Yes, Jojo HFTF runs on Capcom's CPS3 board just like SF3, which is why they look similar.Is this game running under the SFIII engine?
And it's probably my favourite Dio voice next to the OVA's.
I missed this earlier, but personally speaking I like having options for single player modes, and things like +R's mission mode help add variety to the game. @AkiraSO4 mentioned MK's chess and Motor Kombat game modes, which similarly are fun alternatives from the standard gameplay loop.Is the typical fighting game player at all interested in the design decisions behind a game's single player modes?
Knowing that always made me sad for the lack of a ps1 port of SF3Yes, Jojo HFTF runs on Capcom's CPS3 board just like SF3, which is why they look similar.
Exactly, it’s why I fell out of the genre. By the time 6 brought it back, it was too little too late as I already ingrained the habit of just going into online right off the gate. SFV really tanked it, amongst other sins. I think SF4 did it best, you play arcade mode while you wait for an online opponent to connect. It was really fun.On a side note even if the competitive crowd is the bread and butter of video game companies I still think that the removal of many single player and bonus modes created a hole in modern fighting games.
I think so.Is this game running under the SFIII engine?
I like them more than the anime.And it's probably my favourite Dio voice next to the OVA's.
I think Gill alone would have made it impossible. They always had to cut some corners when it comes to PS1 ports, just look at the VS. games.Knowing that always made me sad for the lack of a ps1 port of SF3
Don´t forget the Alpha 3 port too, they also had to cut a lot of character´s animations.I think Gill alone would have made it impossible. They always had to cut some corners when it comes to PS1 ports, just look at the VS. games.
Alpha 3 was probably one of the success stories, while there were frames cut, they also replaced the hitsparks so they wouldn't cut too many of them. Add the previously secret characters, Fei-Long, Dee Jay, T.Hawk, Guile, Evil Ryu, and the World Tour Mode, I'd say Alpha 3 was one of the better ports. Nothing was lost in the transition.Don´t forget the Alpha 3 port too, they also had to cut a lot of character´s animations.
When games started to cost more around the PS360 era devs had to do some compromises.Exactly, it’s why I fell out of the genre. By the time 6 brought it back, it was too little too late as I already ingrained the habit of just going into online right off the gate. SFV really tanked it, amongst other sins. I think SF4 did it best, you play arcade mode while you wait for an online opponent to connect. It was really fun.
I'd agree, the PSX port of Alpha 3 is one of the better ports on the system. It feels better than the Dreamcast release, as that one suffers from extra input lag, causing the game to feel less responsive compared to PSX or Saturn.Alpha 3 was probably one of the success stories, while there were frames cut, they also replaced the hitsparks so they wouldn't cut too many of them. Add the previously secret characters, Fei-Long, Dee Jay, T.Hawk, Guile, Evil Ryu, and the World Tour Mode, I'd say Alpha 3 was one of the better ports. Nothing was lost in the transition.
Honestly, not even 0f recovery could save Dee Jay in this game because- oh look, his kick anti-air is gone in A/Z-ISM, lol. Seriously, why do they do this?I'd agree, the PSX port of Alpha 3 is one of the better ports on the system. It feels better than the Dreamcast release, as that one suffers from extra input lag, causing the game to feel less responsive compared to PSX or Saturn.
A3 Upper with the rest of the ST cast is a neat curiosity, albeit the balance leaves a bit to be desired for those used to vanilla A3 (crouch canceling is removed, Dee Jay seemingly has 0f recovery on his fireballs (?!), T.Hawk feels unfinished with moves punishable on hit and very weak command grabs, etc).
Even with those changes, I do miss having extra characters added in the ports. I go back to Vampire Savior on Saturn frequently, since that one (and I believe the PSX version) brings back the cut Hunter characters of Donovan, Phobos, and Pyron.
I would've preferred an online capable release of Hyper SF Alpha over an Alpha 3 Upper release in that collection, honestly. Especially since we didn't get the good world tour content in CFC2, which is normally the highlight of A3's home ports.Honestly, not even 0f recovery could save Dee Jay in this game because- oh look, his kick anti-air is gone in A/Z-ISM, lol. Seriously, why do they do this?
I know people like the PSP version but at that point it felt a bit too messy, like, grabbing characters from a totally different game and just throwing them on Alpha 3. And the less said about Ingrid, the better, lol. I still stand by Alpha 3 Upper being the "definitive" version of Alpha 3, which the latest collection seems to agree as well.
I'm only guessing they didn't mess with HSFA because it's a console exclusive thing, just like Alpha 3 MAX is. Also while Alpha 3 Upper didn't come with World Tour Mode, guess what? HSFA doesn't have a single player mode AT ALL. It's VS and Training mode, and THAT'S IT.I would've preferred an online capable release of Hyper SF Alpha over an Alpha 3 Upper release in that collection, honestly. Especially since we didn't get the good world tour content in CFC2, which is normally the highlight of A3's home ports.
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This would've also made sense to match CFC1's re-release of Hyper SF2 AE.
You're right, and it likely would've required more work to port it over and add an arcade mode of sorts. I personally still would've preferred going that extra mile if possible.I'm only guessing they didn't mess with HSFA because it's a console exclusive thing, just like Alpha 3 MAX is. Also while Alpha 3 Upper didn't come with World Tour Mode, guess what? HSFA doesn't have a single player mode AT ALL. It's VS and Training mode, and THAT'S IT.
That´s actually a pretty good idea!Would a cutaway random encounters RPG with a battle system that's basically just a normal, high skill ceiling, 1v1, 2D fighting game be an objectively terrible idea?
Hmm... I think that the random encounters would need to test the player in particular mechanics, such as how well one can anti-air or whiff punish.Would a cutaway random encounters RPG with a battle system that's basically just a normal, high skill ceiling, 1v1, 2D fighting game be an objectively terrible idea?
That's ALMOST the Konquest mode in MK Deception. The encounters aren't random, except they're in fixed points of the maps, and save for unlockimg Shujino's special moves, you don't really get to unlock anything. But I don't really enjoy those turn based RPGs with random encounters anymore, so I'm not the right person to answer that, lol.Would a cutaway random encounters RPG with a battle system that's basically just a normal, high skill ceiling, 1v1, 2D fighting game be an objectively terrible idea?
I second that, it could be a cool little mechanic to have some random challenge encounters like that mixed in with the normal 1v1 matches. You fail if you let an opponent land after jumping, or the only way to damage them is with punishes or something like that.Hmm... I think that the random encounters would need to test the player in particular mechanics, such as how well one can anti-air or whiff punish.
I second that, it could be a cool little mechanic to have some random challenge encounters like that mixed in with the normal 1v1 matches. You fail if you let an opponent land after jumping, or the only way to damage them is with punishes or something like that.
Maybe we have progressively more unbalanced enemy kits for you to contend with as well as new moves and combos unlocked for your own use as you advance to new areas and engage with the growth systems, respectively, with fewer straight challenge fights and more overspecialized special enemies and "if you see the tells and let the enemy follow through with them you're going to regret it and probably die if your health is low enough" moments, the bosses in particular calling for lategame Elden Ring levels of responding to many different animations in very specific ways.Hmm... I think that the random encounters would need to test the player in particular mechanics, such as how well one can anti-air or whiff punish.
Or something akin to Yakuza in a way? You free roam in a city until a guy challenges you?Would a cutaway random encounters RPG with a battle system that's basically just a normal, high skill ceiling, 1v1, 2D fighting game be an objectively terrible idea?