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Post by Arkhon Arkhozh on Nov 6, 2005 2:34:00 GMT -5
Anyone ever play Time Killers?
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Reno
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Post by Reno on Nov 8, 2005 1:10:24 GMT -5
The first place i ever saw it was at Harlem/Irving a long long time ago, back before the arcade was where its currently located, and was known as Aladdin's Castle Ah yes. I had my birthday there once, when I was about ten. Anyone ever play Time Killers? Was that the one where you can hack off your opponent's arms and they'd still be fighting?
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Post by Arkhon Arkhozh on Nov 8, 2005 1:12:11 GMT -5
Yes it is. I have only seen it in arcade and not for any system that I know of. It included a purple insect/lizard like character named Mantaz.
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Reno
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Post by Reno on Nov 8, 2005 1:22:25 GMT -5
I never played it, but the bowling alley that used to be by my house had it, and I saw it once.
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Reno
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Post by Reno on Nov 9, 2005 0:45:56 GMT -5
I always liked Eternal Champions. Though I was real little when I played it I thought that the story was cool. It was cool in the fact you could have a gangster from the 20's fight the prince of atlantis. Eternal Champions had a lot of things going for it. Right from the start, I liked how when you turned the game on a random character would attack the Sega logo. I kept hitting the reset button until I saw all the characters attack it. All the characters were cool in their way, though some more than others. My favorites to use were Xavier and Trident. Xavier had two of the coolest powers ever: first, he could change you into a gold statue, which I thought was so much cooler than the way Sub-Zero would freeze you. And second, he could turn you into a different character, which I'd never seen before and have never seen since either. As for Trident, he was just really strong and had some cool moves too. I loved the stage fatalities, although that game is way too picky about the enemy landing in the exact right spot. Much more creative stage fatalities than knocking somebody into a pit. My favorites were knocking the opponent into the fire at the stake in Xavier's level, and the Tyrannosaurus that would come and eat the enemy in Slash's stage. I also liked how Eternal Champions seemed to be the first game in which every character's fighting style was based on an actual martial art, although I learned later that they didn't do a particularly good job of accurately capturing those styles. I mean, Trident is supposed to fight with capoeira, and what he does looks nothing like it. Only two things I didn't like about that game. First of all, the "inner strength" meters, which put a cap on how much you could use your special moves. Not only did I not like the limit at all, but the meter recharged WAY too slowly and individual moves took up a lot of the meter. But at least you could turn it off in two player mode. Second, and far more important, is that game was impossibly hard. Not only were the fights insanely difficult, but if you lost then you usually had to start over from the beginning. Sometimes you would only be pushed back one fight, and sometimes you could even continue from where you were. I could never figure out a pattern to that though. And worse yet, the game cheats like hell. Not only do the enemies do far more damage than you do, but they can use special moves while their Inner Strength meter is empty, and they can combine special moves. For example, when Shadow turns to her shadow form and becomes temporarily invincible, the CPU will be able to use other special moves, which you can't do when in that form. But overall, I liked the game, at least in two-player mode. I would love to see an updated version of this game on the current systems, with more characters, more accurate portrayals of their fighting styles, and higher-quality versions of the cool music they had in that game.
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Post by bluecommander on Nov 9, 2005 1:01:47 GMT -5
Very good synopsis of Eternal Champions. I always liked Larson the best myself. Climbing onto the stop of the screen and striking was too much fun. The grapple hook in general I guess
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Reno
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I can't have you do that. No one gets in the way of Reno and the Turks...
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Post by Reno on Nov 9, 2005 1:04:15 GMT -5
I could never do that, for some reason.
I was also a fan of Midknight, just because he was a vampire. I liked how he would hypnotize the enemy and make them walk forward to attack them. I wasn't too good with him though.
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Post by bluecommander on Nov 14, 2005 12:57:06 GMT -5
Anyone ever play the animal fighting game Brutal:Paws of Fury?
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Post by Arkhon Arkhozh on Nov 14, 2005 14:30:13 GMT -5
Seen adds for it and remember the basic idea. but I never actually played it.
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Reno
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I can't have you do that. No one gets in the way of Reno and the Turks...
Posts: 1,853
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Post by Reno on Nov 15, 2005 2:36:35 GMT -5
I've never heard of it myself.
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Post by General Zod Von Doom on Nov 15, 2005 8:11:12 GMT -5
I've played it
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Post by General Zod Von Doom on Nov 15, 2005 8:15:14 GMT -5
Oh yah..
The other day, I finally got a chance to play that Bloody Roar game...first one, I think....feh...nothing special
Okay, the animal transformation thing is kinda cool, but the whole thing was pretty average...if youve ever played tekken or soul calbur in your entire life, you're not really missing anything
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Reno
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I can't have you do that. No one gets in the way of Reno and the Turks...
