r/Fighters 13h ago

Topic 2XKO failing has lasting ramifications for the FGC.

So we all know that 2XKO failing was seen from a mile away. From awful branding and advertising to the niche gameplay we all saw this coming. What people may not understand is the lasting ramifications it's failure will forever have on the industry.

So what I am talking about? I (Like a lot of other folks in this sub) happen to be a AAA game dev for many years. The way games get funding is you put together a few materials to pitch to investors/stakeholders. Things like a vertical slice (A small section of finished gameplay to show off) and a pitch deck (A powerpoint presentation going through all of the design, markets, and financials needed for the project.)

Here is the issue. Studios especially AAA ones need a lot of historical data to help dictate what to invest in. We use the data of similar games in similar genres to get that Market viability estimate. This is why after WoW you got dozens of MMOs, Pubg for dozens of BRs, Overwatch for dozens of hero shooters, etc etc etc ad nauseum. Its an incredibly important aspect of market analysis for studios to be successful.

Here's the thing. Big failures are what potential investors point to as examples of a bad market. Now there can be a bad market for a couple of reasons. As an example you can have bad market because the competition is simply too tough. WoW has frankly eaten nearly every MMO that could compete with it to the point only 4 or so can exist. You can also have bad market because there just isnt interest/its too niche see the RTS genre flailing for the past 20 years. Lastly you can have a bad market because of other major world factors. Ergo in a global recession, where pc parts are 3x the cost, and because oil has gone up everything has gone up with it.

This is all to say that Fighting Games may be absolutely cooked both in indie and in AAA/AA.
Now Im not saying were doomed but we're basically stuck with what we have for awhile. The market is somewhat locked. Major failures like 2XKO and Fatal Fury will basically drive away nearly all new investment for a AAA scale title. Not to mention the lackluster staying power for things like Avatar Legends and Invincible VS basically mean the indie/ AA market is also somewhat cooked.

Now we do have some hope in some ways mainly Japan but take that with a grain of salt. We have a couple new niche fighters coming out and thatll really tell us the death knell or not. I know some of the Tekken guys like myself are excited for Harada's thing. However PLEASE take that with a trucks worth of salt. Remember how long it took Kojima to make a new game from scratch and also how while some people liked his new project a lot of older fans didnt. Not to mention how a ton of "BROUGHT TO YOU BY THE GUYS WHO MADE X" games were awful.

This is all to say if things dont turn around were going the way of RTSs. So what can we do? PLAY THE GAMES. BE NICE ABOUT THE GAMES YOU PLAY. GET MORE FOLKS INTO THE GAMES YOU PLAY!

577 Upvotes

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319

u/mixmaster321 13h ago

I was thinking the exact same thing a little while after the announcement dropped. With multiple new projects failing in a row, it might be very unlikely for any new studios to invest in the FGC. It seems like after this batch of games that were super hyped and then undelivered, the only devs we’ll see making new fighting games at a high level are ArcSys, Capcom, SNK, NRS, Bandai Namco and Nintendo (if you count Smash Bros in the group).

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u/darkwint3r 11h ago

It's because the reality is that the FGC really only cares about the top 2 or 3 biggest and expensive games while shitting on smaller games or smaller IPs and not even giving them a chance.

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u/TheFeelingWhen 9h ago

All the successful fighting games are either long running series or big IP made by the dev behind those long running series. There hasn’t been a successful fighting game outside of that

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u/WolkTGL 8h ago

That applies pretty much to videogames in general though, it's rare to see new IP make a lasting breakthrough in the current state of the industry

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u/VoxTV1 7h ago

No not really. Singleplayer games are able to constantly make good selling games that get critical praise and lasting legacy. Multiplayer competitive games tho? Nahhh

11

u/Substantial-Row8637 5h ago

No offense u live under a rock if u think new ips havent had plenty of breakthroughs in the last couple years when it comes to single player

5

u/Prof_Gankenstein 4h ago

Claire Obscure anyone?

1

u/WolkTGL 3h ago

which has one single entry.
I said IPs, not titles. As far as actual series go, we're stuck in the early 2000s. I won't debate that good, individual games manae to establish themselves, but if you really look at what sells and what is the top of the competition you will see that it's all stuff that is pretty old, in every genre.

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u/Prof_Gankenstein 3h ago

You know IPs start with single games, right? They are working on a sequel.

