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ok, so storm 2 originally came out in 30fps. however, on pc it makes it run on 60fps. this makes certain things not work as well, such as substitution, the tilt, and chakra dashing away from your opponent. ever notice how hard it is to substitute? well that is why. You can change it by the following method
use steam to get there.
Library
right click game
then go proterties
then local file tab
Browse local file
take you straight game base folder
but close out of your game before doing so, or it will crash
also you must change your fps from 1 to 0 once there. 1=60 and 0=30
something of note is that you can't play someone if they are not the same fps as you, so either you or they will need to change it
The Substitute is not the main problem with the mechanics. Its a minor thing that only ads to the bad (fighting) gameplay. Also on Console with 30 Fps this wasnt really any better, I played it alot back then.
Dont get me wrong, I still think the game is alot of fun and I wouldnt call the mechanics broken as the guy above me, but from a design perspective its just not good. There is a reason that Storm (doesnt matter wich one) isnt considered a very good fighting game for the most part. Especially when you compare it to Super Smash or Clash of Ninja.
Could you give me some examples of how it is not as good with the mechanics? Also i think all the ones after storm 2 are bad with their mechanics. But i think storm 2 has great mechanics.
The First thing I would is ask do you know both Storm and Clash of Ninja or only Storm? Im asking because I will likely compare them from time to time.
Anyway: The first thing we have to ask ourselves with mechanics is what purpose do they fulfill?
A good mechanic does not only function well in itself. It should also work together with other mechanics and it should have a good reason to exist. And by that I mean not "because its fun" thats not how you would write a plan on your game mechanics. For example, you can implement a mechanic because it gives the player variety, (doesnt matter for what really) thats a reason that CAN lead to fun. but Fun is not the reason. You get where Im going with this? So for an example we could look at the mechanics that make the battle a 3D experience in both Clash of Ninja and Storm and how they compare. In Storm there is that relatively unhindered movement by pressing and holding the Jump button. In Clash of the Ninja its much more hindered as you only can slowly go forward or backwards like also in tekken. But also there is a way to sprint forward and close the gap by pressing one of the shoulder buttons and go forward or using the control stick to go forward 2 times with minimal time between. You basically tap it one time and then right after use it again. And then for the 3D movement you just have the shoulder buttons to take a step to the right or left. Soooo we ask ourselves: What purpose does the unhindered Movement in Storm have?
I thought about this for a long time and there are only 2 reasons I can come up with. 1. Its for dodging any longe range attack and the second and more important thing: Its for good looks.
And indeed, its very good looking. You can tell that they put much time and effort in the animations for the movement of every charakter so they would look cool in their own ways while doing it. They tried to catch the Ninja/Naruto feeling with this but did not thought about what it will actually do to the game and its fights. Just dodging range attacks isnt enough. For example it could have been used to skillfully dodge melee attacks and get behind the enemy to counter attack but instead it isnt working that way. Wich it is in Clash of Ninja and that with a much more hindered style of movement. (Im getting tired so I'll keep it short from now on.) I could talk on and on about how this mechanic also doesnt work well together with other ones in Storm but instead lets just say that there are 4 good reasons for the movement mechanic in Clash of Ninja. 1. Dodging attacks, range as well as melee with some practice. (Wich works beautifully with the Kawarimi no Jutsu mechanic) 2. Gives variety in shuriken usage specifically as suprise attack and additional an additional move in your attacks first combo. 3. It is there for further strenghening the "Cover taking" mechanic. 4. It gives limits to the Block mechanic wich results in a much more tactical game experience as you need to adjust alot.
i played a little bit of clash of ninja many years ago, so i understand what you are trying to point out to me. Since you said you have played storm 2 a lot, i am now curious. How much bp is the most you have gotten to? Also, you speak English much better than I can any other language.
the substitution jutsu change was actually 3 changes in how it worked in all games that came after 2. One way was the amount you could, what was needed to substitute, and the other was when you could. And that was only 1 of the two major changes after storm 2. the other big change was the chakra dash change. When you could and where you could both changed for that, which completely changed the game play in conjunction with the substitution bar. There were also several other smaller mechanics changes which made a bunch of things that were possible in storm 2, not possible in all the later storms. Puppets got completely changed, the ability to take out supports became much easier, double jumps, can't use certain d-pad options along side chakra shuriken in air, kiba got his mechanics changed to the point where he is a completely different character in how you use him, guard health got incredibly weaker, and several other smaller things which change the flow of the game piece by piece.
