Analysis: The Simplest Fighting Games

2017 ж. 3 Там.
1 442 829 Рет қаралды

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How accessible fighting games are preserving their depth and what it means.
Thanks to Sam Not-Sam, Matt Bahr, KILLYIS, Jamaal Graves, WoodenFence, Dekapact, Cory Wright, Miguel Obando and everyone else who pledged on Patreon!
Special thanks to SonicKurosaki for letting me know about Junpei Iori.
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Judges and Decision Fatigue Study: www.pnas.org/content/108/17/68...
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BGM in order:
Tekken 7 - Infinite Azure
Street Fighter III: Third Strike - Makoto Theme
Mega Man X - Sigma Fortress 1
Fantasy Strike - Geiger Theme
The Consouls - Infinite Azure (Tekken 7)
• Infinite Azure (Tekken...

Пікірлер
  • The original title of the video was confusing to a lot of people, so I changed it. Now it's more accessible.

    @CoreAGaming@CoreAGaming6 жыл бұрын
    • +Core-A Gaming nothing like good old self-deprecation

      @freecomkcf@freecomkcf6 жыл бұрын
    • Core-A Gaming stop lowering the skill gap lol

      @uknlogic2924@uknlogic29246 жыл бұрын
    • Core-A Gaming I believe fantasy strike and Rising Thunder to be a great game for beginners and also great for advanced players!!! I love those games I can't say it enough!!! You complain competitively and pull off Kick-Ass Combos and not feel like someone's talking down to you........... With that said Guilty Gear XXX L was probably my favorite

      @delpantion6045@delpantion60456 жыл бұрын
    • 7:40. ppl will always find away to teabag, hmm i think yomi counter suck. it ask of the player to leave his def wide open, while other game you can keep blocking and just press 1 or 2 button to tech out if

      @raymerrodriguez7919@raymerrodriguez79196 жыл бұрын
    • That's so meta.

      @PsypherWolf@PsypherWolf6 жыл бұрын
  • lowering skill floor is okay lowering skill ceiling is not

    @cyrusthegreat5434@cyrusthegreat54346 жыл бұрын
    • And this is what fighting games fail to pull off, anymore.

      @kohlrak@kohlrak6 жыл бұрын
    • This guy nailed it

      @BattyWanderer@BattyWanderer5 жыл бұрын
    • Top tier comment

      @OmarAli-mw9gq@OmarAli-mw9gq5 жыл бұрын
    • hahahaha the sheer level of ego and self-importance of the "git gud" elitists crowd... Says who? You? Did I miss the memo on you being named ambassador of some shit? Now, on the actual argument and its apparent logic. On the surface it makes sense, I mean, if your skill ceiling is high, it doesn't affect the players picking up the game whatsoever if the floor is low, that's sound, right? Wrong. Of course the ceiling matters to players wanting to pick up the game. What's the point of picking up a game, if you know you're always gonna be mediocre at it at best? Why botter playing it at all? There's also the fact that the floor has much less room for tweaking. I mean, how complex can you make for someone to make basic stuff in the game? No one will ever make a game where you have to execute a Shun-Goku-Satsu command to throw a heavy punch. People do, however, shove laughably complex stuff as to make the ceiling higher and higher and higher. By making games like the ones mentioned in the video, you're making games that people will know from the start that there's a realistic chance they can become proficient at, that they will be able to play with everything the game has to offer and be competitive, etc. It's easy to say "oh but lowering the floor should be enough", but let's be fucking real, who here sincerely and genuinely believes it's enough to take games like Blazblue or whatever, make stupid "make some lame ass automatic combos by mashing the same button" features and call it a day, thinking throwing that bone will be enough for people wanting to play games where they can actually be competitive? It's almost insulting, it's like giving a disconnected controller to your 3 year old brother so he thinks he's doing shit. But the most glaring and obvious flaw in the argument is this: Is there like, a single unique fighting game in existence? Last time I checked there were countless... So why in hell would anyone care if these types of game exist when you can still play your dear "4000+ hours of gameplay to get good" anime style fighting games? Is there some law in effect now, where the government limits the maximum amount of fighting games that can exist at any given time, that I'm not aware of? Please...

      @DiegoDeschain@DiegoDeschain5 жыл бұрын
    • PS: let's not even get into the pros at EVO talking highly of Fantasy Strike (for instance) and saying how it's easy to pick up and master but *hard to actually be good at* and that they wish to see more of it. I mean, what do these guys know, right? XD I mean, why make the games nuanced and being good about subtle aspects of it if you can just shove 178910981768198816 different features in it that the average person won't have time to delve into in a dozen lifetimes and call it a day, right?! XD

      @DiegoDeschain@DiegoDeschain5 жыл бұрын
  • Smash Bros has an interesting form of intentionality. When you start, you know what your attacks are and it's super easy. Then you learn advanced techniques and combos, and intentionality goes out the window for a while as you try to get the inputs down.

    @ezzerby@ezzerby6 жыл бұрын
    • To be fair a lot of those "Advanced techniques" are glitches that were never intended to be in the game.

      @aliciafraser1835@aliciafraser18355 жыл бұрын
    • Alicia Fraser actually the devs knew about some of these techniques

      @Swagdimite-gi5sq@Swagdimite-gi5sq5 жыл бұрын
    • +Red Hawk They didn't know about them until after Melee was released, and after that they did everything they could to get rid of them

      @aliciafraser1835@aliciafraser18355 жыл бұрын
    • Alicia Fraser nope, in a Nintendo power issue Sakurai stated that the devs new about wavedashing and the only reason they removed it was to make the game more accessible to newer players

      @Swagdimite-gi5sq@Swagdimite-gi5sq5 жыл бұрын
    • Truer words have never been spoken. I took me about 5 minutes to learn how to wavedash, but at least a week before I could do it effectively in battle

      @RockstarEddie-rk1rm@RockstarEddie-rk1rm5 жыл бұрын
  • I always thought one of the best fighting game for beginners was Samurai Shodown. It's not a game about combo so execution is not as much mandatory as some other games, it teaches you all the fundamentals like pokes, footsies, placement, zoning, etc. And teaches you to always think before pressing a button because the game was brutal in terms of damage. In fact it did the exact opposite of Fantasy Strike: punishing you for pressing a button when you shouldn't instead of rewarding you. Don't know if rewarding you for that will be more beneficial for players in the long run though.

    @HaibaneOpera@HaibaneOpera6 жыл бұрын
    • Not the one i have. The tutorial is a video with no retentive function.

      @kohlrak@kohlrak6 жыл бұрын
    • But fantasy strike punish the player that push buttons with the Wyoming counter system. If you push, you get hit, if not you counter the grab. Samurai showdown only were more punishing (with fucking 85% damage in a single hit lol)

      @Canalbiruta@Canalbiruta4 жыл бұрын
    • @@Canalbiruta Fantasy Strike's Yomi counter is kind of cheeky, and I get that it's supposed to encourage new players to A. Stop trying to mash out of pressure and B. Anticipate when people are trying to walk up and throw you, but I still don't like it as a teaching tool for the latter. Throw-teching is a little bit of a curve ball compared to teaching people how to deal with regular pressure, since it's the one time you SHOULD be pressing buttons. Teaching them to specifically not do anything when throws are happening is like teaching a new driver that because his car has long range sensors, he doesn't have to look at all before changing lanes; Yeah it works sometimes, but teaching it as a mechanic instills bad habits that have to be unlearned later on.

