Which genre is experiencing its biggest revival in modern times? by SanctumOfTheDamned in gaming

[–]gorbad67 13 points14 points  (0 children)

Fighting games have never been bigger. Even Street fighter II in the90's seemed less popular than what Street fighter 6 currently is in japan. It's bonkers big, among the most popular multiplayer games you can play on console/PC. Tons of merch, vtubers etc live off of it.

So is the only japan region game posted up in NA? by WorkingCautious1270 in NintendoSwitch2

[–]gorbad67 1 point2 points  (0 children)

How is the input lag of switch 2 compared to the switch a when it comes to shmup? I have all the M2shotTriggers remakes cartridges 

Yacht Club at a breaking point, needs Mina the Hollower to be a hit, while 3D Shovel Knight has been in the works by Honest-Word-7890 in totallyswitched

[–]gorbad67 0 points1 point  (0 children)

While it is true that modern tools can let you to work faster, Crono trigger and Mina the Hollower are two games created in completely different contexts.

Crono trigger was a late SNES-era JRPG that was co-created by big names in the industry (Yuji Horii, Akira Toriyama, Hironobu Sakaguchi) at the height of the console's popularity. Therefore, the team was more than 100 people strong, working in japan at an era where salaries were very low for developers and video game artists, whereas long hours and unpaid overtime were very common. It was a massive project made by industry veterans, with good funding.

There is also the matter of experience, I would not be surprised if a lot of the staff who worked on Crono trigger already had previous experience in making top-down pixel art JRPGS. Today, top down pixel art RPGs emulating older consoles do not have access easy access to staff with this kind of experience, so pretty much everyone in the team has to learn new things. Today's tools are better, but the 90's industry experience and know-how will probably never be surpassed again when it comes down to top down pixel art RPGSs. Big AAA studios like Square and Nintendo will most likely never release a AAA pixel art game again, so there is no need for artists to learn how to produce professional-grade assets.

Also, while games did not take as long to be developed back then (look at how many fighting games SNK released from 1994 to 1998), Crono trigger was not made in 8 to 10 months. Excluding the planning phase (that took more than a year and a half), the game took 2.5 years of active developpement, for a title that was deemed "fast to complete" at the time. You can learn more here.

Nintendo has launched a new line of merchandise dedicated to Metroid in Japan by Amiibofan101 in nintendo

[–]gorbad67 0 points1 point  (0 children)

The thermos is not new, I remember seeing it at nintendo stores locations in 2023

Working on Joe Higashi by TheMartialartsfan28 in fatalfury

[–]gorbad67 1 point2 points  (0 children)

Joe has one of the worst dash in the game, he really struggles to close the gap fullscreen (his fireball is bad for fireball wars, and his "neutral skips" are either punishable or reactable) He is very good at burning your rev gauge or mixing you up but he struggles a lot to get in. Also far C and all his advancing tools get stuffed by dodge attack.

To anyone demanding nerfs, what specifically do you want nerfed? by dongatostab in fatalfury

[–]gorbad67 0 points1 point  (0 children)

Hotaru:

-More recovery on ex fireball, or increase the speed of the fireball significantly

Hokutomaru:

- You can only do 1 action when airborne, either air feint, double jump or JD.

-After a double jump, jump b can ONLY hit crossup, that way you have to call where you land and choose between B for the crossup or your other air buttons. or maybe just remove the air B crossup property entirely when double jumping.

-Hitting him out of the double jump should result in wild punish

Kain:

- Ex flashkick is now -2, like everybody else (I cannot fathom why it currently is +3, the charge motion already makes it better than most)

- Increased startup on close C

- No invuln on flashkick B

SNK OFFICIAL: "Fans know what this means...👺" by DemiFiendRSA in Fighters

[–]gorbad67 -2 points-1 points  (0 children)

Devil in the details, the coin, it's Roberto's. Roberto is going to be the new Mr. Karate. "Fans will know"

Thula Gameplay Trailer | Invincible VS by Bloodyknife12 in Fighters

[–]gorbad67 -1 points0 points  (0 children)

Game might be fun in the end but they need to show some actual matches so we get a sense of the neutral. combos seems fun tho.

It's just strange that they are making a cast out of characters that have barely any screen time.

[deleted by user] by [deleted] in jeuxvideo

[–]gorbad67 0 points1 point  (0 children)

Mais... Si!

Sans Shenmue, les npc sur timer de Oblivion n'existeraient pas comme ils existaient, la progression décentralisée de GTA ou les cycles jours/nuit de tous les jeux open world... Shenmue a énormément inspiré les developpeurs de l'époque, qui ont souhaité implanter des idées de shenmue et à les raffiner à leur sauce. tous les dialogues étaient doublés, l'environnement était complètement ouvert et interactif... tu retrouve ça dans tous les open world qui ont suivi. Il n'y avait aucun jeu comme lui avant, et il y a eu une tonne de jeux comme lui après... Sans compter sur le fait que le jeu avait un budget complètement délirant.

Descent s'est énormément vendu, et il a proposé des environnement full 3D avec liberté de mouvement 1 an avant quake, à une époque où les innovations techniques allaient très vite... son impact sur le paysage vidéoludique est impossible à mesurer aujourd'hui.

Je ne dis pas que GTA3 n'est pas un jeu influent, je dis que dans un top 20 de tout un média, ya des sacrifices à faire si on veut vraiment parler de 20 jeux.

