Post by Nester the Lark on Jun 24, 2024 15:42:07 GMT -5
This is something that has been on my mind on and off lately, and I started thinking about it again after the Marvel vs Capcom Fighting Collection was announced in the Nintendo Direct.
As I’ve mentioned before, I feel like I’ve given up on fighting games. It’s a genre I could enjoy, but only on a very casual level. I often struggled with things like combos, and sometimes even just pulling off regular special moves. There was a time during the Dreamcast era when I spent more than a year trying to get better at them, but my skill level hit a wall early, and no matter what I did, I never got better. So, I resigned myself to simply enjoying them casually. Ultimately, though, it felt like most fighting games weren’t really meant to be played that way, so I decided that maybe they just weren’t for me.
A few months ago on the Kit & Krysta Podcast, Kit talked about feeling like he was over trying to memorize long strings of inputs for combos and special moves in “traditional” fighting games like Street Fighter and Mortal Kombat. He also mentioned how “non-traditional” fighting games, like Smash Bros and Pokkén Tournament, were easier to play while still having a lot of depth to them.
This sums up my feelings pretty well. Some fighting games do include accessibility options to make them easier to play, but they still feel like they weren’t really intended to be played that way.
I’ve experimented with this a little bit recently. The GameCube version of Capcom vs SNK 2 includes a mode called “GC-ism” in which all punches and kicks are done with the analog shoulder buttons (the strength is determined by how far you press them), and all special movies are done by simply tilting the C-stick in one direction. It took a little while to get used to (my muscle memory needed to be deprogrammed), but I eventually played to the end that way. It worked OK, but the game clearly wasn’t designed around it.
I also popped in Tatsunoko vs Capcom because I couldn’t remember if it had a simplified control scheme or not. It does, but only if you play with the Wii Remote. I didn’t spend more than a minute or two trying to play that way, though, because it just didn’t seem effective at all. (Now that I think about it, I felt that way back when I originally played it, too.) I couldn’t get back into it with traditional controls, either, due to it having such a combo-heavy gameplay style. I was able to play it to some degree back then, but I’ve no interest in trying to relearn it.
So, yeah, if I do decide to get back into fighting games, it’ll likely be Smash Bros. Even though I’ve also said that I’ve lost interest in that series, it was due more to weariness of the concept than issues with the controls. I could see myself getting interested again at some point.
Finally, there’s the infamous SNK Heroines, which probably does the best job of combining streamlined Smash-style controls with more traditional fighting game gameplay. It works better here because the game was actually designed around it rather than it being an afterthought. I have not revisited it lately, but gameplay-wise, I do feel like SNK was on to something, and it deserves another chance. (Incidentally, in a very recent interview, producer Yasuyuki Oda said he was still quite fond of SNK Heroines, and would like to do another someday.)
Not to drag this out too much longer, but I think it’s also worth mentioning that the big draw for me in fighting games is less about the gameplay, and more about the character designs. If I’m drawn to certain characters, I feel compelled to learn how to play as them to some degree, even if they’re not considered “good” characters.
So, yeah, I really do come at fighting games from a very casual perspective. Most fighting games, however, are aimed primarily at a more hardcore audience, and I’m at a point where I have little interest in getting into them that deeply.
As I’ve mentioned before, I feel like I’ve given up on fighting games. It’s a genre I could enjoy, but only on a very casual level. I often struggled with things like combos, and sometimes even just pulling off regular special moves. There was a time during the Dreamcast era when I spent more than a year trying to get better at them, but my skill level hit a wall early, and no matter what I did, I never got better. So, I resigned myself to simply enjoying them casually. Ultimately, though, it felt like most fighting games weren’t really meant to be played that way, so I decided that maybe they just weren’t for me.
A few months ago on the Kit & Krysta Podcast, Kit talked about feeling like he was over trying to memorize long strings of inputs for combos and special moves in “traditional” fighting games like Street Fighter and Mortal Kombat. He also mentioned how “non-traditional” fighting games, like Smash Bros and Pokkén Tournament, were easier to play while still having a lot of depth to them.
This sums up my feelings pretty well. Some fighting games do include accessibility options to make them easier to play, but they still feel like they weren’t really intended to be played that way.
I’ve experimented with this a little bit recently. The GameCube version of Capcom vs SNK 2 includes a mode called “GC-ism” in which all punches and kicks are done with the analog shoulder buttons (the strength is determined by how far you press them), and all special movies are done by simply tilting the C-stick in one direction. It took a little while to get used to (my muscle memory needed to be deprogrammed), but I eventually played to the end that way. It worked OK, but the game clearly wasn’t designed around it.
I also popped in Tatsunoko vs Capcom because I couldn’t remember if it had a simplified control scheme or not. It does, but only if you play with the Wii Remote. I didn’t spend more than a minute or two trying to play that way, though, because it just didn’t seem effective at all. (Now that I think about it, I felt that way back when I originally played it, too.) I couldn’t get back into it with traditional controls, either, due to it having such a combo-heavy gameplay style. I was able to play it to some degree back then, but I’ve no interest in trying to relearn it.
So, yeah, if I do decide to get back into fighting games, it’ll likely be Smash Bros. Even though I’ve also said that I’ve lost interest in that series, it was due more to weariness of the concept than issues with the controls. I could see myself getting interested again at some point.
Finally, there’s the infamous SNK Heroines, which probably does the best job of combining streamlined Smash-style controls with more traditional fighting game gameplay. It works better here because the game was actually designed around it rather than it being an afterthought. I have not revisited it lately, but gameplay-wise, I do feel like SNK was on to something, and it deserves another chance. (Incidentally, in a very recent interview, producer Yasuyuki Oda said he was still quite fond of SNK Heroines, and would like to do another someday.)
Not to drag this out too much longer, but I think it’s also worth mentioning that the big draw for me in fighting games is less about the gameplay, and more about the character designs. If I’m drawn to certain characters, I feel compelled to learn how to play as them to some degree, even if they’re not considered “good” characters.
So, yeah, I really do come at fighting games from a very casual perspective. Most fighting games, however, are aimed primarily at a more hardcore audience, and I’m at a point where I have little interest in getting into them that deeply.