      @davidk7439@davidk74394 жыл бұрын
    • @@davidk7439 Well, you could also just look at it as its own unique game mechanic in the context of that game instead of imagining that the developers are trying to teach you how to play all fighting games. In reality, different fighting games have never been that similar to one another anyway, for example some games encourage hyperactivity and some encourage extreme patience, one game can't teach you how to play the other and IMO that's what gives each game its own appeal

      @benjman8369@benjman83694 жыл бұрын
    • @@benjman8369 The problem is that this game is specifically marketed and built as a stepping stone for new players entering fighting games. Learning DBFZ helps me learn how to play Skullgirls, which helps me learn Marvel, and vice versa for all. Tekken helps me learn Soul Caliber, and Virtua Fighter. MK11 helps me learn Injustice, and so on. And all of them have mechanics which are shared, like a lifebar, having combos, and throws. Fantasy Strike has a lot of mechanics that make it unique, but its throws going against nearly all other fighting games instills bad habits for every game that ISN'T fantasy strike.

      @davidk7439@davidk74394 жыл бұрын
  • Great video, but it should be noted that the study that found that judges hand out harsher judgments later in the day was refuted by a different study. There were a lot of problems with the original study. For example, judges schedule easier cases earlier in the day.

    @wavedash-@wavedash-6 жыл бұрын
    • what about the candy?

      @ThalesAcm@ThalesAcm6 жыл бұрын
    • There was a similar study that had to do with hunger, whether or not the judge had lunch recently or was anticipating lunch. The more hungry they were, the worse judgement they made, less likely to empathize, etc.

      @TrollANIMU@TrollANIMU6 жыл бұрын
    • Cool, thanks for the heads up.

      @CoreAGaming@CoreAGaming6 жыл бұрын
    • If you increase a judge's mortality salience they also become harsher as evidenced by Terror Management Theory :D

      @Iggsy81@Iggsy816 жыл бұрын
    • Why no mention of Pocket Rumble in the video?

      @PlateProp@PlateProp6 жыл бұрын
  • 4:58 lmao I just tried these inputs in Smash and they do execute the True Shoryuken.

    @Castorxd635@Castorxd6356 жыл бұрын
    • Bruuuuhhhhh

      @sebaschan-uwu@sebaschan-uwu4 жыл бұрын
    • So thaaaaats how crescent kick turns into Shoryu

      @thewizward8471@thewizward84714 жыл бұрын
    • Smash ken and ryu have true inputs. There's even a move you can only do with true input.

      @ChaiKirbs@ChaiKirbs4 жыл бұрын
    • Terry Bogard: *Hold my hat.*

      @hyliandoctor@hyliandoctor4 жыл бұрын
    • Carlos Castor it quite literally says it works in the moves list

      @silly.liz.@silly.liz.4 жыл бұрын
  • Personally, I don't think Street Fighter needs to be made more accessible. What we need are accessible fighting games in addition to the hardcore ones we already have (which is the point of this video, if I'm not mistaken).

    @fightingleaf@fightingleaf3 жыл бұрын
    • As some one who enjoys fighting games ( I play mostly dragon ball fighterz and I'm purple rank) the reason I have never played Street fighter is the complexity of the input. For me they feel over complicated

      @idkmanp9573@idkmanp95733 жыл бұрын
    • The problem in this is that Capcom wants people to buy their games so they don't go bankrupt. The way they managed SFV made a lot of people upset (even though I heard it's gotten much better compared to a couple years ago) but you can't be angry at Capcom for attempting to make a game that would expand their player base. I hope they can get to a better middle ground with the next Street Fighter, but people still play SFV, so it didn't turn out as bad as a lot of people say I guess

      @MessatsuGoshoryu02@MessatsuGoshoryu023 жыл бұрын
    • @@idkmanp9573 the point is to be complicated. Sf is a heavy footsie game, and most of the footsie of street fighter is to know how to use your special moves at your advantage while knowing when your opponent is going to use their's, hence why the special inputs are complicated, and often put you in a situation that is hard to go back to defense. Dbf is more like mvc in a way that, the input game is based in lots of combos and vertical movement, so i can see why you can't get used to a grounded, footsie heavy game, with weird inputs like guile's super specials

      @Canalbiruta@Canalbiruta3 жыл бұрын
    • @@MessatsuGoshoryu02 the problem with sf5 accessibility wasn't just lenient inputs, is more like, the game has less options that lead to meaningful choices of your own. Like, every ryu plays the same, every guile plays the same, every juri plays the same. Sf5 doesn't have more space to diferente play styles since the game heavy hand doesn't let you do much. And to be honest, capcom is better of making another franchise that is something more like fantasy strike or divekick (the obviously best fighting game ever)

      @Canalbiruta@Canalbiruta3 жыл бұрын
    • @@Canalbiruta yeah dragon Ball fighterz also uses a lot of neutral. And I'm good at neutral in third strike I just have trouble with combos

      @idkmanp9573@idkmanp95733 жыл бұрын
  • "The worse your decisions become" - shows clicking on add to cart button for No Man's Sky. I'm dead right now 😂

    @CornerBoothGames@CornerBoothGames6 жыл бұрын
    • best part of the video lol

      @kylelibby2241@kylelibby22415 жыл бұрын
    • 3:04 For anyone wondering where that is.

      @failedatmakingasandwich423@failedatmakingasandwich4235 жыл бұрын
    • If this video was made today, the game would have been replaced with: FALLOUT 76 or Battlefield V. (pick your poison)

      @jadestep9624@jadestep96245 жыл бұрын
    • That part actually aged somewhat poorly. NMS is actually a pretty sweet game now.

      @combustiblelemons8591@combustiblelemons85915 жыл бұрын
    • Bradon Moore Yes, however that definitely doesn’t mean it “aged poorly.” We were lied to on release and just before release. Them adding things we were promised 1 AND A HALF YEARS LATER doesn’t mean the game got better. It just means the game got finished. Sorry for going on a rant

      @Silverado-pq6xe@Silverado-pq6xe4 жыл бұрын
  • There was a game for PS1 that existed in this space called EVIL ZONE. Very simple to play. Had one attack button and a block button. all moves were made by one direction and tapping, double tapping, or holding the attack button. One of the most fun games I ever played.

    @snoopyguy21@snoopyguy213 жыл бұрын
    • Glad someone remembered it!

      @Ramsey276one@Ramsey276one Жыл бұрын
  • *Starts the video by talking about a persona 3 character* Me: I'm listening

    @litewavegames3967@litewavegames39674 жыл бұрын
    • That's why I love P4U They made RPG Character FGC CHARACTER Pity BBtag didn't keep the status ailments MARIN KARIN! "WTF Jin?! ARE YOU HIGH!?!"

