Street Fighter 5
Data de Lançamento e Dhalsim Revelados(PG.223)
caralho capcom, libera mais gameplay do Necalli logo Emotion
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boa entrevista
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Eu to vendo essa sua zuera no eventscrubs hein Clamper Emotion
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One Winged Angel escreveu: Eu to vendo essa sua zuera no eventscrubs hein Clamper Emotion

O site faz jus ao apelido.

Cambada de scrubs vibrando porque agora "todos podem ser o Sako".

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Clamper escreveu: O site faz jus ao apelido.

Cambada de scrubs vibrando porque agora "todos podem ser o Sako".

90% ali não acerta janela de reversal, vão continuar dropando tudo.
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btw, boa entrevista essa do Valle, concordo com vários pontos que ele comentou sobre sf5.
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One Winged Angel escreveu: 90% ali não acerta janela de reversal, vão continuar dropando tudo.

Só de raiva derrubei o site, pra aprenderem.
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<div align="center">[Imagem: 31_development.jpg]</div>

'We're trying to layer [classic Street Fighter moments] into Street Fighter 5' - Matt Dahlgren takes us behind the scenes of Street Fighter 5


Although the excitement surrounding the beta test has calmed down, news is still abuzz about Street Fighter 5. In this case, Capcom's director of brand marketing and eSports, Matt Dahlgren, spoke with Gamasutra about the developmental aspects of Street Fighter 5.

In the piece, he gives us a look at Capcom's mentality going into Street Fighter 5, the aspects of making it a service rather than a single product, the ideology behind game balance, and the idea that the variable system was brought in to highlight popular elements from past Street Fighter games, and making them present in Street Fighter 5.

Dahlgren states, "basically, we've gone back and looked at the previous iterations of Street Fighter and the elements that were the most popular, that we could layer in to create Street Fighter 5." One of the examples he notes involves Ryu's V-Skill, encapsulating an entire game's mechanic into a single V-Skill.

Elaborating on this concept, and the potential behind the variable system, Dahlgren continued, "the core gameplay mechanic of Third Strike was parrying. Now, that core gameplay mechanic is just Ryu's V-Skill. So that's just one character's move and that whole thing is built into it. ... So it's looking back at that those classic Street Fighter moments and the things that were strong in each iteration of the game and trying to layer those into Street Fighter 5."

Of course, this is just a piece of Capcom's commitment to Street Fighter 5's continued success not just at launch, but in the very long term. "We want to create a new era of fighting games. We'll start off a little bit on the small side, but this thing is going to be a game that delivers a lot of awesome fighting game fun for many years," Dahlgren says. It's clear that this title is meant to continue on for a long time right from the beginning, noting that it will include a lot of variety.

With so much variety, however, issues of balance are inevitable. Dahlgren sheds some light on Capcom's new philosophy going into Street Fighter 5, introducing the concept of over-balance. "Sometimes companies will freak out and patch a game too quickly, and it prevents a beautiful gameplay dynamic from formulating. Sometimes you need something powerful to figure out how to counter it, and it allows it to layer on.

"You have to look at things from a player perspective. They invest a lot of time and resources into practicing the game and learning the system, and figuring out, essentially, how to break it down. If every time someone finds out something that's innovative, you take it out of the game, you're preventing the players' creativity," Dahlgren explained.


Needless to say, Capcom is putting all of it's effort behind Street Fighter 5, and has a fresh new mindset to tackle the problems ahead for the project. Dahlgren has given us an often forgotten perspective on what goes on behind the scenes, and shed some light on what the future may hold for Street Fighter, and us as players.

Source: Gamasutra

Fonte: http://www.eventhubs.com/news/2015/jul/31/...reet-fighter-5/
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Rising Thunder é uma merda, pqp.
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Gbraga Returns escreveu: Rising Thunder é uma merda, pqp.

Deve ser mesmo, granja amou Yay

E eu achei que você iria pirar com a notícia Crylol
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É meio não-notícia, né, Capcom sempre foi assim. Ficarei feliz quando uma NRS ou Arc falar isso.
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[vine]https://vine.co/v/eXnPHQAz676[/vine]
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Bem, quanto a Janela de frames para fazer combos eu achei uma boa implementação, jogos da concorrência mostram que Links inexistentes não são significados pra criação de combos insanamente difíceis.

Mas eu sinto que o Sistema do jogo esta muito simples, falta algo a ser implementado. Essa é a impressão que tenho do game. Mas o que foi mostrado me empolgou o suficiente pra testar o game.
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Acabei de jogar contra o Rico Suave no Rising Thunder Loles

Ele joga essa merda como se tivesse de Abel, got fokn rekt
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eu ainda não recebi minha key =(
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Velho, jump in nesse jogo é muito broken Loles

Mais pula pula que KOF quando chega perto.
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Acabei de me cadastrar lá no site, tô esperando a key.

Exige muito da máquina?
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Silent Bob escreveu: Acabei de me cadastrar lá no site, tô esperando a key.

Exige muito da máquina?
Não sei te dar certeza, viu. UE4 é uma engine bem leve e escala bem e tal, mas tá em alpha ainda, né, não devem ter começado otimizações.
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Gbraga Returns escreveu: Acabei de jogar contra o Rico Suave no Rising Thunder Loles

Ele joga essa merda como se tivesse de Abel, got fokn rekt


E o lag?
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acabado escreveu: E o lag?
Surpreendentemente decente, achei até que era só um manolo qualquer usando o nome dele, até ir no stream dele e ver que era o próprio.
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