@starvinggamer said:
@spacefish: None of the accessibility options they're adding to MvCI diminishes the strategic depth. The fact that a bad player can mash LP to get the most rudimentary BnB out or DD+P to get an unsafe and almost always 100% a bad idea DP (people never DP in MvC unless they're Morrigan and can fly cancel it) shouldn't have any impact on how cool it feels when you set up a meaty Unibeam and tag cancel it into a double cross-over empty low mixup. The reason fighting games died is because people stopped buying them, and MvC is a series that has a notorious reputation for being impenetrable to beginners. Disney isn't in the business of doing bad business so I'm glad Capcom is going out of their way to make the game more appealing to a wider audience. Then maybe the game will sell enough copies for Disney to actually authorize support of the game beyond the initial DLC plans and maybe Mahvel actually gets to exist in the competitive scene as a game with active developer support like all the other major releases have enjoyed in the modern fighting game era.
A few things we know of, 3 character teams >> 2 character teams, removal of assist moves (seemingly replaced by a few infinity stones), mashing A to combo but unlike all other games with auto combos it seems there is no damage reduction, reports of special move motions being left out for some characters. This is the obvious stuff but im commenting on a general trend of streamlining fighting games and making them less interesting, it's a trend present in every single major fighting game franchise. Lets look at the last Capcom game, SF 5, it's just less interesting to me than prior entries, its not as fun to play and much, much worse to spectate. It's about the mentality that the developers hold when making design decisions, they are deathly afraid to introduce new variables and keep snipping existing ones out, slowly turning chess into checkers in major and more subtle ways (removal of special moves, simplification and removal of combos << this makes 1 button combos more of a problem, forcing strict, pre determined play styles onto characters, removal/ normalizing special move properties, promoting simpler character types/ morphing everything into shoto, neutering defensive play, promoting only aggressive "fun to watch" play). The changes made to SF V are going to be minor when compared to what they have in store for marvel, this is obvious, the reach of the license almost makes this inevitable.
"fighting games died because people stopped buying them" is a meaningless statement, why did they stop buying them? Why do so many of them now rely on nostalgia or big name licences? The genre is stuck in the 90's and it's regressing, For Honor is the first game in a looong time to try something new with FG concepts. Marvel has a reputation of being impenetrable despite MvC2 already being a simplification of SF, people who don't know how to play will call every skill based game impenetrable. Marvel 2 remake sold roughly 1.5mil 10 years after its initial release, again, MOBA's prove that it's never been about complexity. Ultimately a fighting game is about skill, you will always loose against someone who is more experienced, you can't avoid this fundamental fact, it's not fun to get your ass beat constantly so people leave, those who care will remain (it's harder to care about simpler games). No matter how simple you make the game this fundamental "problem" remains, 1 button combos just mean you receive and deal a few more arbitrary hits before you rage quit.
I don't really care about DLC for a game that isn't interesting to play or watch. Developer support is a secondary concern for the FGC, simple games like MK will always be less healthy than games with real variety and depth.
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