Damn this is a pretty high value bundle tier 3 gets you not 2 but 4 JRPGs as Hack//Gu is a package of 3 titles. So this one will keep you busy for a great long while. If only they’d ever remove denuvo from Tales of Berseria.
I own that one. Myrr. Man of Medan, from watching the streams, it’s not bad, but not exactly great. When Until Dawn has better gameplay than ye, well, eke! Still, it does have a few really good spooky moments.
My main trouble with it, is that I’ve read a science fiction story based on the same premise. I can’t remember the name of the story, just the monster: The Grumbler. It took place in a spaceship. Hm.
In any case, the game held no surprises for me, except a few cool spooks. Heard it’s based on an actually story/legend - likely this one.
I’m bad at fighting games - only have a love for Garou: Mark of the Wolves. Surprised to hear that not all fighting games are basically built for “expert” level. Never tried one that was “beginner friendly”.
That’s an interesting topic actually. From what I’ve seen currently most fighting games are desperately trying to attract casual players but are failing at that. I think I’ll make an extensive post about it after I get back from work.
The recent Guilty Gears have had extensive tutorial modes, and I’m sure other games have had beginner-oriented features too. And story modes have almost always been beginner-friendly.
@Glider Fighting games have been struggling in a large part due to their reputations:
Most people have to play online, but online play in fast-paced games is seen as unreliable. People often aren’t aware of the input prediction systems modern fighting games use.
Online matchmaking is seen as unreliable and likely to match you with players of much higher skill level. This one is somewhat true, as players not already skilled often bounce off easily just from a few badly matched games, leaving the player pool smaller and with a higher concentration of skilled players, making bad matches more likely even in a very well-designed system.
The fighting game community has a lot of emphasis on high-level competitive play, even at the local level, with little emphasis on learners. In reality, new players in local scenes are often met with kindness and shown the ropes with amazing patience, but people outside the community just don’t get to see that side of it.
Publishers seem to have embraced promoting to their existing community with little emphasis on finding new players, because it’s cheaper. This reinforces the niche image of the games. Publishers don’t see much risk in this because the community still keeps growing, even if it’s not as quickly as it could.
The modern games are doing everything right, but there’s not much being done to dispel the misconceptions. Some individuals are trying, I’m sure, but they need publisher-level help.
I had bad experiences but yea, not every dude is mean to new players.
I like the Guilty Gears series, don’t have the most recent ones though - like the $30 US titles. Don’t know if I own any that feature the tutorials that you mean.
Dmc: Devil May Cry has an awesome practice mode and gives you plenty of tips when you’re playing through for the first time. It’s fluid and the movements aren’t that hard to learn, but most fighting games, esp. the 2D fighters, seemed to have been designed for hardcore / experienced players.
I think some (all?) of the Xrd games have the tutorials, but the XX games and earlier do not. I should clarify though, these are tutorial/practice modes, separate from the story, unlike DmC and such.
I haven’t played any fighting games in recent years because I can’t afford them, but the ArcSystem Works games (i.e. most of the big 2D fighters out there) do tend to be more technical than the 3D fighters, in that they rely more on combos and combo-breakers, while 3D fighters tend to be more movement-based, which is something that’s easier to grasp at a glance.
I don’t feel technical is the same as hardcore, because you can still enjoy these games without mastering their systems, whereas hardcore games are usually hard to progress in without mastering their mechanics. They have a very high skill ceiling, but they’re still fun at a lower level of play.
Where they do get “hardcore” is with the process of learning - their more precise nature means it’s harder to discover things compared to something single-player like DmC, where the game cheats in your favour (e.g. enemies have larger hitboxes than they seem), so you do have to deliberately put the time in by using training modes and reading move lists.
I believe you raised several very good points and for the most part you’ve said lots of stuff that I intended to say in this planned “extensive post” %)
To add to the list of reasons fighting games are not as popular anymore I want to list following issues:
Current gaming landscape favors more addictive and grindy games like MOBAs and Battle Royales
Their niche is taken by party games
Currently lots of fighting games try to be more newbie-friendly - some add auto-combos, some have assisted modes to simplify inputs, others are just way less execution intensive - for example Fantasy Strike has very simple inputs and clear mechanics, Divekick uses only 2 buttons but it does not make them popular.
And I can’t miss the chance to run small ad for tekken
Like most 3d fighters it has very simple controls and extensive movelist for all characters. It’s quite possible to just press random buttons and see cool stuff happen on screen. But if you want you can go really deep using advanced mechanics, hard combos and cunning traps to trick your opponents. As long as you have a group of like-minded friends, the game can be as tactical or as mindless as you want.