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Post by zzz on Jul 27, 2009 13:08:22 GMT -5
What in the fuck @ that entire post.
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Post by Discoalucard on Jul 27, 2009 16:25:22 GMT -5
Most of the stuff following the first few posts has me entirely lost, but I agree with Derboo - if there's some definite way that the article can be improved, then it should be.
I'm not at all familiar with Weaponlord (and kinda hated the few minutes I tried to play it), if ZZZ doesn't want to update it any, would you be willing to update it Derboo?
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Post by derboo on Jul 27, 2009 19:57:36 GMT -5
I'd do that if I may. It's really not that much to write.
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Post by Discoalucard on Jul 27, 2009 20:02:00 GMT -5
Heck, you can just post it here, if you'd like, or I can use your previous posts regarding the differences. It's up to you.
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Post by derboo on Jul 27, 2009 20:14:12 GMT -5
OK, here's a paragraph about its netplay compatibility:
"Many of Weaponlords unconventional gameplay decisions actually stem from it being the first fighting game to be designed with online multiplayer in mind. Weaponlord was optimized for use with Xband, a then new online multiplayer service, that made it possible to play Genesis and SNES games via dial-up internet. However, latency made especially playing fast fighting games quite problematic. After all, the games themselves weren't intended to be played online at all. So the developers at Visual Concepts took their experiences with playing Street Fighter II and Mortal Kombat through the service, and tried to prevent problems they've encountered, basing decisions on timing and balancing on this criterion."
Not sure were this would fit in nicely, maybe before the part on fatalities?
And an alternative paragraph about the version differences:
"Weaponlord was originally intended to be a SNES exclusive, but Visual Concepts began porting it to Genesis while they were still working on the SNES version. The Genesis version is aesthetically inferior - it has a black bar behind the status indicators, the backgrounds don't have nearly as many layers, and the colors suffer a bit. Similarly, the music is pretty lousy in comparison to the SNES version, and the voices are staticy. On the other hand, those cutbacks also brought with them a noticeable advantage - on the Genesis, the framerate is less choppy, which improves the overall playability of the game. One also has to wonder if there went additional finetuning into that version, as it got rid of some rather embarassingly simple (semi-)infinite combos. Other than the SNES game, the difficulty spectrum doesn't range from unforgiving to godlike here, instead the easiest level <i>is</i> infact a fairly easy one, at least when compared to its sister version."
While I'm at it, there's also a sentence that I'm either getting wrong, or that's not quite correct: "There is also a lack of projectile combat."
So would that mean that there isn't much projectile combat? In actuality, 4 out of 7 fighters have projectile moves, which the AI spams quite a bit, and are also valuable moves in VS play. So if I understood it right, this sentence should get deleted.
Reference for that Xband bit:
<a href=http://uk.gamespy.com/articles/954/954328p1.html>Interview with Dave Winstead</a> Interesting statements on Weaponlord's online gameplay (at page 3).
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Post by zzz on Jul 28, 2009 1:18:30 GMT -5
if there's some definite way that the article can be improved, then it should be. "Definitive" and "improved" would be highly subjective in this case, to say the very least. And the game is lacking in projectile combat. Only half of the characters have projectiles. In most fighters everybody but the grapplers will have them. And trying to spam fireballs will get you destroyed in this game. There's nothing inaccurate about the sentence. And seriously, Disco, it really wigs me out how you always cave immediately to any complaint made by some anal retentive stranger on the internet, yet none of the legitimate criticisms toward the site have ever resulted in any changes.
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Post by derboo on Jul 28, 2009 2:46:21 GMT -5
And the game is lacking in projectile combat. Only half of the characters have projectiles. In most fighters everybody but the grapplers will have them. Fighters with projectiles in various well known games: Super Street Fighter 2: 7 out of 16 (or 8 out of 17, if you count Akuma) Garou Mark of the Wolves: 7 out of 14 The King of Fighters 98: 12 out of 38 (I think 16 when you count supers) Can someone bother to remember how many fighters with projectiles are in Last Blade, to have something even more similar? And trying to spam fireballs will get you destroyed in this game. Mindless spamming will get you destroyed in any good fighting game. In Weaponlord, however: www.derboo.de/files/wl.avi- This is Barbarian difficulty. - It is only the very first run I tried, not a best out of many. - Note that I land only a single hit with a non-projectile attack, and that was accidental. - Note also that I'm generally acting very stupid in that video. - Note that I'm not getting destroyed.
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Post by zzz on Jul 28, 2009 3:26:54 GMT -5
Still not a legitimate point. Fireballs are not the only kind of projectiles. You're not counting body projectiles, etc., in those tallies. Pretty much everybody in SSFIIT has a projectile of some sort. This is usually the case in most fighters.
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Post by derboo on Jul 28, 2009 4:02:04 GMT -5
Interesting. So which moves of the following SSF2T characters do you call "body projectiles, etc.,"?
Fei Long T. Hawk Zangief Cammy Balrog (Boxer) Vega (Bullfighter)
Which moves of the following MotW characters do you call "body projectiles, etc.,"?
The Kims Freeman Tizoc / Griffon Kevin Rian Gato Jenet
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Post by kyouki on Jul 28, 2009 4:33:52 GMT -5
Good info derboo, Weaponlord deserves a more complete article.
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Post by Ganelon on Jul 28, 2009 10:49:43 GMT -5
There's no such thing as a body projectile; have you ever heard anyone referring to a fighter like that...? And come on, the addition of this info is really interesting and viewpoint-changing.
Honestly, I think Kurt is really good on including extremely pertinent info in an article. That's what impresses me most.
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Post by zzz on Jul 28, 2009 12:24:11 GMT -5
What info is "really interesting and viewpoint-changing"? Most of what he posted was just anal retentive nit picking. And yes there is such a thing as body projectiles. E. Honda's flying headbutt move, Blanka's spinning body thing, Cammy's drill kick whatever-the-fuck-it's-called, etc. They even discuss body projectiles on SRK.And dude, if you are using projectiles a lot in Weaponlord then I don't know what to tell you. The projectiles in this game are just simply much less important than in your standard 2-D fighter.
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Post by ryochan on Jul 28, 2009 12:42:36 GMT -5
What info is "really interesting and viewpoint-changing"? Most of what he posted was just anal retentive nit picking. Allow me to answer this... It's interesting that the game was slated for an online play way before it became popular. I don't remember the original article very well, but if this was not included, well, I like the fact it is now. It's an important, historical in some ways, piece of information. That, at least, is not "anal retentive nitpicking." The rest I'm not going to comment on.
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Post by Ganelon on Jul 28, 2009 13:56:33 GMT -5
So now we're adopting words from a German novice who, for lack of a better word, put "body projectiles" in quotes? WeaponLord's projectiles, while a far cry from SFII-era projectiles, aren't any more useless than SFZ3 or SFIII projectiles.
It's great you created the WeaponLord article but if you won't update it with new-found info that really says a lot about the game's significance, then it's nice that someone will.
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Post by Deleted on Jul 28, 2009 14:09:05 GMT -5
I really try not to feed the trolls anymore, but GAAAAAAAAAHHH.
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