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#21 | |||||||
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I mean you're comparing a fireball in Street Fighter to:
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#22 | ||||||
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I for one appreciate this guy taking the time to explain the nuances of this game. For what it's worth, it made me interested in at least giving it a try some day. (Not until there's another price drop, though.)
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#23 | |||||
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#25 | ||||
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#26 | |||
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I also appreciate the lengthy explanations, and I'll try it when I play this game again (I did pick it up for full price when it first came out). But comparing the difficulty of controlling a mech in this game to the complexities of Street Fighter is insane. If a game doesn't control well or intuitively, then that's a mark against the game. I'm sure a lot of reviewers didn't have the right setup to play this game and gave up too early, but they're probably more hardcore than the vast majority of game players, so I don't mind those reviews. If you need the perfect room and the perfect lighting, and then you have to improvise movements and go against the in-game instructions just to control the game, then the game has a control problem.
Plus, the game is hard even without the control problems, so it makes it even more frustrating. |
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#27 | |||
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a fireball or dragon punch is a simple circular motion with a button press. but tons of people can't pull it off when they really need to. and that's the issue with Steel Battalion for a lot of people. if you can pull off a dragon punch 85% of the time in SF, you just chalk it up to well, I need to practice more. but if you can pull off a motion in SB 85% of the time, well, it's a failure of the game.
just because I wrote a lot doesn't mean it's hard to do the move. I just like to be precise with what I say. like how hard is it to do a "hail, Hitler" motion? the critics say that you should do a wrist flick to turn off the light. but the Kinect on the Xbox in this game can't do that. so it's a game design limitation. yes, the SB game is hard even if it was strictly a controller game. It would've been nice if they had difficulty levels like COD or Halo or any other shooter has. yes, the tutorial in SB definitely needs to be reworked. but it's not the only tutorial out there with mistakes. take Super Street Fighter II Turbo HD Remix. for one of the moves, the move guide is a little off. If you try to pull it off like the diagram, you'll miss half the time. A slight tweak of the motion, and you get the move 85% of the time. hey, if you ever want to do the co-op missions, let me know. I've got a group of friends on my list that play this game a lot more than me. They'll help you out a lot. I'm not a good player (as the videos showing all my deaths will show). But they helped me get all the unlocks.
__________________
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#28 | |||||
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so the designers made it so that you had to do a very specific motion so that it could differentiate between all those motions. yeah, it would be nice to have it more organic but that would open it up for interpretation. And watching the reviewers play it, every reviewer does the motion differently. which means it's a failure of the tutorial. it would've helped the tutorial if they used a 3D model of a person doing the motion. instead, you had 2D images floating across the screen to indicate a gesture. |
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