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@l1ghtn1n:

Yeah, the 4-button scheme with character-specific abilities for the 4th button reminds me a lot of BB's Drives, but the combos for this game and its predecessor for some reason always remind me more of MBAAC style with ABC->launcher->ABC basic combos that give way to much more complex combos as you learn about what each character can deliver. I guess that's like most fighting games to some degree. I feel like there have been a lot of great indie fighting games in early development, crowdfunding, and/or Greenlight lately. I'm hoping that some games like these can help introduce more people to the genre.

Latest news is that the game is now Greenlit on Steam, meaning that they'll be able to use Steam to distribute the game as well as a beta of the game post-release for backers ($40 and up tiers receive beta support so far). They've also nearly hit the halfway point in their funding, so the campaign is pretty good so far as long as people continue to get the word out. Speaking of which, some of the devs are going to stream some gameplay, development process, and early development glances at two of the other characters (Paprika, the alpaca and Oleander, the unicorn) tomorrow on their twitch channel! They're starting at 7:00pm EST or 4:00pm PST, if you want to learn more about the game and its developers.

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#2  Edited By inknail

Slightly surprised there wasn't a topic about this yet.

Link to Indiegogo

Mane6, the dev team who were working on MLP: Fighting is Magic, before it was C&D'ed, have been making progress developing a new fighting game, and Intellectual Property, with the help of Lauren Faust and using the Skullgirls engine. They've launched an Indiegogo campaign in order to fund the project, which they've been working on in their spare time up until now.

The new game has no connections to MLP, aside from featuring talking, hoofed animals as the main cast, and is an entirely new IP. It also has some pretty cool features, beyond it being a solid-looking, 2D, four-button fighter. I'm really interested in the dynamic music system and interactive lobby. I'm pretty hype for this game since I loved the work these guys were putting into Fighting is Magic, and this looks to have more polish, originality and character.

Short story; if you've ever wanted to play a fighting game in which cute, hoofed critters beat each other up, this might be up your alley!

*edit: Their Steam Greenlight is live as well!

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#3  Edited By inknail

Everyone forgetting Halo CE's story had some quality and very visceral (at the time) surprises in its own campaign. The shift from standard space marine versus alien soldiers to running for your life from the Flood was pulled off very well in the first game. This never came across as strongly again because in sequels you expect the Flood to show up whereas, in CE, players had no inkling that the game would change tone in such a way. Some nice sci-fi environments doesn't hurt either, even if the original Ringworld had more interesting concepts and designs, the Halos are still visually engaging in their own way.

Multiplayer/gameplay-wise, Halo was very nice for making an accessible console shooter. I also think it did vehicles and large open-area maps pretty good as well (I can't recall many other FPS games that pulled this off as nicely at the time).

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#4  Edited By inknail

Absolutely loved playing this on XBLA last summer, it's probably my favorite game of 2012. Considering getting it on Steam as well to see how well it ports over. 1080p resolution should be pretty great as well.

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#5  Edited By inknail

Looks like they took a bit of Chronicles of Riddick and paired it with the concepts of Pitch Black. I really liked Pitch Black, so I'll probably still enjoy this, even if it will be a bit re-runish.

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Other because I was really into Brood War when I was younger, but have largely approached the new installments with caution. Didn't buy WoL until it went on sale for $20 (when HotS released), and honestly I feel pretty justified on holding off on it. Although I never reached a high competitive level with Brood War, I really enjoyed that game. The single player was at least engaging and interesting, and the multiplayer felt well-balanced. In addition, there was a great custom game building community.

While Starcraft II has many features that make it a better contemporary RTS than Brood War, I feel it's lost a lot of the attention to detail and community that I liked in the old games. Even a lot of the character models feel...off to me (eyes of Sauron on my zerg units?), though I feel this might have something to do with Blizzard only making fantasy games that look like WoW lately. Probably wont buy HoTS until its price drops too. Hopefully the communtiy will become more interesting with time.

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Bumping the thread because I'm not sure if a new one is necessary or not. Either way, Mane6 teased some silhouettes of a few character designs that they are working on with Lauren Faust for the remade game:

No Caption Provided

Looks like they'll be staying true to the original art direction, but with some more varied hoofed species.

Furthermore, LabZero (the makers of Skullgirls) have agreed to give Mane6 a license to use the Skullgirls engine for free as a stretch goal in their ongoing Skullgirls fundraiser. There are only 2 days left to donate, but the $725K stretch goal for the engine for Mane6 is closer than ever, and it looks like there's actually a good chance of making it with another good push.

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#8  Edited By inknail

Stanley, Minette, and Hive or Ileum all seem pretty cool to me. Eventually the voting will get easier, once the number of characters begins to be culled down in the first couple of rounds.

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Isaac has, by far, one of the most interesting concepts for a fighting game character that I've seen for a while, but I wonder how difficult it might be to fully implement. Either way, we've almost hit the 625K marker. If the last two days can keep up this kind of crazy momentum, we just might make it to 725K before the end.

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#10  Edited By inknail

Stylization always stands the test of time much stronger than realistic game art. It's pretty cool if a game manages to create a very cinematic experience at least in part through realistic renderings. However, there's also a good reason why a cartoonishly styled and well-crafted sprite-based games tend to remain visually appealing long after their conception while games that attempt to recreate real-world appearances 'age' faster, as they are always being outdone by next year's sequel sporting 'better graphics.'