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A game having a bigger % loss of players doesn't mean its playerbase is one of the smallest if its peak was significantly higher than average.
I know some people did not buy Lumina because it's rather pricey, and others because their favorite characters are missing. Things could change a little depending on the DLC characters and if the game goes on sale.
For comparison, according to SteamCharts, Granblue Fantasy: Versus has an all-time peak of 2599 and a 24 hour peak of 85, with only 47 players. Samurai Shodown on Steam has an all-time peak of 160. These numbers don't include the console versions.
I've heard Granblue Fantasy: Versus sold 500k copies. Samurai Shodown seems to have sold 41k on PS4. No idea how quickly those games died, but I bet the majority didn't buy those games for online play. You could probably say the same for Lumina too, though.
Doesn't Gran Blue have rpg mode for each character with dialogues, upgrading, customization etc? I haven't played it but I've seen some videos in the past. No wonder players decided to buy it for single player.
MBTL single player content is laughable. When I started playing I did all tutorials and then story with all characters and it took me like 6-7 hours total. Cheesy two line dialogues feel like could have been generated by AI that was programmed with each character traits . This game is honestly miserable without pvp.
singleplayer lol
In case of this game - multiplayer has been „lol” since October 11. Single player content is just barely existent with sloppily slapped together modes and there isn’t much excuse for this considering MBTL price.
It's the same few people trash talking the game. In this case it's the same poster of "why are the graphics and animations so bad".
Single player is actually pretty important in fighting games. Some of the most commercially successful fighting games come with a strong support of single player.
Not everyone wants to immediately jump online to get their rears handed to them. Story Modes are also a great way to explore all the fighters in a game, and it wouldn't involve melting your brain in Training Mode or Mission Mode.
MBTL's single player experience is bad even by early 2000's standards. And fighting games back then were far more niche than they are today.
Criticism isn’t necessarily trash talking mate. I could say similar thing about same few people defending MBTL on this forum.
What else would you add for singleplayer?
Soul Calibur II had Weapon Master mode where you could get weapons with different stats on them and essentially fight CPUs with customized stats or different requirements for victory.
Granblue Versus has RPG Mode.
Tekken 5 (I believe) had that story mode where you played Jin in this brawler-like scenario, which also gave you the option to play as other characters once the stage was complete.
And then you have games like Injustice where it just has a far more expansive story mode where you play out a full scenario with all available characters.
MBTL's story mode is straight garbage, and improving on just that would have helped exceptionally. Obviously the Tsukihime Remake is supposed to do the heavy lifting on that front, but it's often underestimated just how much an interesting story can really draw in numbers. Blazblue was extremely popular for a fighting game and a huge part of that is from the story experience alone.
1. Proper story mode / campaign / RPG mode. MBTL cost almost same on release as Tekken 7, MK11 and Gran Blue Vs that had such content available for players on day one. Strive has anime story thing - not a fan of it - but hey, it’s more content and effort put into the game.
2. Character creator and/or more customization options for both multiplayer and singleplayer.
3. Better balanced completion of character achievements and more interesting rewards than dialogues/sounds/images that are in the game in 98 out of 100 cases (there are some nice fanarts to unlock).