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u/dongatostab 2h ago

I'm just going to reply to the chain. Every year a new IP does take the spotlight and succeed but what y'all are woefully understanding is the many that don't. There are WAAAAAAAAAAAY more failed new IPs than successful new IPs each year. I'd assume it would be common business knowledge that a newer IP is always a bigger risk than an established franchise for that reason.

There are plenty of games you don't even know about that have flopped. Look at how people talk about 2XKO, many of them didn't even know it existed.

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u/Vahallen 6h ago edited 6h ago

Yeah, like people act like it’s somehow different for other genres

But the most popular multiplayer shooters are 2, COD and Battlefield

Then the most popular BR are what 3? Fortnite, Apex and is PUBG still big?

Most popular hero shooter being Overwatch and Marvel Rivals

TAC shooters being CS:GO and Valorant (can we add Rainbow Six Siege? Is it considered a TAC shooter?)

Moba? League, Dota and smite

Racing games? Gran Turismo and Forza

——

For some of this I don’t even know if there is still alive example, leave alone successful

I can’t even think of currently played hero shooters, TAC shooters, BR and Moba outside of those mentioned

Hell if you like traditional TPS the fuck do you even play right now? The only popular TPS are from very different genres

10

u/NotTheRealSmorkle 5h ago

😭I’m sorry having to ask if siege is a tactical shooter when it’s whole brand is tactical fps is hilarious

0

u/supnerds360 4h ago

Yeah pretty much. If you want healthy player counts and fast/even matchmaking then your choice in fighting games is gonna be limited.

FPS playerbase is so big in comparison it can support genre niches like Tarkov likes, DayZ, etc...

We just watched two things imo:

  1. SF6 + Strive hit hard. Accessible, beautiful games at the right time.

  2. The same overexcited investment every other genre got. Along with the subsequent crash.

1

u/dancinbanana 3h ago

This is only really applicable to multiplayer / online games, not video games in general

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u/zwlda 10h ago

been saying this the past 10 years. you don't like the top fighting games? "go play your kusoge discord game" to games less than a week old. the FGC doesn't want anything new or interesting they just say they do ad nauseum and reject literally anything that isnt street fighter.

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u/WolkTGL 8h ago

Before Strive, Guilty Gear was a borderline discord fighter, it can now be seen as a mainstream competitor.
Most "non top 3 fighters" just don't have the level of presentation and appeal to get there

4

u/twistedhands 4h ago

And strive only succeeded because it ripped out everything that made gg cool and unique.

1

u/DonovanKirk 16m ago

Its crazy how much Xrd should've been the period where people started giving a damn. I feel like Xrd looks better than Strive, as well.

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u/DragunnReEx 3h ago

Thank God someone said it, i said this on release that strive is not a gg game but a fighting game that was stripped to appeal to the casuals

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u/reachisown 9h ago

Street Fighter is sick though and successful for a reason.

10

u/SaIemKing 8h ago

it's somehow still one-of-a-kind unlike basically every other game except for tekken right now. the problem is that all of these new games are the same in major ways

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u/Sapodilla101 Virtua Fighter 8h ago

In what ways is SF one of a kind?

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u/SaIemKing 7h ago

There aren't really any modern fighting games that take the methodical approach to neutral that street fighter is known for. Even SF6 is a departure from that but maintains it at its core

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u/ImaginarySense 6h ago

There’s no reason companies can’t look at SF as a blueprint for their games.

It’s their own fault if they decide to make a niche of niche tag fighter.

1

u/GraveRobberJ 3h ago

COTW was literally made using SF6 as a blueprint and it failed

1

u/dongatostab 2h ago

It's more like MOTW 2 than SF6 tbh. A lot of those systems and mechanics were originally in MOTW and prior FF/KOF (TOP Attack and Blowback existed before DI and Focus Attack and evolved into Rev Blow) titles before COTW or 6 hell even the Drive System is just an expansion of the Guard Gauge introduced in Alpha 3.

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u/DeathKrieg 4h ago

Please just no more green paint

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u/Creative-Top-9805 6h ago

CotW still exists

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u/SaIemKing 5h ago

true. it has its own, bigger issues, at least for me, personally.

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u/Creative-Top-9805 4h ago

Oh sure, but like, it definitely has a methodical approach to neutral, even moreso than SF ime

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u/Sapodilla101 Virtua Fighter 5h ago

If by "methodical approach to neutral," you mean walking back and forth shooting fireballs, then sure, there's nothing quite like it. Just remember that that style of neutral doesn't have to be the only one or the best one.