      @Ramsey276one@Ramsey276one4 жыл бұрын
    • i didn't expect that

      @kfirarthegamer798@kfirarthegamer7983 жыл бұрын
    • @@Ramsey276one bbtag is probably fine but I don't think I will ever enjoy it just because I played most of the games crossing over before it and feel so sad every time I pick a character I liked on other games

      @devilmaycrysarockingdontcome@devilmaycrysarockingdontcome2 жыл бұрын
    • And now 4 years later so many people understand what you mean

      @pedroscoponi4905@pedroscoponi490513 күн бұрын
  • There are games where they are accessable and have enough depth to stay relevant. - Power Stone - Rival Schools - Dead or Alive - Virtua FIghters - Samurai Shodown - Koihime Enbu These last three are a bit "difficult" because you need to learn a bit of the game to enjoy it, but it still more accessable than most.

    @PrismAzure@PrismAzure5 жыл бұрын
    • DOA accessible?.... oook

      @argusy3866@argusy38665 жыл бұрын
    • @@argusy3866 yes it is a lot more than the 2d fighting games. Thats why it was always the one friends and I was playing thqt one casually. Also a friend became really good in it without online videos explaining what meaty normals are etc. When you play with nonclue it still looks good. Some of the rocknpaper scissor parts are really easy to understand etc.

      @tigriscallidus4477@tigriscallidus4477 Жыл бұрын
    • I’d say blazblue cross tag battle is also on this list

      @yurplethepurple2064@yurplethepurple2064 Жыл бұрын
  • Me and my nephew just started playing FS. I'm no fighting game veteran or anything, but I've reached "intentionality" in a couple games so i tend to be able to crush beginners at most fighting games i pick up. Some basic fundamentals and directional input familiarity go a long way. However, me and my nephew, who is completely new to fighting games, are having SICK matches. I think he might like fighting games after this. It's a great game!

    @SJNaka101@SJNaka1013 жыл бұрын
    • great to hear that! well done.

      @andysangolengue7771@andysangolengue77717 ай бұрын
  • You know shits about to get real when that Makoto theme comes on!

    @Noctis198@Noctis1986 жыл бұрын
    • Nine the Phanthom That, The Skullgirls character select theme, or the Megaman X Sigma Stage theme

      @boomhauer1894@boomhauer18946 жыл бұрын
  • I seriously thought you were going to mention nidhogg

    @SlingingHashSlasher@SlingingHashSlasher6 жыл бұрын
    • Nidhogg is like 3/4 of the way between divekick and most fighting games. It has high/low blocking, and that's basically as far as complexity goes. It's great for people who just don't like fighting games (myself included.)

      @gaunt6592@gaunt65925 жыл бұрын
    • Nidhogg has a lot more going for it than that. It has many completely unique mechanics. Trust me when I say Nidhogg’s meta is completely underexplored

      @Mathematrix7@Mathematrix75 жыл бұрын
    • Nidhogg is a fucking masterpiece, though if smash is not a fighting game, much less is nidhogg

      @peliparado94@peliparado945 жыл бұрын
    • Carlos Espinosa full agree. Don’t tell me Smash isn’t a fighter but try to defend nidhogg

      @0utrunner237@0utrunner2375 жыл бұрын
    • nidhogg is great. it's the kind of game that you can explain to someone in 5 minutes and they'll have a decent chance of winning and yet somehow has a huge amount of complexity to it if you really look into it. none of that complexity is actually needed to have fun or win, but it's there if you wanna learn it. also the game is just extremely fun.

      @toastee4022@toastee40224 жыл бұрын
  • 5:19 this dude's right eye is warping

    @Solo_Jazz_@Solo_Jazz_5 жыл бұрын
    • THAT'S WHAT I'M SAYING!

      @supaboii1725@supaboii17254 жыл бұрын
    • Good eye!

      @secretscarlet8249@secretscarlet82493 жыл бұрын
  • I know this video is two years old, but wanted to chime in as I got into fighting games from an “accessible” title. A few years ago I got very, very into a game called Absolver. Something important to note is that the devs were former Ubisoft employees, and to my knowledge had little to no experience developing traditional fighters. As a result, the game was closer to Dark Souls PvP then a 2d fighter. Attack inputs were square or triangle, block was R1, and your class specific defensive ability was the left stick. The game added complexity in the backend, as players got to create their own move sets from a list of attacks. I’m glossing over a lot of other details, but the end result was an unintentionally brilliant intro to fighting games. The game was super neutral based (combos weren’t really a thing), and since attack inputs were literally a button press, the mental aspect of fighting games was much more heavily emphasized then execution. That mental aspect of a 1v1 fight is what drew me into more traditional fighting games. I know this is way too long, but my point is maybe the way to draw more people into the FGC isn’t to create a simplified 2d fighter, but instead create a different genre of game that emphasizes fighting game qualities more. That’s basically what Absolver did; most of the early content creators were Dark Souls players who saw something that was relatively similar, and then once people dug in they realized it was a pretty damn fun fighting game.

    @schwade_the_bum6954@schwade_the_bum69543 жыл бұрын
  • People just need to be more honest with themselves. What I mean is - people need to accept that they are either casual or hardcore (and there are definitely people who want to be somewhere in the middle). Not everyone aspires to be pro. Someone just wants to play the game for fun with their friends on the couch one afternoon. And then you have people who want to compete in tournaments. People should be allowed to be whichever extreme they desire. Hating on either is illogical.

    @DN-lu9ky@DN-lu9ky6 жыл бұрын
    • Yet the industry is trying to remove one extreme.

      @Raitissems@Raitissems5 жыл бұрын
    • In Guilty Gear Revelator xrd 2, you can choose a type of controls. You can choose between "Manual", wich is very exigent with execution and timing, and "Stylish", wich literaly has auto-combos and the window to preform special attacks is much bigger. So I won't say that no one is aware of this problem, or that there is nothing that has been done to be both accesible for casuals, and yet have depht for competitive players.

      @whitedrake6933@whitedrake69335 жыл бұрын
    • Yups

      @zeeshanparvez5235@zeeshanparvez52354 жыл бұрын
    • Mood. I literally just play fighting games to have fun with my friend; neither of us will ever be fgc material or pull off some crazy ToD, but it's enough to pull up a 2d anime fighter and do some crazy shit for 2 hours

      @amiablereaper@amiablereaper4 жыл бұрын
    • I wanna like, but that dang 69

      @EonTheAien@EonTheAien4 жыл бұрын
  • Infinite Azure Stage Music - 10/10

    @LobotomyPatient@LobotomyPatient6 жыл бұрын
    • i know i love that song

      @deathmetalhell@deathmetalhell5 жыл бұрын
    • How about that smooth jazz rendish? I didn't know I needed a sax version until watching this video.

