after contemplating between this or mark of the wolves, my spouse pretty much held me up at gun point and forced to buy this seeing as he is a capcom fan boy, and i must say i love this game.
i did play the ps2 version for some time before but i really cant remember this game being as fun as it is, tho i do have one complaint.
that damn cable, he is just a mammoth of destruction its crazy. i don't really have much else to say except for the fact that i cant pull off double or triple team moves to save my life (i forgot how to do them lol) but yea once i get the hang of it again i shall proberly see you guys on line so you can kick my arse. i dont really have a team yet but i do like the speedy characters more. (is it just me or are the SF characters kinda lame in this game???)
anyway great game glad i bought it now :)
Marvel vs. Capcom 2: New Age of Heroes
Game » consists of 10 releases. Released Feb 24, 2000
- Arcade
- Dreamcast
- PlayStation 2
- Xbox
- + 4 more
- Xbox 360 Games Store
- PlayStation Network (PS3)
- iPhone
- iPad
One of the most legendary crossover fighting game series is thrown into high gear with a whopping 56-character roster and new three-on-three tag-team gameplay.
so my husband forced me to get this...
" i did play the ps2 version for some time before but i really cant remember this game being as fun as it is "I remember a lot of people saying that those weren't the best ports of the arcade. The Dreamcast port is awesome, though.
" @BoomShanka said:I never played the Dreamcast version so i wasnt aware. isnt that was the XBL version the port of?" i did play the ps2 version for some time before but i really cant remember this game being as fun as it is "I remember a lot of people saying that those weren't the best ports of the arcade. The Dreamcast port is awesome, though. "
" @floodiastus said:Its just more of the same old, the genre never reinvents itself properly whereas 3d fighters have evolved alot since the Toshinden Days. (fight night anyone?)" 2D fighters please die.... "Why? Whats wrong with 2D fighters? "
I remember playing Samurai Showdown and thinking, boy this genre is going places.... but nothing has happened since then, its another combo-meter here, ex meter here. But not much else.
" @JeffGoldblum said:Thats how I see it... fighters need to bring something new to the table... Tekken 6 looks like its going to let me down... same old crap" @floodiastus said:Its just more of the same old, the genre never reinvents itself properly whereas 3d fighters have evolved alot since the Toshinden Days. (fight night anyone?) I remember playing Samurai Showdown and thinking, boy this genre is going places.... but nothing has happened since then, its another combo-meter here, ex meter here. But not much else. "" 2D fighters please die.... "Why? Whats wrong with 2D fighters? "
I played the demo of this which was only 2 player local (wtf?) anyways, I was finally able to pull of a Hadouken (spelling?) with Ryu, I felt so proud :')
" @JeffGoldblum said:um...sorry no 3d figthers really HAVEN'T evolved since the toshinden days the same basic concepts in toshinden can be seen in every recent 3d fighter..." @floodiastus said:Its just more of the same old, the genre never reinvents itself properly whereas 3d fighters have evolved alot since the Toshinden Days. (fight night anyone?) I remember playing Samurai Showdown and thinking, boy this genre is going places.... but nothing has happened since then, its another combo-meter here, ex meter here. But not much else. "" 2D fighters please die.... "Why? Whats wrong with 2D fighters? "
" @floodiastus said:lol whut? You saying toshinden and fight night r4 are similar games?" @JeffGoldblum said:um...sorry no 3d figthers really HAVEN'T evolved since the toshinden days the same basic concepts in toshinden can be seen in every relol cent 3d fighter... "" @floodiastus said:Its just more of the same old, the genre never reinvents itself properly whereas 3d fighters have evolved alot since the Toshinden Days. (fight night anyone?) I remember playing Samurai Showdown and thinking, boy this genre is going places.... but nothing has happened since then, its another combo-meter here, ex meter here. But not much else. "" 2D fighters please die.... "Why? Whats wrong with 2D fighters? "
"up close and personal, cable can't do much of anything. As for multi-person moves, just press the left and right bumpers at the same time. "
Wow.. Are you kidding?
