Funny, because I find those combos quite easy to do. While I agree that the
sound gives you less information that lets you keep track of your opponent,
you have to do that in your head. If I start a match, I keep in mind exactly
what movements I make and approximately how far I am from the opponent. I
very rarely do jump-in cmbos, but one of my favorites which always works is
with one of the SF 4 AE characters, Yun. It's a jumping dive kick, which if
not blocked is followed up with two crouching light kicks, a crouching jab,
a standing medium punch followed by a lunge punch. It always works, and it's
because I can adequately orientate myself and keep my mind focussed on where
I am on the screen. Once I've done that, move properties become
second-nature. You learn not to combo unless you're sure that's going to
hit, and if I'm going to do a combo, I can miss the first punch, but sighted
people do that as well... it's no loss, as long as I don't continue the
combo or try to. I know many people who would keep going with the sequence,
which just gives me time to attack them from a distance. A lot of blind
people tend to do that, and I think that's the solution to what your problem
seems to be... if you miss the first punch, be smart about it and block.
Wait til you're sure you can hit an opponent. This is where your mobility
skills can come in handy, since although you aren't walking yourself, you
can use that and calculate what movement options both characters are making.
Hear your opponent trying to jump in at you, maybe start a combo? Uppercut
them out of the air. If you're opponent is dashing in towards you, use a
throw and get yourself out of that corner or you're dead. These are basic
concepts that sighted people use all the time, and while there is more
information to be had if you're sighted, that information is needless... I
can figure that out all in my head. If I watch an SSF 4 match online from
youtube, I can commentate what is going on, almost perfectly because I know
what they're doing based on what I hear. That's how detailed modern fighting
games are.
As to audio games... yes, the sounds are very clear. However, as I keep
saying, they're almost too clear. And most audo games have very few ins and
outs to learn... which is the problem. Most of them are so simple, and
there's nothing to figure out on your own because the game explains
everything to you. Take something like judgement day. In modern mainstream
scrolling shooters like time crisis 4, 1942 Joint Strike, the enemy
properties are not explained... and the way one tells is by harsh experience
based on how the enemy looks. The same should be the case... the fact that
helicopters take more hits should be left for the player to find out as a
mainstream game would do it. Or, when the game is released, that is what an
Faq would be good for, and that's precisely why there are no walkthroughs
for most audio games.. because they're so simple that one really doesn't
need one.
----- Original Message -----
From: "dark" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Tuesday, February 07, 2012 12:29 AM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a Wii
game for the blind!
Hi Clemment.
I'm afraid having played fighting games visually, and also (after I'd
heard about beat em ups sound access), turning off the monitor and trying
them without I disagree on a sighted person learning move properties being
identical to a blind person learning it's sound.
When playing street fighter two, one combo I tried to learn was ryu's
punch in the air, punch on the ground, jab dragon.
It would be pretty obvious to me if I'd got the timing for the first punch
wrong, sinse I'd see! that the opponent was too far away or too close. I'd
be able to adjust my timing the next time I tried the combo, punch
slightly earlier or later.
This is because as you've said yourself, fighting games are not simply
boppit style sequences of pressing buttons in a streight out rythm, but
pressing buttons in accordance with the relative position of the two
opponents on screen and what is happening with the engine, and it is
easier access to that positional data, as well as knowing fairly instantly
by looking what a move is supposed to do that makes the difference.
yes, a sighted person still needs to practice when! a given move should be
used, however this practice is made far easier by the fact that they have
far more information to work with about the move itself when used, the
relative positions of the characters etc.
This is where audio games differ from mainstream games. in an audio game,
all! in game information is presented only in an audio, and therefore
accessible medium. You stil have to work to play the game, learn it's ins
and outs etc, however all the information you need is there! in the game,
the rest is practice.
This is where mainstream games are lacking, sinse the information needed
to play them is essentially visual in nature, and though sound can provide
a guide to that information, it is at most a guide only, and not a true
representation of that information.
Beware the grue!
Dark.
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