Hey you, yeah you! Tired of the learning move lists of your characters? Wanna get back to the fighting game community but the commitment time of sticking to a fighting game of learning it's mechanics and what not putting you off? Check out Fantasy Strike!
Ignore the Playstation logo and text as the switch version of the trailer will come soon.
@Yorumi I have seen videos about competitive play in fighting games that gave me headaches. It can become so complex and convoluted that in my opinion it cannot be considered entertainment anymore, it is just a chore, and a very tough one too.
The good thing is many fighting games can be played and enjoyed in a more casual way. I usually play games in single player mode and I found out that usually I can find a balance that makes the game fun without making it frustrating. In many fighting games after some practice I can clearly notice how I have improved and have fun beating the cpu characters in much more effective ways than at the beginning. This is fun and I have enough fun that way for the asking price of a game. I could never beat people who focus on competitive multiplayer but I don't need to. If I like a fighting game it is entertaining enough this way too.
I would never try to really learn how to play them at a competitive level. Something like that is just too complicated and taxing on myself for my idea of entertainment. It would not be fun anymore that way for me so I avoid it.
I just want a quiet life
Fighting games aren't hard because of combos. They're hard because so many of the mechanics that people master and play them for are the mechanics between mechanics. Animation cancelling. Hurtboxes. Invinciframes. Recovery. There's no tutorials in fighting games that make these features well known to newcomers or at least not in a way that's viable because the majority of these techniques are discovered by the players. Fighting games seem like the genre where exploiting the inner game functions is the rule rather than the exception
Stay safe, kids: Make sure to save frequently during multiplayer, and always use a stylus!
@Blathers most of them are meant to be played primarily against human opponents so it is just normal that it ends up this way. If you make games that are primarily intended for competitive play you must expect that the hardcore fanbase will get competitive to the point they will try to exploit the inner game rules to get stronger and better than the others
I used to be a ripple user like you, then I took The Arrow in the knee
If you make games that are primarily intended for competitive play you must expect that the hardcore fanbase will get competitive to the point they will try to exploit the inner game rules to get stronger and better than the others
I'm not saying FG developers don't do that, because they very much do. That's not the problem. The problem is that very few people are made aware that the core of fighting games comes down to learning how to exploit, and the language of the exploits used.
This is a case of not including a "press A to jump", except instead of something obvious like a button on a controller, it's something obscure like "press block after punching to shorten vulnerable frames"
In most games these exploits exist, so we don't notice them, (seeing the forest for the trees) but it's primarily in fighting games thay they're absolutely critical to playing well.
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Topic: Fantasy Strike A 2d fighting game which is super accessible. No seriously.
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