Up close and personal Cable is a BEAST, he has infinite combos, monstrous air combos, ok so he's no Magneto, but dayum he can lay the damage on from almost any range. The only people who don't know how to use him up close are people with no experience with him. I'm not on a brag train here either, I suck with him and cannot do any of his close range trickery, but rest assured he'll eat you alive if the opponent is any good. That's why he is part of almost every competetive team on the books, he's considered one of the four best characters in the entire game.
Anyway, yes, Cable is a beast, fortunately he's one of my favorite comic book characters so I don't mind :P
Also, anyone using cables projectile assist is a noob, along with Cammy and... I forgot who else, Cable has one of the best anti-air assists in the game.
It's not quite as simple as rock paper scissors as some people have made out either, there is no one character to my knowledge who deals with cable, much like Magneto, sometimes entire teams are devoted to bringing him down. I would suggest Sentinal or Dr Doom. Or heck, both. Juggernaught dash assist also work very well against, well, anyone. Perosnally I use Cable AA and Juggernaught dash, together they control all but the upper opposite corner, which I control with doom. But if you don't want such a broken team, maybe try someone who is fast and can beat cable up close, there are characters who even with his skills, outrank him up close, like Hayato, Captain Commando, possibly Cap A, Spiderman, Strider etc. If they don't outrank him close up, they can at least stand toe to toe.
Edit: Magneto eats him alive though, but he's very hard to use properly.
" @JeffGoldblum said:Oh fuck off with that elitist bullshit. The one thing that keeps things interesting in 2D Fighters is that they keep slightly changing their formula every game or so, while every 10 years or so end up wiping the slate clean and starting off with a slightly new system or reinventing the first." @floodiastus said:Its just more of the same old, the genre never reinvents itself properly whereas 3d fighters have evolved alot since the Toshinden Days. (fight night anyone?) I remember playing Samurai Showdown and thinking, boy this genre is going places.... but nothing has happened since then, its another combo-meter here, ex meter here. But not much else. "" 2D fighters please die.... "Why? Whats wrong with 2D fighters? "
See: SFIV, KOFXII.
The SF characters are lame. Just compare them to how awesome they are on the Marvel side. Sakura? Really, gimme fucking Storm! Ryu? Cable or Spiderman are better. Cable is pretty much ryu but with way better moves.
I think the reason you don't remember it being this fun is because you played the PS2 version, which sucked compared to the Dreamcast version, of which this is a port. So thats why it feels so much better. Also, the 360 controller is more like the DC one.
And cable, ah cable. He has a move for everything. Just got to keep your distance and block everything hes got or get up close with someone fast.
As for the triple team moves. You just press both assist buttons at the same time, to get a triple team, or double team if you only have 2 bars. Or do one super move after the other, by calling for it before the last one runs out.
What is elitist about my statement? Fanboy needs to cooldown..." @floodiastus said:
Oh fuck off with that elitist bullshit. The one thing that keeps things interesting in 2D Fighters is that they keep slightly changing their formula every game or so, while every 10 years or so end up wiping the slate clean and starting off with a slightly new system or reinventing the first. See: SFIV, KOFXII. "" @JeffGoldblum said:
" @floodiastus said:Its just more of the same old, the genre never reinvents itself properly whereas 3d fighters have evolved alot since the Toshinden Days. (fight night anyone?) I remember playing Samurai Showdown and thinking, boy this genre is going places.... but nothing has happened since then, its another combo-meter here, ex meter here. But not much else. "" 2D fighters please die.... "Why? Whats wrong with 2D fighters? "
I belive some of the critique ive been reading about KOFXII is that its pretty much the same old again, and playing the old street fighter versus the new one, sure they have added stuff, but its pretty much the same old still. Whereas there is a huge difference between Tekken, Fight Night, UFC/Def Jam or Power Stone.