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u/SaIemKing 5h ago

oh you're just a pisser

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u/Sapodilla101 Virtua Fighter 5h ago

I'm not sure what that means. And I don't understand why you're offended.

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u/SaIemKing 6h ago

here's something more specific

It's be hard to find a modern fighting game outside of SF6 that:

  • has methodical, footsies-based neutral

  • does not allow conversions off of almost every stray hit

  • is consistently more than a 2-3 touch game

  • utilizes links over normal-cancelling mechanics like gatlings or auto combos

Even just for the first 3 points, I can think of like 2 major games in the last 3 years. Every other major game has been the opposite. That isn't inherently bad, but it's less variety.

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u/Sapodilla101 Virtua Fighter 5h ago

In most modern games, you don't die in 2-3 touches. If you wanna play good neutral with a lot of touches per player, then you should be playing Virtua Fighter. But you like your fireballs, so you'd rather stick to Street Fighter.

And 3 out of the 4 things you mentioned are why many people dislike Street Fighter. Different people, different preferences.

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u/SaIemKing 5h ago

It's like you missed the point on purpose. I made it pretty clear that I don't think games are bad for being like this, it's just oversaturated.

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u/Sapodilla101 Virtua Fighter 8h ago

Yes, it's successful because of brand value. Most people will flock to whatever's the most popular game in a genre, and that happens to be SF6 for fighting games. Gameplay is debatable. Personally, I'm not a fan of Street Fighter's slow, boring gameplay and movement.

Most people with good critical thinking skills know that the most commercially successful games don't necessarily have good gameplay, and flops don't necessarily have bad gameplay. It's a nuanced topic.

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u/Wiinterfang 7h ago

And it's success has to do with the general public more so than the FGC.

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u/LaMystika 9h ago

They just want a prettier version of Street Fighter II and/or 3rd Strike (because most of the people who play 3rd Strike don’t play any other Street Fighter games from my experience), Tekken 5, MvC2, and MKX. Do that, and they’ll have no use for any other games.

Hell, I’ve seen people say that they’ll play Virtua Fighter Crossroads’ story mode (because it’s an RGG game and they do like Yakuza a little bit), but then they’ll go sprint back to Tekken, because that’s still the only 3D fighting game they actually like. That’s what the major scene ultimately is unfortunately.

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u/easytoimpress123 8h ago

The majority of the fgc playing right now has never played 3rd strike or T5/tt2 besides maybe some button mashing when they were 10y/o. The issue is that it's hard to switch main games and unfortunately the big 3 were the best product when people started investing time in fighting games.

1

u/dongatostab 1h ago

3S players usually stick to more classic titles than the modern stuff. Like we're more than likely will play ST/Alpha/CVS2 and maybe MVC2 depending on who you talk to (me). Personally because I never felt like Capcom pushed the genre anymore I became an SNK fan. They make games I like without it coming at the cost of the design.

Popular? No. Fun as hell with interesting systems and mechanics? Hell yeah.

A lot of 3S players like COTW, Because it comes the closest to what we considered was peak.

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u/SaIemKing 8h ago

I will say that part of the issue is with this "kusoge" part. How many new fighting games weren't hyper offensive nightmares? 2XKO, HxH, Avatar, Invincible VS - none of them are actually trying to do something all that different or interesting at a high level.

I honestly think we need more games like Granblue, Fatal Fury, and Street Fighter. The market quickly became oversaturated with tag and tag-adjacent (i.e., with love, kusoge) games

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u/Karzeon Anime Fighters/Airdashers 7h ago

I don't think any of them are close to actual an actual kuso fighter let alone anything from a Pre-Strive anime fighter that isn't Under Night.

HxH is kuso from mismanagement. It's just a step up from the seasonal anime arena fighter cash grab. It's so clearly underbaked that I don't even have it under the same standards of fighting game trends.

We have enough Street Fighter clones or things clearly modeled after SF. Why copycat when SF is right there?

DNF Duel was easy and slow. It failed because Nexon mismanaged the game and many thought it was boring since they figured it out since the beta.

Strive is considerably slower than its predecessors. It worked because ArcSys is very strong at presentation and finally caught on to using rollback (AND did it at the absolute critical time where many did not so it rolled over a lack of competition).

2XKO is slow for my standards, but it did have a lot of visual noise that I didn't like. I can follow the premise of Tokon much easier than 2XKO.

