Call of Foenum: Fighting Herds"mainstream"
Great, they're gonna make TFH a shooter now.
Call of Foenum: Fighting Herds"mainstream"
Great, they're gonna make TFH a shooter now.
Didn't stop SNK from doing it with KOF."mainstream"
Great, they're gonna make TFH a shooter now.
That death animation is adorable. Also: it sounds like the boss is shouting "I'm pukin'!"Didn't stop SNK from doing it with KOF.
To get back on topic, it wouldn't be a deal breaker per se, but the lack of a combo trial mode would make me sad.
Mh at least it is a game, could be worse, it could be the "future of gaming" a... pachinko machine. Ö_ÖDidn't stop SNK from doing it with KOF.
Not that I don't think that Skullgirls is an amazing game, but I didn't like it just because it was more intensive on combo strings than mechanics (footsies, mind games, mix ups, ect.). Yes, the game was super heavy on fighting game mechanics, but if you didn't dedicate yourself to learning the combo, you did crap for damage and you were no where near to making worthy trades.Skullgirls managed to make their crazy combo system engaging on both sides by heavily incentivising resets (ergo, ending your combo voluntarily and giving the other player a spot to act) by scaling down the damage you do and the meter you gain overtime and simultaneously scaling up the meter your opponent gets for getting hit in a row. They had a hard combo limiter in form of an eventual ability to burst too, but that wouldn't trigger until a few hits into any new combo. So a skilled player would get real creative and just use the combos as tools to set up reset after reset, making the other guy guess between where to block, tech, or what reversal attacks to use, and try to keep their offense up forever without having the game be a one-sided afair - a less skilled player would land a stray hit, confirm it into a 30 hit combo they found on youtube, and waste potential like crazy or even help their opponent out in the process.
The M6 devs seem to be taking some notes from SG here cause I've noticed they tested around with the way the juggle decay meter responds to combo resets. I have faith they'll do something that's engaging on both ends of the combo as well, without giving up the freedom to just chain anything into anything and get real creative if you feel like it. At any rate, universal bursts are pretty unenticing in my book. Getting in on someone is work, I want it rewarded and not have the other guy be bailed out cause he's got his out-of-jail-free card loaded.
I would just like to point out that this is a very strange thing to say, at least for modern-day Skullgirls, when the heavily-encouraged reset meta relies entirely on mix-ups and mindgames. You certainly have a point with footsies, though.Not that I don't think that Skullgirls is an amazing game, but I didn't like it just because it was more intensive on combo strings than mechanics (footsies, mind games, mix ups, ect.).
Well I mean, the rest of the post was me not enjoying heavy input heavy games. Combo string memorization and what not. I wasn't saying Skullgirls didn't have mix ups and mind games and even meta tropes like "shifting the screen", but after you land the hit confirm, you better have your combo game set up or else youre going to do crap for damage where time outs are the only win con. I hope that's not what TFH is. If you play something like Melty where combos are lenient and loose, but you still need to understand your tools or else youre going to get blown up, that's what I want TFH to be.I would just like to point out that this is a very strange thing to say, at least for modern-day Skullgirls, when the heavily-encouraged reset meta relies entirely on mix-ups and mindgames. You certainly have a point with footsies, though.
Skullgirls combos are very lenient. The only thing you have to pay attention to is IPS. You need to memorize combos if you want to do optimized stuff but that's true of every game, even Melty. People who compete in Melty clearly memorized their combos from all of their confirms. That's why they keep repeating the same combos over and over.Well I mean, the rest of the post was me not enjoying heavy input heavy games. Combo string memorization and what not. I wasn't saying Skullgirls didn't have mix ups and mind games and even meta tropes like "shifting the screen", but after you land the hit confirm, you better have your combo game set up or else youre going to do crap for damage where time outs are the only win con. I hope that's not what TFH is. If you play something like Melty where combos are lenient and loose, but you still need to understand your tools or else youre going to get blown up, that's what I want TFH to be.
I know the point your making and I agree, but I don't want to miss a chance to post some redizzy combos :v Not dhalsim but he has redizzy stuff too though not nearly as fun as GuileOkay, can I get you to go play SF2 and get me an excessively long Dhalsim combo please?