Some people are nostalgic by nature, I aint here to change your opinion :)
" @Napalm said:You must not know much about 2D fighting games or their fans. If you want radical gameplay changes, play a 3rd person shooter. Fighting game fans are completely satisfied with solid and fun gameplay. It's has absolutely nothing to do with being nostalgic. Your head is just up your own ass.What is elitist about my statement? Fanboy needs to cooldown... I belive some of the critique ive been reading about KOFXII is that its pretty much the same old again, and playing the old street fighter versus the new one, sure they have added stuff, but its pretty much the same old still. Whereas there is a huge difference between Tekken, Fight Night, UFC/Def Jam or Power Stone. Some people are nostalgic by nature, I aint here to change your opinion :) "" @floodiastus said:
Oh fuck off with that elitist bullshit. The one thing that keeps things interesting in 2D Fighters is that they keep slightly changing their formula every game or so, while every 10 years or so end up wiping the slate clean and starting off with a slightly new system or reinventing the first. See: SFIV, KOFXII. "" @JeffGoldblum said:
" @floodiastus said:Its just more of the same old, the genre never reinvents itself properly whereas 3d fighters have evolved alot since the Toshinden Days. (fight night anyone?) I remember playing Samurai Showdown and thinking, boy this genre is going places.... but nothing has happened since then, its another combo-meter here, ex meter here. But not much else. "" 2D fighters please die.... "Why? Whats wrong with 2D fighters? "
Well, Tekken and Fight Night blow chunks.
" @floodiastus said:I am a fighting game fan and am not satisfied with the lack of imagination in the current generation of 2d fighting games so." @Napalm said:You must not know much about 2D fighting games or their fans. If you want radical gameplay changes, play a 3rd person shooter. Fighting game fans are completely satisfied with solid and fun gameplay. It's has absolutely nothing to do with being nostalgic. Your head is just up your own ass. Well, Tekken and Fight Night blow chunks. "What is elitist about my statement? Fanboy needs to cooldown... I belive some of the critique ive been reading about KOFXII is that its pretty much the same old again, and playing the old street fighter versus the new one, sure they have added stuff, but its pretty much the same old still. Whereas there is a huge difference between Tekken, Fight Night, UFC/Def Jam or Power Stone. Some people are nostalgic by nature, I aint here to change your opinion :) "" @floodiastus said:
Oh fuck off with that elitist bullshit. The one thing that keeps things interesting in 2D Fighters is that they keep slightly changing their formula every game or so, while every 10 years or so end up wiping the slate clean and starting off with a slightly new system or reinventing the first. See: SFIV, KOFXII. "" @JeffGoldblum said:
" @floodiastus said:Its just more of the same old, the genre never reinvents itself properly whereas 3d fighters have evolved alot since the Toshinden Days. (fight night anyone?) I remember playing Samurai Showdown and thinking, boy this genre is going places.... but nothing has happened since then, its another combo-meter here, ex meter here. But not much else. "" 2D fighters please die.... "Why? Whats wrong with 2D fighters? "
Regardless if you like tekken or fight night, they are very different from each other, 3d fighters keep evolving, 2d fighter don't seem to evolve too much, and I think thats sad, cuz I played alot of 2d fighting games back in the day.
" Garou is so good... Don't listen to your husband. "its not better the MvsC2 though
I agree that all the SF characters are kinda cornballs. The Marvel or non-SF Capcom characters have the coolest looking moves and the most interesting play styles imo.
@Floodius...
You're comparing a fighting game and a boxing game and being shocked that they don't play the same. You're ignoring every other traditional 3d fighter, which all play about as similar to each other as 2d fighters, to find one far fetched example that isn't even in the same genre.
Not to mention that this thread doesn't have anything to do with 2D vs 3D fighters yet you seem determined to turn it into that. Why are you even on the Marvel vs Capcom 2 (which plays radically different than pretty much every other 2d fighter outside of the fact that you attack people to defeat them) if you hate the genre so much?
Cable is really powerful, but I'm guilty of babying him, so I can't complain.
There are tiers organized on a number of websites outlining the characters in terms of overall effectiveness. Supposedly, top-ranked tournament players seem to agree that Magneto, Sentinel, Storm, and Doom are the most powerful in the game. And that the Street Fighter characters are mostly on the lower end of the spectrum.