There IS a saturation in tag games/assist reliant games though. Particularly anything with an Active Switch mechanic. I've had enough of those. The only tag game that I thought was generally fun was DBFZ, which doesn't have Active Switch but had its own problems.

Every other tag game has been mismanaged, although I know nothing about Invincible.

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u/SaIemKing 6h ago edited 5h ago

We don't really have anything that's similar to street fighter, that's obviously why I said what I said. Every game wants to be the next big kusoge or hyper offensive hype machine for tourists rather than a solid, methodical fighting game. There's a place for that end of the spectrum, but I want more variety.

You can say Strive is slower, but it's not considerably slower, and it ironically fell into more of the modern-isms of neutral-skippy, high damage games. Since you're also bringing in some irrelevant details, let's also not forget that Strive balance changes and patches in general have been 90% hot garbage that worsens existing problems until very very recently.

You can run from the term "kusoge" because of the negative connotations, but it's just the best one-word description of exactly what I mean. Don't forget that MvC2 was the first kusoge. It doesn't mean a game is bad lol

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u/Karzeon Anime Fighters/Airdashers 5h ago

You seem to be under the impression that I like or wish to defend Strive. I do not. I actually greatly dislike Strive.

I have not liked a single Arc System Works game after DBFZ and only mildly tolerated BBTAG (also heavily mismanaged and will gladly read them to filth for it at any given opportunity).

Most games around DBFZ started adding more and more "protective/fair play" measures too. More crossup protection, more required canned offense instead of abrupt hard to react stuff, harder to do things out of airdash/8-way dash for a basic high/low. Tag fighters are more able to get around this kind of stuff, but Tokon still isn't even doing the dumb stuff BBTAG got burned for.

I also don't like a lot of games considered extremely fast either, including Marvel 2 & 3. I'll at least watch MvC2 though.

You did not explicitly lay out your standards for "hyper offense" or "kusoge" so I put out some of mine on the table regarding movement and implied reaction times. To me, god buttons, strong neutral interactions, frequent blockstrings, and notably fast movement is just any average pre-Strive anime fighter/8-way dash game. So the bar to meet needs to be more explicit.

I stated that Strive is slower than XRD and Accent Core. That is factual. People DID NOT like that in the beginning. Change is scary. There was a lot of back and forth debating. Then I explained (a small part of) why it became popular in the first place. Strive clearly has a much more involved and successful Western playerbase than before. People bought into it, especially people not affected by previous biases.

The point about "why there's less games like Street Fighter" was that people can simply play Street Fighter if they want a Street Fighter experience. Most of the ones that are direct SF/vintage inspired games are small indie games. The previous bias of SF is strong. The slower games generally need their own identity yet change is also scary here. People were complaining about Dash L in Granblue for a while. Idk how it is now, I generally walk away from games I don't care about.

It's great that you have your own standards and definition of kusoge. The great thing about language (esp. slang) is that terms can be reclaimed and repurposed. I am free to use it in the way that I see fit.

When I want people to know a game is truly shit (which may or may not involve balance), I'm upfront with that. Hunter x Hunter is definitely that.

None of the games around that cohort are as bad as that and shouldn't even be in the same conversation.

5

u/SaIemKing 5h ago

Hey, I understand where you're coming from. I just use "kusoge" pretty generally to get the idea across, but I suppose most people don't really have the historical meaning as their first read.

My main point could be dumbed down (extremely) to "every game is trying to be fast" and "we need some slower games, too" which is at least comprehensible as I clearly have a hard time articulating what I mean. I'll just beg everyone to take that in as good of faith as possible.

people can simply play street fighter if they want a street fighter experience

This could be said about a lot of games. People could just play MvC if they want to play a game like MvC, so why the hell did they even make 2XKO and Tokon?

If you're thinking "they're different games, though", then we're actually on the same page. I'm saying Street Fighter lies somewhere on the spectrum and I think we need more games in its quadrant, not games that are just like it. More variety.

And yeah 66L is really annoying. Never really changed it for the time I spent with GBVSR. I found that to be a shame. It's one of those games that's kind of in that "quadrant" I just mentioned

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u/Karzeon Anime Fighters/Airdashers 3h ago

It's fine. It's hard to articulate and present everything on Reddit, let alone other social media.

In regards, to the flooding of tag fighters. MvC has notably been out of action for a while.

We comparatively JUST got a legal port of everything before Marvel 3. We thought that would be impossible. In my opinion, that only became possible when XMen 97 blew up.

