[QUOTE="Jordo321"]Can't tell if OP is serious. But to wrap it up -analog stick being used to walk around takes away depth from the special attack motions/jump. -camera angles suck, and isn't that fun anyways when everybody is running around all willy nilly -2D keeps it simple to block high/low attacks, as well as dish out high/low attacks. -2D gives a fun metagame by being able to jump over fireballs etc. lolNC15
what did i write that gave you the impression that this was a hoax?
Just because some of the translations of 2D to 3D were poor doesn't mean that any fighting game franchise
has to resign itself to a antiquity platform indefinetly.
The fans like it, because they have an emotional attachment to the game and it works for them.
What i'm hearing from people on here sounds alot like: "if it ain't broke, don't fix it"
that kind of mentality doesn't necessarily drive game developers to make superior products nor
challenge them to evolve.
Because the notion of leaving 2D fighters in the past is rediculous.
You have to realize that 2D fighters, especially Street Fighter are deeper than you think, and COMPLETELY balanced around that perspective.
Look at Starcraft, would you want to change that formula? Hell no.
2D and 3D are COMPLETELY different types of fighters,I don't even think they should be compared in the first place. If you don't like 2D, go play a franchise that isn't, because Street Fighter is the Starcraft of 2D fighters.
2D fighters will have light punch, medium punch, heavy punch, light kick, medium kick, heavy kick, each with different hitboxes,high and low versions,frames to activate, invincibility frames, recovery... all of this is balanced accordingly, and this would all be too much to transition into a 3D fighters, especially when motions for special moves are taken into account (which keeps things precise). What I'm saying is 3D fighters are a whole other game.
Look at soul calibur
A Button - Guard (G)
B Button - Kick (K)
X Button - Horizontal Attack (A)
Y Button - Vertical Attack (B)
It's even gives a whole button just to block, where as 2D all you have to do is hold back, and leaves the complexity with fewer buttons.
This isn't to say 3D fighters can't be deep, but it's on a WHOLE OTHER LEVEL. Putting Street Fighter into 3D wouldn't be Street Fighter, it's like comparing Ikaruga to Star Fox (well, Star Fox is too simple for that comparison, but whatever)
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