What Features Would You Like In A New 2D Fighter?

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racketboy
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What Features Would You Like In A New 2D Fighter?

Post by racketboy »

If you could tell Capcom (or SNK for that matter) what you would like in a new 2D fighter, what would it be?
Do you like certain strategy elements?
Certain animation features?
A huge character roster?
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Post by kinn »

I assume this was triggered by that announcement of Capcom making a new 2d beatemup?!

Ok some things off the top of my head:

A really insane number of backgrounds! Why should we settle for just one background per character?!

Have the backgrounds at different times of the day and weather conditions i.e. night, day, raining, snowing etc.

Abilty to edit the characters and background colours. I think one of the SNK vs Capcom games allowed you to edit the character colours, which was cool.

Have random elements in there. So you only see some things rarely i.e. like things happening in the background. Kind of like Ryu's orange fireball.

Save replays (I know some games already have this). Cut/edit replays and abilty to add some custom music to saved replays.

I guess its mainly things that will keep the game feeling fresh (visually) when you've played the game hundreds of times!
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Post by gradualmeltdown »

1 : 12-16 well balanced fighter and no more.

2 : HD graphics similar to the new Udon inspired Street Fighter remix. 30 frames per second. Should look like an interactive comic book in motion.

3 : One well directed art style and theme for the game. Characters should feel like they belong in the same tournament, theme's and goals should mix between characters. Think SF2 World Warrior

4 : Intense sprite scaling using HD sprites. Example would be Ryu's Super Dragon punch from SF3:TS but way higher resolution and way more often.

5 : Simple fighting system that rewards practice and dedication but that is easy enough for anyone to pick up and have fun. Reward the hard core, but let everyone have fun. Think VF5

6 : 1 Player missions for each and every character. High quality 2D beat-em ups that might only be 4-7 hours a piece that reveal that characters story arch through the overall game. Maybe with paths that evolve ala Guardian Hero's. Depending on the paths or single player games completed maybe events would be sequenced differently in later single player games.

7 : It sould be Street Fighter 4.
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The next big 2D fighter?

Post by marurun »

I'd like to see some new graphics technology. Rather than using sprites, or even polygons, I'd like to see a fighter that uses vector art and a vector engine. Vectors aren't just simply shapes like many flash animations. Vectors can be used to describe complex curves and details as well.

Flat polys could be used in a pinch, with a caveat. I don't so much want to see texture maps and simple textures as I do actual details. The modern 3D consoles can push enough polys that if you're doing a 2D fighting game you should be able to create the characters by having every detail be a separate object, making up what LOOKS like a texture, but is actually a true surface.

If this were done it could be perfectly playable on both high definition and low definition environs.
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Post by metaleggman »

1. A game with every SNK, Marvel, Capcom, etc character in it in total HD.

2. Whatever it is, handdrawn HD graphics if it is 2D

3. Awesome supers and such. One of the reason I dislike most 3D fighters is cuz the supers usually aren't all that cool looking. In street fighter or the marvel games, the supers are always pretty damn cool looking.

4. Prolly a learning curve that makes people want to dedicate themselves to practising and such. Most fighters tend to punish the people who can't find it in themselves to like the game enough to practice practice practice. The game should be fun and varied enough to make everyone who plays it love and want more.
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kinn
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Re: The next big 2D fighter?

Post by kinn »

marurun wrote:I'd like to see some new graphics technology. Rather than using sprites, or even polygons, I'd like to see a fighter that uses vector art and a vector engine. Vectors aren't just simply shapes like many flash animations. Vectors can be used to describe complex curves and details as well.

Flat polys could be used in a pinch, with a caveat. I don't so much want to see texture maps and simple textures as I do actual details. The modern 3D consoles can push enough polys that if you're doing a 2D fighting game you should be able to create the characters by having every detail be a separate object, making up what LOOKS like a texture, but is actually a true surface.

If this were done it could be perfectly playable on both high definition and low definition environs.
Actually sounds quite interesting. Would love to see something new.

One advantage of using vectors would be that you could scale and zoom in as much as you like without the screen getting all pixelated.
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Post by gradualmeltdown »

Vectors would be awesome. Would you be able to create vector graphics detailed enough with current machines? I don't know much but I remember flash art used to push my little PC's to the edge. Things are probably way different now.
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Post by Majors »

Capcom announced that they are working on a new "2D Taisen Kakuto" (2D Versus Battle) game title for the first time in 3 years. The game will likely be revealed at the upcoming Capcom Private Show in Japan in August 2007.
Interesting topic now that Capcom has announced there is a new VS game...I'm thinking Jam/Evo 2. It's a test for SF4 for sure, but we can have hope for CvS3.

BTW, the perfect 2d fighter has already been made...it's called Capcom vs. SNK 2 (...imho)
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Post by marurun »

Well, flash is something of a byte-code engine, if I'm correct. It's generally considered to not be all that well optimized. I think if you wrote a vector engine from scratch for one of the new consoles you could get some exciting results.

That's one thing that's always disappointed me. So much time and effort into 3D acceleration and little time into quality 2D acceleration and 2D special effects.
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Post by baphomet_irl »

marurun wrote:Well, flash is something of a byte-code engine, if I'm correct. It's generally considered to not be all that well optimized. I think if you wrote a vector engine from scratch for one of the new consoles you could get some exciting results.

That's one thing that's always disappointed me. So much time and effort into 3D acceleration and little time into quality 2D acceleration and 2D special effects.
Yes I love vectors and seems as how the painting is being done in Photoshop, it could just as easily be done in Illustrator, and the paths and brushes would preserve perfectly at all scales, you could have some amazing zoom effects, and the sharpness would make Guilty Gear look like IK+ :p
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