      @DrEcho@DrEcho3 жыл бұрын
  • WHO'S DA MAN? JUNPEI

    @nan0phone@nan0phone4 жыл бұрын
    • TAH DA DA DAAAA

      @PantsMasterPlays@PantsMasterPlays4 жыл бұрын
    • Ace detective

      @shisuiki@shisuiki4 жыл бұрын
    • @@shisuiki More like Stupei, Ace Defective

      @sofielundsskolan@sofielundsskolan4 жыл бұрын
    • sofielundsskolan *D O N ‘ T L O O K U P*

      @grantfromramranch@grantfromramranch4 жыл бұрын
    • he da man

      @cumekira70@cumekira703 жыл бұрын
  • hey folks if youre coming here binging all the core a videos i suggest you stop scrolling and not read the comments its pretty rough down here

    @MUGENanaya@MUGENanaya4 жыл бұрын
  • Probably gonna buy Fantasy Strike now. Thanks for the recommendation!

    @SynStarr@SynStarr6 жыл бұрын
    • Syn Starr wait no stop! Pocket Rumble is just straight up better.

      @crimson-foxtwitch2581@crimson-foxtwitch25816 жыл бұрын
    • why not just buy both then? :>

      @MrAwesomePoopz@MrAwesomePoopz6 жыл бұрын
    • Auso ~ There are some core problems with multiple mechanics in Fantasy Strike. Yomi Counter: Fantasy Strike does not have an answer to both players throwing at the same time, and I cannot think of a worse way to implement throw teching. On top of that, forward attacks in a game with proxy throws does not work.

      @crimson-foxtwitch2581@crimson-foxtwitch25816 жыл бұрын
    • it has a response: a random player gets thrown. so every if both players ignore the mechanic, they will get random results rather then solid. and yomi counter works just fine. every time i get yomi countered i feel like i deserved it for being too repepititve. this game is about reads, madude. complaining about a read-based mechanic in it is like complaining about assists or character swith mid-combos on marvel. both are there to add "emphasis" to the games's style.

      @MrAwesomePoopz@MrAwesomePoopz6 жыл бұрын
    • Auso ~ ...random results for a CORE mechanic is just bad game design, especially for a 2D fighter. Go play Pocket Rumble and you'll see what I mean.

      @crimson-foxtwitch2581@crimson-foxtwitch25816 жыл бұрын
  • This is why we need another Power Stone and Bushido Blade. Both are immensely fun and MUCH easier to pickup than most 'traditional' fighting games.

    @MrStrikecentral@MrStrikecentral6 жыл бұрын
    • MrStrikecentral power stone is just a 3d smash Bros.

      @sage798@sage7986 жыл бұрын
    • And it's much better too.

      @MrStrikecentral@MrStrikecentral6 жыл бұрын
    • MrStrikecentral Are you sure about that?

      @juanjuarez184@juanjuarez1846 жыл бұрын
    • Yeah. Pretty damn sure. How about you?

      @MrStrikecentral@MrStrikecentral6 жыл бұрын
    • MrStrikecentral smash>>>>>>>>>>>power stone

      @lukejones7164@lukejones71646 жыл бұрын
  • Core-A-Gaming videos be the coolest ever. I love how you analyze every aspect of fighting games. I wonder if you will branch out to more than fighting games.

    @jab2ez@jab2ez5 жыл бұрын
  • I share Sirlin's view on Fantasy Strike and really hope to see more games like it in the future. I'd love to see games across that whole spectrum.

    @BardockSSJL@BardockSSJL2 жыл бұрын
  • Great video, but do we know what the Rising Thunder devs are up to? I know Riot brought them on, but I haven't heard anything from them, and I was really excited about Rising Thunder.

    @MadMadMantis@MadMadMantis6 жыл бұрын
    • Schizomantis I tried to find some information about it all over the place but I couldn't find it.

      @bruhificationfetish@bruhificationfetish6 жыл бұрын
    • Me too, I might just be looking in the wrong places. I'm almost positive they're still working on a game, so I guess we just have to be patient.

      @MadMadMantis@MadMadMantis6 жыл бұрын
    • No real information was given by the Rising Thunder team. The whole studio was acquired by Riot Games, but what happened to the team is up for debate. Some believe that they went to work on Riot's balance team, and some believe they were meant to develop a League of Legends inspired fighting game, but neither have been confirmed, and if the fighting game bit is true, nothing has been announced or it has been cancelled.

      @MrZark@MrZark6 жыл бұрын
    • Rising Thunder itself has been cancelled.

      @ZenoDovahkiin@ZenoDovahkiin6 жыл бұрын
    • rising thunder was cancelled... mark my words lol the fighting game is coming and with it; its toxic fanbase which will collide with the toxic fanbase of the fgc . ladies an gentleman grab the popcorn and watch the blood bath.

      @tolontolon5538@tolontolon55386 жыл бұрын
  • There's nothing wrong with accessibility in fighting games but it gets a bad rap because it's usually so poorly implemented. Games like MvCI seem to be under the impression that if you give the player one button combos that makes it easier to approach but it doesn't. There's so much knowledge required to play a fighting game adequately that simple technical ability isn't enough. Positioning, footsies, defense, etc. These are important concepts that simplified special moves and one button combos don't teach you. The game feels shallow as a result and beginning players will still be getting thrashed by the more experienced ones and they won't understand why. Fantasy Strike seems to understand this by still requiring you to think about your actions but keeping the game simple enough that you won't be so overwhelmed by a better player.

    @N00BSYBORG@N00BSYBORG6 жыл бұрын
    • N00BSYBORG MvCI isn't the only fighter with one button mash combos. KOF14 has it on at all times and can't be disabled. BlazBlue and GG have seperate modes as well. Hell MvC1 has a mode that has 1 button special moves. A hadouken.......with one button press. The fact is, anyone can mash but they won't win if they don't understand advanced concepts like nuetral, spacing, footsies, etc. And everyone who has played MvCI can confirm its still quite complex. MvC has a bigger problem in its mediocre roster and awful presentation. But if there's one thing it does have, is complexity.

      @NSFSponsor@NSFSponsor6 жыл бұрын
    • Damion Dixon How is any of that relative to the point I'm making? MvCI's shit roster has nothing to do with teaching beginners how to play a game. I only used it as an example because it was brought up in the video. I'm well aware other fighting games do this too and they're just as useless there. Find me a new player who uses simplified controls in Rev2 and can put up a fight against people who've been playing it for years. You can't because GG is too complex of a game to expect a beginner to figure out with just simplified controls. Most fighting games are.

      @N00BSYBORG@N00BSYBORG6 жыл бұрын
    • I agree with what ur saying in all honesty, but i feel like accessibility in fighting games is getting out of hand right now. Yeah, auto combos and stuff dont really make a difference on a competitive level, but like you said, it makes the game feel dry and boring. Take Street Fighter for example, from SF4 u have all these 1 frame links, execution heavy characters, and when you see someone use a character that combo has like 4 one frame links or something like daigo vs momochi at Stunfest USF4, its hype as hell to see. Now with SFV, u have not even like half the amount of combos u see compared to USF4. U have a Medium hit link into a special or something similar. It takes nowhere near the same amount of execution as before and as a player who knows how easy it is, its nothing rly special to see. I guess what im getting at is from a spectators perspective it takes some of the hype away from the genre imo.

