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one-armed dwarf

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Everything posted by one-armed dwarf

  1. This looks a lot better Being able to actually see what you are fighting is critical to allowing you to interact with them
  2. People think we will get a demo on Sunday I definitely need a demo to see if it's easier to actually see what's going on in person edit seems like it's confirmed but will be 3am Monday morning for us
  3. FFIX has enough people talking about it that it's probably true imo, but the scope of what Square are prepared to do with a game like IX, or even X, is not going to be like VII. They've been trying to turn VII into this big connected universe of games for decades and Remake is where they seemed to finally get that to work in a big way. I think IX's remake will be a bit underwhelming tbh. Rumour is that it's by the Trials of Mana people. X I just straight up think isn't a real thing but that it's a sequel instead
  4. Last stage of final boss, in every FFXIV soundtrack this guy does he wraps all the leitmotifs into the final phase. Endwalker has some top tier bangers in its final boss, as does Stormblood.
  5. The dude who posted this is banned now, sounds like this was a load of horse shite. And blakey gave out to me about hearsay!
  6. Yeah, patience is a big deal with this game. Even without getting into the nitty gritty of frame advantage it goes a long way in the early stages of the leagues to observe and punish as a lot of people here are happy to do unsafe shit, and repeatedly. That's why it's a nice idea to have a punish combo labbed as well, though with Gief a command grab will do even better lol. Next step in being a gief player is to await the inevitable message on Xbox or PSN about command grabs being cheap, and submitting that shit to @scrubquotes 👍
  7. The FFIX one goes way back to when it got leaked by nvidia's geforce now. Which was a huge list of games which have since being confirmed, basically most AAA releases the past few years have been on it. https://www.pcgamer.com/nvidia-leaked-games-list-pc/ I don't doubt they are doing things with X because a lot of people are very fond of it, but I would be surprised if they remade it. It holds up fine, it's not a hard one to go back to. I think this is some wires crossed hearsay tbh
  8. To be honest, there's a lot of stuff in there where I thought I was looking at the PS2 game. Which both speaks to how well that old one holds up maybe, but also that this upgrade looks a bit unspectacular IMO I skipped P5 so I'll probably play this, looks like prime steam deck material. No steam logo though so I hope it's not too difficult to get it working on deck
  9. Not that exciting to me, I'd like to see them pick up that FFX-3 thing they were teasing years ago instead https://www.gameinformer.com/2021/07/14/a-final-fantasy-x-3-story-is-already-written-but-final-fantasy-7-remake-is-the-main They tee-ed it up with an audio drama on the HD release in 2014, where and did nothing with that since. Which is weird Also agree there's not as much benefit going back to do one of the 3d games, but another sequel would still be a good way to revisit Spira. X-2 had its issues but was interesting to see the world move past its religious fundamentalism. edit the person who made those posts in that thread has since deleted them
  10. Yeah you don't need an officially licensed one. There's deals all the time on gen 4 nvme now that work fine with ps5 Edit the price on that one in particular is a massive rip off. I paid only slightly more than the 1tb price for a 2tb wd drive recently.
  11. I don't want to derail more FF threads but I talked about it already in the other one, the gameplay makes me feel sick (literally)
  12. Yeah this looks really good. XVI, man, I actually might not even buy it anymore. But at least there's still some good FF games being made
  13. On the floors we are on metroid, you can let the other guy push the button first and then push one back. Then they refuse to rematch, cause they be like 'wtf, all I did was press buttons and still I lose'. It's a good strategy. Won't work on mary though, sorry to inform you.
