It's insane how many poor sports are on Team Battle as'a late... not that I'd expect anythin' less from a game that's been online for more than two years.
Also, item shenanigans. So much lulz @ Warp Star.
The friendly fire's fine. Vote kicking teaches players to be careful right off the bat. I learned not to use swings while grouped with the friendlies, but I still end up whacking someone with overheads every now and then. It's even better when enemies kill each other while attacking you.
Okay I'd like to take a minute and point out how re-****ing-diculous the trials are in KOFXIII.
You're appointed a sparing partner and you're given a set of commands to input. Input them correctly, and Takuma won't block them, and you pass the trial. There are ten for each character. What it doesn't tell you is the copious amounts of bullshit there is in in completing these inputs you're given.
So, Lv.1 Iori. I'm given a simple three-step input command. LP, HP, and then his claw attack to finish it out. Cancels work stupidly in KOFXIII, because nearly everything you're given in the trials works under the assumption that the .0000005 second window you're given to input a command in the span of another move's cancel range is fair. So these simple attacks, close-ranged low punch into high punch are blocked unless you time them perfectly, which, and I'm a fair fighting genre vet, I can fare well in most games, but this is just ridiculous.
You're given a demo of each trial, and just watching the Lv.1 demo is kind of embarrassing, but watching some of the later ones is absolutely ludicrous. I'm sure they're on Youtube, go check them out. Try looking for Ash's, they're particularly retarded since a great many of his specials are hold commands and his trials give little leeway to open timing for the part of it you need to hold before executing the attack.
As for the rest of the game, so far it's not too bad. The final boss has an obscene repertoire of invincibility-framed specials and has a grab range the size of Fort Knox but whatever, you get used to him over time. He doesn't seem to block high very well and hardly ever guards his legs but the second you get anywhere near close, even offensively, he counters with some oozing grab attack that holds you still for a moment, and his projectiles can't be canceled out by other projectiles, they go right through them and into you.
The arcade mode is a nuisance actually, as far as the cutscenes go. You're shown a scene, with slow SNK-esque musics playing in the background. There are characters, and they're speaking, but you can't hear anything, and there's no flavor text. No text at all. And these scenes are all of conversations so.... okay? I could understand if they were rehashed scenes from the story mode, but the scenes used in arcade that show up in story do the same thing. I don't know if there's some clever way of unlocking some dialogue, but I think if there were SNK overplayed they're hand on it with the rest of the BS you're given outright after buying the game.
Not that SNK's been particularly good with storylines in the past, KOFXII had pretty much no story at all. People who play the KOF/FF series play for the gameplay, not so much the story of lack thereof. You tend to pick up bits and pieces over time of relationships between nemesis, rivals, enemies and goals but it's never presented in a very clear fashion. My gripe here is the fact that it SEEMS as though SNK's finally trying to piece the story between each team, it's members and Ash's organization, the Bernstein's, etc but don't even give you anything to read about. Kay, thanks. I love watching people lip sync to silence for 60 seconds.
But some of the advanced mechanics... I may be falling out of touch with the genre or something, because I remember having similar trouble with Street Fighter IV, but for Christ's sake, seriously? My thumb-fu is not inhuman, I can't keep up with this ludicrousness.
Last edited by Fox; 09-14-2013 at 03:25 PM.
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