      @TheRealAbridgedHero@TheRealAbridgedHero6 жыл бұрын
    • My first fighting game was doa4 i believe. Learned some combos, beat the story modes and then made the decision to try some matches online and i got an achievement.... lose 20 matches in a row. Needless to say i havnt played a (real) fighting game since.

      @Magicarpmaster@Magicarpmaster6 жыл бұрын
    • I think the biggest problem with fighting game accessibility is that they are mostly played by veterans, because they are so complex and therefor have a gigantic skill gap from button masher, to decesion maker. When a developer try to make a game easier to play ie. one button combos, or easier specials people who have invested hundreds of hours into the genre feel cheated. Rightfully so I might add. So as a developer you are kinda' stuck with two choices, make the game more accessible and alienate your core audience or make the game more complex for the veterans so they don't get bored.

      @minihali@minihali6 жыл бұрын
  • I just got back into fighting games and stumbled on your channel. Great work on all your vids. A lot of information and passion. Don't stop!

    @usefulclicks1635@usefulclicks16355 жыл бұрын
  • I love that so much the hardest part of fighting games for me was always trying to figure out what combo I should do next or if I should block, Low attack, high attack and all of that and it took me forever to learn those skills, so easier motions that allow more thought to the actual thinking, reading and strategy would’ve been nice for me personally

    @orangecrisis8568@orangecrisis85684 жыл бұрын
  • sometimes it seems like parts of the industry still think complexity=depth and accessability means less depth. I liked the concept you call "intentionality," and I think it highlights the first turning point in accessibility wherein players will decide to drop your game or not. I want to seemore games where intentionality is found early in players, but the game is still very deep. I don't think we must go to the extreme of divekick to achive this.

    @pablocastilla1176@pablocastilla11766 жыл бұрын
    • I think a decent tutorial in fighting games would fix this, but i've only ever seen one in smash. Then again, smash mashing is punishable early on so it doesn't need to be in the tutorial.

      @kohlrak@kohlrak6 жыл бұрын
  • You should have mentionned Virua Fighter 5 fs. The deepest fighting game ever has only one punch button one kick button and a guar to simplify at maximum and to have to most natural and insticive executions. Easy to play hard to master because of its unluimited creativity potential..

    @michaelromeo9567@michaelromeo95676 жыл бұрын
    • RIP Virtua Fighter, a fighting game series without spammy noskill fireball spam made it 100x more enjoyable with actual fist fighting than spam fighter/throw fighter and its copy cats. RIP Sega never forget.

      @cattysplat@cattysplat5 жыл бұрын
    • @@cattysplat Best thing about Virtua Fighter was that you could concentrate on fighting instead of worrying about your controls. It was very intuitive for its time and it introduced the simplified control scheme for fighting games that was later used by Tekken and SSB. It's a shame that because Sega didn't add enough backstory (in most people's eyes) and stuff like that that it got labeled as boring and too hard to learn or play.

      @NotaPizzaGRL@NotaPizzaGRL4 жыл бұрын
  • I really enjoy watching your videos, especially this one. Explaining and elaborating your point can be really educational and entertaining to watch. Keep up the amazing work.

    @jiayangtakee3119@jiayangtakee31195 жыл бұрын
  • I just stumbled on your channel and let me just says WOW! Such great content from you. Hope to see more of your wonderful work

    @unsightedset3183@unsightedset31836 жыл бұрын
  • I fuckin suck at fighting games but can't stop watching your vids

    @sheko_9176@sheko_91766 жыл бұрын
  • The Junpei intro introduced me to P4U and I'm so glad it did Iori is so, so hard but so, so satisfying

    @KuroShiiiro@KuroShiiiro4 жыл бұрын
  • I think that one of the games that could be interesting to look at is Mortal Kombat Armageddon on Wii. Not only they clearly show the buttons to press for the combos in the characters commands menus but special attacks have they own button dedicated (although pretty awkward at first (motion controls)) and there's no charge command, no quarter circles or other thing like that for combos. And you don't have to worry about the timing, you just have to enter the right imputs really quick and the combo will go with the right rhythm. It's not perfect per say but it's definitively a good step towards accessibility while still keeping the complexity of the franchise.

    @LotherLotheris@LotherLotheris4 жыл бұрын
  • Didn’t mention that smash is incredibly accessible with children able to have a good time while also being very competitive

    @zacharydoroshenko648@zacharydoroshenko6485 жыл бұрын
    • cuse smosh NOTTA feithingeam ....

      @MrTBSC@MrTBSC4 жыл бұрын
    • only melee is competitive

      @ikagura@ikagura4 жыл бұрын
    • Well no considering Nintendo made changes to Sm4sh and Ultimate to make it more competitive

      @saltytsunami4389@saltytsunami43893 жыл бұрын
    • Salty Tsunami ...and failed miserably

      @bonelesscommunism4031@bonelesscommunism40313 жыл бұрын
    • @@bonelesscommunism4031 its a fine game other than online but to be fair... almost every good fighting game has shit online

      @thebleachbartender1312@thebleachbartender13123 жыл бұрын
  • No tea bagging in Fantasy Strike haha! Didn't even think of that.Great video as always Gerald. Man I need a PC...

    @BornFreeYT@BornFreeYT6 жыл бұрын
  • Really appreciate you covering Fantasy Strike. It is a great entry point for new gamers trying to get into fighting genre. It just doesn't have a lot of publicity to draw in more players considering that it's free to play.

    @TheSilentNeon@TheSilentNeon2 жыл бұрын
  • Your videos are incredibly insightful and articulate. I subscribed yesterday and am now binge watching everything you've made. Please keep producing more great content. I hope to support you through Patreon when I can. :)

    @NTSTS0@NTSTS06 жыл бұрын
  • I wish you made more content/videos like these. The content/video is Very informative and a good way for people learn new things that we had no clue about.

    @ClownAl3n@ClownAl3n6 жыл бұрын
  • I'm surprised/disappointed differentiation between cognitive skill vs. mechanical skill wasn't brought to bear in your earlier "Consequences of Reducing the Skill Gap" video. Good to see them addressed here.

    @ctrlaltcreate4099@ctrlaltcreate40995 жыл бұрын
  • As always, great episode Gerald. Love these, well made, thought provoking videos. Anyone know any other channels like this one?

    @KAP_@KAP_6 жыл бұрын
    • Game Makers Toolkit

      @chillaxboi2109@chillaxboi21094 жыл бұрын
  • Your channel is a blessing! Such refined researched content... Very happy

    @shootsbraw@shootsbraw5 жыл бұрын
  • Love your analysis vids! Keep up the Great work!!

    @yeetyafeet2503@yeetyafeet25036 жыл бұрын
  • The hell theres a blind fgc player?!

    @mamodokod4613@mamodokod46134 жыл бұрын
    • Yeah. I watched his video on how he plays fighting games and it's amazing. He doesn't need to be faced towards the screen to beat you, he only needs to hear things and react to them. I still don't have a slightest idea on how this works in his brain (like how does he know he's in certain range of his opponent to do a combo if he can't see the range he's in and it's not supposed to be performed at close distance) but it works.

