- Joined
- Apr 12, 2003
- Posts
- 18,883
I've been hearing a few negative things surrounding SVC here and there (especially on this forum), some of which I think are ridiculous, while others seem to be valid. So I compilied a list.
Here they go:
1) Roster Selection
This is one complaint I couldn't care about. There is no way they'll ever be able to satisfy people here. There's always some dumb ass who likes a character no one else uses, then proceeds to talk about not buying the game as a result.
Oh, why wasn't Birdie in it from SF1 and SFA I picked him all the time. Damn you SNK!
If anything, the only valid complaint is there are too many shotos in the game, making this a hard to "jump in and combo" kind of game due to the anti air moves. But this doesn't ruin the game. What can you do when some of the most popular characters are shotos?
One grappler?
2) This should have been a team game (a la KOF).
Whatever, SNK/P wanted to make a game that separates it from the CVS versions.
3) Classic gameplay style.
No doubt about it, the game is not a run at your opponent and start a combo kind of game. The dashes make it wee bit more like an old school kind of game couple it with the lack of rolls and we're almost back to the basics.
Personally I like to run in fighting games. But the ability to cancel out of a dash and start a combo is a plus. I don't think its a drawback. It's just something you have to learn, besides I'm tired of picking up a fighting game and beating it because of familiarity with the mechanics.
4) Hit detection errors
Ok, this one hurts the most. I'd hate to be in the middle of a heated match, only to lose because for some insane reason my special move didn't connect. There is no excuse for this.
5) Lack of variety in backgrounds.
I'd have to disagree with this, granted there aren't a lot of backgrounds, it isn't the best nor is it the worst. Its not like we're talking KOF2k1 here.
6) Infinites, broken gameplay.
Another drawback. I don't understand how SNKP could have let something like this slip by them. I'm refering to Geese and Zero.
7) Dated hardware, NG is teh suck
&@#* you! That's what I say.
8) Music sucks
It's not that bad, but I have to admit its hard to hear the music with people shouting in the background and the guys next to the cab playing CVS2.
I think its a fun game, but I need more time with it. What do you think of the common complaints? Do you have something to add? Do you belive they're exaggerated?
And now 9 - 11 added by BBH:
9. Move detection sucks for charge characters.
Although it's not bad as I originally thought based on Mog's post in the other thread, that you can do "Charge Down, then Up" motions by holding Down-Back, then pressing UP-FORWARD plus the button instead. However, the fact remains that this is just inexcusable. Fighting games have been popular for 12 years, how can you make a game with such fuck-ups in the move detection like that in this day and age? Charge supers are even worse, because if you do a super that requires "Charge Back, press Forward, Back, Forward + button" too fast (or even at a moderate speed for god's sake!!!), you end up getting a backdash when you hit those first two Back's. Although this only applies when you're just standing on the ground, the moves will still come out if you do them quickly in combos, when landing from a jump, when getting up off the ground, etc. But that's still just fucking inexcusable.
10. Inconsistencies in getting close-range attacks to come out.
Nobody else has mentioned this so maybe it's just me, but I found that a lot of times after jumping in with an attack, I always ended up getting pushed back too far and my next attack would be a FAR standing attack. Which in most cases, isn't bufferable and completely ruins what I was going to attempt to do with that attack. Has anyone else noticed this or am I just crazy?
11. Throws are pathetic.
This is probably a bit subjective since some people stuck in the "OMG THROWS ARE SOOOOOOOOO CHEAP" mindset. But throws should be an important, yet not overpowering aspect of play. Here they just completely suck. Two-button activation, zero range, incredibly miniscule damage, and you lose super meter for whiffing a throw??? There's like no point in EVER attempting a regular throw because the risks are too high and the rewards are too little. Characters with command throws fare a little better since they tend to do more damage (Chun-Li has Yun/Yang's special throw from the SF3's and can link a super off it!), but they still have so little range that you needs to be alls up in the opponent's face just to do one. Including poor Hugo and his 360+P.
