Rep'ed for the truth.
Printable View
1. One move that was utterly lacking in the Streets of Rage series is the running attack that we see in the Golden Axe series. I couldn't play Golden Axe without it. Forward Forward Attack is the funnest move in the Golden Axe games (including Ax Battler: A Legend of Golden Axe). They did somewhat implement it in Streets of Rage 2 as part of a special attack (which means you loose hit points and thus utterly sucks).
2. Another thing is the unnecessary "melee" main character (we see this in, both, Golden Axe and Streets of Rage). It's not only boring, but also renders the main character somewhat unplayable. I always end-up choosing the girl fighter because she has way more agility and can always jump farther with way more reach (in both Golden Axe and Streets of Rage). I really hope this is taken care of if they're to make a Beat 'M Up. It's ok to balance-out specific moves in terms of strength/agility, but it just looses all the flavor when I can't play with all the characters (especially the main character) just because his moves are dull compared to the girl character. In other words, don't limit a character's moves and call it melee (e.g. Ax Battler and Axel). If it's not too much to ask for, one good formula would be to take said girl characters in, both, Golden Axe and Streets of Rage as prime examples, add a bit more strength to them (damage), and move UP (not down) from there (I'm not saying they have to be girls either, but don't leave-out girl characters just because). If not, at least make someone with such reach and agility your melee fighter (I guess your standard main character, dull and played-out, but if you must... :?).
3. If you're going to add a weapon pickup, please don't do it so that there's a specific one that will lower your fighting ability (like in Streets of Rage and the stupid knife pickup; not to mention the bottle).
4.
Dude... Axel is completly broken in SoR 2, his forward->forward->attack move deals so much damage it's insane. I don't care how fast Blaze is she can't compare.
Ax Battler does suck but he always has. Everyone either played as Flare or Gillius.
Blaze can compare. Her speed makes her broken too: just jump kick or punch so that the enemy blocks then throw him, throws deal more dmg than anything. Her throw is also quick so she seldom takes a hit whilst doing it, unlike Skate and Max who are rather broken in the other direction. Plus with a pipe in hand speed becomes much more of an asset.
Ax Battler sucks because his sword's too short. He should have a rib-high flamberge. That thing in his hands looks like something to carve a turkey with.
The biggest single thing the game needs is a separate button or combination of them for picking up stuff. I hate getting whacked because I'm trying to fight and unwillingly duck to grab a bottle or an apple, or unwillingly picking up a health bonus because I'm trying to fight.
The 2nd biggest thing the game needs is not to be like SoR3 in any way.
Really though there's so much that can be done with this aborted genre MGF could make 10 brawlers and we'd still be coming up with new ideas.
Wait a minute, what's all of this trash talking Ax Battler and Axel as broken? Short sword? Ax Battler has the second longest reach of the three playable characters. Axel's Grand Uppah doesn't take energy points to use, and yeah it can be abused quite readily. Golden Axe's jumping attacks can be abused too. I'm also not sure how the term melee applies to Axel and not Blaze, they're just using heavily stylized different fighting styles. I can't call one more interesting than the other just because Blaze spreads her legs more. Wait...
Well, now for my list of wants. First and foremost, a block and parry mechanic, see Super Double Dragon and Double Dragon Advance. I need to be able to stop any enemy combo no later than half way through, thus avoiding the most damage, by parrying/countering their attack. This shouldn't just be a button masher friendly move, it should require timing, see Akira in the Virtua Fighter games.
There needs to be tons of moves that can be linked together for maximum damage *and* group combat. Since it won't be possible to incorporate side stepping, that needs to be made up for with fluidity in attacking multiple opponents. The Streets of Rage games already do this quite well, but I want more ways to knock down multiple opponents than just throwing one into a crowd or using a special move. I should be able to work my way through a group while fighting. Which reminds me, there needs to be different attacks based on how close I am to the opponent, with closer attacks being more powerful. Double Dragon 1+2 had this, but I want just as many moves and the ability to block parry in close as I have at a distance. Elbows and knees and headbutts and uppercuts/hey-makers should be more powerful than jabs. No real fight stays at a distance with a bunch of swanky moves anyway.