      @gabikralj94@gabikralj944 жыл бұрын
    • @@gabikralj94 he can hear when he gets hit or when he hits something. If you throw low probing light kick and it hits someone is close...If he shoots he hears if the opponent block or jump. He can even gauge how long it took for the 🔥 ball to hit something to guess the range. Maybe the jump is audible too in most games.etcetcetc...modern fight game give a lot audio clues probably for what's happening...we just don't know how to make sense of that.

      @dco1019@dco10194 жыл бұрын
    • @@gabikralj94 well, since he has no sight, he must have extremely good hearing, and while he can't see distance from the opponent, he can probably make educated guesses based on when he last hit and where you start in the game. that's how I think it at least, I'm not really familiar with how blind people do things

      @abirneji@abirneji4 жыл бұрын
    • Blind SPEEDRUNNING FIREBALL ECHOLOCATION!!!

      @Ramsey276one@Ramsey276one4 жыл бұрын
    • Link please?

      @Ramsey276one@Ramsey276one4 жыл бұрын
  • I really enjoy the thoughtful content on this channel. it reminds me of when i first got into fighting games and i was awful and then i learned the good old 2 piece combo and beat all my friends, and then i got new friends and i was still awful lol. one of those friends took me on as a student so that i would at least be a challenge and here i am 10 years later...still awful. i forget what the point of this comment was. probably just nostalgia. keep up the good work!!

    @jallen2243@jallen22436 жыл бұрын
  • I've started playing Fantasy Strike about a week ago, and I absolutely love it. I was so put off from fighting games after SFV and DBFZ, but this...I think it's right up my lane. Simple enough to get in and play, but complicated enough to have fun with neutral/footsies and trying to read your opponent.

    @Tactavious@Tactavious3 жыл бұрын
  • That analogy at the end was perfect. Great video!

    @chrischan8916@chrischan89165 жыл бұрын
  • I think that having similiar inputs in all characteres can make a fighting game very accesible. Like Smash or DBFighterz

    @alexcampuzano2001@alexcampuzano20012 жыл бұрын
    • Pokken Tournament also does this.

      @Reginald_Ritmo@Reginald_Ritmo Жыл бұрын
    • Melty Blood Type Lumina has most inputs standarized, which helps you test and learn different character more easily

      @e.moonbound2420@e.moonbound2420 Жыл бұрын
    • it can make it accesible but it also takes away alot of variety and options when it comes to player expression and just what a character is even able to do. its why it works best with games like smash who have huge rosters of characters who often have copies of other characters or tag fighters who kind of combines the assorted moves but also sadly suffers from lots of copied characters like Fighterz atleast a quarter of that entire roster plays almost entirely the same

      @joedatius@joedatius Жыл бұрын
    • Early Mortal Kombat games were like that, too. They all had the same basic moves, but different specials.

      @IcyTorment@IcyTorment20 күн бұрын
  • Honestly, if Fantasy Strike have existed in the 2000s (where I started playing fighting games) I would be a much better player than I am now. Everyone that want to learn fighting games should play Fantasy Strike

    @XmortoxX1990@XmortoxX19902 жыл бұрын
  • the quality of your videos is always top notch. on point. good job :)

    @aformalevent@aformalevent6 жыл бұрын
  • Absolutely fantastic quote usage at the end there followed by a great analogy.

    @vaevictus4637@vaevictus46374 жыл бұрын
  • THANK YOU!!!! I feel like sometime in the early 2000s I blinked and suddenly I couldn't play fighting games anymore so I just gave up on it. Hadn't heard of Fantasy Strike before so now I want to throw all my money at them.

    @carlcouture1023@carlcouture10236 жыл бұрын
  • I love how the video started on the theme for Infinite Azure and ended on the Jazz cover of the same song, as if making a statement through soundtrack about how something can be enjoyed through varying levels of complexity. Maybe I am reading too much into it though.

    @AzazelTheMisanthrope@AzazelTheMisanthrope3 жыл бұрын
    • good observation, I think you're right

      @porcodito@porcodito2 жыл бұрын
  • This was an excellent analysis. I'm not much of a competitive FG gamer but I always appreciate the methodology behind the design of these types of games.

    @DOFIXERR@DOFIXERR6 жыл бұрын
  • Thanks for actually teaching me what Junpei does. There's not enough videos on P4AU, and a lot less guides. Moopoke doesn't even do guides and he plays that game religiously.

    @dolphinboi-playmonsterranc9668@dolphinboi-playmonsterranc96684 жыл бұрын
  • Decision Fatigue: the thing that leads people to buying no man's sky

    @HDeDeDe@HDeDeDe6 жыл бұрын
    • Lmao

      @Demiurge13@Demiurge136 жыл бұрын
  • "doing nothing is too hard for you?" x'D

    @Winterhe4rt@Winterhe4rt4 жыл бұрын
  • Purchased fantasy strike last week. Totally agree with you. Hopefully this will open up the genre to many others. Great video

    @sergiodominguez4518@sergiodominguez45184 жыл бұрын
  • This is exactly what fantasy strike did for me. Excellent analogy. That game gave me the desire to build a more complex microscope, and look further into the cosmos of fighting games. Love the content.

    @mikemccleary6172@mikemccleary61725 жыл бұрын
  • Great video. Really, I love watching fighting games, and to an extent love playing them too. But even after months - years of casually playing them, I still cannot for the life of me perform motion inputs properly and end up missing them a lot of times. I can't really tell what my problem is, either... Wrong timing, incorrect input, strict game, who knows. But regardless, it gets tedious and annoying to play them when I make the right decision at the right time - but the move I wanted doesn't come out for one of those reasons. It's not the "defeat" aspect that bothers me, but it's the fact that it's an annoying way to lose. It makes me wish games like Rising Thunder that had easier accessibility while retaining depth of gameplay were more common. Or that Riot didn't kill Rising Thunder.

    @Hakkar6993@Hakkar69936 жыл бұрын
    • Losing cause you can't do inputs is annoying cause that's not the way you're suppose to lose. So you are right to dislike losing that way. Other dude is suppose to outplay you ya know.

      @koricthegreatwashedupfight9088@koricthegreatwashedupfight90886 жыл бұрын
    • Did you practise the same input for hours upon hours on end. Go into training mode and spend 6 hours trying to do the inputs consistently. Fighting games take months of lab time to get decent, if you just fight other people you wont get better

      @zoggere4226@zoggere42266 жыл бұрын
    • Yes, I did. Eventually I start doing them the slightest bit more consistently, but soon as I get into an actual match that goes out the window.

      @Hakkar6993@Hakkar69936 жыл бұрын
    • Hakkar6993 I know this is a year old comment, but it’s mostly about retaining your composure and getting in that muscle memory. if you practice your inputs consistently you’ll begin to remember them easier, and if you maintain your composure you won’t get nervous as easily so you can lock down your inputs easier. (signed; a once floundering fish)

      @lewisbyrd8426@lewisbyrd84264 жыл бұрын
    • @@zoggere4226 : That's everything I dislike about conventional fighting games. I don't really want to have devote hours on hours to beating on stationary AI to master the perfect timings for button combos. I want to be worrying about the psychological elements of the game, reading/predicting opponents and outplaying people. If I wanted to do nothing but master exacting inputs in a solo session, I'd be playing Dance Dance Revolution or a rhythm game. It's a fighting game, I want to fight people. People that are into hardcore fighters seem to think that fighting games are supposed to be more a job than a game.