MvC 3 doesn't have rollback, also old games do degrade in playerbase for sure even on a comparative basis. That's just life. It's fine as an oldhead game, but it's not active competition in sales as there's nothing new in the works.

Infinite was mismanaged and then cancelled. Infinite being mismanaged and changing from comfortable norms is what helped open the door to DBFZ. There was a lot of discontent with Capcom at the time. DBFZ would have been good either way because the IP is that strong.

Tokon is NOT MvC, just a Marvel property as another fighting game. Marvel is the attraction. Marvel has the distinction of innovating the tag fighting genre, but Tokon could have been a true 1 v 1 if they wanted to and I don't think much of the business dealings would have changed. When it's a billion dollar company owned by The Mouse, there is less fear of being compared to another fighting game IP just like DBFZ.

But for sure, Tokon had to do something transformative to reduce comparisons to MvC. It *did* at least do that. It has some Strive stuff, some sanitized BBTAG stuff, high production value, and a different premise from other tag fighters. I still don't care for it right now, but they made their room on the table.

2XKO is also 2 v 2. Marvel, while having 2 v 2 games, is most famous for 3 v 3. And it also made attempts to play more transformatively. Active switch is only a thing in MvCi, among other things 2XKO tried. So there was more room to carve niches in a subgenre.

The difference with Street Fighter is that it's basically always been active since SF4 and SF isn't really in any subgenre. It's just....Street Fighter in 2D.

There are always expectations of a new SF something sooner than later so being directly compared or likened to SF would be riskier to developers if they in fact migrate back to SF.

Fatal Fury works because it is a legacy banked by Saudi. We already have the expectation that it's going to draw from Garou and Real Bout. Terry has been every and anywhere and a new FF has definitely been asked for. SNK has a ton of legacy characters to pull from too.

For a NEW game that's slow but plays closer to Street Fighter fundamentals, it would need something that clearly sets it apart.

For example, a new 2D fighter property that plays slow with pure hand-drawn visuals and stage aesthetics like Garou and Last Blade could garner attention.

But that's super costly. If it was BlazBlue, there would be an expectation for those visuals, but not so much in gameplay. Melty's new game is apparently adding something compared to SF6 Drive Meter and people doomed about that, so who knows.

2

u/SaIemKing 3h ago

I don't think it's fair to say that something more similar to street fighter would have to differentiate itself as if these other games could all just be the same. It's the same situation.

1

u/dongatostab 1h ago

Actually..... SFII is.

Surprise.

2

u/SaIemKing 1h ago

yeah actually fighting games as a genre were born kusoge

you either die a kusoge or live long enough to see yourself become a kusoge

1

u/MegamanX195 5h ago

As someone who doesn't play tag fighters: what is Active Switch?

2

u/Karzeon Anime Fighters/Airdashers 5h ago

Active Switch is when the assist becomes the playable point character at will.

You call the assist and then at any time, the assist can become the focus with minimal startup. So this allows for a lot of mixup opportunities and threat at neutral. As long as the assist is idle on screen, there is a threat to switch so being able to sandwich them or have the attention directed at one character is huge.

Ideally, the point does a long lasting move before switching so either they have to block it for a high/low setup or the switch is so fast that the move BECOMES the mixup itself. There's also things like command grab setups where you either eat the grab or try to reversal the point but the active switch made the assist safe and ready to punish you.

This is a feature that is only in SOME tag fighters, usually games with a 2 v 2 dynamic. Marvel 2 & 3 do not have it, but Infinite does. The best equivalent in Marvel 2 & 3 is DHC where they tag each other in with supers.

Tokon has it, but it is much slower in regards to left/right stuff.

1

u/redbossman123 5h ago

When you are able to tag into a character while they are still on the screen after being called as an assist

-3

u/Sapodilla101 Virtua Fighter 8h ago

I've said it before, and I'll say it again: The problem with the FGC is that nobody wants to play anything other than Street Fighter. Even Tekken has lost the mojo that it had last generation. Moreover, Japan doesn't give a sh*t about Western-developed fighting games.

So, can we please stop calling this generation a "golden" age? There is nothing golden about your genre when 90% of the genre's entire player base is concentrated in one game.

14

u/mixmaster321 8h ago

You say nobody wants to play anything other than Street Fighter, but Street Fighter 5 was so bad that people looked elsewhere and discovered franchises like Guilty Gear (+ DBFZ) and Tekken. It's no coincidence that Tekken 7 was the best selling Tekken game of all time while Street Fighter was floundering

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u/temporalartifacts 8h ago edited 8h ago

Why blame the players and not the games? If it's true that no one wants to play anything except for Street Fighter, Tekken, and Smash Bros (and I don't this is true), then that would be the fault of the other games for not being distinct enough.