Shame, because I love using the Ryu/Ken crowd.
^ You can still use the SF characters. Just don't play the game based solely off of tiers. That's the lamest way imo. Plus, a victory doesn't mean much if you go out of your way to choose a team that has a major advantage over the other person's. And if you lose... jesus, you're the worst frickin player in the world since you played with some team that's almost like changing the handicap settings to your advantage.
If you're looking for innovation this is not the game for it. This comes from the string of SF offshoots where they just descided to keep making things faster rather then taking and decisive steps forward. The team fighter was done and redone before this, and they just added a huge cast (which is not really ballanced), made it three character teams and made it faster. That being said I do enjoy this game, I do find it very shallow. This game is like sitting into a bag of chips where as SFIII (YES, III and NOT IV) is your steak. This is an excellent game, but it's nothing too special.
I far prefer 2d fighters to 3d... I just enjoy how technical some of these games can get (not MvC2) without needing to get into some of the rather overblow technical stuff (VF5)
I'm sorry but your argument is completely invalid...look at Soul Caliber series there at SoCal 4 now ...annnnd its the same.
2-D fighters will always be just that 2-D fighters there's not a whole lot they can do that would not seem tacked on or dumb. Besides if your not buying a fighting game for the core fighting system then maybe if fighting games arnt for you...it shouldn't matter that they don't add a ton of new crap each iteration as long as the fighting is fun and balanced.
Now that I think about it fans of 2d fighters seem to be against change usually, makes innovation hard. Case and point is SF III, it was an enormous flop to begin with because of how innovative it was. With SFIV they had every reason to stick to the formula as much as possible, and that's what they did. If the 2d fighter community truly wanted innovation we would all be talking about BlazBlue, talk about new and interesting. However I even hold the same thing against it, it's not Street Fighter and that means I have to learn new things. (Though I will be all over it once it becomes widely available in Canada)
" @JeffGoldblum said:" @floodiastus said:Its just more of the same old, the genre never reinvents itself properly whereas 3d fighters have evolved alot since the Toshinden Days. (fight night anyone?) I remember playing Samurai Showdown and thinking, boy this genre is going places.... but nothing has happened since then, its another combo-meter here, ex meter here. But not much else. "" 2D fighters please die.... "Why? Whats wrong with 2D fighters? "
fighting games always innovate on a iterative basis. you can never reinvent the entire genre in one go. series like mortal kombat have tried to make major innovations within small time frames and have been hit or miss, whereas street fighter and king of fighters innovate over a long period of time.
lets look at street fighter II alone. over its iterations, the concepts of cancels, links, juggles, super arts, performing moves in air, crossups, tick throws, and numerous changes to character movesets for balancing and gameplay purposes were all conceived and worked upon from World Warrior to Super Turbo.
that doesn't even touch all the ideas that were brought to the table throughout the alpha, VS, and Third series.
to say there hasn't been innovation in the fighting game genre shows lack of knowlege and understanding of how fighting games work. i've only touched upon capcom's offerings. theres even more original ideas and concepts that have come from many other fighting game franchises to go into.
" @floodiastus said:I never said there were NO innovation, im saying that there is alot less innovation in 2D fighting games, The biggest difference in 2D fighters ever are Street Fighter Versus Punch Out, and those 2 games are ancient now." @JeffGoldblum said:" @floodiastus said:Its just more of the same old, the genre never reinvents itself properly whereas 3d fighters have evolved alot since the Toshinden Days. (fight night anyone?) I remember playing Samurai Showdown and thinking, boy this genre is going places.... but nothing has happened since then, its another combo-meter here, ex meter here. But not much else. "" 2D fighters please die.... "Why? Whats wrong with 2D fighters? "
fighting games always innovate on a iterative basis. you can never reinvent the entire genre in one go. series like mortal kombat have tried to make major innovations within small time frames and have been hit or miss, whereas street fighter and king of fighters innovate over a long period of time.
