I wonder if I will ever be amazed by a fighter the way I was playing Soul Caliber on the DreamCast. It seems to me that fighting games have lost their luster since and offer very little to impress me the way Soul Caliber did back in the day. When SC was released on DC it was a massive upgrade over the version available in the arcade. Even looking at VF5 for PS3, I can't help be feel underwhelmed by the overall presentation and gameplay.
Soul Caliber was probably the last perfect fighter ever released on a console and still manages to impress today!
This genre needs to be reinvented!!!
I 100% agree that the
genre needs to be re-invented.
I don't think, for example, Tekken and VF5 need to be re-invented. But the genre itself is pretty dead, stale, and uninteresting and has experience significant declines in sales and market appeal.
I think we have seen some innovation in the market though -- just not the "classics, don't you DARE change my gameplay". e.g. Wrestling games. On the N64 I played a fighter that allowed 4 players all at once in full 3D combat, a robust grapple system, multiple "rule" formats for combat, as well create a wrestler AND totally customizable move selections and styles. Asmik made some KILLER games and they did pretty well for themselves. Games like God of War have also taken some of the concepts from fighters and old fashion brawlers and filled in the gap for those wanting some innovation in the form of combat.
But in general the genre is stale in terms of innovation and gameplay development/evolution.
I think fighting games need to make a next step. One great step they can make is physics. Looking forward to it.
Agreed. I want to see something like the Endorphine videos
I respectfully disagree. Right now fighting games are highly fine-tuned clockwork machines, where knowing every frame of animation gives you advantages.
Yes. But does that mean EVERY game should follow this same formula?
Should every fighter offer a combat system that is deterministic, unsurpising, and concretely static? Should they essentially continue on the same 2Dish formula from the old Street Fighter and Mortal Kombat days? A gameplay formular built around the strengths and limitations of platforms like the SNES and Genesis?
It's really a easy to learn, hard to master system. As soon as you add physics to the mix, the whole scenario gets decidedly more "non-deterministic", and button-mashing becomes much more powerful...
Exactly. These are games of skill, timing, and strategy.
Just because a game deviates from the old formula does not mean they must abandon skill, timing, and strategy.
I could argue that a more dynamic, interactive, and flowing gameplay could open up the gameplay model to not only more styles of gameplay and intuition, but would also reward gamers to adapting to the endless variables the world provides.
This is one reason I think die hard fighter fans reject the idea. They are happy to live the limitations, bugs, and shortcomings of the current games. e.g. I walk into the fallen enemy and I do the "space walk" in place deal. Or if I hit my enemy into a thin pillar they always fall right down. Juggling is a classic example of how gameplay evolved to incorperate a limitation of the design/platforms. Why should you be able to juggle a 300lb man in the air with a series of kicks and punches? The "broken" solutions allow the designs to focus on what the systems back then did well: exacting results, hence timing and pre-canned strategy.
Now switch to a more dynamic, involving world. When your enemy flies back and hits that pole, it may break and your foe roll to the side. Or roll to the other. Or flip backwards. Or it may not break and he slide down or roll off to the side. Or it may crack and "break" his fall and he becomes dazed.
Now the game turns into a more dynamic experience -- like real life. The skill focus shifts AWAY from pre-canned memorized tactics, but into "assess and execute" style gameplay. You have to think on the fly and have a broad command of your arsenal and a good eye for dynamical gaging the status of your enemy and your distance from him.
Basically you create an entirely new gameplay dynamic that can be not only more realistic -- or over the top, depending on game design -- but gives a breath of fresh air to the genre as well as opening up new tactical and strategical approaches to the gameplay that dovetail with the "whippie!" features the new consoles offer.
As it stands, DoA4 and VF5, while nice looking games of exacting gameplay balance and design, are not fundamentally different from the games that came out in the genre in 1996. I am not saying there hasn't been innovation or evolution, but it has been minor compared to the market. Hence the slowing of sales in the genre.
I say keep VF5 as it is, but breath new life into the genre with some new, thoughtfully executed fighters.