Its like Blizz selling SC2 with only Terran. Protoss and Zerg are DLC. And the Medivac is also DLC.
Street Fighter X Tekken - Page 16
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GinDo
3327 Posts
Its like Blizz selling SC2 with only Terran. Protoss and Zerg are DLC. And the Medivac is also DLC. | ||
holdthephone
United States523 Posts
+ Show Spoiler + Surely, the Tekken characters are at a disadvantage here. Not only are they making the transition across dimensional planes, but are also being put in the hands of rival developer, Capcom. How can the side stepping champions of the Iron Fist Tournament adapt to the unmerciful and paper thin territory of fireballs and uppercuts? Is Jin Mishima just going to start throwing fireballs of his own so he can compete with Ryu? Well, actually, that’s exactly what he ends up doing. And oddly enough, that solution isn’t as boring as it sounds – nothing ever is in the world of Street Fighter X Tekken. Because Jin’s new projectile attack is actually much cooler than a mere excuse to have an answer to the Street Fighter game. It doesn’t travel on a trajectory; it just sort of manifests itself on the field creating an immediate threat of space to the opponent. Ryu’s fireball is different too, though; he can charge and cancel it at will, making for some nasty opportunities to feint. But the Tekken characters and subtle changes to character move sets are hardly the only foreign additions to Capcom’s Street Fighter domain. What they’ve created is an utterly hilarious mixture of haphazard charm -- a game that’s outrageous, physics defying, and infatuated with its own stupidity. ![]() It’s the kind of stupidity seen when iconic Chinese Interpol cop, Chun-Li, approaches a rival tag team in the game’s Arcade Mode, informing them that the area is off limits to civilians when kids are literally hanging out in a skate park as the stage’s backdrop. You tell ‘em, Chun! And so the fight will begin in a wash of beautifully saturated colors alongside a funky track of trip hop music -- a more modest environment in Street Fighter X Tekken. It’s nothing compared to giant mammoths chasing a hover craft in Antartica, a trailer park of pimped out mobile homes raging to some happy hardcore techno, or the “Jurassic Era Research facility.” Best not to ask questions here. The complete lack of coherence plainly shows how much fun the development team had in their freedoms with the mashup, but a great amount of respect is conversely apparent within game’s roster. With richly detailed models across the board, the difference between the casts is made clear in their very animations. Street Fighter characters keep the twirly choreography and cartoony arm and leg extensions; while the Tekken side of things is more rooted in the realism of martial arts, and carries a noticeable level of weight behind each blow. Their move sets are cringing displays of power, like Kazuya’s kidney shot ender to his surgical chain combos, or how the cheetah faced King walks up the chest of an opponent to prepare them for a concrete facial. It’s got that umph, that get some attitude the Tekken games have always rewarded players with. It’s an attitude that lends itself to the entire game, too, with throw animations getting their own profound camera angles, and the hurricane kicks of Ryu and Ken creating skin slapping sounds at the rate of machine gun fire. In fact, the sound effects are so gratifying -- from the beat downs to the adorable way the characters call out each other’s names for a tag in -- that it makes the lack of sound in online multiplayer that much more unbearable. It’s unfortunately out of sync, from the stage’s music to the very sound effects. And it’s not even a sacrifice for the greater good, either, since finding smooth matches is as much as a chore as it’s always been with Capcom fighters. Far from unplayable, but make sure to keep the sound off and to grab a good playlist (dubstep, anyone?) while toughing it out in ranked matches. Instead, throwing down locally produces a more enjoyable tag based fighter. A very tame one in comparison to most, namely for its lack of an assist option (brief attack commands from off screen partners), but this makes it a bit more approachable. The entire cast shares a universal chain combo, meaning a simple a run of the fingers and any player can perform a string of blows into a launch. This launch will send the opponent airborne and simultaneously have the second fighter run in to follow up with the juggle. More creative tags can be implemented with the use of EX meter, like Ryu tagging in Tekken’s Xiaoyu after he lands an uppercut. This allows for interesting set ups and potentially dirty mind tricks, especially tagging characters in while in