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Final Fight CRUSHES Modern Action Games | Review. It's insane how slept on Final Fight is. Yes, the game is recognized in a historical sense of being so foundational to the Beat Em' Up Genre, and also towards being the direct predecessor to Street Fighter 2 and the birth of the Fighting Game genre. Also it's clear that Final Fight was a direct inspiration towards later CAG stuff like DMC1 and Mikami has directly stated that Godhand was a response to his desire to make a Final Fight sequel since Capcom USA butchered Final Fight Streetwise. I HIGHLY SUSPECT Final Fight was an inspiration for the grappling melee mechanics of Resident Evil 4 as well. That all being said, what's risky about talking about a game like Final Fight purely historically is that it's really easy to look over how brilliant and timeless its game design is, even stripped from historical context. Final Fight, a game from 1989, still crushes the vast majority of action games being made today with its emphasis on the fundamentals of spacing and movement, Enemy Design, Level Design, Dynamic Rank, and the limitation of mechanics. What made this era of games (Street Fighter 2 as well) so elegant is that the mechanics of these foundational games were directly flowing from the overall design of the game -- Final Fight has an impressively large design concept -- and the goal of Nishitani was to innovate the Beat Em' Up Genre down to the core of how even hitbox interactions worked, rather than what we see mostly these days of a developer taking an established formula (like Dark Souls) and then just toss in new mechanics or systems over the top. In Final Fight the combat mechanics are a feature of the combat, whereas now combat mechanics have become THE COMBAT for most games, and everything else systematically is unbalanced and irrelevant. If it's not clear I am a huge fan of Final Fight and after spending the two weeks about playing the game for the 1cc and the review, I have found that it is one of my favorite action games overall and consider it essential reading whether or not you are into arcade games or general Souls or Character Action, everything springs from this all-time classic (that's also brutally punishing). If you want to play Final Fight accurately (performance wise), I highly recommend the affordable Capcom Arcade Stadium which is only $2 and full of fantastic features. The port is really solid but has this stupid change to give an extra life on default settings (which is tied to leaderboards and really annoys me), so be sure to put the life setting back to "2" when you play, the maintain the game's core balance. Right now, Final Fight is pretty much on everything, Nintendo Switch, Steam (PC), Xbox, and PS4 / PS5. If you want to play a different but cool port definitely check out Final Fight One on GBA, which is a proper revision of the horrific SNES version of the game. I'm not sure how overall accurate the Sega CD version is (probably doesn't have the power to be fully accurate I'd guess), but it does have an awesome ost, that's for sure. Check out Boghog's Fantastic Beat Em' Up Design Video: • Beat 'em Up 101 - Enemy Design Amazing thumbnail by @boghogSTG Check out his Patreon for Great Articles: / posts Patreon / electricunderground [$2 tier = Monthly Game Review Vote, Name in Credits, Exclusive Monthly Podcast] [$5 tier = Double Monthly Game Review Vote, By Name Shout-out, Name in Credits, Exclusive Monthly Podcast] Website: https://theelectricundergr.wixsite.co... Electric Reddit: / electricunderground STG Revision 2020 Discord (Shhmup Community Discord): / discord 00:00 More Than a Museum Piece 01:56 Mechanics Have Become a Design Crutch 04:31 The Era of Holistic Mechanics 06:57 Final Fight’s Enemy Step 10:19 Breaking Mechanics Into Characters Protects Balance 12:52 Enemies are Archetypes with Synergy 18:49 Skill-Based RNG is the BEST 21:49 Routing is a High-wire Over a Mosh-Pit 23:30 Fluid Ambiguous Level-Design Creates Depth 27:40 Bring Back Auto-scrolling Elevators 29:51 The Power of Systematic Difficulty 32:23 Rank Keeps the Enemies Relevant Without Novelty 33:23 Capped Resources Protects The Difficulty Curve 35:15 Beware Stadium’s Secret Balance Update 37:17 Final Thoughts – This is Core Action Game Curriculum #finalfight, #streetfighter, #beatemup