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TAI-X

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Everything posted by TAI-X

  1. Exactly. Went to the trouble of patching it in when they couldn't finish it in time, even. I'm favoring Xbone this generation because of its non-fighting game exclusives. It's really a matter of taste. Now, the Bone is indeed being shut out of Street Fighter V, but I don't really give a crap anymore, except for how it might impact other publishers choosing whether to bring fighters to the system. I'm particularly worried about TxSF, if Sony has indeed purchased temporary exclusive rights to the SF series.
  2. There is currently an open beta going for the patch. Check the game's Steam forums.
  3. I'm getting it for two main reasons: - To support fighters on Xbone (particularly from ArcSys) - Have not played story mode due to only having a Japanese copy Also, the chances are decent that Library mode will finally be translated this time.
  4. JAST is supposed to be bringing over Kikokugai in a double pack with Django, but I wouldn't hold your breath. They have like 2 employees, a shoestring budget and are well known for taking an eternity to release anything at all. Sadly, they gained exclusive rights to distribute Nitro+ games in the US, so the much more punctual MangaGamer can't pick any of them up. You can get the fan translation of Kikokugai now, but they had to haphazardly convert it into Saya no Uta's engine due to the original having major formatting issues with English text. They won't be on Steam because Valve doesn't allow porn. There is an all-ages version of Kikokugai now, but JAST will be using the 18+ one.
  5. Yeah, this. Lots of Japanese devs have been in kind of a hurried frenzy lately to port everything they can onto the PS4 (especially Square-Enix, who's in the process of dumping pretty much every major FF onto it). The system not selling nearly as well as expected in its first year really spooked everyone in the JPN industry who's remained committed to console hardware, and they're trying to build up a decent install base as fast as they can before the PS3 dies off and their anchor of stability is gone.
  6. Ruili can't even fight lol. Maybe she'll be riding on Taoluo's head again. Should have used Xiaoyan if they had to stick to female characters.
  7. I think the BB series is going to take a hiatus after this release and step aside to allow GGXrd to fully shine. We probably won't see it again until it gets its own re-imagining in Unreal Engine with 3D character models, or a crossover with GG, whichever comes first. Sadly, I'm not expecting Jubei to be added because CS Extend never got any DLC characters.
  8. You could have said that about the XBLA version of 98 UM, since that was internally developed, but this port was farmed out.
  9. Glad to see that ArcSys is finally putting down some support for the Xbone. I'm not expecting it to extend to the next version of Xrd, but I would certainly appreciate if it did.
  10. Code Mystics themselves said it's based on the 360 source. The NESiCA source is being used for Tencent's Chinese PC version, because they paid for exclusive rights to use it.
  11. They should have recruited M2 again. On a technical level, their Neo-Geo Station and Capcom Arcade Cabinet ports rank among the all-time greatest home ports of arcade games. They might not have enough experience with PC though.
  12. I wish it had been delayed again, because this port has some SERIOUS issues. Half-circle motions never coming out (they're fine in Neo-Geo mode, oddly enough), random crashes, online ping ratings unnaturally spiking, no option to unmap or override keys on the control menu. At least there's no local input lag that I can notice, which was a problem with the MK Kollection. Also, the 3D backgrounds shown in some screenshots on Steam are nowhere to be found. Here's Code Mystics' forums if you want to voice your complaints. They've already addressed some of them and have said there will be a patch. Funnily enough, I got to play their port of KI1 on Xbone recently, and it turned out to be an excellent piece of work. I guess that's what funding and dev support from Microsoft will get you.
  13. Omega Dee Jay might be the most drastically changed character. He no longer has a single charge move, even his ultras have commands. Omega Poison feels like her SFxT version, with a chargeable fireball and a juggle launcher. She also has a heart trap that hangs in mid-air. Omega Blanka's new teleport lightning pillar is like something out of Mortal Kombat and accentuates his scrub factor even more. A ton of characters got new counter/counter teleport specials, and quite a few can do parts of their supers as specials. I also noticed that you cannot use W Ultra, red focus and delayed wakeup in Omega. I'm not sure why they would decide against making an intentionally broken mode even more broken.
  14. Looks like ASB 2 to me. They must have decided to go with a different subtitle due to the bad reputation the original game gained for how terribly broken and scammy it was at the Japanese launch. I'm also not confident at all that CC2 can balance tag mechanics.
  15. Looks like we probably won't be seeing this before 2015. They must not have been able to iron out the bugs in time. I kinda feel bad for Code Mystics likely being underfunded and not being given the original source code to work with, though.
  16. I agree with everything White Man said. Also, I ain't even mad. I used to be more emotionally invested in the SF series, but that faded away with SFIV when it was clear the games were headed down a path I wasn't particularly fond of. I don't play on the competitive circuit or make any money off my gaming, so I have no horse in this race. At this point, anything Capcom does to spoil or neglect their legacy IPs is met with a sigh and bemused mild disappointment from me, rather than seething resentment.
  17. Outside of the placement of the Revenge meter, did ANYTHING we saw in the initial in-game reveal of SFIV way back in 2007 (also with Ryu vs. Chun Li on a China stage, funnily enough) end up not carrying over to the final product? No, it didn't, and this will be no different. At most, they'll tweak some minor variables like frame data here and there before the game goes gold, but they're not going to shuffle around entire mechanics at this point. "It's still early in development" is a weak-ass apologetic excuse that only ends up holding any water in very exceptional cases when a game goes through protracted development hell. We've also seen quite a few games that ended up significantly worse at release than they looked in early footage, notable examples being Dark Souls II and Watch Dogs. When a game is complete enough for the developers to show off unedited, live play footage before an audience, the structure of it is already very well set in stone.
  18. Are you sure the Atomiswave carts aren't bootlegs?
  19. It should be obvious to anyone from the footage that fundamentally, the game is still SFIV at its core. Tacking on a few new secondary mechanics and cranking the speed up a notch hasn't changed that. The slow walk speeds, separate Revenge and EX meters, link-based combos, and non-prediction instant reversals are all still in place. Even the graphical style is just a shinier version of SFIV's. Now, I would say that the mechanical changes being made from SFIV are steps in the right direction, but none of them are big enough to be felt in any major way to anyone who's not obsessively picking them apart for "metagame" purposes. Street Fighter II felt like a completely different experience from SF1, and Alpha from II, and so on, even if you only played the series on the most casual of levels. While SFV is at best, an Accent Core version of SFIV as far as we've seen. And goofy stage finishers aren't welcome "extra touches" if they look like something out of a Robot Chicken skit. See Real Bout Fatal Fury for how to do bloodless stage "fatalities" right.
  20. First unedited match footage. Not much to say, other than that it's Street Fighter 4.5. The bloodless stage "fatality" against Chun Li was like something out of a parody video. I am disappointed, but hardly surprised that Capcom is so far playing this sequel as safe and risk-averse as they possibly could.
  21. Screenshots have already shown that the 3D backgrounds from the PS2 version are in, as is the Neo-Geo version of KOF 98 (which will not have online play).
  22. Must have been delayed at the final hour. Better that their customers complain about a four-day delay than about whatever bugs or netcode problems they're removing, though.
  23. 98 UM FE will be unlocked on Steam in just a few hours.
  24. They do not. You'll have to wait till the 23rd for those.
  25. Microsoft is gauging interest in a PC version over at Ultra Combo Forums. Can the Xbone even hang on to a single exclusive that isn't Halo or Forza?
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