Producer Shuhei Matsumoto chimes in to reinforce the notion that a major aim was to allow players to play competently as quickly as possible so as to keep them entertained and away from the frustrated feelings the genre has become infamous for causing. The gates have been opened, and we'll be seeing a lot of players who don't know how to use Classic Controls, I'm sure" - Producer Shuhei Matsumoto "Looking at the data, the rate of Modern Control players is increasing. Also, needing to have an arcade stick to be able to play to the fullest is a difficult ask, so we felt that it was an absolute necessity to have controls that are fully optimized for the controller that comes with your game system. So the starting point for developing Modern Controls was to make it so that everyone will be able to use special moves. I think you can have fun even just using normal moves, but you'll definitely feel like you're missing out if you can't do the special moves. Reflecting on it now after the release of the game, please explain your aim with the inclusion of Modern controls.ĭirector Nakayama: There are a lot of difficult inputs in fighting games. We've also seen a bit of a war between players on Modern vs. But here on the media side, we've largely presented Modern Controls as easy inputs or fit for beginners, so maybe your thoughts on them haven't been properly reflected by us. Inside-Games: ou said before the release of the game that 'Modern Controls are not an easy mode', and that 'Modern doesn't equal beginner' a lot. While simplified schemes are nothing new in fighting games many longtime Street Fighter players wondered whether or not modern controls might actually eclipse classic controls in overall utility, and that's even with the aforementioned drawbacks. Modern users lose the ability to choose the strengths of special attacks as well as the overall number of such attacks in their arsenals. The drawback to using the more simple approach, however, is that your character will dole out reduced damage at times and will miss out on certain options. This is achieved through short cuts such as a combo assist button, as well as the eradication of complex inputs (such as the quarter circle or zig-zag motions traditionally required for fireball or uppercut specials) in favor of single directional inputs. The modern control scheme aims to give players an expedited journey through the learning phase of execution, helping them get what's going on in their heads to appear on screen much more rapidly.
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