lets look at street fighter II alone. over its iterations, the concepts of cancels, links, juggles, super arts, performing moves in air, crossups, tick throws, and numerous changes to character movesets for balancing and gameplay purposes were all conceived and worked upon from World Warrior to Super Turbo.
that doesn't even touch all the ideas that were brought to the table throughout the alpha, VS, and Third series. to say there hasn't been innovation in the fighting game genre shows lack of knowlege and understanding of how fighting games work. i've only touched upon capcom's offerings. theres even more original ideas and concepts that have come from many other fighting game franchises to go into. "
My point being that there is alot more innovation going on in the 3D fighting game market, powerstone was a huge difference to tekken, fight night totally redid the controls for how fighting games could be played, whereas 2D fighters are still using the digipad.... / Stick.
Dude are you kidding. You said there was no innovation heres the quote:" I never said there were NO innovation, im saying that there is alot less innovation in 2D fighting games, The biggest difference in 2D fighters ever are Street Fighter Versus Punch Out, and those 2 games are ancient now. My point being that there is alot more innovation going on in the 3D fighting game market, powerstone was a huge difference to tekken, fight night totally redid the controls for how fighting games could be played, whereas 2D fighters are still using the digipad.... / Stick. "
@floodiastus said:
" Its just more of the same old, the genre never reinvents itself
" @floodiastus said:Wow, english is just my secondary language and still I know the difference between innovation and reinvention.....Dude are you kidding. You said there was no innovation heres the quote:" I never said there were NO innovation, im saying that there is alot less innovation in 2D fighting games, The biggest difference in 2D fighters ever are Street Fighter Versus Punch Out, and those 2 games are ancient now. My point being that there is alot more innovation going on in the 3D fighting game market, powerstone was a huge difference to tekken, fight night totally redid the controls for how fighting games could be played, whereas 2D fighters are still using the digipad.... / Stick. "
@floodiastus said:"" Its just more of the same old, the genre never reinvents itself
" The place of the wife. To blame the husband for every thing, you know you wanted this game. "lol i'm not complaining i got my garou in the end anyway,
after spending pretty much all day solid on this i think the craziness has gone to my head, its a tiring game i'll give it that.
still not great though but at least I can say with great confidence that i have perfected the art of kicking the shit out of my husbands cable with my super team of spidey, wolverine and ken (yup i use ken from time to time)
as for teir lists personaly i dont care about those, i am all for making up teams the more odd ball the better even if the characters are god awful ill through them in there just for epilepsy purposes.
the thing is though, fightings games really don't need to reinvent themselves. its never going to be the mass market casual friendly genre that everyone wants it to be. with the big exception of smash bros. (which i don't really consider a true fighting game), its always going to be the hardcore tournament focused players or the online scrubs who think they have the skills for kills because they learned something that works in a lag-centric setting. fight night is a boxing game. yea its been incredibly innovative as far as BOXING games go. its not a real fighting game though. so it undergoes a completely different design process.
your original argument came in the form of 3d fighters. so i ask you, what have they done in the past 15 years that is a credit to the genre that extends past adding swords and titty physics? i'm pretty sure there must be something there, but i can't for the life of me think of something that sticks.
" @WilliamRLBaker said:" The place of the wife. To blame the husband for every thing, you know you wanted this game. "lol i'm not complaining i got my garou in the end anyway, after spending pretty much all day solid on this i think the craziness has gone to my head, its a tiring game i'll give it that. still not great though but at least I can say with great confidence that i have perfected the art of kicking the shit out of my husbands cable with my super team of spidey, wolverine and ken (yup i use ken from time to time) as for teir lists personaly i dont care about those, i am all for making up teams the more odd ball the better even if the characters are god awful ill through them in there just for epilepsy purposes. "
not to be an asshole or anything since this was your topic that i never even touched on in the discussion i was having, but....
where do i meet women like you? i for one have never come across a woman so awsome that she would play fighting games with me.
