Klimat
[13] Hero
Yun-Seong will be fine, he would have been in Season 3 if not for Covid screwing everything up.
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Why is SC6 14.
The fact DOA6 is so far below Venus Vacation is the real joke here. Core Values on display
Online experience is overall not that good in SC6 tbh. I personally don't play it anymore in a while, and even when i play the game i play single players modes.Why is SC6 14.![]()
Why is SC6 14.![]()
So are you implying that the numbers would be down just as much if we would have had a third season? Because every point you made wouldn't be affected by that. Yet, it doesn't ring true for me that the deepening of gameplay mechanics is what's keeping people from playing.
- The game lost touch with its roots.
- Series failed to maintain any semblance of consistency in core mechanics in a volatile FG market which caused shedding of player base in the last three installments.
- Developers kept adding complexities and straining their resources beyond their means. The game should've contracted character/mechanics wise to a SC1 level and not expanded, where they were trying to butt heads with Tekken/SF/MK..etc with measly budgets.
- Recent games ended up not knowing where they stand, they had a legacy but the games themselves were recycled, outdated, and janky compared to games like Tekken or SF. Refer to the following exhibit, SC4/6, two different generations and 10 years apart:
Well, 6 was never thought of as an SC* game but as an SE* successor.I hated SC5 and felt/still feel that that was the most "SC-unlike" game they made, especially mechanics- and movelist-wise.
Facts are facts. SC is becoming less mainstream with every game and has less media coverage. That has nothing to do with you liking the game personally. SC1 was the pinnacle of FGs during its time, SCII release was a big deal, SCIII was less popular but it was big in the Arcade scene. SCIV was the last great SC, it outsold every other SC game, and still maintained SC mechanics like the parry system, it introduced a new mechanic but only to make the game less turtle-y. many well known players who establish themselves in previous titles quit after that.So are you implying that the numbers would be down just as much if we would have had a third season? Because every point you made wouldn't be affected by that. Yet, it doesn't ring true for me that the deepening of gameplay mechanics is what's keeping people from playing.
Quite the opposite, personally, some of the new mechanics have greatly contributed to keeping me playing the game. While I wish RE gone every single day I play, Lethal Hits add so much replay value, demand in-depth knowledge of your character's moveset and are very rewarding dopamine-wise.
I cannot imagine that the casual player (especially newcomers) cares about SC history as much as you do but want to enjoy the game in the now (and I still see new players online [PSN]). And in that regard, I perceive SC to be very FGC-current (meter, SC, Supers, minus the graphics). And I guess that the graphics gap has the biggest potential of scaring off new players when they can have games that look better (first impressions count).
Having played every single installment since SE in-depth, I don't agree that SC6 feels out of place with earlier titles. Personally, I hated SC5 and felt/still feel that that was the most "SC-unlike" game they made, especially mechanics- and movelist-wise. To me, SC6 does not seem to have that problem.
Keeping this short, I don't think your personal opinions on the franchise are more factual than mine, unless you're able to back them up with hard data (with sources maybe?).Facts are facts. SC is becoming less mainstream with every game and has less media coverage. That has nothing to do with you liking the game personally. SC1 was the pinnacle of FGs during its time, SCII release was a big deal, SCIII was less popular but it was big in the Arcade scene. SCIV was the last great SC, it outsold every other SC game, and still maintained SC mechanics like the parry system, it introduced a new mechanic but only to make the game less turtle-y. many well known players who establish themselves in previous titles quit after that.
Arbitrary changes are never good. introducing multiple different convoluted parry/reversal systems in every game then scrapping them the next game is not good and is not a sign of following an "established formula" of a modern FG like you alluded to. Major mechanics overhaul in an "update" like the backdash or SS updates in SC5 is too big of a change to happen in the same game. Changing the throw breaking buttons in SC6 is another example of an arbitrary change. This only shows how little thoughts are put before release in the later games. All of these things don't need money, it just need a little bit of common sense.
Also don't forget, SC is not just behind big titles with big budgets, it's also behind older fighting games and games with lower budgets than itself.
I mean, yes and no, I suppose? I think it would be pretty entitled and neurotic to need to have an express explanation of who belongs where in some submenu or document. But at the same time, your question points to a deeper and more telling problem with the stages: that many of them are so generic that they don't suggest any particular character as even a good candidate. So many of the SCVI stages are so lifeless and void of any real character or artistry (to say nothing of contextual connection to the actual characters). It's the type of thing that (now that we can fairly conclusively say the product is complete and we can look back with the benefit of perspective) emphasizes just how impoverished the content for this entry really was on so many critical levels--especially at launch. The even further generic Libra and Chronicles really should have been scaled down drastically in length and the resources redirected to fundamental assets like the stage design.Don't you guys get frustrated because you don't know who owns the stages in SC6? I mean, some we can assume, but others, especially the generic stages, it's difficult. They indirectly revealed the themes of some characters like Talim, Inferno, Sophitia and Siegmare, but what about the others??
your question points to a deeper and more telling problem with the stages: that many of them are so generic that they don't suggest any particular character as even a good candidate.