Thursday
Aug042011
ATP Podcast Evo Recap
BY
Aris ON
Thursday, August 4, 2011 at 12:01AM


Evo has come and gone and both MYK and I are once again filled with emptiness. In this episode of the podcast we cover our experience at Evo as well as Comic Con. We discuss the tournament and our impressions of TTT2 among many other topics. Hope you enjoy it.
As always, If you have any questions or suggestions, don't hesitate to leave comments or contact us at aris@avoidingthepuddle.com.
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Reader Comments (51)
10th EVO? gotta do something big man, im afraid its gonna be something with the beard Aris..
TTT2 coming out on Japanese arcades already next month? This information surprises me, but it is also concerning. The reason for that is that Tag Assault is still looking really ugly, and there have been several builds displayed over the last few months in various location tests and other events and the development on that function has barely changed. Also lets not forget the fact that Harada said clearly in the past that in the final build there would be NO SLOWDOWN, and obviously the newest one still has a very noticable lag. I also think that the animation on Tag Crash looks incredibly stupid; IMO they could have just made the incoming partner run and do the unblockable tackle animation instead. I still don't get the logic on why on both Tag Crash and Tag Assault do the incoming characters have to FLY to their place instead of running, regardless of whether there is a wall behind you or not; are the animators just being lazy? These are all aesthetic points, but IMO both gameplay mechanics and aesthetics have to be solid for the game to be enjoyable and attractive to new players.
MYK IS 100% RIGHT ABOUT COMBO BREAKER, COMBO BREAKERS ARE GONIG TO BE AWFUL AND VERY BAD IDEA IF THEY ADD THIS. YOU CANNOT SHORTEN THE JUGGLE BUT YOU CAN REDUCE THE DAMAGE JUST LIKE THEY DID FROM T6, TO T6BR...... COMBO BREAKERS MIGHT ATTRACTS SOME PEOPLE , BUT PISSES OF THE MAJORITY OF TEKKEN PLAYERS....MYK PLEASE TELL HARADA NOT TO ADD COMBO BREAKERS
When you're talking about Tekken players not wanting to play Soul Calibur, isn't it just because most of the Soul Calibur games were bad? Games like MvC3, etc. are generally pretty well regarded.
please namco
no combo breakers
In response to people not wanting combo breakers,
Exactly what do you want? The same game? NAMCO is trying new things and if they want more fans, it's in their best interest to do so. Sure, everyone here can do without new mechanics.... if you're posting here, you're already a Tekken fan. Obviously, NAMCO is looking to attract more people from the competitive fighting game scene, and they aren't going to accomplish that by making the same game.
Combo breakers are by no means bad either. I think most people don't want it because it's a "3D game".... But that's being pretty closed-minded to believe that it's only possible for this kind of mechanic to work in 2D games. In reality, it all depends on how the combo-breaker mechanic is implemented. Guilty Gear Accent Core, which is looked at as being one of the greatest fighting games of all time, has combo breakers. Arcana Heart 3 has combo breakers as well. So you still can have a good game while still having combo breakers.... NAMCO just has to make sure it's done right.
Combo breakers, X-Factor, Ultras, Rage/Netsu, whatever, I feel that all these comeback mechanics or what not are made to cater to scrubs. Back in the day you actually had to be careful not to get launched or comboed, and if you did, tough shit, that's 90%, welcome to USA, nigga. Nowadays, players don't have to be so focused and careful because you can just think "Oh, I've got netsu/rage/ultra/combo breaker activating soon, I can use it to make a comeback." resulting in a more scrubby type of gameplay. All of these, save for, arguebly, X-Factor, are activated by getting your ass handed to you, something better players do for less experienced players. It doesn't require any skill, it just happens on its own and every time. It's like the game gives you a freebie for sucking, and that's wrong and breeds You should be good at the game. You should take your time to learn it and the game shouldn't supply you with an extra life. Should be just your acquired skills and wits.
Call it old man syndrome, but it just used to be better back in the day.
Mash during juggles to take less damage. DO IT.
Great podcast guys. Besides the question of when RIP will be a permanent member of the podcast (since he really goes into intricacies, etc), will anyone ever ask about the stances in Soul Calibur V. What made Soul Calibur II so legendary besides the 3 stage Soul Charge system (Soul Calibur was only one) which has been somewhat addressed with the Brave was the freedom of movement of stances i.e. Nightmare(Seigfried) Night Back Stance (NBS), Ivy's Spiral Senerade and Spiral Tribute. Ask about whether you can MOVE while in stances!
@loldongs
I agree to some extent to what you're saying.. I hate the idea of ultras, X-Factor, easy reversals, etc. The way that fighting games have become easier over these past years has caused me to not even bother playing games such as MvC3 and SF4 (all 3 versions). These comeback mechanics do nothing but degrade the value of a game in the eyes of competitive players.
As seen at EVO, X-Factor is already proven to affect results. AFAIK, Never in the history of fighting games has an 8-year-old been considered a top player. But for the first time, a child has "proven" (top 48 in a 1,000+ man EVO bracket) himself to be on the same level as experienced / veteran fighting game players. While the kid was good, it goes to show that games today might be getting too easy, because children were never able to reach "top-FG-player" status til developers started making these games easier. So I completely agree with you that these comeback mechanics are no good for FG's.