      @taragnor@taragnor4 жыл бұрын
  • The thing is fgs were developed for arcades. The desire to get better originated from wanting to play longer on your coin. There was a core gameplay loop that involved thee NEED to get better in prder to play longer. To overcome the challenge of the machine and then of other players. While fgs evolved, the core loop that took players from noobs to vets erroded (arcades). Now were left with a casm of skill and tones of technical knowledge between vets and newbies and the only thing that we have to replace that is tutorials(which when compared to arcades is obviously an inferior motivator from a psychological perpective). Without that loop players dont currently have a strong enough incentive to bridge the gap other than passion for the genre. I remember renting sf4 from blockbuster spending the entire rental trying to learn to throw a fireball. I almost gave up. If not for my intense curiousitu i would have never ended up playing competetively, an period of my life that spanes 5 years and meeting many friends.

    @djay_popping2793@djay_popping27933 жыл бұрын
  • I feel that this was a fantastic video with a lot of great examples used for analyzing fighting games

    @thephoenixheart_@thephoenixheart_6 жыл бұрын
  • BEST CHANNEL EVER!!! I barely play fighting games and yet your videos are hyper interesting!

    @GeneghisKhan@GeneghisKhan5 жыл бұрын
  • I feel like ARMS is another good example of these accessible fighting games that fall between the gulch of Divekick and everything else. All you can do at any given time is dash, jump, charge, shield, punch with either arm or grab. The depth comes from the inerplay of these abilities and how well you can use them to outplay opponents and land your hits. Also with how simple and streamlined the control scheme (except blocking with the pro controllers) it also makes reaching intentionality much easier.

    @nickziegler1904@nickziegler19046 жыл бұрын
    • Agreed, I play ARMS with my friends who aren't good at smash because it is much easier for them to get into.

      @jonahkluger6136@jonahkluger61365 жыл бұрын
  • 7:35 okay five inputs. when a game is simplistic i like to see if it has less than five essential inputs. why? donkey kong bongos.

    @Yipper64@Yipper644 жыл бұрын
  • To say I was initially just looking for some divekick footage since it's free on ps4 this mounth.. (and your channel made me realize I definitely loved tekken 7 music ; this video in particular made me realize I love even more jazzy version x') )

    @DarkThomy@DarkThomy5 жыл бұрын
  • This was a pretty fun episode, thanks for telling me about fantasy strike too.

    @KingTwelveSixteen@KingTwelveSixteen6 жыл бұрын
  • This video remembered me of Super Smash Land a fangame of Super Smash Bros that demake it to a game boy level, it is simple enough to only have 4 movement buttons, a jump button, and an attack button.

    @arquizorbarb@arquizorbarb4 жыл бұрын
  • 8:55 that's Vega's (dictator) throw animation right there

    @davetorres3906@davetorres39066 жыл бұрын
  • This video introduced me to Fantasy Strike and Divekick. For that I say, thank you.

    @eric18422@eric184223 жыл бұрын
  • There was this old fighting game I really like to play on my PC in the late 90s that only used the joystick and one button. It was pretty deep for one button. Basically if you used the joystick without the button held you moved like in most fighting games, however if you were holding the button pushing any of the 8 directions produced a different attack. The attacks were different based on if you were in the air, standing, or crouching. It lead to some interesting game play for example holding down and tapping the attack button was different from holding the attack button and then tapping down. Likewise if you held down to crouch, then pressed the attack button, then tapped down it was a third different thing. Everyone still had super moves because you might have that while standing, holding the attack button and pushing up and forward was a dragon punch. Moves were super easy to pull off but there were a surprising number of varieties you could do with such a simple input scheme. I really wish I could remember the name of it, because it seems to fit exactly the discussion you are having in this video.

    @tylergillen7915@tylergillen79156 жыл бұрын
  • Hadn't heard of fantasy strike until now, that game looks super cool. Another good fighting game to bring up for that would be Pocket rumble, it's inputs are just holding diagonal so it's super easy to get into and understand

    @TunaDMoney@TunaDMoney6 жыл бұрын
    • SaltyTuna that time stop tho

      @jinchuriki7022@jinchuriki70226 жыл бұрын
  • 7:04 No, that's Damon Gant. And I'm glad he's finally in a fighting game.

    @hatjousuke@hatjousuke4 жыл бұрын
  • I just played Fantasy Strike for the first time today and had a lot of fun. The rollback and crossplay help me find matches even in my country. I chose to main Geiger, because the suit aesthetic and the time stop powers are to big character sellers for me. Plus I enjoy his mechanica.

    @goldenspiral6008@goldenspiral60082 жыл бұрын
  • Your analysis videos are the best thing on KZhead

    @carletoznguitar@carletoznguitar6 жыл бұрын
  • I feel like Soul Calibur 6 has done exactly this in a complex and wonderful fashion. The game feels far, far more accessible than other fighters like T7 or SFV. On the surface of the recent beta, it retains huge character depth in decision making and matchups, and also skill ceilings are still high. Other titles can possibly (and did in my case) alienate a lot of newer people who teeter on the edge of desiring to get better yet struggling to find realistic stepping stones to improvement without an absolute truckload of time in "the lab" repeating inputs over and over until ingrained in my head. All this reduction in input-proficiency while ensuring that better players handily win through the game making space for a skilled individual to triumph AND while allowing difficult inputs to remain but not to be paramount since ridiculous 70%+ juggle combos aren't really a thing. I love it. To perform most of what your character does isn't particularly difficult, but to enable your character to run circles around the opponent, mind-gaming them and successfully baiting and/or punishing them is so satisfying but is at the core of what makes the game difficult. This is also part of the reason why losing also feels satisfying. You know you can do what they can do and without much trouble or a decade in labs, but the finesse an opponent can execute their onslaught is impressive and immediately easy to perceive. You know they've studied what, where, when and how, not just an endless string of inputs created after dancing around for most of the match looking for a launcher/poke. I don't mean this to dismiss other fighting games which have this more difficult wall in front of them, but as someone who has been out of fighting games for 15 years and only recently fallen back in love with them thanks to this new accessibility, I can say it gives me inspiration to actually practice because the steps aren't so much any easier overall to become a lot, lot better. Instead they're so much easier to become aware of whether or not you see it from yourself or your opponent.

