Arcana
BTSW | Gayonetta
- Joined
- Sep 3, 2013
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- 27
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- Tampa, Florida
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- OnionKnight14
When the interviewer brings up Dizzy and Bridget being popular, Ishiwatari says character popularity didn't have a big role in selecting which characters to put in the game (though he mentions he also thought for sure that those two would be in), focusing instead on diversifying the roster. Pachi then follows up by saying that he tried not to let his own preferences influence the roster, so he put a lot of thought into who to include. They both then indicate that the characters who made it were chosen for ease of use; Pachi specifically mentions Venom being easier than Bridget, for example, while Ishiwatari says that Slayer was chosen over Johnny for the same reason.
As for the game going forward, all I saw was Ishiwatari saying that whereas SFIV was a return to the series roots, Xrd is meant to be an advancement of the series, and Pachi agrees, believing that SF represents "classicism" while GG represents "modernism."
Pachi said that he liked the idea of "surprising players with something they're not expecting that could happen at any time", so in other words it will be something random and unexpected to change the pace of the match. While I do agree with some people that it could slow down a match, I think new players will like it because it's something that's not expected and not in every fighting game.
Well when you put it like that......random mechanics in fighting games probably aren't the best idea, but again I feel they were just going for something different.
That's a pretty poor reason though, with how terribly it seems it works.Pachi said that he liked the idea of "surprising players with something they're not expecting that could happen at any time", so in other words it will be something random and unexpected to change the pace of the match. While I do agree with some people that it could slow down a match, I think new players will like it because it's something that's not expected and not in every fighting game.
While I don't like it I also don't completely hate it either. I think they just wanted to try something new.
I have to agree that while Ishiwatari reason isn't all that good, I think they wanted to go for something different to appeal to new players. I like it because I've seen videos that have people who are playing very passive and then when they trigger Danger Zone the passive player suddenly went on the offensive, so I feel it can change the pace of certain matches. The problem I have with it is like you said it takes 3 whole seconds which can be annoying, but as for Sol always winning thing I've seen videos where Sol and Ky don't win some of them(sometimes a lot of them). It just comes down to patience and if your good with that character.That's a pretty poor reason though, with how terribly it seems it works.
It takes 3 whole seconds, in a fast game, why? if it was like 60 frames, I guess, but 180?
Then it just isn't balanced, I've almost never seen a Sol lose it in a non mirror match. Ky also seems to be pretty good at it. Some characters just suck at it, like I-no and it pretty much leads the highest damage possible in the game.
Essentially it could be replaced with : LOL critical hit, have 2/3 of your opponents life for playing a top tier!
Blazblue will bleed into more Guilty Gear soon.
Were those good expectations?