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TopicStreet Fighter VI reviews are coming out
IceCreamOnStero
05/30/23 3:59:59 PM
#85:


Dalthine posted...
A lot of fighting games are starting to put in the work to help casuals get in. Some of the Guilty Gear games have a control mode that contexts based on range and auto combos, Dragonball FighterZ has auto combos, and Granblue has specials on one-button use a la Smash, just based on cooldowns.

SF6 as I understand has two different versions of casual controls, with two different levels of what it does for you (only one was available in the beta but they had the other planned). The lesser of the two I think is even useable online, but you do a little less damage. Someone following it closer might be able to clarify.

But this isn't what FGs need to get casuals in. Having the game play itself (badly) for you doesn't teach the player how to actually play fighting games, it just extends the time that casuals spend on online until they get fed up getting stomped by people with basic fundamentals.

Making execution easier won't teach a casual about frame advantage, footsies, pressure etc. Its not combos or quarter circles holding casuals back, its the game beneath the game. A player of average skill could probably wash a scrub with just sweeps, and giving scrubs free, unoptimal combos won't tell them why they got washed by sweeps, nor tell them what they should to stop it next time.

One of the better tutorials/new player experiences is in Fantasy Strike. The game has a simplified control scheme, yes, but the actusl work the game puts to making it accessible for casuals is how it breaks down core concepts in an digestable way. Hitboxes are big, distinct and clear, movesets are small but deep and the tutorial actually delves into stuff like frames and mix. Stuff like that majes a game soooo much more casual friendly than a bunch of combo trials filled with dumb unoptimised combos.

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