<small>[ September 03, 2003, 10:45 PM: Message edited by: the roker ]</small>
Here they go:
1) Roster Selection
This is one complaint I couldn't care about. There is no way they'll ever be able to satisfy people here. There's always some dumb ass who likes a character no one else uses, then proceeds to talk about not buying the game as a result.
Oh, why wasn't Birdie in it from SF1 and SFA I picked him all the time. Damn you SNK!
If anything, the only valid complaint is there are too many shotos in the game, making this a hard to "jump in and combo" kind of game due to the anti air moves. But this doesn't ruin the game. What can you do when some of the most popular characters are shotos?
One grappler?
2) This should have been a team game (a la KOF).
Whatever, SNK/P wanted to make a game that separates it from the CVS versions.
3) Classic gameplay style.
No doubt about it, the game is not a run at your opponent and start a combo kind of game. The dashes make it wee bit more like an old school kind of game couple it with the lack of rolls and we're almost back to the basics.
Personally I like to run in fighting games. But the ability to cancel out of a dash and start a combo is a plus. I don't think its a drawback. It's just something you have to learn, besides I'm tired of picking up a fighting game and beating it because of familiarity with the mechanics.
4) Hit detection errors
Ok, this one hurts the most. I'd hate to be in the middle of a heated match, only to lose because for some insane reason my special move didn't connect. There is no excuse for this.
5) Lack of variety in backgrounds.
I'd have to disagree with this, granted there aren't a lot of backgrounds, it isn't the best nor is it the worst. Its not like we're talking KOF2k1 here.
6) Infinites, broken gameplay.
Another drawback. I don't understand how SNKP could have let something like this slip by them. I'm refering to Geese and Zero.
7) Dated hardware, NG is teh suck
&@#* you! That's what I say.
8) Music sucks
It's not that bad, but I have to admit its hard to hear the music with people shouting in the background and the guys next to the cab playing CVS2.
I think its a fun game, but I need more time with it. What do you think of the common complaints? Do you have something to add? Do you belive they're exaggerated?
And now 9 - 11 added by BBH:
9. Move detection sucks for charge characters.
Although it's not bad as I originally thought based on Mog's post in the other thread, that you can do "Charge Down, then Up" motions by holding Down-Back, then pressing UP-FORWARD plus the button instead. However, the fact remains that this is just inexcusable. Fighting games have been popular for 12 years, how can you make a game with such fuck-ups in the move detection like that in this day and age? Charge supers are even worse, because if you do a super that requires "Charge Back, press Forward, Back, Forward + button" too fast (or even at a moderate speed for god's sake!!!), you end up getting a backdash when you hit those first two Back's. Although this only applies when you're just standing on the ground, the moves will still come out if you do them quickly in combos, when landing from a jump, when getting up off the ground, etc. But that's still just fucking inexcusable.
10. Inconsistencies in getting close-range attacks to come out.
Nobody else has mentioned this so maybe it's just me, but I found that a lot of times after jumping in with an attack, I always ended up getting pushed back too far and my next attack would be a FAR standing attack. Which in most cases, isn't bufferable and completely ruins what I was going to attempt to do with that attack. Has anyone else noticed this or am I just crazy?
11. Throws are pathetic.
This is probably a bit subjective since some people stuck in the "OMG THROWS ARE SOOOOOOOOO CHEAP" mindset. But throws should be an important, yet not overpowering aspect of play. Here they just completely suck. Two-button activation, zero range, incredibly miniscule damage, and you lose super meter for whiffing a throw??? There's like no point in EVER attempting a regular throw because the risks are too high and the rewards are too little. Characters with command throws fare a little better since they tend to do more damage (Chun-Li has Yun/Yang's special throw from the SF3's and can link a super off it!), but they still have so little range that you needs to be alls up in the opponent's face just to do one. Including poor Hugo and his 360+P.
<small>[ September 03, 2003, 10:45 PM: Message edited by: the roker ]</small>