I'm going to start off by admitting that I'm not the biggest fan of the selection of fighting games we have going in to 2008 and beyond, I've been disappointed in the genre for quite some time. I think it comes mostly from the fact that the basic mechanics have rarely changed despite the gap between generations.
Unlike a sports game that can often get away with a certain likeness in game play between years because of that imitation of reality, fighting games have mostly relied on character balance along with the introduction of brand new fighting moves, changes that have appeared much more miniscule and cosmetic in comparison. To get the most out of these titles, it often requires having a certain level of discipline and a desire to study combos, finishing moves and the like so they can be pulled off in a timely manner. It's a genre clearly not designed for the faint of heart.
Lets be real about fighting games, it had arcade origins and much of what helped this genre take off has some how been absent with today's console translations. It's that human element.
Remember those days when you were young, had quarters to spend and decided to blow them all at the arcade? The rush you got when you managed to beat some guy you didn't know while others were watching? That imaginary reputation you tried to build as you studied those combos or the most basic of moves to get you by? You can't imitate this online, these were genuine experiences that stayed at the arcades. It's that very origin in my opinion that has crippled this genre progression.
It can be debated that many fighting game developers have arcade mentalities, the blue print of a typical title centers around balancing issues, character individualities and basic fighting mechanics, elements that go above and beyond to pleasing your average competitive fighting game player.
What about me though, the average Joe that can no longer afford to make regular trips to the arcade. A person who does not have the privilege of having 4 or 5 friends who are willing to spend time on a fighting game during their free time? What is this genre without the one aspect that attracted me to it in the first place? Lastly, why must I feel like I wasted money every time I enter the second week of a fighting game purchase?
With all these issues in mind, an attempt to please or attract more console gamers has arisen in the absence of what helped manufacture this genre's acceptance. A trend is starting to occur and it's revolving around gimmicks, specifically, reality meshes. There's not much I can say that hasn't already been said when it comes to a Darth Vader, or Yoda in a Soul Caliber universe. It makes about as much sense as Superman fighting Sub Zero in the upcoming Mortal Kombat title. Despite the promise of a lot of green for these two companies because of the strength of brands, it still may come at a cost. One game may have lost a certain sense of dignity, while another may loose its face entirely.
Why can't we have more fighting games that introduce more significant changes? For instance levels that act as an entirely different according to the situation, with full interactions as if it were another enemy you had to deal with. Why can't we include multiplayer tournaments within fighting titles that include spectators to give the gamer that arcade atmosphere? yeah I probably know the answer to that one but I can dream.
Why can't the storylines included be more in depth and personalized, making such modes worthwhile instead of feeling tacked on, giving my matches some actual purpose? Also why must the majority of fighting games be limited to a 2D plain? If you've ever played Battle Arena Toshinden you'd know what I was talking about. Visible character damage and progression etc. Are changes such as this really that unreachable? Think of the countless genre's that have drastically improved despite there ancestry origins because of one major yet small element.
To summarize my point, it's a fact that fighting games originated from the arcade, they therefore hold the same design choices that are often suited for groups, not single individuals on a couch today. We are becoming an increasingly anti-social society unfortunately and genre needs to adapt to that.
They need to be designed to further entertain the sort of player that has grown used to the at home experience in the absence of the traditional arcade ambiance. At the same time it needs to be able to capture that addictive rush that was felt, without a physical buddy requirement. If major changes aren't made and if devs don't attempt to break the underlining rules of the typical fighting game, then I'm afraid that we'll have to get used to hearing the words "feels very familiar" in future reviews.
The following was inspired during my second week of play time with Soul Caliber IV.
Log in to comment