Posts: 1,853
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Post by Reno on Apr 18, 2006 23:07:36 GMT -5
So I've been playing Soul Calibur for a week and a half or so, and this weekend I discovered that my Tekken 4 still works, despite a huge scratch on the disc. Result: I have fighting games on the brain again.
However, when I went back to Tekken I found that in some ways it's not as good as I remember. I'd become used to the play style of Soul Calibur, which is faster and includes much better 3d movement. So this has got me thinking: if I were to design a fighting game of my own, what features from other games would I want to incorporate? Here's what I've got so far (please feel free to add things, or agree/disagree with me):
From Tekken, I would want to take:
1. the realistic depictions of actual martial arts. Hwoarang is a good representation of what tae kwon do is like; likewise Eddy Gordo shows what capoeira is like. I would probably also take the basic button scheme of left/right punches and kicks assigned to the four main buttons.
2. the story. Obviously I wouldn't directly steal the story from Tekken, but I believe this series has the best storyline of any fighting series I can think of. Soul Calibur's storyline is pretty uninspired, Dead or Alive's is practically non-existant, Mortal Kombat's was pretty one-dimensional, almost kiddy, and Street Fighter's was very vague. By contrast, Tekken has a great story for a fighting game, basing everything around the machinations of an evil corporation (the Mishima Zaibatsu, headed by Heihachi), and most characters entwine into this central storyline somehow (with a few exceptions, such as the stupid bears and the other joke characters).
3. Tekken Force mode. While the execution was pretty clunky, the idea of a Streets of Rage-style brawler built into the fighting game has great appeal to me. I think it would be great for this hypothetical fighting game of mine to structure its story mode this way, as a 3D beat-em-up with the other characters as bosses, with stages and such varying depending on whose story you're playing. Of course, the game would still contain your basic Arcade Mode where you just square off against opponents like in a normal fighting game.
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Reno
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Post by Reno on Apr 18, 2006 23:17:12 GMT -5
From Dead or Alive, I would take:
1. The tag mode, definitely. From the awesome tag team throws to the way your partner leaps off the top of the stage instead of simply appearing at the edge of the screen, DOA has the best tag mode of any fighting game, hands down.
2. Fast-paced action. Dead or Alive has very fast fighting, compared to other series like Tekken or Virtua Fighter. Even Soul Calibur is a bit slower than DOA. This faster style of play is much more appealing to me than slower-paced games (which is perhaps why I hate Virtua Fighter so much).
3. Simple controls. DOA is extremely easy to pick up compared to other series (except for the countering system, which can be a little tricky and makes it VERY hard to learn the game against somebody who already knows what they're doing). But practically every combination of a directional press and an attack button yields a different move, and the vast majority of moves are easy to learn and remember, and not a nightmare to try and press 15 buttons before you get whacked in the face (with one notable exception in DOA2, being Hayabusa's combo throw). And despite the easy controls, DOA is not quite so simple as to be a button masher.
4. Interactive environments. A lot of fighting games have this to a point. Mortal Kombat started it with the Pit stage, and continued it with stage fatalities. By MK3 you could uppercut people into a different area. A few other games played with these ideas; however, DOA does it more than most. In most stages in this series (except for the ones available in tag mode), you can knock an opponent off a rooftop, through a wall, off a balcony or waterfall, and then follow them down and continue the fight. This is very cool. I would like to add to it destructible environment pieces, such as the breakable phone booths or concrete pillars in a couple Tekken 4 stages.
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Reno
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Post by Reno on Apr 18, 2006 23:25:09 GMT -5
From Soul Calibur:
1. The 8-way Run system. This is the best, most fluid method of 3D movement in a fighting game I've ever experienced. Dead or Alive has a pretty workable system, but it requires holding a button down while using up or down on the control pad/stick to work. SC's system works purely with the pad/stick, and is quicker to boot. It also allows the most freedom in rolling forward/backward/sideways as you get up to avoid an attack.
2. Character voices. The characters in Soul Calibur talk more than most other fighting games. I can't speak for Tekken 5 because I haven't played it yet, and I don't remember Virtua Fighter well enough, but SC2 has better voicing than Tekken 4 by a long way. First of all, they're all in English. I don't know what braniac thought it would be a good idea to have people talking in Chinese and Japanese and other languages in Tekken with no subtitles, but they might as well have stuck to the grunts and other basic noises that comprise the rest of the game because if you don't understand the language, that's really all it amounts to. SC, by contrast, has characters saying things during their opening and victory poses, as well as a phrase here and there associated with particular moves and throws.
3. Graphics. Soul Calibur has, in my opinion, the smoothest graphics of the major fighting franchises. The characters aren't as cartoony as DOA, they're crisper than the character models in Tekken, and the mouth movement lines up better with the voice acting than other games.
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