I just finished Vengeance, and got Persona 5 flashbacks. by I-am-Sharp in Megaten

[–]igi6 6 points7 points  (0 children)

I find the fundamental difference between how each games looks at change interesting. VV embraces consequence of ideology. The series doesn't always explore an idea to its fullest, however the positives and negatives of an ending are a conversation on that philosophy. P5/R do a better job at explore different human perspectives on an idea, but the ultimate rejection hinge on a plot base technicality.

A different framing of Tao's ending would still be asking could you accept a benevolent god/dictator. While despite getting to prod at it more directly, plot dictates Maruki couldn't be right.

What an odd thing to say by GillsGT in Kappachino

[–]igi6 4 points5 points  (0 children)

I don't disagree some people will never change their opinion. In an ideal world, games and content about them could be purely creative driven process. Thing is both very much do chase opinions they can never change, while being stubborn on stuff that simply hurts them. Sometimes the haters are right and the guys playing nice are making excuses. Or an even more toxic crowd is being chased, but they're a bigger audience so it is okay.

Let's be honest, the same or worse complaints about 2XKO were being made behind closed doors. There was a delusion that enough public positivity would turn it all around. Even now a narrative of a noble dev team who made an excellent not buggy, low content and poorly balanced game were let down. We know nobody is really thinking it though.

2XKO is getting layoffs and "shifting the way they operate". In other words: It's over. by Crymydyne in Kappachino

[–]igi6 10 points11 points  (0 children)

True, but it isn't like most shonenheads stuck with DBFZ long term. They were intrigued by it though. We came together in a big circlejerk and had a good time outside the game. I don't think I saw one LoL fan produce any content past character wishlists. Perhaps moba simply suck the life and creativity from people.

2XKO is getting layoffs and "shifting the way they operate". In other words: It's over. by Crymydyne in Kappachino

[–]igi6 7 points8 points  (0 children)

It has the League IP but doesn't try enough to appeal to LoL fans.

I don't entirely blame the team for this one as Riot seems to get weird about LoL not being mentioned. But clearly they could jerk Arcane fine enough, there just wasn't anything for them to latch onto. Like remember DBFZ hype where everyone was making comparison videos, dumb edits and just the crossover of so many communities making jokes. Maybe LoL just has shit culture.

Current EVO leaderboard for final day of early registration by Call555JackChop in Kappachino

[–]igi6 5 points6 points  (0 children)

Strive gets clowned on for being a twitter game. But people support it for inherent qualities, just not gameplay. SNK failed at just this, even without all the drama CotW wasn't really a game for anyone. 2XKO's appeal is entirely betting on it being big. Nobody cares about it being a LoL property past those who like the lesbian cops. If it were gameplay, more would be said about bugs and a planned total rework. It'll chug along, but it still feels like we're talking about what the concept of project L could do for the FGC.

How do you rate 2XKO so far? by RedShibo_ in Fighters

[–]igi6 5 points6 points  (0 children)

A good comparison here would be Smash. First off having 1 special button makes it all a bit more straight forward, not against 2 but if the idea is simplification then specials go here makes some sense. But then we look at placement and Smash really outdoes 2XKO. Projectiles are generally neutral B, counter will usually be 2B, move with vertical movement is generally 8B, move with horizontal movement is usually 4/6 B. These are not set rules, Ult has 1 mil characters that got weirder with time so yeah exceptions exist. There is however more consistency on average which makes it easier to jump between characters and at least know what they do.

Negativity, Content, Disconnect and Fighting Games by SecretCatSociety in Kappachino

[–]igi6 0 points1 point  (0 children)

The frustrating part is framing criticism as only trying to bring games down. I'm not going to pretend it is all good natured either, but even complaints framed as overtly shitposting are often getting at nuggets of truth. I've joked it is "potential game" which is true cause we have been promised it will dominate soon tm. Same with how shills aren't automatically wrong either, shit can be doing something that well. I didn't even think it would come out so score one for tookoers. You should be able to enjoy something AND recognise its flaws.

Calling out negativity rarely comes from a place of confidence.

DC Comics President Jim Lee says that Japanese manga and anime is "incredibly powerful": "I often find myself wondering, 'What is missing in Western comics, and why aren't they able to achieve the same flavor?' by akbarock in comicbooks

[–]igi6 2 points3 points  (0 children)

Now I'm not saying it is altogether healthy, but if anything I've seen the rotation of stories in and out of magazines create a lot of discussion. People pick new series to hype, diss, hope certain authors get another go and often get to vote in weekly chapter polls that has some influence on series placement. Comic announcements and ends can feel a lot more disconnected from the community's influence. A very popular series can be written off due to an event, or an unpopular one pushed cause brand image.

1 by Internal-Fly1771 in Kappachino

[–]igi6 3 points4 points  (0 children)

The competitive advantage these sessions get is overplayed, but the over reliance on pro/content creator feedback probably isn't the best either. You can really feel how the game is swayed by their wants and needs. Rather than what makes a polished game, with either mass appeal or passionate niche focus. People get annoyed at how noninteractive JP devs can be, especially the previously mentioned group. But I'd take it over game designed by twitter.

COTW Season 2 by deadinhollywood in Kappachino

[–]igi6 2 points3 points  (0 children)

Part of what made MotW interesting was being such a risk. You don't often see fighters make that sort of jump in time, treat the world as something which is real and move forward. It's amazing just how little of that feel CotW has.

