Pour parler des jeux d'arcade ou du genre arcade (baston, beat, shoots, puzzle...) sortis ou non en arcade, anciens ou récents, ainsi que de l'actualité arcade.
Personne n'en a parlé ici, mais il y a eu un 6eme location test ce week end.
Quelques ajustements de gameplay, notamment la jauge d'ultra qui se remplit desormais de 2 façons : en perdant de la vie, ou en encaissant des coups grace à la saving attack.
Qui sait, il pourrait y avoir d'autres ajustements d'ici fin juillet.
A ce propos, lors du "Battle of Destiny" à Londre les 26 et 27 juillet, SF 4 sera jouable sur une borne de demo. http://www.neoempire.com/forum/showthre ... #post96525
Si quelqu'un ici pense y aller....
Voila, un post concret sur le jeu... qui passera sans doute inaperçu au milieu de toutes les conneries qui sont etalées ici sans moderation...
@RainMakeR :
RainMakeR a écrit :Moins de pages ca veut dire plus de moderation
Donc le prochain HS ou partage en couille ca va chier
RainMakeR a écrit :
Nicoss a écrit :
je suis peut etre beaucoup vieux que toi mais physiquement je fais beaucoup plus jeune que toi
Je traduis plus tard, partageant entièrement ce jugement "severe" sur la profondeur tactique de SF3.3 (c est en partie ce qui a motivé Capcom à rendre plus difficile à sortir les parry sur la version B de SF3.3), qui justifie entièrement cette nouvelle version du "parry" sur SF4.
SF4 c'est pas plus proche de SSF2X que de SF4 en terme de gameplay.
C est juste le meilleur des 2 mondes à mon avis.
Azrael: shoryuken forum
^If you think about the Daigo vid though - all Daigo had to do to win the match was parry the super. That's it. Just tap forward enough times, and the match was his. Yeah, not as easy as it sounds, but think about the scenario if parry isn't an option. Daigo would have to find a way to avoid the super AND counter-attack, and with each option comes its own degree of risk and advantages/disadvantages.
Anyway, some stuff I wanted to say about SFIV...
First, the game plays like Street Fighter. The characters and backgrounds may be 3D, but when you put your hands on the joystick its the same 2D mechanic we've been playing in every other SF game. When I played at the third loketest, the game did feel a bit clunky, but by the fourth things were running much smoother - either I got used to it, or Capcom smoothed things out. Either way, SF4 is not Tekken on rails, its actually Street Fighter.
Next - the game is not SFII rehash. Everyone keeps saying its the same cast over and over again, but really, that's only true for a handful of them - most of them were on hiatus in the Alpha series until SFA3, and only 4 of them came back for SF3. I think people are taking into account all the Vs series games, which aren't a part of the Street Fighter series of games. Its standard for a fighting game to include most if not all of the characters in the previous version; SFIII is among a select few games that decided to do something completely different. Most of the characters are closest to their most recent incarnation, not ST. And even then, just think about the game engine - with EX attacks alone, the game is NOTHING like ST. Sure, it may go back to the ST style of play, but to say that its just ST in 3D graphics is wrong.
And about the play style - while I don't want to get into the debate about the P-word, one thing I really liked about SF4 was that the high risk/high reward system was back into play. There was no "safe" option for attacking or countering. For example, I was using Chun-Li against a very good Japanese player playing Abel. I was using my c.rh a lot as a poke/ranging tool. This player was really good with Saving Attacks, so he'd SA as I c.rh - the SA would eat the c.rh, Abel would dash in, and I'd eat a combo. Once I got brutalized by this enough, I changed up my attack plan - no longer would I c.rh at that particular range. So now if the Abel player tried to SA, he would end up eating my lightning legs, or EX SBK. So now the Abel player had to think carefully about his SA usage - if used right, it would lead to him getting a nice combo on me. If used wrong, then the tables would be turned and I'd be the one scoring big damage.
i think this was the added layer of depth that Ono wanted to get into when he decided to include SA's...
[/b]
"I think he means this is a good thing, even if we lose parry.
In 3S, for example, if I know what my opponent will do, I can punish it, or at least negate it, with parries. In ST, even if I know what my opponent will do, I still need to find a way around it. I think that you both need to be more and less creative in ST. You can afford to be more predictable, but you need to both read your opponent and find a strategy to counter theirs, rather than simply defaulting to parry."
"Parries turn high level play into a footsie/throw guessing game. They remove zoning tactics, pressure tactics and poking tactics. They make every decision into an all-or-nothing outcome. You can't be more creative if you have less options available to you. Parrying simply forces you to be more random."
"That Daigo video: I don't mean to take away anything that he did... that particular match was incredibly clutch and it will be remembered for a long while. It definitely inspired others to start playing 3S, or even SF in general.
