Instalează Steam
conectare
|
limbă
简体中文 (chineză simplificată)
繁體中文 (chineză tradițională)
日本語 (japoneză)
한국어 (coreeană)
ไทย (thailandeză)
български (bulgară)
Čeština (cehă)
Dansk (daneză)
Deutsch (germană)
English (engleză)
Español - España (spaniolă - Spania)
Español - Latinoamérica (spaniolă - America Latină)
Ελληνικά (greacă)
Français (franceză)
Italiano (italiană)
Bahasa Indonesia (indoneziană)
Magyar (maghiară)
Nederlands (neerlandeză)
Norsk (norvegiană)
Polski (poloneză)
Português (portugheză - Portugalia)
Português - Brasil (portugheză - Brazilia)
Русский (rusă)
Suomi (finlandeză)
Svenska (suedeză)
Türkçe (turcă)
Tiếng Việt (vietnameză)
Українська (ucraineană)
Raportează o problemă de traducere
I would not dumb it down, but I would make it like Guilty Gear or DBFZ with a one button mode, so you can use at least those characters with moves set that are not that simple to master. I will make a pass to other characters, as I just tried few, if you say that the controls for the others are pretty standard.
I went through the basic tutorial and got stuck at the "special tutorial" basically, which is why I was surprised. I then tried the mazinger tutorials and got some of them done but not all of them.
Don't want to make it like the DIMPS games for sure, but would be nice to give an option at least; I am not planning to put efforts in something I play few times... And I am not so sure why people get so scared to put simplified controls in fighting games when they can just use the regular controls and have their 7 hours a day of "fun" learning combos, without being bothered by what other people do :)
I disagree, and I will tell you why.
The notion that you have to "get gud" is a retrograde mentality that is mainly perpetrated by some groups to justify the fact that they want to keep specific areas of a hobby exclusive. It happens with "souls-like" games, it happens with racing games, it happens with fighting games all the way to MMOs.
A game that require you to spend hours to get good without being accessible is actually a failure; and it is mainly a prehistoric dinosaur left behind from ancient times of game development. Modern game design is able to make games where a player can tailor the experience to the smallest details. Look at MSFS2020 for example, where you can decide if you want to fly a plane like a pilot or fly an arcade plane model.
Do you want to spend 200 hours and take a flight license? Be my guest. Want to take off and fly around in 5 minutes without even know what a yoke is? Go ahead. This is what games are about. And no... Nobody will "take away" your precious record online for your beloved fighting game, because if someone is able to beat you with a one button easy mode, while you spent 200 hours training in combos and such, then it means that you are not that good after all (and in facts, no tournament is ever won by people using aids in driving games, nor easy mode in fighting games, as proof that good players need to be good).
So this idea that someone has to put time into something to become good at by default, just to play a game, is not only ridiculous, but borderline archaic these days. You are not learning an instrument to go play a concert; you are playing a game to chill on a evening LOL
I put efforts in games as I find enjoyable to have a challenge; although if I have to work on a game as if it was a second job, or if it was something like a workout or similar, I prefer to invest my little spare time into something that require less efforts. There are plenty of games, if some games are not that accessible and aim at "hardcore" players, so be it... I will simply move on. Then if the devs made you their spokeperson and delegated you their decisions, please let me know, as it seems that yours is the final word on the matter I assume.
Yes, some fighting games are more accessible then others, but based on the demos, the devs don't seem to be focused on that. Classic mecha anime is niche, hardcore fighting games are niche. They're going for extra niche. Ease of access for first time players will be a steep learning curve.
If you come in here expecting SRTaisen/Scramble Commander menus, or the more conventional FromSoft ACE or AC controls, then don't expect to be able to achieve combat mastery in Iron Saga. This is a fighting game. Not a tactics game, not a third person mech sim, not a Gundam VS title. The controls in Iron Saga are much closer to a traditional fighting game than Gundam Battle Assault (which is actually a whole lot closer to a Naruto or Smash style controls but with some motion inputs and other typical 2D FG caveats). Sorry, if you are just a casual fighting game fan and a major fan of Nagai, Ishikawa, Obari, etc. then you will be sorely disappointed that this game isn't going to be instantly accessible unless you come in here with the right mindset for it. You need to be deeply invested in both.
"Training rooms" are a norm in FG titles. Providing various details like frame data, visuals for inputs, damage values, etc (depending on the game). You think that all of that is just to practice basic QCF+1 motions? Mashing the autocombo button? Training rooms exists because the developers expect its core audience to spend literal days in those modes learning the deepest and most subtle nuances of the game they painstakingly coded.
That being said, investing the literal hours and days learning the combat mechanics IS THE FUN of fighting games. This is the equivalent of being used to traditional cockpit controls and then suddenly being forced to pilot using the Mobile Trace System. It is a whole new system in itself that needs to be learned in full. You can't blindly button-spam in DMC or just mash the attack on Monster Hunter, so don't expect to be good at a fighting game without respecting and acknowledging the skill and time it needs.
At the very least be thankful they didn't adapt SNK's inputs.
Now if you really don't want to "spend days learning combos"... Then maybe you shouldn't be playing fighting games at all because that is literally what fighting games are all about. All you want to play is single player? Wait for the full game to release. Set the difficulty to easiest, then just button spam your way while praying for victory, and then enjoy the ending cutscenes - but don't complain about the difficulty of inputs or other such things when the inputs aren't even that difficult.
And no, not all games need a "ease of access" mode. Yes, some sims offer a "realistic" and "arcade" mode. Most don't. Take JR Train Simulator and Assetto Corsa -they are made for specific audiences. The audiences who want to invest time in a game that requires a time investment to learn.
Don't get me wrong. I'm busy. I'm old. I won't waste my time on a game that does not respect my time. There's a difference between that and a game that makes it worth it. There is no chore, no pointless grind. Learning and improving in a good fighting game is its own reward. If feels good to actually master the inputs and timing (even better than just memorizing and reacting to all the tells of a typical FromSoft boss fight). Iron Saga is not making pretenses about being a game for everyone to easily get into. This isn't Smash where the entry barrier is a whole lot more accessible (though Smash's mastery curve is just as steep as any other good fighting game).
If you did, what was your experience with it?
The most damaging combos require timing, this is not something that would be possible with auto-combos, keep that in mind.
Please note that the demo is aimed at testing online infrastructure and PvP, single player was not the focus.
you are a story enjoyer and thats fine but you dont really play fighting games lets be real. its not a shock you cant do combos. i was able to do the sword girls trials and use them in actual fights in around 20 minutes. im what the fgc would consider "casual." i have 750ish hours in sf6 so there ya go.