If we're going for a Golden Axe style fantasy weapons based combat, just study Weaponlord and expand on that for beat-em up group fighting mechanics. Actually, Weaponlord is nearly perfect in the way it handles blocks and parries, this game needed to be a beat-em up.
If a "brawler" style beat-em up, then there needs to be a wider variety of weapons, and they need to be used appropriately. Again, see Double Dragon Advance. I don't want a sword and a pipe swung in exactly the same way, that is just silly, and for Gillius' sake please let there be two handed weapons like sticks and knives. Even swords and pipes could be used in both hands really. Ground fighting needs to be included but not overemphasized. In a group fight being on the ground is generally a bad idea, but that shouldn't stop you from soccer ball kicking somebody's head while they're down.
I could keep going with my wish list, but really if half of these things were included I'd be thrilled. Please no simple SNES beat-em up move sets with no enemies on screen.
You've been really remiss if you can't get back to me yet. Try one on Synbiosfan, then see if you can't get back to me. Or Zebbe, you know, since this thread largely pertains to his efforts.
2nd longest against a rather lithe than Amazon woman and a dwarf. Considering each has other advantages over him it's doubly a fault. And you just answered your own question about Axel (though you shouldn't have raised it, it was answered in the first place).
'Melee' would make the most sense for Gillius since he has the least magic; it's very awkward P&P RPG jargon for hand-to-hand (armed) combat as opposed to with bows, spells, &c. Though QSF probably intended rush attacks as a form of ranged attack, and Ax Battler's is by far the worst; likewise, taking his meaning as an application of regular attack range, Ax Battler again comes off in the middle and Axel may well be the worst (harder to balance cz there are more moves in SoR).Quote:
I'm also not sure how the term melee applies to Axel and not Blaze
Though 'melee' (= 'medley') pretty much just means 'middle', so perhaps that's all he was getting at.
http://upload.wikimedia.org/wikipedi...game_flyer.png
;)
In addition to what was already said about good running attacks, grapples and combos. I'd like to see a very good backflip/evade attack like the backflip in Maximum Carnage. That move is amazing for launching into some epic combos, especially when combined with the web pull or dash+bodycheck. Also, it's great to have the option to retreat quickly from a swarm or powerful enemy and still be able to get a hit on them.
Along that line of thought, let me add that the jump kick which is so essential to every brawler must be good. Jump kicks are invaluable and every brawler that doesn't have a good jump kick invariably sucks. If you want to see a brawler that doesn't have a good jump kick see Death and Return of Superman. That game could be vastly improved if it just had a good jump attack.
Agreed. Also, when you do the up grapple move and you're on top of the screen you should be able to smash the enemy into the background wall or object (if there is one) like in the SNES Batman Returns. Nothing more satisfying than smashing a dude's head through a window. Interesting environmental damage would be nice too.
This. Also the weapon pickup should just be more fluid altogether. Ie: you pick it up and attack on the upwards motion, or you should be able to run and grab the item on a slide if you time the button press well.
I wasn't the one that called Ax Battler and Axel the melee characters :p, that didn't make much sense to me either.
Amended.
@ cc = I really don't think each character should have so many grapple moves, leave some styles rougher both for variety's sake and character reflexion, eg Skate being so young and wrestling moves requiring a fair amount of skill (more than kicking and punching) he of the four in SoR2 would obviously have the least.
@ djshok = technically JR did say "nobody would do that in these days" which are 25 years past SF's release.
Really, it's hard to live with the "RPG crowd":
It's so silly, so stupid, so selfish... Holy crap.Quote:
Also keep in mind that RPG won the secondary vote by far. I would much rather have a more detailed and/or longer Beat em' Up RPG with a single character then with two.
Who the hell wants a single character beat'em up?
Maybe the RPG crowd are all SNES fans who don't know you can have a good two player Beat'em up with multiple characters without the game being a flickering glitchy disaster full of slowdown and barren stages. Maybe they think a Beat'em up has to be one player for you to have longer levels with more enemies and objects on screen.
^Yep, it's possible.
Perhaps the game will be like CYBORG JUSTICE... in the sense that you can rip off your opponents' body parts / steal weapons and add them to your distinctiveness. :)