However, I do not agree that Combo Breakers cater to scrubs. As I mentioned before, it all depends on how they are implememted. Guilty Gear's bursts don't cater to scrubs because it can be extremely risky (that can even cost you the round) if you perform it at the wrong time. Then there's AH3, where you are given the ability to burst.... But once you burst, your offensive options and damage output are cut drastically (especially if you use an Arcana such as Time or Punishment). So while you can use your get-out-of-jail free card, you sacrifice everything and you're stuck playing a sub-optimal character for the rest of the round (sometimes even for the rest of the match).
This is how a combo breaker should be done. Such combo breakers actually reduce randomness as well as make sure that comebacks are earned. If NAMCO can base their mechanic around this rule, it won't be catering to scrubs.
@jakeTHEsnake
lmao.
I think NAMCO is introducing that feature in "Tekkeny Blood : Actress Rebellion". :P
COMBO BREAKER!!!!!!!!!! I would drop Tekken.
I DONT UNDERSTAND SINCE WHEN NOT ADDING COMBO BREAKERS MEANS T6 AND TEKKEN TAG2 WILL BE THE SAME GAME? THERE ARE NEW FEATURES THAT ARE ADDED TO TTT2 THAT WASNT IN T6 , WAS TAG CRASH IN TEKKEN6 ? NO, WAS TAG JUGGLE IN TEKKEN6? NO, WHERE OGRE JUN AND JINPACHI IN T6? NO.... IF YOU ARE SAYING LETS TRY THE IDEA ANYWAY EVENTHOUGH IT SOUNDS VERY ODD AND FOREIGN TO TEKKEN THEN COMPLAIN ABOUT IT, IT DOESNT MAKE ANY SENSE WHAT SO EVER , I CAN MAKE THE SAME ARGUMENT AND SAY YOU KNOW WHAT I WOULD LIKE A BARBI CHARACTER WHO IS RIDING A PINK PONY , AND FIRING RAINBO OUT OF HER ASS TO ATTACK HER OPPONENT, AND SAY YOU KNOW WHAT I KNOW THE IDEA IS WIERD , BUT LETS JUST ADD IT AND THEN COMPLAIN ABOUT IT WHEN IT'S TOO LATE...... WACK IDEA IS WACK , NO NEED TRY IT OUT WHEN IT'S TOO WIERD.
MYK speak into the mic! Are you a low talker Mike? Mike's comments were one third as loud as Aris'.
@TEKKENLOVER
Good use of Homonyms. Run-ons and Caps are too obvious though. If you plan on using the bad grammar method, stay away from using question marks.
Hit me up some time. I'll help you step that troll game up.
In Tekken Tag 1 Netsu only occurred when you used a "compatible" team, like Nina Anna or Law Paul. Netsu in Tekken Tag 1 only lasted for maybe 3 seconds when you did get it, which was rare. It was enough time to do a combo like EWGF~Tag and do your Tag combo with Netsu. But immediately after the Tag Team Combo, your time would be up and your tagged in character would jus do normal damage. But, since everybody used Mishimas in Tag 1 and Mishimas were very compatible, is might make sense that people remember seeing Netsu alot in Tekken Tag 1.
It looks to me like Netsu in the Tekken Tag 2 beta lasts for longer, like 10 seconds! That is so much longer than in Tag 1, and it would be so broken. I also think Netsu should only be activated with compatible teams like King and Armor King. It makes sense that the game would reward you for not picking obscure teams like Lili and Jack-6. Having compatible teams for Netsu would improve people's knowledge of the Tekken storyline, too. I remember saying, "Oh, these two characters are compatible, they must have some interaction in the Tekken storyline!" They should bring back all of the levels of compatibility. Cuz there are levels of compatibility in Tag 1. Each level of compatibility between your characters adds one or two hits before the other team member can get Netsu.
Bigger stages are good. No combo breakers. People do not like Soul Calibur because it sucks, period. When Soul Calibur 2 was out, everybody was playing that shit, man. SC3 killed it. Good show.
@7thfonon troll ohhhh so since anyone who doesnt think the same way as you do must be a troll right? you fail, go back to your MK
@Aris
I talked with Michael Murrey after the panel and inquired about the other avenues they are looking at for the US. They are looking at viable places to put the cabs that have good internet connections. So if certain areas do have good connections, then it is a possibility of Tag 2 in the US
Here's a problem with the combo breaker idea: it doesn't nerf the characters that have lots of safe ways to launch. The characters that are hurt the most are the ones that have very few ways to launch. Someone like Bob or Steve will just relaunch after it's broken, nothing really hurt. A character like Wang or Ling, who have to work harder compared to others will get their rare and precious launches broken. It's a much more devastating move to do on characters that are already hurting on the tier list.
Combobreakers doesnt fit into tekken end of story.
look at mvc3 the combos are also very long and?
its ok.
i am a rage/natsu hater
but if i have to take it make netsu max 5secs then it would be ok for me
i really don't get why people also want to have a "new" game in a series
some tweaks new characters better graphics its ok for a game series
(look at street fighter if i play street fighter 2 from that past and street fighter 4 now ryu has not that much change)
if i want to play a different game i pick a different game
sc looks so random to me all the time
and as a tekken gamer i dont like a block button.
but i will give sc5 a chance like i did with mk we will see
in the end i will only play ttt2 i think.
@aris my question to you and myk/rip:
what do you think about it that tekken gets harder and harder to learn
but a new play will always be at the same level.
i play tekken since 1 but some one how starts with ttt2 is totally overwhelmed.
what do you think will this be for the future of tekken in getting new players?
all the 2d games are so simple to get in, in compare
ps: i am from germany so bad i was looking the hole evo tournament online
the time shift makes it so hard it was from 19-7 o´clock - hard night ^^
and tekken was soooo boring but sf4 was so fun to watch ^^