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Battletoads Gamescom Gameplay (Looks God Awful!)

Forums - Microsoft Discussion - Battletoads Gamescom Gameplay (Looks God Awful!)

Azzanation said:
TruckOSaurus said:

First of all, apart from both being cartoony Battletoads and Cuphead don't look anything alike. Also, even if the game had the exact same artstyle as Cuphead I'd still say it looks like a generic beat'em up with close to no platforming elements which are what I like so much about the NES game.

They announced it has multiple genres in it including platforming in the trailer. 

Here's the list below..

Bosses
Adventures
Fighting
Platforming
Puzzles
Teamwork
Racing
Combos
Special Moves
Morphing
Challenges
Lists
Combat
Space Battles

^I bolded what can be a genre while the unbolded is more what you can do in the game.

JRPGfan said:

No it really cant...

Cuphead emolates the retro cartoon feeling and pulls it off amazingly.
plus its gameplay works as it is.

Battletoads looks like a cheap flash game.... and the gameplay looks "off" to say it mildly, it doesnt even feel like a battletoads game.

Its a "night & day" differnce between the two.
You might think they both are aiming for the same thing, but the differnce is how well they pull it off then.

Like theres clearly a massive quality differnce between the two.
Battletoads did not get anywhere near the Tender love & care (tlc) of Cuphead.... and it shows.

Both Cuphead and Battletoads are hand drawn and looking at the two picks I posted before, its funny to read people say one looks like garbage and the other looks great. They both look like well drawn games. I think you are more disappointed that you don't accept the look of the Battletoads rather than it being drawn good or bad.

To me Battletoads looks like a cheaply rushed cartoon while Cuphead looks and feels like a piece of art with so much more work put into it.



pokoko said:
Zoombael said:

Nope. The franchise is the "baseline". You missed the point by a mile. Read my first reply to you, you ignored its essence: The major reason "fans" are dissapointed of the new BT, is because its generic artstyle and tone (PC Dark Queen) and gameplay is out of line. Wether you like the original games or not, how they play, how (un)successful they were, is irrelevant in this discussion.

It's more like you missed the point, or perhaps you're just trying to confuse the point because you don't like it. The games, in my opinion, were never anything special, which means that any follow-up was never going to be special.  Easy concept for most people to understand.  "But ... but what about Battlemaniacs," means nothing when it was basically the same damn game.  Your point isn't my point, which means you're the one that had it fly over your head.  

You had no point, you had no notion why many people are upset. You cant empathise. That was my point.

Besides, three games followed after the original one. Obviously the reason being that BT was special to many people and still is.



Hunting Season is done...

Barkley said:
Player2 said:

Analog is relevant because the way it's worded in the tutorial it implies that the move won't come out if the stick is on neutral, which is stupid.

Analog is movement, how often are you not pushing the stick in a brawler? In my limited experience attacking usually stops your character in these types of games anyway, you don't let go of the stick, you're always pushing it in the direction you want to hit.

The direction you're pressing, or none, while doing the basic combo changes it in Capcom beat'em ups and many others, and it's not trivial at all.

For example, in The Punisher:

No direction hold. Standard combo.

Holding forward. The combo ends with a dashing punch that advances your character forward.

Holding down: Frank ends the combo throwing forward the enemy he's attacking. It has invincibility frames. The enemy ends ahead of your character.

Holding up: Frank ends the combo throwing back the enemy he's attacking. It has invincibility frames. The enemy ends behind your character.

Position matter a lot in these games, because keeping all the enemies in one side is the way to avoid getting surrounded (and not get killed).

Similarily, holding a direction while attacking also changes your attack during a jump or when you have an enemy grabbed.

This isn't restricted to Capcom beat'em ups, either. For example, in Streets of Rage 4, two special attacks can be executed by pressing the special button, one wile holding a direction on the stick and the other without. Both get you out of hitstun, but only the one executed without holding the stick makes your character invincible. In the IGN SoR 4 gamescom video posted in a thread in this site a few days ago, the Axel player tries escape a combo from Shiva with a special, but he's holding a direction in the stick, so the special without invincibility comes out, so he gets hit again, losing extra health.

So, whenever I'm playing one of these games, "uuuh, I'm holding forward, so I'll keep it pressed because why not." is a situation that rarely happens.



Immersiveunreality said:

To me Battletoads looks like a cheaply rushed cartoon while Cuphead looks and feels like a piece of art with so much more work put into it.

You mean Battletoads looks like a modern day cartoon which is what its aiming to be to begin with? We haven't played BT yet so I don't know how you can judge it via its gameplay. I personally didn't enjoy Cuphead but that's just me. It is charming though.

Ganoncrotch said:
To see someone comparing this to cuphead in terms of animation really does open up a whole other can of worms in terms of rose tinted goggles.

In its current state the only time this and cuphead should be in the same sentence is if that goes something like "this looks nothing like cuphead".

Oh Ganon, I am not surprised to see you in here debating against this. 

But lets keep things real here.

Can you really look at one photo and say one looks like a masterpiece while the other looks like trash?

Rare were going to make them look like this...