Tekken 5 looking fine!

Discussion in 'Console Technology' started by London Geezer, May 13, 2004.

  1. V3

    V3
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    Go play VF4, the ground is deformable and the low wall breakable. And its a pretty old game too.

    That sounded like Powerstone. Have you play Powerstone ?
     
  2. matroxgaming

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    Um no the arcade still look like crap for most of the levels. My friend won a VF machine and I've played it frequently. THere is no comparing even the arcade VF4 to DOA, it's no where close. Of course VF have a more realistic look to the character models while DOA is more Anime. I could see a preference there. But stage wise DOA3 takes a rather large dump on the ARCADE VF4. Don't even say anything about DOAU.

    Course I'd rather PLAY VF4 hands down, but that's not what we are talking about.

     
  3. matroxgaming

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    Have you people even PLAYED VF4?

    The only thing deformable in game are the tiles on the stage with all the birds. Oh unless you mean the snow or sand. Meh.

    Most walls are breakable, in an extremely lame sort of way. I really wish they had based VF4 on 3, not on 2. 3 had some of the most beautiful, well designed stages ever. All of Temco's are just an extension of VF3 concepts.

    Stages where the walls and rings out are PARTS of the level, not built in but natural.

    Again Temco is hands down the top dog with stage interaction, especilly with the DOAU vids I've seen.



     
  4. V3

    V3
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    Still deformable isn't ?

    Still breakable isn't ?

    My point in the original post was that stage deformable or wall breakable isn't going to add that much, to this old genre.

    In the end most of the fans prefer the game to be more predictable.

    But to casual player, I can see how stages in DOA3 and VF3 are a better choice. Maybe AM2 will be forced to to that kind of stages again for VF5, to gain more appeal to casual market.

    Perhaps.
     
  5. London Geezer

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    Anyone criticising VF4 visuals on the grounds that its environments don't "break in a million pieces" or that "you can't jump to a 1000feet lower level of the same stage" should be ridiculed in public. Ashamed and naked. Ok maybe not naked.

    Come on get a grip...
     
  6. Zapp$ter

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    seriously, I don't see what all the fuss is about with regards to level interaction. I mean when I'm playing a fighting game, I'm not focusing on anything else but beating the crap out of my opponent. Making 1000 feet jumps to carry on the fight in a new part of the same level might be good the first time, but really what does it add to the overall experience. I just don't see it.
     
  7. London Geezer

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    After a 1000feet jump, boobs bounce better...?
     
  8. matroxgaming

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    Whoopie

    Whoopie, lets cheer for the lowest possible interaction possible.

    My point in the original post was that stage deformable or wall breakable isn't going to add that much, to this old genre.

    It's adds visual effects, VF is deep enough but it could always use some sprucing up graphically. VF used to be all about pushing the graphical envelope. That STOPPED DEAD with VF4. THey need to concentrate on what they used to. Suble changes to bring the series closer to reality. That was Yu's vision. Too bad he was largely taken away from VF4 for the sake of Sega making a profit on it (Which is understandable)

    That's why VF4 was made for Naomi 2, so it could be PORTED to PS2, which had a large Japan user base and would sell very well.

    Still it's a huge disappointment VF is now a average looking fighter instead of the bar all else are measured by.

    I'm hoping VF5 is made for the game first and ports later but I think that's all in the past now.

    This is true, the reason the stages in 4 are all flat is because Japan player prefered thre "Predictability" of a flat stage, IE: Their combo would always work and not be affected by elevation. Another VF first. Everyone picked Akiras stage. Then again why stop with inovation, many players I know liked the varied elevation stages. You actually had to look at if you were going up or down hill and change your combo accordingly. THAT was a refreshing change. Aslo if you were downhill, mid attack would be at the high level and you could sometimes duck them instead of getting tagged, it was great, made you really have to think.

    But to casual player, I can see how stages in DOA3 and VF3 are a better choice. Maybe AM2 will be forced to to that kind of stages again for VF5, to gain more appeal to casual market.

    VF4 is a pure appeal to "casual" gamers, this was a fact STATED by them. Crouch dashing is FAR easier, they removed the dodge button, combo are alot more forgiving (IE: You can mash P,P,P,P - And you'll get P,P,P)

    Perhaps.[/quote]

    No they are, they simply allow you to fight after the ring out. Shoot even the "falling" has interaction.
     