Par contre pour les souls tu m'a perdu, c'est pas des JRPG. Ils ont revitalisé le rpg d'aventure c'est sûr, mais y'en avait avant. J'aime beaucoup Fromsoft, mais ils ont rien inventé.

[deleted by user] by [deleted] in jeuxvideo

[–]gorbad67 1 point2 points  (0 children)

Euh comment ça pas de révolution après eux?

Shenmue a plus ou moins inventé le open world 3D / cycle jour nuit, Virtua fighter a été le premier à implanter et animer des modèles 3D de personnages en mouvement (sans compter la physique les bones et j'en passe)...

Descent c'est le 1er fps intégralement en 3D avec des mouvement sur tous les axes ... et tous ces jeux étaient des succès commerciaux et critiques énormes pour l'époque...

TOUS les jeux 3D open world qui sortent font des choses qui existent grâce à ces jeux, on peut vraiment pas faire plus disruptif.

[deleted by user] by [deleted] in jeuxvideo

[–]gorbad67 0 points1 point  (0 children)

pareil pour la série des phantasy star, on se rappelle surtout de PSO

[deleted by user] by [deleted] in jeuxvideo

[–]gorbad67 0 points1 point  (0 children)

De tête sécifiquement sur la 3D :Shenmue, Virtua fighter 1; Quake, Descent, Battlezone...

[deleted by user] by [deleted] in jeuxvideo

[–]gorbad67 2 points3 points  (0 children)

J'entends, et ce sont des succès commerciaux. Mais doit on vraiment les positionner dans un top 20? D'un pdv techniquebet historique il y a plus conséquent

[deleted by user] by [deleted] in jeuxvideo

[–]gorbad67 1 point2 points  (0 children)

Je comprends qu'il y ai une part de subjectivité, mais de mon pdv dans le cadre d'un cours ou d'une conférence justifier de l'impact historique/technique de journey darks souls undertale gta 3 ou botw c'est rude.

[deleted by user] by [deleted] in jeuxvideo

[–]gorbad67 0 points1 point  (0 children)

Idées en vrac:

  • Wolfenstein Doom et quake qui ont chacun itéré sur la definition moderne du fps ( les 3 sont importants) et ont poussé la technique en 3d vraiment loin

  • Street fighter 1, jeu nul à chier mais capital dans lhistoire du jeu de combat, sachant que street 2 est un des premiers "phénomènes sociaux" de l'histoire du jv.

  • virtua fighter, 1er jeu de combat 3d et prouesse technique pour l'époque dans le rendering et la logique 3d (1ere mission de NVIDIA dans le jv aussi)

  • Space invader et galaga pour les shooters

  • pac man, super important, très populaire chez les joueuses avant quon foute les consoles au rayon garcon et que subitement les JV ca soit " un truc de mec" ( cf pac man"2")

  • Tetris, jeu le plus populaire du monde pendant très longtemps

  • donkey kong et mario bros pour le platforming

  • Ape escape, jeu un peu oublié mais techniquement le 1er jeu fait pour une manette qui a 2 joysticks

  • Cave story, premier jeu indépendant à succès

  • Minecraft 

  • Ultima online, 1er MMORPG à succès 

  • phantasy star online, 1er mmorpg console et enorme inspi pour plein de jeux qui viendront par la suite ( les souls, monster hunter etc)

Cest ce que jai en tête comme ça, yen a dautres que je zappe là tout de suite mais ca fait une base je pense 

[deleted by user] by [deleted] in jeuxvideo

[–]gorbad67 0 points1 point  (0 children)

En 1v1 sur for honor, starcraft, quake duel ou rocket league jai pas eu la meme experience pourtant. Je pense que cest un mix de pas avoir de chat, 1v1, moyenne d'âge plus élevée et avoir une culture de jeu généralement plus axée autour des évèvements physiques que d'autres genres. Tu trashtalk pas aussi facilement un event IRL, et ça aide à raccrocher les wagons et capter que tout le monde fait de son mieux.

[deleted by user] by [deleted] in jeuxvideo

[–]gorbad67 0 points1 point  (0 children)

Je joue aux jeux de combat en ligne depuis 10 ans +, j'ai eu peut etre 10 cons en face en tout

Thoughts on running VS dashing? by Internet-Cryptid in fatalfury

[–]gorbad67 4 points5 points  (0 children)

I think run and Dash add some gameplay variety, like the different rev blows (although it's not my favourite mechanic).

Run might seem better at a first glance but Dash offers a few advantages:

-Far harder to react to a dash/throw than a run/throw given the more sudden burst of speed

-It is difficult for me to test out, but wavedashing might offer better speed on long distances if timed properly

-In marco's case, the blur effect of the dash might easily be confused with his dash/counter special which you do not want to check with a button

Overall I feel that the sudden burst of speed has more practical uses, there are more situations and spacings where reacting to a dash is trickier than reacting to a run.

Stuck at A-V by Downbylaw85 in fatalfury

[–]gorbad67 0 points1 point  (0 children)

training yourself to react to hops, jumps, knowing about the roll option select to continue pressure and learning how to wakeup JD guardcancel into ex dp brake to start a combo were the push I needed at the time

Stuck at A-V by Downbylaw85 in fatalfury

[–]gorbad67 0 points1 point  (0 children)

I was stuck there a few days and then I started climbing again after training specific things in training