VegettoEX wrote:What I mean by that is that I'm comparing a PS2 game two years ago to a current-gen game. Those later PS2 games were pushing the limits of the system pretty well, and we're still in a period where developers don't have the BEST grasp on the current hardware (especially the PS3 at times, it seems, at least when porting from the 360 if it's the lead SKU). The PS2 game was still holding its own.
This is my biggest problem with current-gen sequels to last-gen properties. Many devs seem to get lazy on this front. I remember expecting to be blown away by Halo 3's next-gen visuals, only to find a modest upgrade over Halo 2. Now, I'm not a graphics-whore, so that isn't a deal breaker in the slightest... but I totally agree.
- The control scheme seems changed for the sake of change; it wasn't a simplification, that's for sure. It was just different, and I found it difficult to adapt... I'm nowhere near something like a competitive player (nor do I even particularly like the game), but wouldn't that be a big deal if you were? Don't you want the most precise and immediate control you can have over your character movements?
My best guess is that someone had the idea to try and optimize this for the 360 controller. Maybe they felt that they wanted to develop the controls with the analog's position in mind, since that would be your D-Pad's space on basically any other controller. Since button combinations can be the enemy of analog control in a fighter (though I usually find 3D fighter's to be alright), it seems like they wanted to reduce the number of buttons necessary for frequent actions. I think it'll be hard to say how that works out until I get some competition. Luckily, Kunzait's going to have a major group get together right after it comes out, so we're going to test the hell out of this and chuck it on ebay if it doesn't hold up.
Is it probably going to be a decent game? I suppose so. For those of you who are totally into that style of fighting game, I guess that's what you're looking for. It seems like the absolutely hardcore Sparking! fans are pretty disappointed, though... am I getting a pretty accurate read, there? That you're noticing how many things are missing or not improved enough upon? Is it that the middle-of-the-road, generally-complacent fans are the most eager for it?
I dunno how "hardcore" I am about the Sparking! series, but I have bought them all. For the first two releases, I was very much a supporter and avid player. I didn't have as much fun with the 3rd, aside from the roster. That said, I am more or less looking forward to Raging Blast. I'm just not sure if it's worth $60 bucks. I'm thinking of either planning to re-sell (or simply renting) for release and the party, and picking it up down the line. I assume, like Burst Limit, that I will probably stumble across this in Target for $15-20 on some weekend special.
I feel that we need something other than a minor facelift for these games. I wasn't the biggest fan of Burst Limit, but it at least went for a new art style, and even if you didn't like the mid-game "Drama Pieces", they at least experimented with something new. Raging Blast is nothing more than that minor facelife as far as I can tell... and sure, I don't have the final retail product yet, so I may feel differently when I get my hands on it. But shouldn't they be telling me ahead of time how it's different? Why I should be excited? How is it an all-new gameplay experience? Near as I can tell, they're just shouting that it's Sparking! in 60 fps.
Because it has Broli as SSJ3? Seriously, with him and Vegeta as the major selling points, FUNimation wishes it had this game like 5 years ago.
To show my appreciation, I'll only beat them half to death.