Re: Re: Re: Re: Re: State of the Fighting Game
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Originally posted by negitoro
Certainly, but when SF4 comes out with the parry mechanics intact, what else will they bring to the table ?
My point was that it could be something I would never have thought of. Parrying fits that rather well.
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How many years has the parry mechanic been introduced ? It's been a long time and we've yet to see another similarly innovative gameplay element.
Yes, but how many in-depth fighting games has Capcom released since then? Almost every time they begin a new fighting game "chapter" in one of their main series they add something. Super bars, counters (did that begin in Vampire or Alpha?), combos, parrying, etc. The main problem is that Capcom only takes that route with the "main" fighting games, and they're pretty much the main innovators for 2D fighting (Guilty Gear has added quite a bit as well, but they're currently entangled in fine-tuning instead of adding more). Neo-Geo fighting games seem perfectly content to wait for Capcom to create something and then rip it off, and sometimes they'll even add their own slant to it.
To that, I doubt Capcom will release an SFIV unless it brings something new to the table. I could be wrong, and they could go for either a pure cash-cow route or simply better tuning (which I wouldn't complain about, get rid of those tiers), but it's what they seem to hold to.
Re: Re: Re: Re: Re: Re: State of the Fighting Game
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Originally posted by MechDeus
My point was that it could be something I would never have thought of. Parrying fits that rather well.
To be fair, parrying was done in a lesser form all the way back in World Heroes. But yes, Capcom did introduce us parrying as we know it now and it's one of the leading reasons why SF3 is still a big fighter.
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Yes, but how many in-depth fighting games has Capcom released since then? Almost every time they begin a new fighting game "chapter" in one of their main series they add something. Super bars, counters (did that begin in Vampire or Alpha?), combos, parrying, etc.
But you have to admit, the features introduced back then, changed the game... and it did so far more rapidly and with greater innovation. Combos, chains, super bars... together with SNK, they pretty much defined what the modern fighting game is about.
But since then, Capcom seems perfectly content to rehash endlessly. There haven't been innovations. From SFIII to SFIII:3S, did we really get any innovation ? SFA to SFA3 ? XmenvSF to MvC2 ? Really, the innovations haven't been exactly gushing out.
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The main problem is that Capcom only takes that route with the "main" fighting games, and they're pretty much the main innovators for 2D fighting (Guilty Gear has added quite a bit as well, but they're currently entangled in fine-tuning instead of adding more). Neo-Geo fighting games seem perfectly content to wait for Capcom to create something and then rip it off, and sometimes they'll even add their own slant to it.
Well, you can't just blame SNK. Certainly, they've added their own touches thru the years. I mean didn't supers appear in Fatal Fury before Street Fighter ? And they added the defensive evasion, rolls and controllable jumps.
Regardless, the last few years have been relatively dry of innovations.