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The thing is, if the game proves to be some SFIV-to-SFV-esque dumbing-down of its gameplay -- gameplay that, being honest, has never lit the world on fire -- and the game nevertheless moves 5M units, MKXII (even IJ3) will likely be even MORE dumbed-down.
...And I don't think I need to elaborate on where such a train to nowhere would be headed ⚠
Right now the PC MK11 is doing terrible:
https://steamspy.com/app/976310
This is with a massive pre-order window and a bunch of media reveals. Meanwhile even DOA6 with its ♥♥♥♥♥♥ marketing and 0 pre-order time is doing better.
Just for reference, T7 has sold 3.5 units worldwide, and is the most played fighter on Steam now (2k players average), years after release.
As for dumbing down the gameplay, I wouldn't take Scrubillian's word at a face value. Lots of NRS "pro gamers" stated the game is very deep. Personally? I like the more MK9 style gameplay myself. MKX was a massive ♥♥♥♥ show IMO, with garbage-tier animations and 50/50 rushdown left and right.
However, with meters being of the auto-regen variety (still a better idea than divvying meter to the punching bag, admittedly); Fatal Blows (erst. "X-Rays") having no proper input commands (again) and now being given away for free at 30% HP (and YOLO-able every "4 to 5 seconds" -dev), and with even the proposed "Amplify" evolution of the "Burn" (EX) mechanic being back-pedalled upon, due to brain-dead casuals' hew and cries, I'm having difficulty seeing WHERE, exactly, the depth is going to come from... =/
Dude no offense but I don't think you understand what "depth" is in terms of FGs... =/
That is to say, to me, watching Diago Umehara "fully parry" = "hype", a demonstration of skill and is an example of what gameplay depth can yield; while, conversely, SonicFurry spamming caltrops ad nauseum = yeah... nah -- got better things to do with my finite life. ¯\_(v_v)_/¯
Depth is not the same as complexity.
Also, bi tch please I'm from all the fighting game eras... I actually played SF1 in arcades, so don't try to pull that age crap with me.
Well this game looks execution wyse much simpler than MKX, but not that MKX was the pinnacle of execution anyway and that game lackys neutral, i mean, doesnt even have one, its just two people rushing at each other nonstop. Im completed in more combos(i have more than 650hrs in DBFZ and still love doing and watching combos in that game) and a bit speed up, and i do think its easier to solve this game "issues" with just a couple changes, all i think it needs is a dash that covers more ground, once the walkspeed is good, and more moves that launch, give the jump 2 the old ground bounch back and the game all of the sudden will have a ton of combos again.
2 other things, Max said the devs commented with him the depth and the combo potencial in this game will be around the krushing blows, and we dont know NOTHING about them, no one had time to lab this ♥♥♥♥ and came up with crazy new combos, another thing is, when i was watching the kombat kast and Tyler did his Kano combo(which was very hype) in the end he finishes the combo with a amplifyable move(that back breaker grab) but he couldnt amplify it because he had used his 2 offensive meters already to do the combo, what if you could spend your 2 deffensive meters for 1 extra offensive? just a crazy idea i had watching, i thing could make sense in terms of resource management this extra "all in" resource.
Another thing, Ed said he and the dev team wanted a game where WHAT to do and WHEN be more important than long combos and crazy executions, and i do agree, in the very end fighting games are like chess, i like this "strategic" approuch a lot. Frauds are already shaking with the possibility to have to play neutral AUehauhea.