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killb commented on killb's review of Dr. Robotnik's Ring Racers
@cyanplaza
> Yeah, they reward you with Silver Bullet sections, lol. It doesn't matter much if they reward you for using things like Ding, Wavedashing, or the air directional mechanic (I forgot the name), if these don’t actually serve any purpose in the game’s overall design. Like, what is the point of Ding? Does it make you go faster, or is it fun to use? Nah, it's just another mechanic adde for the sake of having more mechanics.
> I was talking about +R mechanics here, not its balance. I can actually see the purpose of all mechanics, even the ones I don't like (like the defense modifier, which is there so you always keep fighting hard to the end instead of just fishing for a big hit when the opponent life bar is low, although it’s debatable if it actually works). It’s pretty dishonest to say, "it was a miracle the game turned out well," like Daisuke was just throwing shit at the wall to see what works, when it's clearly one of the most well thought out FGs tehre is. This comparison doesn’t even make sense since probably the only thing keeping Ring Racers from being unbalanced is that all the characters are the same aside from two modifiers (and yet, heavy characters are still at a disadvantage, lmao).
> I should have mentioned Under Night specifically since idgaf about Type Lumina. My bad. I don't know who mentioned MvC2 here when I specifically mentioned KoF. There are some crossover fighters that aren't 100% well thought out... Congrats, I guess?
> Yeah, there are some banger maps in the game, which are in the 30% division, lmao.
> I never said XX/Xrd are similar to Strive, just that the way those games did things was better. I doubt you can say Strive’s Elphelt is more fun to play than Xrd’s, unless you don't know how Xrd works. If I understood correctly, you really didn't play SRB2Kart, so I guess my point is still correct.
> Well, sure, I’m not saying I’m an FG expert here; I’m just using the knowledge I have from playing them. You can’t make this point when you clearly misinterpreted almost everything I said, though.
> You might not call it arcade design, but it definitely isn’t an FG mindset, honestly.

I don't have any grudge against the devs btw, it's just what they said really struck a nerve with me and really explains a lot. Sorry if I was seeming agressive here, but in the end they only did a bad game, nothing serious.

23 hrs ago


killb commented on Notah's review of Dr. Robotnik's Ring Racers
nah I played good "complex" games before this here just sucks balls really

2 days ago


killb commented on crindle's review of Sayonara o Oshiete: Comment te Dire Adieu
fata morgana fans when reading anything that doens't scream at them what they should be feeling or thinking (they don't know how to analyse literature or see subtext)

2 days ago


killb retired Dr. Robotnik's Ring Racers
It's fascinating how developers love to keep talking about how "they were inspired by fighting game mechanics!" yet:

> The mechanics feel convoluted and purposeless—just adding new things for the sake of it without thinking what it implies on the overall, unlike in Guilty Gear +R, where you can clearly pinpoint the purpose of each element.
> The tutorial is hot garbage—overly long yet failing to explain key concepts and their usage (there were things the community didn't even know existed before the manual was released, lmao), unlike French Bread games, where after the tutorial, all that's left is labbing for second priority details, like frame data, combos and tech.
> 70% of the stages are terrible because they were imported randomly from community packs with minimal effort to make them decent or to fit with the game's new design, unlike King of Fighters or any crossover fighter, which adapt each borrowed character from other franchises to the new system respectfully and gracefully.
> Overall, there's no reason to play this garbage unless you're unfamiliar with how the previous entry worked, so it's basically Strive!

When you realize from the developers' lingo and actions that "fighting games" for them just means Smash Bros, it becomes clear why so little thought was put into making this. Most FG players wouldn't even call most of this "FG design" but "arcade design", though I doubt the devs have ever set foot into one in their lives...

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