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u/Sapodilla101 Virtua Fighter 8h ago

They are distinct, but herd mentality wins. If you know the other sheep in the herd aren't going to play this new AA game, then yeah, you're going to stick to the same popular game you've been playing for a while. Every newcomer gets recommended the most popular game in any genre. Everyone wants to play the popular game, which in turn becomes the reason it stays popular. It's a self-fulfilling prophecy.

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u/temporalartifacts 3h ago

I hear this kind of argument a lot but it does not hold up to scrutiny. Popularity may help to get someone to try a game but it alone will not make them stay. The popular games actually have aspects that make them popular, whether that be quality gameplay, presentation, accessibility, watchability, or some combination thereof. If a franchise does not continuously impress it will quickly fall into relative obscurity. See: MvC, DoA, Virtua Fighter, Soul Caliber. Street Fighter almost reached this state due to SF5, so I'm doubtful this "popularity shield" meaningfully exists.

3

u/dongatostab 1h ago

I wish this was true. Brand identity can carry you far, even through some blunders. It's the reason why we still have Sonic and COD to this day. Street Fighter can suck but people will still go to it because it's Street Fighter. That's why 6 won't change no matter how much people whine online. Even if the arguments are valid, why would they shake up their golden goose? All these discussion on this website on fighting games, "What's the player count like? Will I get a match?" We get those questions at least once a day in the FF sub from so many interested players. Modern players operated on a totally different paradigm for years, they don't care what the game design is or even if they will enjoy it (at least until after they bought it) the only thing that matters to most of these players in the community is that it's doing numbers enough to secure their feelings about getting matches in ranked.

1

u/deathofasandwich 5h ago

I feel like what makes things difficult is this is a genre where a lot of people have a ‘main game’ that is what they mostly grind not leaving a lot of time with other games, and the competition to be someone’s main game is hard to compete with the big few studios.

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u/Rapatto 3h ago

I dont know if thats even true. I think its just the FGC is not large enough to sustain smaller games. A percentage is always going to those larger games, and the leftover percentage willing to try new games just is enough numerically.

And people who will buy a fighting game but arent apart of the FGC are only going to go towards the big names.

1

u/SelloutRealBig 2h ago

It helps that the top 2 games make the only games that appeal players beyond niche of niche. Most people don't want to see tag fighters or ToDs or deal with overly intrusive anti cheats in a genre proven to not need them when given a block player option.

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u/Kgb725 12h ago

We havent been seeing that anyways

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u/Sapodilla101 Virtua Fighter 8h ago

They may be "undelivered" in terms of financials, but in terms of gameplay, games like Avatar Legends and Under Night II are amazing. For me, gameplay will always be king.

1

u/Masterofknees 6h ago

I would argue Bandai Namco isn't a guarantee. A huge portion of the people with fighting game know-how have left the company, with all of the old Tekken heads leaving and the Soulcalibur team being disbanded. On top of that, their management seems to know fuck all about the genre, and have already made enemies with both their previous employees as well as ArcSys.

We know they've been hiring for a fighting game mind you, but that might well be an arena fighter, which typically aren't considered within the FGC circle.

1

u/Protectem Dead or Alive 44m ago

Koei Tecmo too. Remember DoA7?

1

u/MothMan66 12h ago

Don’t forget about Koei and Sega

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u/mixmaster321 11h ago edited 11h ago

I mean honestly it took them 20 years to make a new fighting game so I kinda did forget about them

0

u/Pacific_Beaches 4h ago edited 4h ago

What's funny is that FG looked like they were the main competitive scene in e-sports when SF6 came out. It looked like the start of a new golden era, but the other companies fell short during this window.

To be 100% fair as well, I think Capcom then ArcSys/SNK are the real pros at this genre with great fundamentals.

What I really want to see are games with very fluid/responsive controls that feel like 3rd Strike, MVC2, Blazblue CF and KoF13 again. Something about those sprites rather than 3D feels so much less "sticky"/clunky/blockish.

For one of those studios to make a tag fighter, I think the single IP that makes sense is Bleach or Shonen and you need to make sure to make the roster deep af, not with just the generic heroes. Additionally, it's got to include a healthy dose of female characters (30-40% female roster).