Virtua Fighter 6 NEEDS TO DO THIS For Success

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TVFGC

TVFGC

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@justrok79
@justrok79 Ай бұрын
I might as well stay glued to your channel to strike whenever VF is brought up at this point lol. I've taken time to gestate on this one though soooo... 6:38 Moon jumping hasn't been a thing since VF2. VF3 going forward has always had hop jumps similar to Tekken. Every time someone says VF has "moon" jumps I think "Oh, they definitely haven't played a newer VF" 7:55 I keep hearing/reading "It needs supers" or "It needs come back mechanics" and I think that's absolutely insane. VF is such a fast game when you're in the thick of it. I really wish I could link to the match I had at Electric Cancel in 2019 where the commentators were surprised how quickly a set was over (unfortunate for me going up against a legend). VF has the ring outs which are a quick way to end a round either purposely or accidentally. Then you got the high damage all around which also can bring a round to an end quick. So why would you want a single move across every character that builds and does ridiculous damage when rounds can end w/in 10secs at times? I don't get it. 10:55 I think this needs more context. VF has only released on Sega hardware til VF4EVO and even then no one was checking with it because VF4 wasn't even in many arcades around that time because of arcade decline. VF1,2,Remix,Kids, and VF3tb were all on Sega hardware which never did as well as Nintendo or PS. VF5 was the first release to go multiconsole and even then it was 2006, arcades gone, no fighters during this dark period were hitting w/anyone til SF4 in 09. So yeah based on VF5US' release having over 10 Mil and sales at over 18 mil lifetime compared to other games doesn't seem like a lot, but it also never had the most opportune occassions to sell well due to hardware access and exclusivity to less popular consoles. 12:20 The way I think of VF is it's kind of the SamSho of 3D games. You look at a game like SamSho and there's no real comeback mechanic other than a WFT (which is timing/execution reliant) or the rage burst mechanic added later in the series (my personal fav is SS2 when there wasn't as many mechanics, but I digress). There's no crazy combos, the supers are eye catching sure, but they're not really the same levels of other fighters where they take up so much time, it's really focused spacing and attacking. With the damage being high in this game too matches also end fast. The rage mechanic is a one off move that you don't even get back if you've wasted it and weren't able to get any hits in or a wft to issen etc. so even when activated you're not at that much of an advantage if you're still being outplayed. Being super different to the modern fighting game landscape can definitely work in VF's favor...mechanically speaking. Add all the flash you want, but as long as the mechanics are sound no one will even notice there aren't supers or crazy comeback activations. Presentation is definitely something I think a new VF will focus on, so I don't even feel the need to comment much on it. If it's improved it'll attract more. 12:45 What is success in this day and age? MK has always outsold every fighter under the sun, but the numbers always drop after a few months. If no one stays around for the DLC or seasons etc. getting all those new players doesn't mean much. If it's too different sure you'll get all the new players that'll quit 2 months out, but you'll also lose the old heads like myself who has seen too much change that you can't even call it VF. Do we really care about millions of sales and only 500-1000 concurrent players/discord fighter now? I think success should be measured by sales as well as consistent support and player count. We don't need another Soul Calibur/DOA6 situation (hell some can argue Tekken 8 is seeing some of this as well). If the new VF isn't drastically different, but bells and whistles better with some innovation, sure the new players won't stick around in that case either, but at least you retain the old fans that can at least rock with the new changes. FGs have become a sort of live service thing as much as we don't want to admit it. They survive and get more content based on the sales of cosmetics, gatcha mechanics, fomo induced timed exclusive content, etc. I won't blame Sega if they add that, but it can't be a detriment as it was with DOA6 or mechanically throw off legacy players like Tekken has done with the heat addition. In closing, VF doesn't need to sti on top of the hill as the king. I feel it just needs to be a cool alternative...again, like SamSho. A game anyone can pick up and play (VF is not hard, it's only 3 buttons. Difficulty only comes at the higher level) and keep them entertained as a side game from Tekken. I'm ok with VF being number 2 as long as it doesn't lose it's identity. It's something no one talks about. It has it's own identity. Anyways, I wrote a lot. Maybe I wasted my time, but I want VF to be successful for the right reasons. Not just because it bent to the new trends and followed the status quo because in the end neither side will be playing it.
@superpowerman4354
@superpowerman4354 Ай бұрын
VF 6 needs only 3 things for mainstream/casual success. 1. Beautiful Graphics and effects 2. Story mode with RPG mechanics or some sort of artificial depth. 3. Large Cast with popular guest characters. That’s it. What it DOES NOT need is, meters and comeback mechanics. Keep. It. Raw. lol Anyway good discussion guys!
@TheKickeur
@TheKickeur 28 күн бұрын
need Story mode like Def Jam Fight for NY i want creat my hero with new martial art.
@ANTIQUELEGEND82
@ANTIQUELEGEND82 Ай бұрын
I cant wait for Part 2 of this topic when Im on to speak ha ha!
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