They can build experiences while providing better CPU, they just have to find smart ways to amortize. Cell phones and smart gadgets have been doing it for years now. I think that 5 years is plenty of time to have considerable technological growth.
There's something about the character design that just don't feel Capcom-like. I love Lost Planet 1, and I'm starting to think that it will never get a true worthwhile sequel. If only Inafune San was getting busy...
Call of Duty 4 GoW 2 or was it GoW1 with Cole Train being a hype-man. Mass Effect that track sounds like something from the 80s, yet futuristic Street Fighter 3 Third Strike Portal 1 ... and 2 *not as awesome* Street Fighter Alpha 2 and 3.
I have been saying that for years. Blazblue does it well, and SFIV Volt (iOS mobile) is a step in the right direction. Non-linear training mode is totally necessary. And i also think that they should teach input techniques. How to hold the joystick/d-pad, and suggest reasoning behind certain( configurations. For instance, why it's important to have the Mk & Mp buttons close together, same as for Lp & Lk in SF. THE MOST IMPORATANT THING THAT THEY SHOULD TEACH IS EXEXCUTION. THE TRAINING MODE SHOULD HAVE AN OPTION THAT PLAYS LIKE RHYTHM GAMES. THE INPUTS SCROLL DOWN IN A TIMELY MANNER AND THE BUTTONS THAT ALLOW FOR A COMBINATION/COMBO ARE DISPLAYED ACCORDINGLY. IT'S UP TO THE PLAYER TO PRESS THE EASY LINKS WITH WIDER WINDOW FRAMES OR THE MORE CHALLENGING ONES THAT STRICTER TIMING. THEY WOULD BE DISPLAYED IN GRID, AND BUTTONS WOULD BE IN THE "GOOD TIMING ZONE" FOR AS LONG AS IT IS POSSIBLE. THIS WOULD HELP WITH SOME OF THE ESSENTIALS, YET LEAVE ENOUGH ROOM FOR MORE INTRICATE COMBOS.
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