Mr. Strange wrote:Here's a controls question - did anyone ever use the button-only combos? Things like A,B,X? Or did everyone just dis (dir)+Button all the time, and win the game with single-hits?
Very rarely. The reason players used the (dir)+Button moves all the time was because they came out quickly and were thus harder to predict/block, dealt more damage more quickly, and often resulted in knockdown, which basically made them more useful than the button-only combos ever were.
All of these reasons were exacerbated in G:U because you could only take out a health cell with a (dir)+Button move, and was thus the only way to defeat your opponent. This was despite single button mashing having more DPS.
Now for my thoughts/input/suggestions on other subjects:Replay Feature from G:DAMM
- The replay from G:DAMM of the knock-out hit with various camera angles was really cool. Bring it back if possible.“Comeback” mechanic
- A rage meter similar to other games (like Street Fighter 4 or X-Factor in Marvel vs. Capcom 3) which gives access to the use of super moves is a fun mechanic. When you get “defeated” there’s some way for you to save yourself, stay in the fight and possibly pull out a win creates tension and makes matches more exciting.
- The Rage moves from StE were fun and made each monster feel all the more unique and powerful. This was missed by many players in G:U.
- When you get “defeated” there’s some way for you to save yourself, stay in the fight and possibly pull out a winHealth System
Health cells are good, allow you to clearly tell who has more overall health. It was much clearer in G:U that monsters started out with different amounts of health compared to StE.Information Clarity
In previous games, there was a definite problem of making everything clear to the player(s). This is why there is such widespread ignorance on how the systems and mechanics of previous Pipeworks Godzilla games functioned.
- Monster statistics/abilities need to be accessible/visible from some kind of monster profile screen (strengths/weaknesses, what damage types dealt/vulnerable to)
This could be accessible from the monster selection screen in single player games as it was in StE, but also from a separate monster profile screen accessible from the main menu. This could include a biography for each monster, a brief overview of their strengths/weaknesses to go along with an actual statistical breakdown (health, damage types dealt, resistances/weaknesses, speed etc.)
- Move list is a must
. G:U didn't include this and it's a travesty as it essentially hid crucial information on how to play the game from the player. Many players didn't actually know how to play each monster because of this. How many people know Mothra Larva had an air grapple? I sure didn't until it happened by accident.
- Numerical representation of damage in StE was good (option to turn on/off would be welcome as I'm sure not everyone wants it visible).
- Clear visible feedback as to what moves are effective/ineffective against what monsters (through sound effects/graphical effects). I feel this was never effectively conveyed in any of the Pipeworks Godzilla games. Although G:DAMM probably did it best with the graphical effects when using physical attacks. It was never made clear enough that certain damage types healed other monsters in StE. I feel that moves dealing 0 damage is better than moves actually healing opponents.Practice Mode
- Practice mode is a must, essential for new players to get the hang of things and for players to test out monsters. See any Capcom fighting game for example on how to do this.
- Tutorial would be appreciated as well, see Mortal Kombat 9 on how to do this well.Online PlayGGPO
networking system for online play seems to be the best solution for smooth online play. All I've ever heard from the fighting game community is this is preferable over other solutions as it makes online fighting games feel lag-free. Super Street Fighter II Turbo HD Remix and the recent XBLA fighting game Skullgirls use it, and the feedback has been very positive.
- If this is going to be competitive, which if it's anything like StE it will be, then stat tracking (wins/losses) are a must. Also a player stats screen showing information like most used monster and wins/losses for each monster played would be appreciated. See Super Smash Bros. Brawl for a good example of this.Free to Play
If this game turns out to be Free to Play, then monsters could be unlocked through spending points earned in any mode by simply playing the game or unlocked with real $$$. (See League of Legends or Uber Entertainment's Super Monday Night Combat for reference on how to do this well.)Character Unlocking
If it's not Free to Play, make every playable monster unlocked from the get-go. Super Street Fighter 4 & Ultimate MvC3 had every character unlocked right from the get-go, allowing players to get right into the gameplay with anyone they want. This is preferable. I find the unlocking process of previous Pipeworks Godzilla games tedious.
Or if unlocking monsters is a must - make them easy to unlock. For example, playing through the Story Mode with each monster unlocks a new monster. Specifically, playing through the story with Godzilla would unlock Kiryu. Then playing through the Story Mode with Kiryu would unlock King Ghidorah. This way players are forced to experience playing every monster and getting a feel for how they work.