I wasn't saying Skullgirls didn't have mix ups and mind games and even meta tropes like "shifting the screen", but after you land the hit confirm, you better have your combo game set up or else youre going to do crap for damage where time outs are the only win con. I hope that's not what TFH is. If you play something like Melty where combos are lenient and loose, but you still need to understand your tools or else youre going to get blown up, that's what I want TFH to be.
Just hope for a happy balance like my personal fave Melty. Combo strings and loops are a thing, but if you're not dealing 4k in game everytime but you can still play a mean footsies game, then you can still compete with players outside of your skill level.
Those aren't mechanics. Mechanics are tools to shape those, but those are the principles of fighting games which have always existed. This is an important distinction.than mechanics (footsies, mind games, mix ups, ect.).
TFH will have diagonal inputs. It is a traditional fighting game after all. Inputs should be relatively simple, but the key word is "relatively", as some 2D fighting games have extremely complicated inputs (a good example is the character Geese Howard from the Fatal Fury/King of Fighters games, and his move Raging Storm. It's what's commonly referred to as a "pretzel motion"). Overly-complicated inputs are being avoided as much as possible, but the basics of special move inputs from fighting games, like quarter circles and charge moves, will be present.I don't own a joystick or play enough PC games to warrant buying one so I use my key board which means diagonal inputs and quick inputs are a bit difficult. I know it's been addressed in the comments of the crowd funding campaign that Them's Fighting Herds will have simple control, but I did have a bad experience with a game I downloaded a while ago that was supposed to be playable using a keyboard. But there were so many cases where you either had to use a diagonal input, press a large number of buttons really quickly or both that it was difficult to do so. (Not to mention the curt reply I got when I mentioned this to the people that released it which basically boiled down to "You just aren't typing fast enough")
Not gonna happen.It would be disappointing If the Goat becomes "PreOrder premium content super extreme one time chance and if you miss it you will never get the char" DLC. Ö_Ö
Nah, at worst it'll probably just be free DLC for backers/early game adoopters, and people who buy the game much later will have to pay a small fee for dlc.It would be disappointing If the Goat becomes "PreOrder premium content super extreme one time chance and if you miss it you will never get the char" DLC. Ö_Ö
Yes. Current plan at least. Might change, not final, grain of salt, not canon, etc.Nah, at worst it'll probably just be free DLC for backers/early game adoopters, and people who buy the game much later will have to pay a small fee for dlc.
What would ruin the game for YOU Anu?Yes. Current plan at least. Might change, not final, grain of salt, not canon, etc.
I assume the game not having tentacles and the characters being replaced by otters.What would ruin the game for YOU Anu?
I backed it for the fighting game aspect. I don't care about the story but I'm worried for the people who backed it for the story. This game has 6 characters so there's only a total of 5 or possible fights for each characters depending on if there's a boss or not. And I doubt there are good reasons for all of them to fight each other.Honestly, disappointing story (mode). I get it is a fighting game and story modes are usually a side detail to those, but as an lawyer friendly equine lover, I am here for the plot.
That said, if the game disappointed me but lived up to a majority opinion, I would not hold it against the developer too much. They promised a fighting game first and foremost, not a heart touching tale of love, life, and the universe.
And it would be sad if the music did not live up to expectations. I love RC88 music and this should be his shot at making it big.
It is not possible to have too many unlockables.... NEVER Ö_Ötoo many unlockables.
Very true. The problem would be linking said unlockables to DLCs (like Payday 2).It is not possible to have too many unlockables.... NEVER Ö_Ö
You unlocked artwork number 33445 please insert coin to see it. Ö_ÖVery true. The problem would be linking said unlockables to DLCs (like Payday 2).
Mutton Chops, anyone?Killing off Pom. Don't do that. Don't.
Plz no. Go eat a llama or something.Mutton Chops, anyone?
Well, there is one that does provide food. Just sayin'.Plz no. Go eat a llama or something.
Instead of digressing can we please livgress? Thanks.Well, there is one that does provide food. Just sayin'.
But we digress.
There are few times when a pun actually causes me to facepalm.Instead of digressing can we please livgress? Thanks.
I think they said at one point that they had a pun quota of two.There are few times when a pun actually causes me to facepalm.
Well done.
And since we're on the topic, if there were a lack of puns in the game, that would be most unfortunate. Though, I get the feeling I've said that before...