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 Post subject: Re: Soul Calibur meets FFXI
PostPosted: Fri Feb 05, 2010 3:04 pm 
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Location: Syracuse, NY
I didn't want to bring this up but now I think I have to. Street Fighter IV. The game is just like what we want. There's no bullshit, no stats, no third dimension, nothing. It's just two dudes and a health bar you have to eliminate. Granted, there are specials and supers you have to worry about, but just like any other fighting game it's just memorizing another combo. Also along with any other fighting game is that specials usualy have a long lead up so they are balanced.

But here's the thing. SCIV went the try to please everyone route and it's been lauded as mostly laughable as a fighting game. There have been more tournaments for II than IV in the same time span. SFIV is pretty much a 3D remake of II Turbo with some elements of the III series and something shamelessly stolen from Capcom Vs. SNK II and the game is actualy quite good. Tournaments for it are still strong and the balance is beautiful.

The point I'm making (poorly) is that sometimes giving the fans something simple without gluing on too many extra bits works best.

But, Raven, the tower of lost souls requires weapon stats to be turned on which totaly makes me hate it. Granted, Weapon Master from II had it on but it wasn't so rediculus that you had to customize...I think 20 slots of equipment.

-Zero

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 Post subject: Re: Soul Calibur meets FFXI
PostPosted: Fri Feb 05, 2010 3:06 pm 
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Location: Cerberus and New Jersey
honestly, i don't give a crap about the tower. I just play the game for fun and create characters.

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 Post subject: Re: Soul Calibur meets FFXI
PostPosted: Fri Feb 05, 2010 3:08 pm 
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Let me say my final piece and just roll with "It wasn't nearly as entertaining and fun as II was."

You may get more enjoyment out of this stuff that I have, but that's just me.

-Zero

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 Post subject: Re: Soul Calibur meets FFXI
PostPosted: Fri Feb 19, 2010 2:59 pm 
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Lyali wrote:
As humanity's attention span becomes shor

TL; dnr

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