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Everything posted by Escape

  1. Tekken Tag 2 would've been sublime with good enough netcode, and they even had their short-lived WTF right there for it! A game built around tagging, released not long after SFxT, without that game's online support. It annoyed me that Harada and Murray were never asked about its omission, when plenty of us were so keen for it. The shitty-teammates voices were and are more common. But teambased shooters are doing big numbers now as we wait for the first fighter to embrace it, remembering that teams have a celebrated history in tournaments. It matters more to me because I haven't pla
  2. Is exactly why I've been wanting coop in fighters for years. Playing ranked solo is maybe the saltiest of mines around, and to me, ‘worrying about shitty teammates’ is the sign of a terrible attitude that doesn't see its role in putting others off. And if a bad player gets carried, so what?! If I could play coop Tekken with mates I'd be carrying them a bit, and I'm all for it! I want to help others out and encourage them. But fightdevs keep catering to players with this guy's views, and I think it's hurting the community by keeping it toy-pramsy. Snake Eyez said he doesn't have any
  3. Studio Liverpool set Zone Zeus at 75 for WipEout HD, with Anulpha Pass the easiest track to do it on. At first that was a very hard challenge, with most of my friends reaching the 50s and 60s on their best runs. But after I got there I just kept going, and 100 became an unofficial target for old-school players. When we passed 100 there was community respect for it, but it wasn't really about our skills but the mutual dedication to a game we loved; the shared highs and lows. So when we love games we persist without complaint (mostly!), until even our own opinions are compromised. I
  4. The PS5's basically my PS4 replacement for fighting games at the minute. I only bought it at launch because I knew they'd be so hard to get and got lucky with Scan, and since there won't be any price cuts for a long time... But with exclusives a way off (at least on the regular), reduced loadtimes and noise were my reasons. So in terms of actually playing newish games, the S is my current go-to for GPU. As someone who bought maybe a dozen games in the PS4's day, this £70 thing doesn't really put me off, I just can't think of too many games I'd pay it for. But I do play the same gam
  5. I'd be disappointed with my PS5 if I'd bought it for new games, but I missed the Pro and treated it as a PS4 upgrade. Had there been a £250 Pro+ with SSD I'd have been happy with that, since I only wanted faster loading. I haven't bought any games for it yet. And I've an S to see out the rest of my £1 GPU sub. Again, bought for improved loadtimes. Loading really annoyed me last gen, especially Mass Effect 2 on PS3 and Breath of the Wild. These new loadtimes feel about on par with the GameCube to me, so more of a much-needed reset than advancement.
  6. The '90s were maybe the last time indie-sized teams were making the biggest games, budgetwise. Technology's obviously getting better all the time, and there are still some incredibly talented people around, but never the twain unless you're established like Kojima. That's the real difference for me — a clear divide in resource allocation. When we were more limited by hardware than time we'd often see glimpses of cool near futures, with that small-team vision piping through. Take the toy-car genius of The Big Leap versus that free PSN game of late: Or
  7. The Mini's too light in my opinion, unless you do the mod below! You can get similar boxes from ButterCade on Etsy. If it really has to be small, an Alpha might be your best bet: https://www.amazon.co.uk/Alpha-Fightstick-Arcade-Stick-PS3/dp/B01MU0LGWR
  8. It's a shame people keep mentioning the visual difference when it's relatively small as a hands-off viewer, while the interactive difference is potentially huge. It's about input lag (especially cumulative), not smoothness. 50ms is 20fps.
  9. It took too long and was prone to misreads. When they let us play with buttons instead no-one bothered any more. It just seems so obvious to use triggers to me, making punch-delivery and stamina-balancing immediately intuitive. My control scheme's not perfect (limiting to eight punches without a tie-up system through necessity), but it lets you transition between punching and blocking alongside full-body movement, with the ability to end fights with a single punch through calculation rather than lottery.
  10. They're still trying to capture the TV experience rather than the actual. I'd use a behind-the-shoulder camera, and then assign the triggers to your arms. That way you can use their range for power, balancing your stamina. Hold them both to block, letting you move at the same time; because it's stupid being rooted otherwise. Calculate power according to whether you and your opponent were moving towards or away, able to move and punch at the same time, losing power the faster you move away, or gaining it at the risk of a KO for flying in. And then lastly use the rightsti
  11. Excellent combo. I've always said I think it's Polyphony's best game because their handling became too ‘safe’ thereafter, reducing excitement by blunting that oversteering edge it was so fun to teeter on. Special Stage R11 — Gran Turismo Dragon Range — Enthusia The Amphiseum Reverse — WipEout Omega
  12. Viper was my first thought when I heard about his taunt-cancelling. A biggish recovery nerf wouldn't surprise me; obviously very different games.
  13. Sounds like they might rollback on their promise.
  14. The thing that trips me up with Nago, apart from my DualSense, is that he's a slow character but his cancels are quite fast. It'll take a while to get used to the visual disconnect for me. I'm at that stage of constantly trying to land the one combo I know! Raggo command dashes are my mixup, like. And I'm blocking high way too much, coming back to 2D after years with Namco. I'm used to ducking on reaction rather than anticipation and my eyes aren't seeing most of the lows.
  15. Ah, GGs! Couldn't get Leo's burst out. Just started mashing at the end when I should've waited for a gap. The round before was slightly better when I was patient enough for some mild footsies.
  16. Okey-dokes! Abusing Leo's crossthrough is all I've got with him. Had a quick go with Nago in training and he has surprisingly hard execution.
  17. I keep pressing a button that isn't assigned to anything because Tekken!
  18. Heh, I just randomly RC'd in neutral at the end! Fingers aren't used to the buttons at the minute.
  19. Gio's rainbow roll seems to get blown out by standard AAs. Simple character, but maybe not so easy to use...
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