the midst of an already executed special – picture Ken’s hurricane kick as Zangief runs out for the suplex. ![]() It’s a rewarding system, accessible, and one of the most enjoyable fighting experiences seen in a while that utilizes a human partner option. In fact, the 2v2 mode with a friend as a tag-in may be the definitive way to play Street Fighter X Tekken. Character synergy in the game is subtle at best, so the actual battles play more like two 1- on-1s instead of a conversation over proper team composition. This makes it a process of relieving pressure of each other, and creates a fun social dynamic between two players. There’s also a mode called Scramble, where all 4 characters appear on screen at once for a battle royale. But it’s about as functional as it sounds, and so probably best played over a few beers. With the traditional 99 second timer and two teams of two, Street Fighter X Tekken becomes very concerned with the management of time, health, and EX meter. Losing one character means the end of the round, so finding ways to keep the healthy one on point while the other regains health is often the key to winning. This philosophy makes for an intense game that can vary greatly match to match, and depends on the types of characters present. Faithful to their origins, Tekken characters are great at applying pressure with lengthy chain combos that can end in tricky high or low finishers. Street Fighter characters usually play a cleaner game by comparison, more specialized in creating space with simple pokes and sometimes projectiles. Giving little credit to the game’s lazy trial modes and tutorial features, the training mode presents a cast with very extensive combos that make for a playground of creativity. If anyone’s body is off the ground, chances are they can be juggled with additional attacks in some way. At times it’s a wonder how certain set ups manage to combo into each other, creating a lot of room for discovery at the individual level. As a Capcom fighter, the tightness of control and immediate hit satisfaction is well represented, but while it feels good to the touch, it’s making sense of all the game’s wonky mechanics that players will be hung up on. Learning when the best time is to tag in for extra damage, and whether save meter or burn it, present questions the game has difficulty addressing. Problems begin to arise when players realize the clock is running out on them, and often. With longer combos taking some time to learn, beginners may have trouble enjoying the game to its full extent, since dealing less than optimal damage can lead to time outs, and time outs are pretty lame. On the other end, when more advanced players tap into the huge damage outputs the juggle system allows for, the game suddenly seems at odds with itself. Spend 2 or 3 meters to dish out a cinematic super move – one of the highlights of the game’s presentation -- or deal nearly the exact same amount of damage with a raw combo. These flashy finishers -- the staple of nearly every Capcom fighter -- are consequently a much less exciting implementation. Instead of an incredibly damaging super move, it’s a lengthy cutscene that might itch out a few more points of damage. This is a welcome addition for those tired of powerful comeback mechanics, but then a 5 second cinematic interruption seems pointless, other than to run to clock. Now, there is a last ditch effort mechanic, but it’s almost entirely useless. It’s called Pandora, and upon activation the character out in play is immediately K.O’ed while the second fighter then enjoys increased damage, having 8 seconds to edge out a victory before being K.O’ed as well. So, that’s 8 seconds to both close the distance and connect a winning combo. Suffice to say, it’s literally suicide, and hard to believe Capcom ever found use for it in actual testing. Several aspects of the game, like Pandora mode, clearly went into the game with little thought on how they would play out. Most prominent is the gem system, where characters are set up with a layout of 3 gems at the select screen that add temporary boost to speed, power, or defense during the match. These gems activate upon meeting unique circumstances, and last a short duration. They don’t amount to much more than some minor health regeneration or gaining +10% damage for a few seconds, so at most it adds a potentially interesting layer of customization that may be noticed in deeper competitive play – but it’s an undeniably boring feature to construct a game around. With these mechanics either being too subtle to care about or too nonsensical to use, Street Fighter X Tekken ultimately boils down to a brutal back and forth volley of full length combos. Successfully confirm a landed hit and stretch it into as much impact as the game’s diminishing returns on damage allows for. It’s an intense affair of discipline, and the roster is one of Capcom’s largest and most varied, so there’s much to learn. And truly, it’s the amount of affection on the character level that keeps Street Fighter X Tekken above water. But these personalities and their beautifully rendered move sets deserved a better package, and maybe next time Capcom cuts corners, fans won’t be so keen on figuring out their problems for them. ![]() 7.0/10 | ||
