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Edited by The First Aifos: 5/22/2019 10:36:02 PM
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Aifos Tonight—A weekly general gaming post (6)

Good evening everybody! This is Aifos coming to you alive from Aifos Tonight! Today we have not one, not two, but three guest stars! That are also technically only one guest star! That’s right, I’m talking about Platinum the Trinity! [b]An interview with Luna, Sena, & Trinity, a.k.a. Platinum[/b] [spoiler]Luna: “Hahaha! Looks like somebody didn’t get the memo!” What memo? Sena: “Well.. See we kinda..” Megumi: “Aifos, you’re fired.” What!? You can’t fire me! The show is literally called Aifos Tonight! Luna: “Not anymore, loser! Now it’s Luna’s Show Starring Luna!” Hold on, you’re saying she’s replacing me? Megumi: “The audience has spoken, Aifos. Your delay announcement got higher ratings than you’re last show.” That doesn’t mean anything, you can’t do this! This is my show! Megumi: “Harumph, take him offstage.” This is unfaaaaaair![/spoiler] Luna: “Alright! Now it’s Luna’s turn! This show’s gonna be better than anything Aifos ever posted!” Sena: “That’s not very nice, Luna, we could at least-“ Luna: “Alright! Next segment!” [b]Bits of Design[/b] A flawless integration of genres—Tekken 7 [spoiler]To someone outside the fighting game community, a 2D fighter & a 3D fighter might seem really similar, but to anyone who actually plays them, you’ll know they’re about as similar as Mario Kart & Forza, sharing the basic idea, but being wildly different past that. That is, except for one. Tekken 7 is, in most respects, a 3D fighter. That being said, three characters in particular (Eliza, Akuma & Geese) are designed to play like 2D fighters. Now, obviously they aren’t [i]exactly[/i] like 2D fighters, but they play similarly enough to one, to give a 2D player a sense of faniliarity, in an otherwise radically differebt game, and do so in a way that doesn’t destroy the balance. That seems pretty cool to me![/spoiler] Luna: “How boring! 3D fighters are the worst! Luna thinks 2D fighters are so much better!” Sena: “Luna, we’re supposed to be supporting games, not putting them down!” Luna: “Whatever, Sena! Luna can do what she wants!” [b]The Sound of OSTs[/b] [url=https://youtu.be/BNaKTKQWORY]Acid Hues[/url]-Off the Hook (Splatoon 2) [spoiler]Acid Hues is one of the several songs that can play during a Splatfest in Splatoon 2, and like all the Splatfest songs, it is performed by the fictional band Off the Hook! It’s my personal favorite out of the Splatfest tunes, probably my favorite in the whole game. Although some kf the Octo Expansion songs were pretty fresh.[/spoiler] Luna: “Woah, why’s it so windy all of a sudden? Woah, too windy! Aaah! Aaaaaah!” *gets blown offstage* Rachel: “Megumi, this is completely unacceptable. As per your contract, Aifos can’t be fired. Valkenhyne, show him.” Megumi: “Huh.. Looks like you’re right. Alright then, back to Aifos Tonight it is!” Really? Just in time for the final segment, too! Rachel: “Yes. Now we’re even.” [b]Luna’s Super Awesome Game Recommendation![/b] Team Sonic Racing [spoiler]Team Sonic Racing is the third game in Sumo’s Sonic themed Kart racers. It’s slightly slower paced than the other two, but has one thing that sets it apart from any other kart racer; Team mechanics! You can’t just win yourself, as if you score first, but your team is in 11th & 12th, you’ll easily be beaten in score by the team in 2nd, 3rd & 4th. The result is you working together so that your whole team succeeds, via slingshots, item transfers & skim boosts! The team mechanics aren’t perfect, for instance, the way slingshotting works encourages you to follow your team, but technique & power type characters each have special routes they can take that the other types can, which can result in worsening your team’s standing. But, for the most part it’s a blast! I don’t know if I [i]prefer[/i] it to Mario Kart, but it’s definitely unique enough to warrent getting it as a separate game rather than comparing them![/spoiler] But what about you? Got any neat mechanics you want to talk about? How about some cool music? Game recommendations? Whatever the case, that’s all for now folks, jambuhbye!

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  • Edited by Panchificus: 5/23/2019 4:31:54 PM
    Alright now I know you don’t like Mortal Kombat but I absolutely must talk about the new fatal blows and offensive/defensive meters. Previously we had X-Rays and a shared meter. If you want to know how exactly the meters and X-Rays worked in the past then click on the spoiler! [spoiler] In the last 2 games we had the X-rays which you could only activate if you had your meter built up all the way to 3 bars. You do this by dealing/receiving damage but receiving it always granted you more. A bar of the meter could be consumed to either enhance certain special moves or break and escape your opponents combo. So basically it forced aggressive players to play smarter and manage their meter wisely while also giving the defensive player more chances to recuperate and gain the offensive. Only problem with this was that once you reached mid-high tier play and learned a few combos, X-rays were pretty much just a waste of an entire meter. Why use an X-Ray when you can just do a combo that deals more damage and costs less? Or use it defensively and negate the damage you receive? [/spoiler] But now MK 11 has replaced the X-Rays with the new Fatal Blows and has separated offensive and defensive capabilities into 2 different meters (2 bars each) that recharge with time. Offensive meters are simply used to enhance your special attacks. Defensive meters can be used to either breakaway from your opponents combo at the cost of a full defensive meter, use a single bar to do wake up attacks to poke your opponent and interrupt them, or combat roll through your opponent to either get out of a corner or close the distance they might have created. Fatal Blows can only be activated if you are at or below 1/3 of your health. Once you land a successful fatal blow, it’s gone for the rest of the match. So it serves as both a catch-up mechanic and a trump card to win the round or match. It’s just so awesome to see the fight transform into a game of zoning, positioning, strategy and footsies once you reach a certain amount of health since both players don’t want to risk being susceptible to a fatal blow and it adds a whole new layer of tension late game.

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