I've been playing games since I was young. couldn't tell you why i just seemed to be drawn towards them, never pirticually get to any level of greatness but i only play to enjoy, i find that if i get too competetive like say on CoD 4 i get pissed off and lose any fun factor I had thought that game had.
thats why i hardly play fighters online i gave sfIV a go and had a small spell where i won 14 or somthing matches on the trot and then i just got arse raped from then on and stopped enjoying it to the point that i traded the game in.
" @floodiastus:UFC has a totally different control scheme and groundgame
the thing is though, fightings games really don't need to reinvent themselves. its never going to be the mass market casual friendly genre that everyone wants it to be. with the big exception of smash bros. (which i don't really consider a true fighting game), its always going to be the hardcore tournament focused players or the online scrubs who think they have the skills for kills because they learned something that works in a lag-centric setting. fight night is a boxing game. yea its been incredibly innovative as far as BOXING games go. its not a real fighting game though. so it undergoes a completely different design process.
your original argument came in the form of 3d fighters. so i ask you, what have they done in the past 15 years that is a credit to the genre that extends past adding swords and titty physics? i'm pretty sure there must be something there, but i can't for the life of me think of something that sticks. "
Dead or Alive brought interactivity to stages
Def Jam brought rhytm-fighting and also interactive stages
PowerStone brought real free-roam, multi-stages, weapon pickups and 4 player matches
Toshinden actually brought 3d-field of movent which tekken didnt have.
Fight Night brought the analogue Controls.
Whereass 2D fighter still uses the D-pad/Stick, usually 3-4 buttons. And the graphics still is utlized in exactly the same way in every game. When the 2D fighting games were kind of new there were innovation, like Art of Fighting zoomed into the sprites to give you a sense of depth, showdown brought weapons (which sure is standard in its own right now), punch out brought a new perspective (which isnt used anymore in 2d fighters/boxers), but since then not much has really happened. It's like every new 2D fighter is a copy of guilty gears/street fighter/king of fighters.
Just my 2 cents
Hawt." @WilliamRLBaker said:
" The place of the wife. To blame the husband for every thing, you know you wanted this game. "lol i'm not complaining i got my garou in the end anyway,
@floodiastus: You keep bringing up titles that aren't exactly fighting games. UFC is an MMA-sim (not to mention these have been around since the Dreamcast days), Def-Jam is a Wrestling game (though the series has evolved into something that resembles a power stone-like fighter), and Fight Night is a boxing game (and while boxing is technically fighting, it's probably more akin to the MMA-type stuff than anything resembling the average person's idea of a fighting game).
The other stuff is a semi-decent point, but it doesn't take away from the fact that 2D fighters do innovate (please don't argue the semantics), but at a much slower rate. 2D Fighting games as we know them have been around for something like 25 years, including those few years where the genre was pretty much dead (though that dead period may apply to the 3D fighters as well, I'm not so involved in this as to have a few wikipedia tabs open). The 3D stuff is a good bit younger, and being more recent, is probably easier to track the growth of the genre, whereas a lot of the stuff we dismiss as necessities in 2D fighters today, were definitely fresh additions to some games way back when (for example, Karate Champ, which didn't have health bars or combos).
" @ThePhenomenal1 said:The Power Stone and Toshinden examples are the only ones that work for this argument. As stated before UFC, Fightnight and Def Jam aren't really fighting games. And as for DOA bringing interactivity to stages in fighting games, it could be argued that Street Fighter 2 did that." @floodiastus:UFC has a totally different control scheme and groundgame Dead or Alive brought interactivity to stages Def Jam brought rhytm-fighting and also interactive stages PowerStone brought real free-roam, multi-stages, weapon pickups and 4 player matches Toshinden actually brought 3d-field of movent which tekken didnt have. Fight Night brought the analogue Controls. Whereass 2D fighter still uses the D-pad/Stick, usually 3-4 buttons. And the graphics still is utlized in exactly the same way in every game. When the 2D fighting games were kind of new there were innovation, like Art of Fighting zoomed into the sprites to give you a sense of depth, showdown brought weapons (which sure is standard in its own right now), punch out brought a new perspective (which isnt used anymore in 2d fighters/boxers), but since then not much has really happened. It's like every new 2D fighter is a copy of guilty gears/street fighter/king of fighters. Just my 2 cents "
the thing is though, fightings games really don't need to reinvent themselves. its never going to be the mass market casual friendly genre that everyone wants it to be. with the big exception of smash bros. (which i don't really consider a true fighting game), its always going to be the hardcore tournament focused players or the online scrubs who think they have the skills for kills because they learned something that works in a lag-centric setting. fight night is a boxing game. yea its been incredibly innovative as far as BOXING games go. its not a real fighting game though. so it undergoes a completely different design process.