  14. Yeah, the counter allows some interesting pressure setup, it's not linear as drive impact. In close range you can hit them in their recovery sometimes with crouching medium punch, and return them to a full screen zoning position with departure and spike combos. At slightly farther range there's a mixup option from departure into a crossup. Saw a safe jump wall swap with it too. Projectile specials can hit high or low etc. Neutral drive rush into different high/low options. Sonic Fox has a thing where he goes for a double overhead I don't have any of that nailed down in my approach tho, as people in silver tend to just mash into the reversal and go flying anyway lol. I do have a E Honda dummy set up to tech grabs, jab into DI, block and do other things on hitting the reversal though, so I might load him up and give him more answers as well. None of that it as much a priority as getting better at AA anyway. Or even light kick jab confirms into light fireballs (tho that's not gonna save me with manon)
  15. I don't have any issue with the design of its combat, I mean I can't have an informed take on it anyway without playing. But I think the systems and how they interact seem interesting. My issue is with how unclean its presentation is, and seeing the enemies. The only enemy I can sort of read is the guy with the big axe, who makes a big noise when swinging his weapon. But that's cause the weapon is the only thing you can really see of him and that audio cue. Even if a game has lots of very passive enemies which exist to try out juggle combos, it's not great if they literally become invisible beneath a sea of grey, blue and fire particles. It also can just be a thing of fatigue, too much visual clutter on the screen is not relaxing to watch. edit I'll even give you a specific example, look at just after 7:30 when the big guy brings his axe down. Very hard to notice it
  16. I watched some of that, and honest to god I can barely see some of what is happening. It depresses me a bit, there's a lot of things here which I feel should directly appeal to me. FFXIV alumni, as well as DMC5 and Dragon's Dogma. A combat system which implements style switching and stagger systems, cycling through different combat options on the fly. But unreadable visuals with screen shake, motion blur, particle effects and a grey visual styling that blends environments, characters and attack combinations into a indiscernible soup of darkness. I'm not exaggerating when I say that the action is borderline invisible to me in many moments throughout that video. Reminds me of watching the Game of Thrones episode about the fight against the white walkers on Now TV Hopefully a different impression will be left by the demo, but I genuinely don't have high hopes there either. edit and I'm sure someone will make the point about compression, which is a valid one. Compression struggles with dark hues and tends to merge things together a bit. But I still don't feel excited about what I'm seeing here
  17. I daresay that aside from some of the animations that fan trailer sets a pretty high bar for Square to follow up on. Seems to get basically most details exactly right
  18. Reloaded certainly indicates that evokers are in it. As well as conjure up memories of massively hyped and disappointing sequels
  19. I played 3 characters in Strive and got a good bit more patient as a player from playing Testament and Bridget than I was with I-No. The thing with that game though is the anti air buttons are typically these 9-10 frame attacks with huge disjointed hitboxes, so all the characters I played had very easy to access anti airs. While in SF the timing and hitbox/hurtbox interactions aren't quite as permissive to the defender as in that game it feels like, so it's sort of a development area for me. JP's go to anti air is crouching heavy punch, but I need to really check the range on it. Forward heavy kick is even better for conversion but requires a really good reaction. I'm pretty mystified as to what the best way to challenge here in midscreen and the corner is, but I wonder if the point there is to accept it's just a bad place to be really. Or maybe a universal mechanic like DI or parry is the answer. Standing medium punch is the one poke with decent reach but no conversion even on punish counter as far as I see (at least, I couldn't find any links with punish counter in training, it does have some links off drive rush however). (random JP v Manon match I found)
  20. I got schooled by Mary, but I got a few decent digs in 🤕. And I have nearly 40 matches of platinum Manon v silver JP replay data to figure out stuff from. Big legs == don't get stuck in the corner as JP, and mary learned my tendencies very quickly with the midscreen punishes he did. I spent most of the time trying to theorycraft what the defensive approach would be, what neutral pokes would work against Manon (seems only 3HP has decent reach, but requires ex 236MK to have oki I think, otherwise it's an unsafe knockdown for JP) and kept forgetting the drive impact conversion (it's heavy punch into OD fireball, not heavy fireball), but I think that's asking how to turn the losing condition into a winning one cause JP is meant to be the one in control in that matchup Now to soothe my ego against silver rank players!
  21. Out of hiding like a Nosferatu emerging from the sewers at night, more details in September https://www.paradoxinteractive.com/vampire-the-masquerade-bloodlines-2-juneupdate You can see screenshots here https://www.resetera.com/threads/paradox-teases-bloodlines-2-announcement-in-september-shows-new-screenshots.727023/
  22. By the sounds of things it's not going to be a big overhaul/new game like FFVII Remake is. I don't know how big the appetite for it would be. IX was pretty overlooked as the PS2 had just come out at the time. It has really great pre-rendered backgrounds though, so I wonder what they would do with those environments.
  23. We should play. I never use DI anyway, because I am an honest zoner who uses honest long range footsies.
  24. I can obviously only speak to my scrub level as a struggling silver 1, but the thing with the DI stuff is it seems to push the pressure and neutral game into easily cancellable pokes. Lots of jab jab jab, maybe I do a fireball but I have DI ready to go. I've only managed to do this exactly once in a match against a highly predictable opponent, so how much of this is a mental stack that can easily integrate versus the real limitations of a mid thirties reaction speed I dunno yet. I'm trying to get into that mindset anyway. Even something as committal as a medium kick I'm thinking I only use as a punish in a situation where the other player's last attack has enough frames of recovery that I know my hit will connect. I don't know if this is the right approach but it seems to be the way it's trying to shift things. Maybe the heavier buttons have to be spaced out more on the edge of their hitbox to basically make it so an enemy DI only touches you with its latest active frames, giving you an earlier chance to do your own, maybe I don't love the mechanic, even if you try to justify it like I just did it does mean that there's a wide pool of players who are just smashing each other with starburst flavoured punches. Drive rush is cool tho, seems to be basically PRC from Guilty Gear. Btw if ppl don't know, you can do it instantly as a kind of dash if you press forward forward + the drive rush input (whatever you set it to) but make it so the 2nd forward and DR is pushed in combination.
  25. Did you learn stuff in those 16 matches? That's the important thing, much moreso than winning
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