  9. matroxgaming

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    In DOA case it takes extra damage off your opponent. Don't you want a ring out? I play VF heavily and can tell you most US player prefer flat stages, but admit VF3 stages were far superior design wise.

    VF4 is SC1 cookie cutter stages. Actually the snow one is kinda cool but, it would have been far better without the fence in the castle courtyard with natural walls and drop offs.
     
  10. CIN

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    What are you saying? VF4 WAS the best looking beat-em-up when it was released. Obviously now I consider DOA on the same level(just my view on it). There are some stages in VF4 that are very very nice graphically. The skyscraper stage, Wolf's arena, the aquarium etc...

    The characters in VF4 are much more detailed than in DOA IMO. As for the big deformable stages, I think they look really nice but in a hardcore fighting game like VF4 no one would even be able to go to the next part of the stage since the fighting is really focused in a few feet of the game arena. ;)
     
  11. matroxgaming

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    Nah you can get to the rings edge REALLY quick in VF. Kage has the potential to RO from the center of any ring with one TFT combo. But your right that 1) Experienced players known how to use the ring and 2) There are few moves in VF that knock your opponent back DBZ style, hehe.
     
  12. Natoma

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    When I say deformable I mean not just breakable. I mean that if you get slammed into a wall hard enough you'll see cracks. Slam someone into a wall a couple of times and you can push them through.

    Indentations in pipes after being cracked over the head with one. Craters when a super move is done on the ground. Ability to break someone's arm. Stuff like that.

    Not just breaking a wall. :)

    Never heard of it. When did it come out?
     
  13. CIN

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    Yes you can in some cases like you wrote. It will be very difficult to go very far though. In DOA some hits send you rolling miles backwards hehe and even there it is not that easy to use the other parts of the stage if you can counter well and are a bit experienced :?

    I like DOA but I prefer VF3/4 and T3/TTT over it. As for T4 I never liked it so I gave up on it
     
  14. V3

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    That's how it is in VF4. Remember VF4 is pretty old games. Surely newer game can have better graphical representation of it. But as far as gameplay is concerned, that's VF4 works.

    Too bad VF doesn't have super human for super moves, nor weapons. So you have to wait for some Marvel or Dragon Ball Z and the like for craters type stuff :D

    As the ability to break someone's arm, probably something like Bushido Blade. Though from most fighting games developers interview, that seems to always come up, they reply was something along the line it wouldn't be as fun, to have limb damage.

    Anyway besides the graphics improvement, most stuff we can think of, most likely already been done in some fighting game.

    Powerstone is a Dreamcast game by Capcom. It got weapons, 4 players and stuff, haven't play it in ages as well. Its a pretty cool game, different to average fighters. Graphics, well pretty old.
     
  15. V3

    V3
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    I guess, you probably prefer something like what Team Ninja does with elephant. Actually in that video I was waiting for Team Ninja to use elephant shit for DOA danger zone :lol:

    Or maybe if it was Mortal Kombat, Tina's head would have been bitten off by the Lion in that video.

    To have such large stage for VF4, AM2 would need to implement something like DOA2/3, the hard hitting moves need to send the character flying far away like cartoon.

    The walls don't just add visual effects in VF4.

    But I agree with you, VF4 wasn't the leap I expected, but after all the trouble Sega been through, I was just glad we got VF4. Much how I was glad to see the new Legend of Zelda instead of more Celda.

    WTF ?? If the wanted easy port, I assumed they would just use PS2, or license System 246 from Namco :lol:

    Its an old game. Which is pretty good, if you say its still an average looking fighter.

    See the characters rendered of VF4, VF5 will have better graphics than that.
     
  16. matroxgaming

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    Why would they license System 256 for arcade when they own arcade tech (Naomi 2)

    Model 4, where art thou
     
  17. CIN

    CIN
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    Model 4 would have been nice some years ago maybe when N@omi came out but now I think they abbandoned the Real 3d tech altogether and only use PVR hardware. It is not a surprice since PVR is a very powerful and cost effective solution...a new multiple PVR GPU arcade board would be awesome 8)
     
  18. V3

    V3
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    So the game can be ported to PS2, what else ?
     
  19. SegaR&D

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    You know the final tuned akira render?

    That's what the in-game graphics of Virtua Fighter 5 look like
     
  20. SegaR&D

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    They're about on par to this -

    [​IMG]
     
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