Maybe I'm not versed enough in the genre, can you please tell me the name of some brawlers with deep mechanics?
Maybe I'm not versed enough in the genre, can you please tell me the name of some brawlers with deep mechanics?
Guardians 2, Battle Circuit, Guardian Heroes, Sengoku 2, Sengoku 3, Alien Vs Predator....
Alien vs Predator
Final Fight 3
Die Hard Arcade
Dungeons and Dragons: Shadow over Mystara
Warzard
Battle Circuit
Captain Commando
Turtles in Time
Marvel: Infinity Gems
Fighting Force
Streets of Rage 3
Spikeout
Sengoku 3
Armored Warriors
Urban Reign
God Hand
Anarchy Reigns
Phantom Dust
Guardian Heroes
Dungeon Fighter Online
Castle Crashers
Scott Pilgrim
Charlie Murder
Dragon's Crown
Muramasa
Viewtiful Joe
Okay. Having blown through about 25% of these, there didn't seem to be anything deep about the combat in any of these games. Quarter circle motions and command set moves do not count as depth to me.
Frame time variance, balance, emergent systems/tactics are hallmarks of depth in fighting games.
You're looking for character action games, not beat'em'ups.
There's nothing 'alleged' about the depth in those games because they're as deep as they need to be for what they are. The genre varies in what kind of focus you want, but you have to remember that these games were typically meant to be played co-operatively, appeal to a wide range of player skill levels, and finished in relatively short periods of time, not multiple hours of a single playthrough but a single hour if that. Every time I see someone shrug off these games because they don't have the range of options that a fighting game or single player 'character action game' has, I'll argue that they're exactly as deep as they need to be for the experience they're offering. No one is keeping detractors from moving on to the various offshoots of the BEU if they don't find what they're looking for within the classic set of games from its peak twenty some years ago.I'm not looking for anything. I'm responding to the poster who called out someone else for liking fighting games and not seeing the alleged depth in brawlers.
There's nothing 'alleged' about the depth in those games because they're as deep as they need to be for what they are. The genre varies in what kind of focus you want, but you have to remember that these games were typically meant to be played co-operatively, appeal to a wide range of player skill levels, and finished in relatively short periods of time, not multiple hours of a single playthrough but a single hour if that. Every time I see someone shrug off these games because they don't have the range of options that a fighting game or single player 'character action game' has, I'll argue that they're exactly as deep as they need to be for the experience they're offering. No one is keeping detractors from moving on to the various offshoots of the BEU if they don't find what they're looking for within the classic set of games from its peak twenty some years ago.
What's to question? There are people who never could finish it on Normal, those that could do it on Hard, and those that can 1cc it either way. There are also ways to make it damn near impossible. I understand if there are those that think them as baby's first brawler and demand more as it's seen as extremely rudimentary, but these games are meant to be quick and easy to get into and have fun. Adding more depth to them, as it generally goes in action games, only works against that aim.I just question whether someone could actually get "good" at something like Streets of Rage 2.
I just question whether someone could actually get "good" at something like Streets of Rage 2.
SoR is not a fighting game, so you can't just copy and paste the depth description from one genre onto another. They share similarities but are vastly different in many ways.Okay. Having blown through about 25% of these, there didn't seem to be anything deep about the combat in any of these games. Quarter circle motions and command set moves do not count as depth to me.
Frame time variance, balance, emergent systems/tactics are hallmarks of depth in fighting games.
That's crazy as Normal isn't too bad. In fact I beat the game on all difficulties!!!What's to question? There are people who never could finish it on Normal, those that could do it on Hard, and those that can 1cc it either way.
these games are meant to be quick and easy to get into and have fun.
Adding more depth to them, as it generally goes in action games, only works against that aim.
Alien vs Predator
Final Fight 3
Die Hard Arcade
Dungeons and Dragons: Shadow over Mystara
Warzard
Battle Circuit
Captain Commando
Turtles in Time
Marvel: Infinity Gems
Fighting Force
Streets of Rage 3
Spikeout
Sengoku 3
Armored Warriors
Urban Reign
God Hand
Anarchy Reigns
Phantom Dust
Guardian Heroes
Dungeon Fighter Online
Castle Crashers
Scott Pilgrim
Charlie Murder
Dragon's Crown
Muramasa
Viewtiful Joe
Cow Clicker is as deep as it needs to be for the audience it services. That statement is irrelevant to whether the depth is comparable for the audience of one type of game to another.
All I was pointing out was that chastising someone for not seeing the depth in brawlers when they liked fighting games is a non sequitur. I then wondered whether I was missing out on some brilliantly deep brawlers I had never played and found out that, nope, brawlers are pretty much exactly how I perceived them.
Not that there's anything wrong with them being at what they are. I just question whether someone could actually get "good" at something like Streets of Rage 2.
I've met many who could never finish it on normal. There are some folks who are just not that good at action games or these ones, anyway.That's crazy as Normal isn't too bad. In fact I beat the game on all difficulties!!!
I don't believe in any "perfect design theory", but I do believe that the "easy to learn, hard to master" design ethos is possible.
Not that there's anything wrong with them being at what they are. I just question whether someone could actually get "good" at something like Streets of Rage 2.
Your comparative argument makes as much sense as saying that since Go is a deeper game than Street Fighter, the latter has the depth of tic-tac-toe.
There are people that pour a million credits into these games and actually believe that a single-credit clear is impossible. They're clearly worse than the people that put in hours and beat the games without dying.
Arguing about "depth" in a video game is almost always an exercise in pretentiousness, this instance included, but I still can't help but wonder why you're measuring a score attack game and a versus game by the same metric.
Arguing about "depth" in a video game is almost always an exercise in pretentiousness, this instance included, but I still can't help but wonder why you're measuring a score attack game and a versus game by the same metric.A better example would be to compare something like Virtua Cop with a controller to Counter Strike. If someone's favourite game was competitive Counter Strike, would you be surprised they wouldn't find the type of depth necessary to be enthralled by Virtua Cop?
There's a part of eve that would love Streets if Rage 4, but then the other of part wonders how that sort of gameplay would hold up today. I mean, there's no way you could sell it as a full cost retail game.
Way too shallow. Even with multiplayer and co OP.
i don't think so. they all had universally shitty AI and used extremely cheap ways to toughen the game up to get you to put more quarters into the cabinet. even my personal favorites like AvP were pretty mindless
That's fine. At least 2 and the Japanese version of 3 were phenomenal games. And there was that pseudo fan-remake a while back. Sega can't put that genie back in the bottle.
I'm willing to let it go.
It doesn't get released because Sega has *gasp* standards for this game. All the artwork and gameplay I see shows ridiculous design and gameplay that resonates early Unity engine release.
2001 - - Around the launch of Shinobi for PS2, Overworks (formely AM7--Streets of Rage's original devs.) expressed interest in returning to the SoR series. Nothing surfaced, sadly.
I'm almost glad they can't go and make a new one, so they don't screw up the virtual perfection of the first 3.
You think you're going to get that pixel-perfect engine for combat with a ton of different moves/grabs/holds/combos? With a bunch of destructible stuff and different weapons/parts of the environment you could use to fight with? With well-balanced characters, and that MUSIC from prime Koshiro? Without nickel-and-dime DLC for incomplete missions/game difficulties/move sets/secret characters/endings?
Never happening.
This series was an ace from a bygone time when you could simply scroll and beat people up for $50, and that was more than good enough. That time is gone, guys and dolls.