datdamnmachine
11/11/2007 2:32pm,
The thing you missed is that all these video games transfer PERFECTLY over to realistic, believable and entertaining Hollywood movies.
Except for Dead or Alive: The Movie.
aw no reference to dead or alive's giant boob physics that revolutionized the genre? for shame
Maybe if they had this in the movie, it would have transfered better to the silver screen.
Dagon Akujin
11/11/2007 2:44pm,
Want every strategy of Street Fighter 2? Here you go.
http://www.youtube.com/watch?v=huAeijZAAOs
Better:
http://www.youtube.com/watch?v=NISv4pWxrFo
oh and hey, nobody mentioned Bushido Blade (http://en.wikipedia.org/wiki/Bushido_Blade_%28video_game%29) or its sequel (http://en.wikipedia.org/wiki/Bushido_Blade_2)? possibly the best swordfighting games ever. one-slash kill and all that.
HELL YES Bushido Blade!! I LOVE those two games. Even if the fighting is a lot slower than a swordfight would be (presumably so you don't die immediately all the time), it's the best/most realistic swordfighting game EVER. I really wish they would make a sequel, but it'll never happen :icon_cry: Iaijitsu (http://en.wikipedia.org/wiki/Iaid?) FTW in Bushido Blade II, by the way.
Oh man do I have problems with fighting games. I agree with the article author, but there are so many more points to hit. My two main ones are physics and blocking.
I hate most fighting games because they're so unrealistic. Virtua Fighter is the best one in my opinion, but even that sucks. It's because winning focuses more on exploiting the game engine rather than actual skill. I speak, of course, of FLOATING/JUGGLING/BOUNCING moves. When you kick/punch someone, generally they do not fly into the air. I have been an MMA fan for several years now. The only time I've seen come CLOSE was where Huston Alexander uppercutted Keith Jardine so hard he was lifted up onto his tip-toes. No one EVER gets knocked from their feet into the air by a strike in a real fight. NO ONE. If by some miracle of physics, you do manage to knock someone into the air with a strike, it's also nearly impossible to then run after then and strike then again while in the air. If by some double miracle you manage to do both of these things, the midair strike will NOT cause them to "float" along in midair. Same deal for bouncing combos against the ground-people are not made of rubber!
Secondly, the defense. Basic defense for pretty much any empty-hand fighting game you play, is this:
http://news.bbc.co.uk/sport/furniture/in_depth/boxing/2001/blow_by_blow/block.gif
Note the arm position/movement and memorize it, because that's how it looks when you block in EVERY FIGHTING GAMER EVARRRR. Blocking low means crouching way down, and doing the exact same damn thing. Exactly how does holding your arms up in front of you and doing nothing block anything? Covering up is good, but how is it that the same static arm position protects you from punches, kicks and magical fireballs? Wouldn't just...swatting away that jab with a hand be easier? Wouldn't, say, moving an arm to the side of the head your opponent is kicking at make more sense? It's permissible to have the character magically impervious to attack with this position in 16 bit games. But for Virtua Fighter 5 on the PS-freakin'-3? Let's show a little creativity! Let's shin-check a low kick for once!
Oh and also, I just love how knockouts happen. Taking any amount of damage has no impact whatsoever on your fighting skill, stamina or ability to stand up straight until you actually fall over and die. And a crouching punch to the knee is just as effective in knocking someout out as a punch to the face. And after being knocked out you can get back up and have a full life bar for the second round.
Gotta get me one of them life bars...
EDIT: Another reason why I love Bushido Blade. The defense makes sense! In BB I, yes there's a generic "block" button, but depending on your stance and weapon, your character will generally do a quick upward thrusting motion with their weapon, using their shoulders. This actually makes sense, tapping your opponent's weapon and disrupting their strike before they're ready to make contact. In BB II, for straight line strikes you knock it aside with a horizontal one, and for horizontal strikes you knock it aside with a straight parry. Holy logical blocking system, Batman!! In addittion, you can't just hold the guard/parry buttons...if you time it wrong, the opponent's strike will knock you can and disrupt your balance.
Transcendent Sunchips
11/11/2007 7:36pm,
I hate most fighting games because they're so unrealistic. Virtua Fighter is the best one in my opinion, but even that sucks. It's because winning focuses more on exploiting the game engine rather than actual skill. I speak, of course, of FLOATING/JUGGLING/BOUNCING moves. When you kick/punch someone, generally they do not fly into the air. I have been an MMA fan for several years now. The only time I've seen come CLOSE was where Huston Alexander uppercutted Keith Jardine so hard he was lifted up onto his tip-toes. No one EVER gets knocked from their feet into the air by a strike in a real fight. NO ONE. If by some miracle of physics, you do manage to knock someone into the air with a strike, it's also nearly impossible to then run after then and strike then again while in the air. If by some double miracle you manage to do both of these things, the midair strike will NOT cause them to "float" along in midair. Same deal for bouncing combos against the ground-people are not made of rubber!
