The Alabaster Sock

We Will Fight the Threat with Fighting

Posted by Matt on May 9, 2010

I’ll explain: the reason why I’m playing Pokemon again, aside from nostalgic residue, is because it plays perfectly into my OCD desire to customize characters and make a distinctly ‘me’ team in games. For this same reason, I also like SRPGs like Final Fantasy Tactics and Disgaea, as well as Worms. The fact that’s it’s a simple fun RPG that can be played anywhere is a bonus.

I don’t understand this trend among a lot of online Pokemon fans or former fans who seem to think every monster made after the first games are shit. They’ll say things like “Oh, well the first 150 were more like actual animals. and the later ones are too weird!” (there are several answers to this question: (a)there’s a mix of more ‘down-to-earth’ designs and weirder ones in every game, and (b)who cares? Did you not notice the part where this a game of magic monster fighting for kids?), and it seems to be based more on nostalgia than any actual logic. I mean, what kind of standards do people have for cartoon creatures? For me, it goes like this: if I were ten years old, would I draw this?

Is every Pokemon design awesome? No, but when you’re creating 100+ new designs every few years, each one attempting to fill a specific niche, that happens.

As you can see, I discuss matters of utmost importance on this here site.

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Some have been freaking out about Marvel vs Capcom 3 since not long after it was announced. Capcom has made mention that they want the game to appeal to as broad a audience as possible. Since Street Fighter IV, ‘hardcore’ fighting players know what that means: they will not be the primary demographic the game is designed for! They will ‘dumb down’ the game and make it for casuals and scrubs!!!!! More importantly, it won’t be exactly the same as Marvel vs Capcom 2!!!!!!!!!!!

And now they have evidence: the game is going to use the 3-normal-attack layout (like Tatsunoko vs Capcom) instead of the 4-button of MvC2. Here’s the thing, though: that layout worked in TvC. In a more fantastic game like this, you don’t need to follow the Street Fighter standard 6-button layout, because you don’t need to have specific buttons for punches and kicks like those game do. Some people complained before TvC came out that it would be confusing not knowing which button is a punch and which button is a kick, but I think that’s more of a problem with preconceived notions than anything else. In any case, you have to figure out what the button does; even if you know it’s a punch or a kick, you still have to know what that punch or kick does. so what difference does it make if it’s not specifically either?

The other argument against this is that it limits the amount of moves that each character can have. That’s a possibility, but I doubt it’s really a significant hamper. For example, in TvC, Ryu’s moves are easy to figure out even without a Punch/Kick separation; and unless one thinks every character should have a dozen different special moves (which wouldn’t even be in-line with past MvC games), the system works out fine. Yes, the game will technically have fewer attacks than, say, Street Fighter IV, but so what? These games have never really been as ‘in-depth’ as the SF games, or at least not in the same regards. Don’t forget: this game also has lots of its own unique features (everything revolving around the assist system, snapbacks, aerial raves, stuff like that) to help provide a unique strategic experience, and they announced ALL those features being brought back alongside the new button layout. Losing an attack button really doesn’t hurt the possible depth of the game that much, from what I can see.

I had considered the possibility that they would use this control scheme; my only concern was it would use an odd number of buttons with the two assist buttons needed for a 3v3 game (in TvC, it worked out very well with only one assist, leading to 4 buttons). They solved this problem by adding the Exchange attacks, which actually sounds pretty interesting. Aside from providing one-button launchers (which is fine by me, I see no real difference between using a specific button and DF+HP for it) and other easier access combo-oriented attacks, it can also be used to counter other Exchange attack, depending on what they use. So, not only do they solve the even/odd layout issue, as well as make a certain important aspect of the game very slightly more doable, but they even added entirely new ideas in the process! I’ll be curious to see more about this new thing.

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