The ninja movement you mentioned from storm 2 actually has multiple more uses. It can be used as an attack method with shuriken. It can be used as an attack method with multiple supports that can do in air jutsu. It can be used to get closer or further from an enemy in a situation where chakra dashing or in air dashing would be a very bad move. It also has multiple character specific uses that depend on the character you are using, such as minato and his little teleport or all the in air jutsu users for attacking, or orochimaru as a feint before using his jutsu. Also you can use it to dodge multiple close range attack things if you do it right and with the right timing. It even has multiple view point applications that can be used in a fight that can allow you to damage your opponents in unseen ways. It's all in how you end up using that movement system to create different situations that are advantageous to you. You can even use your opponent doing the movement as a weapon against them and force them to do it in order to get them with another attack if you can recognize your opponents skill level enough. I like this factor how the ninja movement, just like everything else in storm 2, can be used as a weapon, or even though you do it, the opponent can use you doing it as a weapon against you. The game does a good job of making every action able to have consequences. It creates a very large skill gap and range of strategies.
Are there other things you find wrong with the mechanics?
First things first, thanks but actually speaking English is a different thing :D Wouldnt say Im that bad at it but obviously you struggle to find the right words for what you want to say in any foreign language sometimes. Your Mothertongue just rolls better in conversations about such complicated topics. So what I wanted to say, it did cost me alot of time to write that, sadly.
Anyway, yeah you are right when you say there are actually more uses to the movement of Storm. I thought of the Shurikens too and also about the getting closer and getting away but I didnt mention it because 1. I specifically was talking about the left and right movement that gave the game its 3D combat system/style wich doesnt have much to do with this and as movement as a whole always serves the purpose of getting in or away in fighting games I didnt want to mention it. 2. the Shurikens you throw while dodging to left or right dont do anything usually. There is no use in them other than to look cool. (Not Shurikens as a whole obviosly, they can be used in multiple good ways. To interrupt a combo or a Ultimative Jutsu hit for example) This is by the way one example of what I meant when I said the mechanic isnt working together nicely with others. But of course there are exceptions for this rule that shurikens thrown this way kinda useless. Like maybe 90%-95% of the times you would be better of to just throw them normaly or jump and throw them as it cost less time that way. 3. You made a very good point with the help you can call in. That actually is a good use I didnt think of even though I do it every fight. The Minato example is also a good thought that I didnt come up with even though me and my brother know his teleport well and we often did use it.
However I dont kind of agree with you on the rest. Its true to some extend and its not technically false but I do think that Clash of Ninja does alot better than Storm in this regard.
Anyway, yeah there are other things on my mind to this topic but for now my Energy is kinda used up so I would rather not think of it for a while. Sadly I have alot of stress at the moment. But yeah.. feel free to add me when you would like to play Storm together some time. Im currently replaying all games one after another.
Ps: (Edit) One last thing. I really think it comes down to wich System you personally prefer over the other but I also believe that there are conclusions to be made about statistics regarding People playing beat em ups more "seriously" tending more to Clash of Ninja.
Even though the sales of the game were bad. (Wich has multiple reasons of course but I dont think we need to get into that.)
Have a nice day and wish you the best, my friend.
i think while that while it may be different, the mechanics for storm 2 aren't broken. personally i like them the best because they give a feeling of there always being a way to do something, but you just have to be able to find it. Something ive noticed is that there isn't a meta in the game. and i really like that a lot. it makes the game up to the user to form their best team and method of play. It makes me feel free to run around in and find different way to do things, not constrained to a specific play style or any specific pattern. Personally i think that is more important. Though i do find a few features, mainly the ultimate and team ultimate jutsus to be problematic in some ways. they could have been done better, just too match changing. stopped using them a long time ago when they started making the matches too short. much more fun without them. and some awakenings need a damage reduction because they just do too much damage with what they can do. specifically 6 tails naruto. Also i think there is a certain beauty to a game when some things can't be used all the time of when the situation changes how you need ot use something like shuriken. That's just my take on it.
I'm adding you, hit me up if you want to play too.