In fighting games, you end up fighting robots, mutants, or demons. Reality's already lost long before the fight starts.
When it comes to MA in fighting games, the only thing I'm looking for is how well the techniques are represented from said art. I don't care if people get up when necks should be broken, but if there's a pro wrestler in the game's roster, there better be pile drivers and/or suplexes in their repertoire.
I don't care if I'm using a character who's a genetically engineered human fighting in the middle of a burning temple, but if the game states that he's a boxer, then I expect to see him take a boxer's stance, use a lot of punching, non-existent kicking, and slips/boxing movement.
Soju_King
11/11/2007 8:08pm,
nice thread..... killer instinct was a wierd one too. one time i did an ultra combo on the gameboy version with jago an it crashed and broke my damn gameboy.....guess it couldnt handle it.
one of my favorites was rival schools on dreamcast. where else can u beat the crap out of someone with a base ball bat an then tag in your partner whose a teen jail-bait tennis player to unleash a deadly barrage of tennis balls at opponents.
the worst fighting game i played was some wierd ass game on jaguar.....cant remember the name of it......but it was wierd an stupid. my buddy who invited us over to play
got forever teased on foolishly purchasing an atari jaguar with a fucktarded fighting game
Robstafarian
11/11/2007 8:40pm,
the worst fighting game i played was some wierd ass game on jaguar.....cant remember the name of it......but it was wierd an stupid. my buddy who invited us over to play got forever teased on foolishly purchasing an atari jaguar with a fucktarded fighting game
Might you be thinking of Kasumi Ninja (http://en.wikipedia.org/wiki/Kasumi_Ninja)?
Video of said travesty:
http://www.youtube.com/watch?v=jEWu_PL46Qg
In fighting games, you end up fighting robots, mutants, or demons. Reality's already lost long before the fight starts.
When it comes to MA in fighting games, the only thing I'm looking for is how well the techniques are represented from said art. I don't care if people get up when necks should be broken, but if there's a pro wrestler in the game's roster, there better be pile drivers and/or suplexes in their repertoire.
I don't care if I'm using a character who's a genetically engineered human fighting in the middle of a burning temple, but if the game states that he's a boxer, then I expect to see him take a boxer's stance, use a lot of punching, non-existent kicking, and slips/boxing movement.
I sort of think like this too...sometime I play Virtua Fighter 5 just to see the movesets because they accurately (and beautifully) represent each art. But I think most good fighting games have reached the level of accurately representing fighting styles, and now I want to see them move past it into realistic gameplay.
partyboy
11/11/2007 10:53pm,
Might you be thinking of Kasumi Ninja (http://en.wikipedia.org/wiki/Kasumi_Ninja)?
Video of said travesty:
http://www.youtube.com/watch?v=jEWu_PL46Qg
oh....my....gay...... FLAMING BALLS!
that's it. i'm done. seacrest, out.
Dagon Akujin
11/12/2007 12:04am,
Why has nobody mentioned the most realistic game, in my experience, that I've ever come across?
http://www.youtube.com/watch?v=Y2mtgaxTJrQ
This game is the sec.... okay no it isn't.
http://www.youtube.com/watch?v=9R0vUdyt9FU
But this fighting game was simply the worst thing ever. I haet it. I haet it so much with reel haet.
http://www.youtube.com/watch?v=2Rm8_blDNrY
:wtfgif9fr
Dagon, where the HELL did you find those? That was...so, so, so weird.
Battle Raper?!?!?! Seriously?!?!?!?!?
Dagon Akujin
11/12/2007 12:39am,
Battle Raper?!?!?! Seriously?!?!?!?!?
No, no, no, no, no. No.
Battle Raper 2!!
Robstafarian
11/12/2007 12:55am,
But this fighting game was simply the worst thing ever. I haet it. I haet it so much with reel haet.
http://www.youtube.com/watch?v=2Rm8_blDNrY
You're right, it all went downhill after Clayfighter 2.
Battle Raper 2!!
Oh. Well, ok then that's different.
In all seriousness...how could anyone make "Battle Raper" one, let alone 2?!?
Kid Miracleman
11/12/2007 2:07am,
Dear Japan,
Battle Raper. Battle Raper 2.
WHAT THE HELL IS WRONG WITH YOU
Sincerely,
kingmiracleman
In all seriousness...how could anyone make "Battle Raper" one, let alone 2?!?
Dear Japan,
Battle Raper. Battle Raper 2.
WHAT THE HELL IS WRONG WITH YOU
Sincerely,
kingmiracleman
Right...Japan. Forgot, sorry.
anarki13
11/12/2007 4:39am,
WEEEEEEIRD.
Dagon wins. flawless victory. pyschout-ality.
Powered by vBulletin™ Version Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.