    @AndyMacster@AndyMacster5 жыл бұрын
  • Do nothing to counter throws is really intresting. The joke you made with it was on point

    @SharkToothDK@SharkToothDK6 жыл бұрын
  • This entire channel is excellent, what the hell, this is great content

    @Neltharak@Neltharak4 жыл бұрын
  • Thank you for this video! I understand pretty well the purpose of Fantasy Strike. I am trying to do it myself, trying to get into fighting games considering I did never play any of them as a child. I know games like Smash Bros, that can be played as a party game, or Pokken, with mecanics that prevent you from being stuck in a combo, really help me a lot to understand the genre :)

    @tamsinsandrielle@tamsinsandrielle5 жыл бұрын
  • The zig zag input you do for the shouyuken is something I never like. I play Marvel vs Capcom 2 and some times I try to input it, I accidently do a Haduken instead

    @teneesh3376@teneesh33764 жыл бұрын
    • I pretty much ALWAYS do that 😭

      @a1goldenrunner@a1goldenrunner4 жыл бұрын
    • You have to make sure you press the button ON THE DOWN FORWARDS, if you press it while holding forwards it’s too late (I know this comment is very late but still)

      @cooldude6269@cooldude62692 жыл бұрын
    • I usually just do: right, down, right It tends to work for me most of the time

      @papaG6423@papaG64232 жыл бұрын
  • honestly, I've always found fighting games fun ... untill i exit the group of 2 other friends tht are around my level, then it feels like a god came down just to make my life miserable against my friends i can play with intent, and have a match tht can go either way, but i can't get variety because as soon as i try i get someone who seems to know all the awnsers and wont give me a chance. And this makes it feel like it's impossible to get into, so needless to say, id love to find a fighting game with a low skill floor allowing me to play casually with the world, and a high skill ceiling so there's actually a community

    @chillmadude@chillmadude6 жыл бұрын
    • Git gud scrub JK

      @lajenehuen260@lajenehuen2603 жыл бұрын
    • just play smash brudda

      @edrian3068@edrian30683 жыл бұрын
    • try playing games with matchmaking, competitive games will always have this skill gap.

      @alicevitoriano@alicevitoriano2 жыл бұрын
  • I'm not a fighting game fan, I really don't watch tournaments...but I love this channel, keep up the great videos.

    @RoofKoreanEnergy@RoofKoreanEnergy5 жыл бұрын
  • Thanks for this video i was thinking of creating a simple fighting game for android with only one button and a d-pad. This gave me decent ideas on what else i should do!

    @wilkiryu264@wilkiryu264 Жыл бұрын
  • Very well done video 🙌🏽

    @sergioramirezrecinos2753@sergioramirezrecinos27536 жыл бұрын
  • Making new accessible games is awesome! Like what with fantasy strike is doing. Making existing games/franchises more “accessible” while not to be written off entirely, needs to be done much more carefully than it seems like it’s been done so far. Accessibility at the cost of depth, (in my opinion) in any of the three major areas that you mention is not worth it.

    @sadied0g@sadied0g4 жыл бұрын
  • I think, for honor is an extremely interesting and rewarding to master unconventional fighting game. There us basically no tutorial, and you have to get all your information from external sources. But the depth of the game is simply incredible

    @ppeez@ppeez Жыл бұрын
  • Excellent video. I feel like I have something to show to people who don't play fighting games and to those who want to learn more about the genre.

    @JevonReynolds@JevonReynolds6 жыл бұрын
  • I'm kind of disappointed Blazblue and Guilty Gear's stylish systems were not mentioned. While being flawed, these are relevant to the subject at hand.

    @yano4473@yano44736 жыл бұрын
    • Stylish system for Blazblue just confused me. I felt more in control with the default setup. If I remember correctly, it also removes certain options so players who use it effective handicap themselves.

      @jaxkel22@jaxkel226 жыл бұрын
    • Yeah, I'm a total noob at fighting games, but simply fell in love with the GG franchise and using the "Stylish" mode would feel like a betrayal... :/

      @tudorciubotaru3497@tudorciubotaru34976 жыл бұрын
    • its frowned upon if you want to be taken seriously of course, but if you're using it most players are going to understand you're not good and just want to have fun.

      @TheBAGman17@TheBAGman176 жыл бұрын
    • its more for those ppl who like to mash the buttons, not really for ppl try to get good.

      @Nameless_JPN-ENG@Nameless_JPN-ENG6 жыл бұрын
    • Because people hate BB over GG, but still dislike GG over older fighters.

      @furyberserk@furyberserk6 жыл бұрын
  • Fantasy strike has gotten a huge glowup

    @swed4490@swed44903 жыл бұрын
  • Making a game easy to follow is key to viewers and esport growth. A game that displays its intentionality in an easy to discern but stylish way will receive the greatest praise from the new fan.

    @BIGPAX22@BIGPAX224 жыл бұрын
  • I’ve played Fantasy Strike and I really enjoy it. It’s easy to teach to friends too because it’s so simple.

    @n00blord14@n00blord14 Жыл бұрын
  • "The worst your decision will become" -hovers over buying No Man's Sky Ok that was funny

    @ubermaster1@ubermaster16 жыл бұрын
    • "worse", but sure.

      @boogeyratt@boogeyratt2 жыл бұрын
  • I'm still sad about Rising Thunder

    @yabbadabbindude@yabbadabbindude6 жыл бұрын
    • Alex Franco and now we might get a rising thunder reskinned as league of legend fighting game.

      @Canalbiruta@Canalbiruta4 жыл бұрын
  • I absolutely love fantasy strike and I usually play Tekken - one of the hardest fighting games to play. I've gotten my partner to play FS and she only used to ever know button mashing in fighting games, and now she's able to to put people into mixups, play footsies, be defensive, and know when it's appropriate to jump. Fantasy Strike does some amazing things and I think it's really a fighting game for everyone, no matter if you're a novice or a veteran. It's also impossible to forget how to play so you can still enjoy the fighting games you already are dedicated to while still being able to play competently in FS at any given time.

    @ElectricNikkiGames@ElectricNikkiGames6 жыл бұрын
  • Great upload I will keep this in mind while I design games. Thanks again not the first time you helped me out

    @josephrines3175@josephrines31756 жыл бұрын
  • Damn, dat No Man Sky burn was savage......though a bit outdated. Still surprised by the lack of a Smash section, though. Maybe I should try Fantasy Strike. As for MvCI, only Ryu & Doctor Strange still have DP motions so far.

    @Neoxon619@Neoxon6196 жыл бұрын
  • Fantasy Strike may get me back into fighting games. Rising Thunder was going to do that, but RIOT Games had to go and ruin everyone's fun. A major hurdle with most fighting games is whether or not you start when the game launches. The larger the window between launch and when you start playing exponentially increases the amount of information/matchups/tech/etc. you'll need to memorize. So you're left with 2 options: 1) Get in on the ground floor and help build that encyclopedia of information with the community, 2) Find a simpler game that won't punish you for not knowing everything on day 1. This is why I want Fantasy Strike to succeed.

    @FinalDragoon@FinalDragoon6 жыл бұрын
  • Good Idea for a video, I loved it through and through.

    @soulminimum69@soulminimum696 жыл бұрын
  • I put down fighting games years ago, but a buddy has convinced me to come back to try SF5:CE. This also looks like a really interesting new concept worth dipping back in for, I'm definitely going to support it!

    @fabiolean@fabiolean3 жыл бұрын
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