It doesn't fucking matter to my friends that try to get into Smash Ultimate that its slightly easier to short hop. What really made everyone quit that game is that the games entire online infrastructure makes you want to die.
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You could potentially gut the entirety of a fighting game and make it easier for casuals to get into but you risk alienating the players that have been your core audience all along (see SFV etc). No one is going to be alienated by decent netcode or a good tutorial.
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To be fair tho, it is early development and they’re bound to change a LOT of stuff before the final product comes out!
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Exactly, so its bad marketing. Hardcore fans had faith in MVC Infitite to the last day before release too, but the average person tuned out once crack dante showed his ugly fucking face
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there's not even a release date and they've already said that it's EXTREMELY early on in the build, super unfair to judge it at all right now
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Just because something isn't finished doesn't exempt it from judgment or criticism lol
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Yeah man look how SFIV grew the genre. It was a hard game but because people could play online which was a huge step forward it became a staple. QoL that reflects 10+ years of progress is a must if you want people to play enough to know it's a simpler game.
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What about thoughts on Fantasy Strike? I just heard of it yesterday, but it seems like a really smart way to get people straight into the meat of fighting games without jumping through too many hoops.
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Having introduced various friends who are new to fighting games to it, yep, that's exactly what it is!
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I miss Skullgirls...
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Das Laden scheint etwas zu dauern.
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