MoonfireSpam
United Kingdom1153 Posts
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musai
Canada552 Posts
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Corvi
Germany1406 Posts
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Silentenigma
Turkey2037 Posts
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MiningSchuhu
Germany53 Posts
On July 10 2012 18:04 Silentenigma wrote: Hey guys How is sfxtekken going for you.I am thinking about buying it since it is so cheap now.Is game good atm?I heard game had many bugs at release. I can only talk for the PC-version, but they fixed a lot of issues with the latest patch. Its cool now (ofc online lag depends mostly on the connections, but they fixed the teleporting issue). The game is pretty fun, dont mind the haters | ||
undyinglight
United States611 Posts
I was over the game's page on commonsense media and it did not cover one aspect that I am curious about, the character Cammy what is her appearance like in this game? Is her costume the same revealing one with much of her but showing as it has always been? Is she more covered up in this game I thought that she would have been singled out in the review. | ||
rwrzr
United States1980 Posts
On July 14 2012 07:01 undyinglight wrote: A question about this games sexual content: I was over the game's page on commonsense media and it did not cover one aspect that I am curious about, the character Cammy what is her appearance like in this game? Is her costume the same revealing one with much of her but showing as it has always been? Is she more covered up in this game I thought that she would have been singled out in the review. looks like a one piece swimsuit. | ||
undyinglight
United States611 Posts
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501TFX
Austria345 Posts
Finished the tutorial and tried now the challenges... and well ... I'm not even able to make the first challenge (only normal moves) So ... that's my first Fighting Game ever (besides some MK9 at friends place) and I don't have any idea of what I'm doing. On what do I have to concentrate in the beginning? Any special characters I should focus on, before picking a special one? Any modes I should focus on? Any general rules I should consider? I'm not intending to play super competitively (like SC2), but I still want to get better, so that I at least can say: "Hey, I can play this game!" Btw. I play on the PC version. | ||
Roachu
Sweden692 Posts
On July 15 2012 04:18 FeelTHeBluEZ wrote: So I just picked up this game and holy shit i'm sucking hard at it, but it's fun as hell :D Finished the tutorial and tried now the challenges... and well ... I'm not even able to make the first challenge (only normal moves) So ... that's my first Fighting Game ever (besides some MK9 at friends place) and I don't have any idea of what I'm doing. On what do I have to concentrate in the beginning? Any special characters I should focus on, before picking a special one? Any modes I should focus on? Any general rules I should consider? I'm not intending to play super competitively (like SC2), but I still want to get better, so that I at least can say: "Hey, I can play this game!" Btw. I play on the PC version. Even though I wouldn't recommend SFxT as a "first" fighting game, but if you think it's fun to play it doesn't matter. The most important concepts in fighting games are safety and punishment. What I mean by that is in order to be good you need to not only know HOW to do each move with your character, but also WHEN and WHERE. Certain moves and move-strings are safer or riskier in different situations, and if you know the specifics you can punish an opponent who just throws out random moves willy-nilly. I'm not good enough to give any specific examples, I'm currently playing a lot of UMvC3 and I've just recently gotten to the level where I'm confident enough in my combos to be able to think about punishing my opponent. However a pretty general example that applies to SFxT is you can't just try to jump onto your opponent or rush down with random moves, you will get punished by a player who knows his shit. A Shoto can almost always punish a risky jump with a Shoryuken. Just like in Starcraft, you need a game plan (build