The only fighting game I have a problem with it's lack of buttons is made by a company that doesn't even normally make fighting games which is Atlus with Persona 4 Arena: Ultimax. If it's condusive to the games design then it works. Which is why MvC:2 went from a full 6 buttons to 2 assist buttons and 4 attack buttonsĪs for UMvC:3 it was more of a matter of making the games controls more ergonomic for the controller and universal as different characters in previous MvC games had different launcher inputs (I have a fight stick and command launching on a fight stick is more satisfying than a pad). This is likely because the flames he emits are a particle effect that always points straight up, and would look odd if he were positioned upside-down. Just like how MvC:1 had a small roster and was 2v2 so the 6 buttons weren't an issueīut once you start adding more characters and increase the amount of characters per match to 3v3 and introduce assist mechanics you need to compensate to keep the game easy enough to pick up but hard to master. Dormammu is the only character in Marvel vs Capcom 3 who cannot be fully rotated vertically in the character model viewer. The buttons contribute to the games design as it is a 1v1 fighter that developers don't expect you to play different characters at the flick of a switch (which now that I think about it sounds like a hectic game mode if it was random) I'm fairly decent at SF3: 3rd Strike I understand the mechanics behind the game and why it is fun to play despite it being a 6 button fighter
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