your original argument came in the form of 3d fighters. so i ask you, what have they done in the past 15 years that is a credit to the genre that extends past adding swords and titty physics? i'm pretty sure there must be something there, but i can't for the life of me think of something that sticks. "
" @floodiastus said:Why wouldnt def jam be a fighting game, because you can throw people (like in any 2D fighter), the latest Def Jam game was not a wrestling game. DOAs stage interactivity is something completely more evolved than that of street fighter 2 innit ;)" @ThePhenomenal1 said:The Power Stone and Toshinden examples are the only ones that work for this argument. As stated before UFC, Fightnight and Def Jam aren't really fighting games. And as for DOA bringing interactivity to stages in fighting games, it could be argued that Street Fighter 2 did that. "" @floodiastus:UFC has a totally different control scheme and groundgame Dead or Alive brought interactivity to stages Def Jam brought rhytm-fighting and also interactive stages PowerStone brought real free-roam, multi-stages, weapon pickups and 4 player matches Toshinden actually brought 3d-field of movent which tekken didnt have. Fight Night brought the analogue Controls. Whereass 2D fighter still uses the D-pad/Stick, usually 3-4 buttons. And the graphics still is utlized in exactly the same way in every game. When the 2D fighting games were kind of new there were innovation, like Art of Fighting zoomed into the sprites to give you a sense of depth, showdown brought weapons (which sure is standard in its own right now), punch out brought a new perspective (which isnt used anymore in 2d fighters/boxers), but since then not much has really happened. It's like every new 2D fighter is a copy of guilty gears/street fighter/king of fighters. Just my 2 cents "
the thing is though, fightings games really don't need to reinvent themselves. its never going to be the mass market casual friendly genre that everyone wants it to be. with the big exception of smash bros. (which i don't really consider a true fighting game), its always going to be the hardcore tournament focused players or the online scrubs who think they have the skills for kills because they learned something that works in a lag-centric setting. fight night is a boxing game. yea its been incredibly innovative as far as BOXING games go. its not a real fighting game though. so it undergoes a completely different design process.
your original argument came in the form of 3d fighters. so i ask you, what have they done in the past 15 years that is a credit to the genre that extends past adding swords and titty physics? i'm pretty sure there must be something there, but i can't for the life of me think of something that sticks. "
I would say 2D fighting games evolved this way:
Exploding Fist -> Street Fighter -> new gen (guilty gear etc)
Dont get me wrong, I would be more than happy if 2D fighters started bringing something new and fresh to the table, but I have been very let down by the recent releases the past years, we got the technology now to do insane things with 2D graphics, but I just see the same old game with different skins.....
Thing is, 2D fighterfans are known for being nostalgic and defensive of their nostalgia, so I dont see this argument going anywhere constructive :)
Um, breaking through a wall or whatever in DOA is just eye candy, nothing more. As for the walls in some stages, Virtua Fighter did that first. It also didn't keep it for a reason as it actually makes gameplay worse. Tekken tried it and soon ditched it also. DOA is basically a VF clone with a twist here and there (counter button instead of guard button), bringing it up as innovative isn't doing your point any favors. Also, Toshinden may have had 3d movement (was it more than Virtua Fighter's or Soul Blade's side steps?), but it was a pretty bad franchise... I'd only really bring up PowerStone and Bushido Blade as bringing something new to the genre, but they're also pretty old themselves now, especially Bushido Blade (we need a sequel more akin to the first than the second, stat). Power stone is also not a very deep/serious fighter (but is still a ton of fun).
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