KHlover said:
M.U.G.E.N said:
BradleyJ said:
Dgc1808 said:
Why is it not fun for you?
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Super system. The entire game was designed around it and it made for some very boring gameplay. I want everything I do to matter.
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But everything you do DOES matter?
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But it doesn't feel satisfying while you do it. At least not for me. The variety of moves doesn't feel as big as in Super Smash Bros. (PSABR sorely lacks Special Attacks), the items lack variety and what I found to really irritate me was the knockback system. I understand that fixed knockback in theory allows for a greater variety of combos for each character, but since a big part of the fun in the SSB games was building up damage and trying to survive while the knockback got higher and higher it seems like a pyrric deal (again, only my oppinion). Combine these points with the lack of Ring-Out and you might understand why it FEELS like nothing but the Supers matter.
You may have multiple ways to build the meter up, but in the end the Super Attacks ARE the only way to defeat a character, which makes the buildup feel irrelevant for me (again, IMO) while it really isn't.
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Well I disagree. Countering a super, landing a super on multiple targets, executing a combo perfectly etc feels absolutely fantastic. Countering a dante lvl 2 with a sly lvl 1 was one of the most awesome and fun moments for me in any fighter ever...dat timing. I also disagree about the variety of moves. There are no clone characters in this game. The closest to a clone are the two coles but even they are very very different overall. The combat system is more similar to a non-brawler fighting game. Each character has a diverse set of moves and they are very unique. So not sure how you can say it has no 'variety'. I mean let's take drake for an example...one of his moves is falling through a floor! another is kicking a barrel...another is using a zipline...another one is one big machine guin that brutes in UC2 used..another is punching..another is a drop kick etc. The game has issues but variety is definitely not one of them. Add an actual robust combo system to the mix and you have a winner
I'm not sure what to tell you about the variety in items...No two items were similar in nature at all. I mean we had a RPG, an axe, freeze bomb, herme's shoed, crows etc. If you said they should have had more items I would have agreed but lacking variety? Hell no.
But let's be honest here. Read what you just typed. You are constantly saying how it's NOT like smash. Constantly complaining how the gameplay is different. It's fine if you don't like it tho but that's part of the issue. It's a different game. Different approach is needed. To me All stars is about building up your supers and properly managing them. You have consider the pros and cons of executing a super all the time because it can change your current situation real fast. Since everything outside of lvl3s can be blocked, avoided or countered it gives the game a whole different take on strategy as well. Build ups are very cruicial to this.
This is the main reason the game didn't sell well. They made a mistake going for that smash-like presentation/art style. It made people expect a clone and go in with that mind set to meet up with a different game altogether. It's was such a stupid mistake. They should have gone for either a powerstone/gow:A style gameplay OR change the art style altogether. Because it sadly overshadows the depth the gameplay has