I'm all for parrying when it's intentional and you are reading your opponent that well. My beef with parrying is the accidental/spam types, where the guy baits you, you stick out a limb, it gets parried, you get punished and you lose a lot of life. A guy risks a parry and he probably loses about 5-10 percent of his life if he times it wrong. A guy gets parried, and he can lose up to 40-50 percent depending on who you are fighting against. The risk/reward ratio is a bit wack in that department.
You try something similar in IV with Saving Attack, you'll risk a lot more just to get a chance to counter, combo and reverse momentum. But it's FAIR. Not nearly as abusable... you would be dumb if you did.
And yeah, zoning is what SF was all about. I'll be glad when that basic gameplay tactic matters again.
Yeah, people who practiced their parries, they'll be left out in the cold... but you know, at least Capcom has the balls to take out elements of gameplay if they weren't working as solid as others. Other game companies would keep those options, even if they were a bit broken, just so they don't piss off fans of the previous versions. SF wouldn't evolve if they just kept adding and adding, but not tweaking or removing other options that were hindering the game."
Bref c'est pas SF3.4. C est plus profond et c'est tant mieux.
Also, when will the home versions be available for sale?
Ono: If I don't give you a somewhat distant sales date, the arcade manages will be angry with me, LOL. Well, let's just say it'll come out after you've enjoyed it at the arcades. First, I want to get a good look at what happens in the arcades.
C'est vrai qu'on est loin de la tronche de Gnafron qu'il se payait au début
D'ailleurs il paraît qu'il vont ré-utiliser son ancienne tronche pour un nouveau Cauldron (les + jeunes ne saisiront peut-être pas, mais Wikipédia est là ...ou pas)
Casey Wells a écrit :D'ailleurs il paraît qu'il vont ré-utiliser son ancienne tronche pour un nouveau Cauldron (les + jeunes ne saisiront peut-être pas, mais Wikipédia est là ...ou pas)
[HS]La sorcière sur CPC, le vieux souvenir putain... Je suis même pas sûre d'avoir passé plus de deux troix niveaux, les sauts super chauds avec ces citrouilles à la con là...
Ca nous a un peu echapé mais le 11 juin 2008 c' est le 25ème aniversaire de Capcom.
Voici un message de Kenzou Tsujimoto qui remercie les investisseurs et les clients/joueurs de Capcom http://ir.capcom.co.jp/english/presiden ... ssage.html
On croit mourir pour la patrie, on meurt pour les industries.
Playstation Network ID : JubaOne
Et moi je l'ais fais en disant que vu la qualité daubeque du jeu il leur fallais un tête de naze ... du coup je suis racord...
Mise a jour du larouse 2010:
DLC ou Downloadable Content. Enculade financière crée par de gros con, pour des jeu qui ne le sont pas forcément moin...
Gen de merde....
RainMakeR a écrit :
Moi j'ai dis que je leur enverrai chuck leur latter la gueule
Mwahahaha!!!
Mise a jour du larouse 2010:
DLC ou Downloadable Content. Enculade financière crée par de gros con, pour des jeu qui ne le sont pas forcément moin...
Gen de merde....
Sans blague, juste pour le fun, j'trouve qu'ils devraient chopper la "licence" pour recréer Chuck Norris dans un jeu comme Street !! On a bien Yoda dans SC4, alors pourquoi pas... ca serait pas plus ridicule que Rufus !! Un perso qui s'appelle The Chuck, avec un vieux back de mercenaire... ca serait le pied.
jeu trés attendu mais des point faible a 1ere vue (petit bien sur !!!).
le boss : vous croyez que capcom aime les mecs en slips parce que aprés gill de sf3 je croyais leur trip fini .
les persos : rien a dire apart quelque persos qui aurait pu etre ajouté cammy, rose,sakura ca manque un peu de femmes non ???? (ma copine ne joue qu'avec ces persos la donc voila lol ).
le online : ca serait bien de pouvoir jouer contre tout le monde ps3 vs psvs 360 car ayant une 360 et mes amis des pc ca aurait été cool de se fighter comme ca .
mais en tout cas j'en connait plusieurs qui vont bien s'amuser sur le live a la sortie moi inclus bien sur .
roooooohh le naomi avec ecran tri frequence vga c beau !!!!!!!!!
nebusama a écrit :le online : ca serait bien de pouvoir jouer contre tout le monde ps3 vs psvs 360 car ayant une 360 et mes amis des pc ca aurait été cool de se fighter comme ca .
Il y auras du online ca c'est sur, mais quelque chose comme 0,00% de chance d'avoir du cross-plateforme... autrement dit, les joeur 360 avec les 360...
Mise a jour du larouse 2010:
DLC ou Downloadable Content. Enculade financière crée par de gros con, pour des jeu qui ne le sont pas forcément moin...
Gen de merde....