RhythmikDesigns
Active Member
[Don't Mash] shirts incoming?
It works the same way, really with all genres. Some genres are easier for others, and i think that the mentality is the trick. Those who don't come with the right mentality off the start, need a few extra steps to get the right mentality before they can go where other people with the right mentality have started. Greatest example is shooters. I, myself, move and shoot, and i shoot while moving, prioritizing moving over my accuracy. Other people come into shooters prioritizing accuracy, so they end up standing still and getting gunned down without hitting their target. I didn't need a tutorial to teach me how to shoot and move. Other people, they shoot only when standing still, and if i tell them to move, they get gunned down anyway, because they don't know how to shoot when moving (kind of like the noob who gets punished for blocking [moving in shooters], so he knows to start mashing attack buttons [shooting in shooters]).To be honest, even though I played fighting games for awhile, DOA was not hard for me to pick up back on the PS1. The only 3D fighters I really touched during those days were classic titles like Battle Arena Toshiden, Tekken 3, Bushido Blade, etc. Then again, I did dabble with VF2 on my PC a little bit. Point being, it's just obvious that some people can pick up certain fighting games faster than others. I can pick up most fighting games no problem, 2D or 3D. With 2D, I go in treating it like Street Fighter II and then as I continue to play, learn the mechanics of said game. With 3D, most of the time, most of the setups are done in VF style (3 buttons: kick, punch, guard) and strings are easy to learn along with the mechanics of said game. Fighting games are a whole different beast when it comes to video game genres, because while their controls seem simple on the surface, there is quite a bit of skill needed in order to play competently. Even those who are competitive are still finding out new tech with their mains.
It's a simple movie, so if they could get something worth sticking in hacked up, it's a matter of getting the video file there and adding the code to come right after the TN video. Should be a whole video worth of work, then 3 lines of code tops.My interests me is that they are breaking good barriers for this while implementing small jokes for humor, which is awesome.
Question, is it still too late for DOA5LR to have a opening before the press start screen? other FGs do this so I figured why not DOA? you could have DOA5LR in some showcase and just having an opening playing over and over again can draw people in a bit.
WHy not mash.Oh my god... someone do it!!! DO IT!!!
@Kohlrak: I agree wholeheartedly. From the standpoint of a casual myself, I'm ecstatic they went this route (no offense to you Emperor Cow, I adore your vids, but some stuff still over my head). What got me into DoA was that the learning curve wasn't as ludicrous as VFs (I always considered my self a "pick up & play" kinda guy). When DoA5 came out the curve struck me as being a little more strict when compared to DoA4s; fairly intimidating but I was lucky that I had my memories of DoA4 to fall back on, someone completely new to the series simply can't say that. Anything that can bring people into the game while still making it look enjoyable I'm all for.
If it took you less than six months, don't feel bad at all. Many who don't possess natural skill would kill to comprehend and apply the mechanics of the game within that time frame.I had Dimensions, and it took me longer than it should've to understand, so i don't have the same advantages.
That my friend you would have to go into the lab your self and figure what does what.If it took you less than six months, don't feel bad at all. Many who don't possess natural skill would kill to comprehend and apply the mechanics of the game within that time frame.
Not to mention, that in-game tutorial in DOAD was heavily limited to a select few characters in the game. Which isn't to say DOA5 isn't any better for covering a wider portion of the roster, but it at least had a general tutorial to fall back on come DOA5U. I just wished it expanded to more character specific sections like VF4 Evolution did.
If it took you less than six months, don't feel bad at all. Many who don't possess natural skill would kill to comprehend and apply the mechanics of the game within that time frame.
Not to mention, that in-game tutorial in DOAD was heavily limited to a select few characters in the game. Which isn't to say DOA5 isn't any better for covering a wider portion of the roster, but it at least had a general tutorial to fall back on come DOA5U. I just wished it expanded to more character specific sections like VF4 Evolution did.
That my friend you would have to go into the lab your self and figure what does what.
Eh, I think Kane was less about the heavy chiaroscuro and more about clever use of camera placement, deep focus, and staging. This tutorial looks like they had to make due with only having two lights of the same wattage, so they decided to cover up the bad lighting by making it look artsy. That is how the film noir style came about though, so I guess it gets some points for that.That cinematography though... This is like the Citizen Kane of tutorial videos
Eh, I think Kane was less about the heavy chiaroscuro and more about clever use of camera placement, deep focus, and staging. This tutorial looks like they had to make due with only having two lights of the same wattage, so they decided to cover up the bad lighting by making it look artsy. That is how the film noir style came about though, so I guess it gets some points for that.
Now as for the actual tutorial, I think it gets a bit boring watching someone else trying to learn, and the graphics don't seem terribly professional, but it's okay.