And that is the whole problem.I've noticed that in 5, the stages are generally square for the most part (save for those developed early on) and are generally flatter. I wonder if this is an attempt to make the stages more "competitive", minimizing stage specific things.
Actually, I don't think that's much of a problem and. A bigger problem though is that certain stage combinations are dreary and/or tend to be dominated by one color.And that is the whole problem.
Goddamn, the power goes out when they hit the fence! That is badass.snip
What's your definition of "good"?Has anyone seen any actually good Rachel players? All I've come across is people spamming the same ground stomp loop over and over.
Goddamn, the power goes out when they hit the fence! That is badass.
All that's missing is the chanting from T5 "Urban Jungle"...
What's your definition of "good"?
...here's a loaded question.
Has anyone seen any actually good Rachel players? All I've come across is people spamming the same ground stomp loop over and over.
@djynhoNo. They don't exist.
Well, there is one I've seen. Electrified Hero. He's good.
Sure. Go offline... preferably to a major...People who can and do utilize all their characters moves to good effect, and are able to adapt with their characters.
To me the issues with the new stages could be summed up with:
1) Bad colour palette (this has been partially addressed at least for some of the costumes, since it affected all of DoA5 Vanilla)
2) Bad textures
3) Simple modelling
Let me expand on the last point since I feel it's absolutely the most important of the 3.
It's not just a matter of big or small (altough yes, most stages are really small) but a matter of "shape".
Despite the possible interaction elements present in the various stages, most are just squares.
This is not a limit of the engine I feel, or of their modellers. It's a clear game design choice.
They tried this on purpose to "regularize", "Homogeneize" the structure of the stages while at the same time keeping a (fake) feeling of diversity and complexity.
Probably because of people whining? To reduce the number of possible variables during high-end tournaments?
I don't know the reason but it's clear they did in on purpose.
And sorry if I say it, but this is a great "loss" for the game, I've always felt much of its charme came right from the complex, irregular, beautiful, interactive stages.
To me the issues with the new stages could be summed up with:
1) Bad colour palette (this has been partially addressed at least for some of the costumes, since it affected all of DoA5 Vanilla)
2) Bad textures
3) Simple modelling
Let me expand on the last point since I feel it's absolutely the most important of the 3.
It's not just a matter of big or small (altough yes, most stages are really small) but a matter of "shape".
Despite the possible interaction elements present in the various stages, most are just squares.
This is not a limit of the engine I feel, or of their modellers. It's a clear game design choice.
They tried this on purpose to "regularize", "Homogeneize" the structure of the stages while at the same time keeping a (fake) feeling of diversity and complexity.
Probably because of people whining? To reduce the number of possible variables during high-end tournaments?
I don't know the reason but it's clear they did in on purpose.
And sorry if I say it, but this is a great "loss" for the game, I've always felt much of its charme came right from the complex, irregular, beautiful, interactive stages.