Hiku said:
Xxain said:
Totally hyperbole. Why dramatize it?
Like every fighting game ever, DOA6 will come with a special meter that when will full will allow you to perform a break combo or a break counter. The meter has to full (so it cant be spammed), It has to be timed, and they can be countered. It says that.
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I think @Angelus is more concerned about the Fatal Rush, not the Break Blow of Break Hold.
The Fatal Rush sounds like an auto-combo, which is fairly common in fighting games these days. They're in Persona: Arena, Dragonball FighterZ and King of Fighters 14.
It's nothing to get upset over though. Basically what it does is perform a combo (that can end in a Super if your meter is full), allowing beginners to feel like they can achieve some cool moves in the game, before learning to play it more properly. However, these combos are never optimal. That means that a player who does combos manually will not only be able to do more damage, build more meter, but also create better "set up" situations afterwards. (Where you force your opponent to guess or block an incoming attack after knocking them down)
Basically, someone who knows how to fight normally will always have an advantage over someone that relies on auto-combos.
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Pretty much. It's not a deal breaker or anything, I just had to facepalm at the whole reasoning of "well mobile gamers got it easy with so little input, so why shouldn't we simplify all the things."
I mean I personally play very few fighting games, but it's really not very hard to come to grips with the basic mechanics of any of them if you just sit down and play it for a few minutes. What exactly is the lowest common denominator of hand-eye coordination, and basic sense we have to cater to here?