order) to open up your opponent. Find your favorite characters, then learn how to perform their moves. In SFxT you're in luck since it's built in the Street Fighter 4 engine there aren't that many different moves to learn, but rather each and every one of them has a specific place and use. Certain moves are anti-air moves which can punish a recklessly jumping opponent, certain other strings of moves are safe on block (you can throw them out and your opponent cannot punish you if he blocks). I realize I'm pretty terrible at explaining these things since I'm learning this myself at the moment (but for a different game), though the most important concepts are which moves are safe in what situation, and how to punish an opponent who throws out unsafe moves. Hopefully someone who is a little bit more experienced than me can explain better, preferably someone who plays Street Fighter and has a good grasp on footsies since my main game UMvC3 has a larger randomness factor than other fighters. Edit: Maybe I got a little ahead of myself, but the absolute first thing is to get comfortable with the game engine. Get used to how the characters move, how momentum works and such. If you compare Street Fighter to Tekken for example, they have vastly different ways of handling momentum and general movement. Oh and concerning Cammys outfits, you cannot make a Street Fighter game without DAT ASS. Just like you cannot make a Street Fighter without Chun Lis absurd thighs. | ||
undyinglight
United States611 Posts
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Zephonim
Netherlands9 Posts
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Roachu
Sweden692 Posts
On July 16 2012 23:00 Zephonim wrote: No armor king? ![]() Don't worry, he'll be a 15 bucks DLC add-on that's already locked on the disc. | ||
Silidons
United States2813 Posts
On July 14 2012 07:01 undyinglight wrote: A question about this games sexual content: I was over the game's page on commonsense media and it did not cover one aspect that I am curious about, the character Cammy what is her appearance like in this game? Is her costume the same revealing one with much of her but showing as it has always been? Is she more covered up in this game I thought that she would have been singled out in the review. there is a lot of sexual content in this game. i mean i'm 20 years old and watch my fair share of porn, but jesus christ the sexual content is completely unncessecary. i don't like sexual content in games where there are scenes that literally zooms into cleavage, zooms into asses, like seriously it felt weird to me.... | ||
Roachu
Sweden692 Posts
On July 21 2012 10:44 Silidons wrote: there is a lot of sexual content in this game. i mean i'm 20 years old and watch my fair share of porn, but jesus christ the sexual content is completely unncessecary. i don't like sexual content in games where there are scenes that literally zooms into cleavage, zooms into asses, like seriously it felt weird to me.... If you don't notice the impossibly buff and muscular bodies of Balrog and Sagat shining in all of their topless glory you are a hypocrite. Characters in these games have always been made to look god-like, hence the expression in the FGC. Cammy is honestly one of the few "normal" characters and for a kick-heavy fighter I wouldn't want pants either. I'm not meaning to attack you in any way, I had just the same reaction when I first played Street Fighter 4 (same engine) but the more you think about it the more you realize both genders are equally objectified, sometimes men even worse. | ||
clayn
Germany444 Posts
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NeonFlare
Finland1307 Posts
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Silidons
United States2813 Posts
On July 21 2012 20:24 Roachu wrote: If you don't notice the impossibly buff and muscular bodies of Balrog and Sagat shining in all of their topless glory you are a hypocrite. Characters in these games have always been made to look god-like, hence the expression in the FGC. Cammy is honestly one of the few "normal" characters and for a kick-heavy fighter I wouldn't want pants either. I'm not meaning to attack you in any way, I had just the same reaction when I first played Street Fighter 4 (same engine) but the more you think about it the more you realize both genders are equally objectified, sometimes men even worse. zooming into a topless man's chest/arms who looks like ronnie coleman is a lot different then zooming into that man's crotch. i would be fine if they did the same for the females, but they don't zoom intoo any bodypart for females besides their clevage or ass. i don't think i'm being hypocritical at all. | ||
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