Well said, Dark. And your brother and I should talk :P fighting fans
unite well. lol. But everything you've said is true. Soul Calibur in
particular is well-known for needing strategy and characters having
tons upon tons of moves.
At 09:09 AM 09/02/2011, you wrote:
Hi Chris.
you said: The game needs to have sufficient complexity,
changeability and depth
that
it is an intellectual challenge to me, more than just a memorization of
sequences, environments and the like, but constantly evolving tactical
and/or strategic choices that are different every time I play the game. I
This in fairness actually describes fighting games very well. Taking
the savage gambit as a representation of what a mainstrem, complex
fighting game such as streetfighter is like would be like assuming
that a formular one racing car is like a wheel barrow.
Any decent beat em up on a console has far more than memorization involved.
Firstly, there is always a distance betwene you and your opponent,
and you must be aware of the best way of crossing that distance in
order to attack them, ---- indeed some characters may be better
fighting at a distance due to having moves such as projectiles,
while others may have special ways of crossing that distance like
charge attacks or blying at their opponent.
Then, the distance involved is not just forward and back, but also
vertical. Do you attack your opponent's head or feet? do you jump in
or walk? and if you jump, how high?
Then, there is the question of what type of attack.
In most beat em ups, your character will have at least four, usually
as many as six or eight, standard attacks such as punches and kicks.
these all have different range, different priority over your
opponent's moves, and may work better or wose depending upon the
situation, ---- for instance, a slow, sweeping attack on the ground
may be more useful when your opponent is already recovering from a hit.
Then there are even more moves, either moves which activate or
become useable in different situations, such as pressing forward and
punch when your opponent is close to throw them, or special moves
which have different principles and may be activated by a
combination of things, eg, fireballs.
There is then the question of blocking or parrying, and how you may
counter your opponent when you've blocked their attack, ---- indeed
certain characters are better at defense than attack.
Then, there is the question of how fast your character moves (again,
a very variable property).
Bare in mind these moves differ for each character in the game, and
thus the situations you have are nearly endless.
And what I have just described covers only the most basic aspects of
a fighting game, indeed it barely covers street fighter 2 released
in 1992, let alone some of the more modern games where characters
have hundreds of moves and even (when you get to blazblu and similar
games), their own playing styles with different stances, uses of the
controller etc.
My brother is a great player of strategic and systematic games such
as chess, and at the same time he is a huge fighting game fan, ----
-there is a very good reason for this.
So, this should at least let people know how complex the average
modern beat em up actually is.
Personally, I am slightly more picky in the beat em ups I play, and
prefer those with serious plot and atmosphere such as soul calibur,
over things like smackdown vs raw, but certainly it's not because of
a lack of complexity.
Beware the grue!
Dark.
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