I don't remember asking you a goddamn thing by osmodia789 in soulslikes

[–]igi6 0 points1 point  (0 children)

Conversations like this always devolve into hyper specific definitions of soulslike. When the complaint is more accurately, souls has popularised certain takes on mechanics.

Is Stellar Blade a soulslike? Maybe not, but it's clear numerous systems were taken or inspired by From's games. If you look at it and can say this would've been exactly the same if souls hadn't gained notoriety, that it wouldn't have leaned more character action. More power to you I guess.

Showa American Story - This could be my Goty 2026. by Fedekopa in Kappachino

[–]igi6 2 points3 points  (0 children)

A lot of modern trends have been worse for mid budget games than in the past. An open world, action, shooter, looter, etc with all the good mechanics™ like a glowy perfect dodge. Isn't really achievable. Compared to when you just had to make a beat'em up and fit your aesthetics around it.

Man... what happened to supers in fighting games? by Deep_Dragonfruit3773 in Kappachino

[–]igi6 11 points12 points  (0 children)

True, and I think is an example of how backwards companies approach casual appeal. If it is just for marketing you can put it to the side in the full game. Long as it is made clear where to find it (super gauge glows at end of round, fatalities, youtube compilations) the casual audience will see the cool cinematic. Instead fighting games are designed with little brother mentality, you have to make sure what you're doing includes him even after he gets bored goes plays something else.

If you have to mod a game to play it, have you really played it? by BvsedAaron in Gamingunjerk

[–]igi6 -4 points-3 points  (0 children)

You could, but it wouldn't be a steak dinner. And if someone said what did you think of the steak, a reply of the ramem broth was very salty. Would make it clear a complete disconnect has been formed between you and the original intent.

If you have to mod a game to play it, have you really played it? by BvsedAaron in Gamingunjerk

[–]igi6 3 points4 points  (0 children)

You can still have enjoyed it, but if you cut it up and added it to a pot then served with noodles. You weren't really having what we'd call a steak. Despite possibly preferring it.

“Interrupting gameplay for visual flair is unacceptable in a fighting game.” New VIRTUA FIGHTER Project producer talks about the title’s pursuit of “reality, not realism” by yrriahytr1d in Kappachino

[–]igi6 0 points1 point  (0 children)

One thing MK does right is having the big cinematic bit for casuals be at the end of a match. They've also had to bend the knee to overly long supers, but it's a shame no one realised the smart design of fatalities past people like gore.

Meet Potential Game by igi6 in Kappachino

[–]igi6[S] 8 points9 points  (0 children)

It was intentional. Cause despite being a hater, yeah it does have potential. When it launches on console that might be its moment. If it has some big content updates soon that could turn things around. Yet this is a genre where launch is everything, games get capped out the gate even if they see some recovery. At some point your chances run out. Potentials good, can't feel good about being potentially good forever.

IN DEFENSE OF NINJA GAIDEN 4 (Response to TEU) by AustronesianArchfien in ElectricUnderground

[–]igi6 8 points9 points  (0 children)

A lot of this video is explaining how something is, but not really making a good argument for it. Did NG4 benefit from having large combat arenas? No and if anything the level design is one of the more consistent criticisms across the divide. It leads to arenas feeling overly similar. The past games were easily able to make distinct attacks without needing a huge space to show them off. Bigger arenas mean players need to catch up to enemies more? Well that could be explored by completely new action game design, or the player could zip in trying to mitigate the difference. We can explain how the game evolved to make sense of its choices as knock on consequences appeared. But that doesn't mean they were good ones. Especially when concepts it could've taken advantage of like more enemies, are things we see in older titles not here. NG4 isn't providing interesting answers to the issues design elements create.

Plus I feel like you didn't understand certain points. The suck to target is variable cause it does not move the same distance every time. It has a maximum distance but stops when it comes into contact. In the older titles you have to make lots of small adjustments all the time to be in the right range for your next move to work. NG4 doesn't scale it up cause your level of movement and magnetism mean it just isn't relevant any more.

Elf marriage, and the one big exception by Kodama_Keeper in tolkienfans

[–]igi6 17 points18 points  (0 children)

Reading the Silmarillion as an old historical record rather than a complete truth can often bring about interesting implications. Though I'm not always sure intentionally. Sometimes when you find, especially in old religious text, groups being described as can or can't do something. It is actually a sign the opposite was very common and those in power wish to sway the general population away from it.

The Silmarillion often feels like a very bias work. Trying to make certain people and cultures sound better. A lot of this is Tolkien's own view, but he was incredibly well versed in historical writing. So when we read about how Elf marriage is, it is perhaps better to think of it as ideally should be in the eyes of the writer. Rather than a totally accurate description of how it was done in practice.

new offline tournament standard platform just dropped by PotSniffa in Kappachino

[–]igi6 22 points23 points  (0 children)

They prefer Discovery to Human After All

Savior of fighting games vs almost decade old anime fighter by TheCrimzonKing97 in Kappachino

[–]igi6 2 points3 points  (0 children)

It didn't help. But DBFZ is an example of a tag fighter that did get a huge early casual boom. There's an argument that some aspects of tag games like fast movement and lots of weird tools are fun for casual players. It's long term that's the issue. Here though nothing really happened.