I'm just very careful with fighting games nowadays... Jump Force came out a few weeks ago and I got it digitally because I love Shonen characters, but the game ended up so empty... it's like they didn't even want to try make it good. =/ Ended up disappointed and without 65$ >_< I actually played the demo of the game but didn't look into the gameplay much, saw all the characters and was sold... Also bought Under Night and Guilty Gear, but both ended up too fast. >_<
Anyways, having spent about 3 hours with this deluxe demo, I think I'm going to like DoA 6 a lot. The character selection is just up my street. I'm not a fan of a few male characters that they have, but I can always rage quit those. -___- Not really sure why the whole "toning down sexiness" thing was brought up because the game is as sexy as SoulCalibur VI and definitely not less sexy than DoA 5. Looks like Western media wanted to make fans angry =/
I'll play just a bit more... but probably going to pre-order. Nyotengu is a must, she can manipulate wind! o_o
As I said before, you won't be doing all of them. Obviously there is plenty of combos. But the ones you can do are enough fundamentally to play a decent game. As the difficulty of execution start to get higher in demand, the reward for doing the higher execution demanding combos is better damage payoff for them. Not only that but it means more options in your moveset that you learn to use since the game can put you into many different situations where some are useful for various reasons. Pressure, gimmicks, tricky situations or just high damage in one attempt. Having access to as much as possible makes you versatile and threatening enough to put fear into your opponents. Though again, don't feel bad if you don't learn them all, enough fundamentals can work for anyone to be good enough as competitor.
Yeah, I guess. I spent a lot of time in SC VI without some really simple attacks and was pretty much fine. So, I guess it's the same for all fighting games.
Beginner characters, least one designated by a developer standpoint is just for teaching fundamental. You use them as stepping stone for learning the basics. Then you move on to anyone else you want and learn even more until you find the person right for you. Of course you don't need the beginner character, but it's there for anyone at a lost of how to proceed.
Oh,you mean that. Booooo! Tsumannai! (´ヘ`
I need to be motivated and what better motivation to learn a character there is than liking them personally?! :3 I spent some time with Elliot and I can definitely understand the game more now... though, Honoka has interesting assets, I admit
´◦ω◦`):
It's true, between the debate of 2D or 3D which one is more difficult, is ultimately up to the title in question as being what makes it "difficult"
So it's about how the game is made or intended to be played that makes accessibility and learning to be better the deciding factor in difficulty. 2D games can be as challenging as 3D for various reasons. 3D fighting games like Soul calibur and tekken or Dead or alive and virtual fighter have 3D space for attacking, having another dimension for actions and focusing more on grounded and upclose combat. 2D using Just X and Y Axis without the Z axis 3D games have, you focus on more than up close and grounded combat, but also long distance with projectiles and aerial with the ability to jump. Those are just the basic difference.
I think, what makes them different and difficult for some is just personal perception. I love the fighting games where the moves you make are the ones that "make sense", meaning if the character does some spinning attack, you need to do a spinning circle on your controller, that kind of thing. And the more natural it is, the best it is for me. Which is why I'll probably never learn or will try hard on games like Guilty Gear where they have such quick inputs that you can go crazy. @_@
Anyway It's just some insight on somethings to think about. Every fighting game is gonna have the same feeling of gameplay cause each one is made to have a easy entry but a huge wall to scale and the only way to get over it is practicing. You either scale the wall until you get over it or decide you had enough and feel comfortable where you reached. That's how I see it anyway, no matter what progress you make, just have fun cause if you don't then is probably time to find something else to play. Not to be negative.
That's true but for me the line between "I need to learn it to have fun" and "I just need to have fun" is always blurry. I can have fun button-mashing... for 5-10 minutes, but it feels like eating microwave food to me - not what I wanted... but learning the game - sometimes when you learn them, you can see that they're empty. Like Jump Force which I found to be absolutely empty when I actually tried to learn it. And that made me so sad. (⁎˃ᆺ˂) I'm pretty sure DoA 6 won't be this way, though... I only learned a few attacks as Elliot and Helena but executing them felt fun. Especially Helena's leg punishment. Oh, the bliss! ( ͡~ ͜ʖ ͡~)