Capcom 2, Guilty GearĪsuka 120% Burning Fest (Fill-in Cafe, 1994): Clash system and simplified inputs You might also like my previous Gamasutra article, Street Fighter for Designers: Top 8 Lessons from Evo 2015.įighting games cut from SF2's cloth: Asuka 120% Burning Fest, Weaponlord, Marvel vs. for education's sake!Ī quick note about me: I've written a (free) book that teaches fighting game fundamentals using Street Fighter, as well as educational fighting game streams and videos, and I'm the community manager for a free-to-play PC fighting game currently in public technical alpha called Rising Thunder. I'm going to try to avoid the other well-known franchises (if you know Street Fighter, you probably also know Mortal Kombat and Tekken) and focus on the weird stuff. Studying these games may inspire you in your own designs, or may suggest ways to tinker with the paradigm you're currently wokring within. So, in celebration of SF2's 25th anniversary, I'm going to walk through some of the fascinating deviations and beautiful experiments that fighting game devs took to try and change SF2's fighting game formula. If you're the average consumer or dev, or even if you're an experienced fighting game competitor, you probably aren't all that familiar with all the games that have tried to make major changes to the fighting game template.
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