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Posted: Mon Jan 28, 2008 7:16 am
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Posted: Mon Jan 28, 2008 7:52 pm
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Posted: Tue Jan 29, 2008 12:46 am
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The storyline would be the reason I started playing Tekken. Since Tekken 5 I've been trying to improve my gameplay too after seeing some of the stuff on youtube, before that time I thought I was a great player when in reality I sucked a**. These days my gameplay has improved alot and I can hold my own pretty well, but I have a long way to go before I can get to the scores in larger tournaments. Sure I kicked a few asses there too but the majority just beat me to the ground, which I see as a positive thing, it showed me I have a lot to learn.
SO, BACK TO THE POINT!
For me, the gameplay and the storyline walk hand on hand. The storyline's great and keeps it interesting in it's own way, (with a few exceptions) and the gameplay shows how good you really are. And for me, I'm never good enough.
50/50 for me 3nodding
PS. People kept talking about how crappy Tekken 4 was, I didn't understand this because back then it was more of the story for me, but now, after Tekken 5 and DR when I tried T4, it really did suck a**. Also, people are talking about Tekken 6 being broken with too many death combos. For me that's okay, I wanna get to try some huge a** juggles for once. And if those juggles happen to beat me, I'll just have to adapt.
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Posted: Thu Jan 31, 2008 10:11 am
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Posted: Thu Jan 31, 2008 11:54 pm
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Posted: Mon Feb 04, 2008 10:15 am
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Tekkensennin DemonSpirit666 Both really, but if I had to choose just one then definately gameplay as this is the reason I still say Tekken 3 is my favourite Tekken. MAYBE with the exeption of Kuma/Panda I don't think I've played a more ballanced game...actually I know I haven't, Tekken 5 & Tekken 5: Dark Resurection are a step back in the right direction after Tekken 4, but I still get the odd leg going through people with no damage inflicted. The juggle counters are also still removed, by now we should be at least on juggle reversals/chickens. e.g a character is being juggled using punches from the lower half of their body, the character being juggled then grabs the arm of their opponent by crossing their legs over the arm, then using their weight (etc) drives the character who was previously juggling in to the floor. (b+3+4 when timed with an enemy attack. damage = 30?) Hmm... I think b+something would be kind of too simple for a juggle parry/reversal... unless the timing has to be really sharp, like when reversing King's figure four? What I want to see is air graps for everyone. They wouldn't have to be actual throws like King's and Marduk's though, take Hwoarang for example.
Yeah...that's a start, at least the character being juggled wouldn't be the equivelant of the "floating dead" any more (unless I'm missing something), however my point is this: if you can do something in a game (especially fighting games), there must be a way to counter act it and/or return the characters back to their original fighting possisions using the most relevant buttons, if the game players are good enough that is.
I would like to see something like the depth of what could happen after an "ultimate tackle" (e.g escape tackle, flip over tackle, right/left/right punch escape, arm bar/leglock escape) used in as many areas as possible.
Don't get me wrong, I still enjoy playing Tekken from time to time (damn, I wouldn't have bought a PSP with T5: DR if I didn't lol) but although the times I see limbs go through bodies without causing damage are less regular since Tekken 4, that is still the main thing I think they need to work on IMO! (so collision detection first)
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Posted: Mon Mar 17, 2008 2:37 pm
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Posted: Wed May 28, 2008 3:25 pm
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Posted: Wed Jun 04, 2008 7:47 pm
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Posted: Tue Aug 12, 2008 5:41 am
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Posted: Mon Aug 18, 2008 10:17 am
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