White Man Posted February 16, 2014 Posted February 16, 2014 It's easy to shit on CT because LOL loops and glitches and LOL Arakune and Nu, but the game did a lot of things right—some of which I would argue have never been done better in any subsequent installment. For one, I miss the high damage output. I know it's a personal preference thing, but I think it made matches more intense knowing that a huge lead didn't mean certain victory. If your opponent was smart and had the meter, it was entirely possible for them to mount an epic comeback late in the round. The characters also felt more distinctive in CT, I think. A lot of homogenization in damage and move properties throughout CS and CP removed some of the uniqueness of their playstyles—not all of it, of course, but CT really excelled at making every single character feel incredibly distinct, like they were each operating on a completely separate gameplay engine. After CT, only certain characters maintained that feeling of being radically different from anything else in the game. The best about CT, though, was the console version's main menu. Shit was epic. The menus in CS/EX are the most boring thing ever, and CP doesn't look like much of an improvement.
SkagMaster Posted February 16, 2014 Author Posted February 16, 2014 It's easy to shit on CT because LOL loops and glitches and LOL Arakune and Nu, but the game did a lot of things right—some of which I would argue have never been done better in any subsequent installment. For one, I miss the high damage output. I know it's a personal preference thing, but I think it made matches more intense knowing that a huge lead didn't mean certain victory. If your opponent was smart and had the meter, it was entirely possible for them to mount an epic comeback late in the round. The characters also felt more distinctive in CT, I think. A lot of homogenization in damage and move properties throughout CS and CP removed some of the uniqueness of their playstyles—not all of it, of course, but CT really excelled at making every single character feel incredibly distinct, like they were each operating on a completely separate gameplay engine. After CT, only certain characters maintained that feeling of being radically different from anything else in the game. The best about CT, though, was the console version's main menu. Shit was epic. The menus in CS/EX are the most boring thing ever, and CP doesn't look like much of an improvement. Heh, never saw it that way. However, I do remember Ragna more dangerous in CT because of his absurd damage and Soul Eater just hands over health to agressive players. Every character fwlt unique in CT, but after that, AWS just modifies the characters in more bad ways than good. Ex. Nerfing Blood Kain's Devoured By Darkness... :p
Agni Posted February 16, 2014 Posted February 16, 2014 The thing about CT is that, like all first iterations of an FG series, it was hilariously retarded. The first game in an FG series is always charming, because shit is usually broken 3 ways to Tuesday and the entire experience is dumb yet amazing. For another example of this, see UNIB even though that's not a series yet.
White Man Posted February 17, 2014 Posted February 17, 2014 (edited) The thing about CT is that, like all first iterations of an FG series, it was hilariously retarded. The first game in an FG series is always charming, because shit is usually broken 3 ways to Tuesday and the entire experience is dumb yet amazing. CT had its fair share of issues, granted, but it was less wacky than the majority of debut installments in new fighting game series. Even then, I can name a couple of KOF titles that were miles beyond CT in the severity of glitches and balance issues, and those hit the market after SNK had been pumping out sequels for years. Given the kind of game CT was and the fact that ASW was dealing with a new engine on a new platform, I think it came out more solid overall than anyone could have reasonably expected. Honestly, if they had patched out some of the more egregious exploits and reworked the burst system (which was admittedly redonkulous), I probably would have gone right back to CT a week after CS came out. I always had more fun with that one, and it sure as hell wasn't because of Haida and clap loops. Edited February 17, 2014 by White Man
i2agnarok Posted March 7, 2014 Posted March 7, 2014 The best about CT, though, was the console version's main menu. Shit was epic. The menus in CS/EX are the most boring thing ever, and CP doesn't look like much of an improvement. Menus da gawd. I played CT right before CP hit arcades (I heard character select music in the break room at work, and people were playing CT). Playing CT Ragna again was EXTREMELY weird. Menus and the announcer were my favorite things about that game that didn't carry over. I don't miss the days of Nu mirror match for grand finals.
Airk Posted March 7, 2014 Posted March 7, 2014 Shoulda told them to at least play Extend. If this was at all recent, they were probably playing the Steam version.
i2agnarok Posted March 7, 2014 Posted March 7, 2014 If that was regarding my post, it was on 360, and they did eventually pick up Extend. They were "testing the waters" because they got CT for like $3 or something at Gamestop. One has graduated to stream-monstering and one is actually trying to play competitively. The nostalgia was strong, that day.
Devdan Posted March 23, 2014 Posted March 23, 2014 I really do miss the personality CT had, looking back. It just felt so 'new'. And Carl was the perfect gimmick character at the time, because (even though this wasn't exactly true, everyone seemed to think that) he was borderline worthless aside from having an infinite. He had the lowest health in the game, his damage without Nirvana was pitiful, and Nirvana could break. I never figured out how to do the clap loop right though, because it was more advanced than people gave it credit for...
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