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"Bored of the same old action/fights in computer games? - I know I am"

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Sun 08/09/02 at 20:47
Regular
Posts: 787
Ok this may just be me, but do you feel the fights in games are too linear? Such games as Streets of Rage, Final Fight, Fighting Force and The Bouncer all adopt the same format: Run to opponent hit punch a few times, opponent goes down/explodes/disappears or opponent gets up and attacks again before being knocked down. Now back in the days of Streets of Rage I appreciated that the scrolling beat’em up was exactly that a scrolling game, a game that keeps enemies attacking one after the other. Now if we look at Tekken 3 and even Tekken 4, the mission games are similar. Don’t get me wrong I think Tekken is the best beat’em up ever, but (even with the reversals and throws) it didn’t feel like a fight it felt like a sport of “knock down the bad guys”.

I have to admit I’m a huge Jet Li fan, have most of his films and really enjoy watching the martial arts in such movies as Romeo Must Die, The One etc. What makes these fights exciting is the choreograhphy and the range of moves each fighter can do. My suggestion for a game has probably been attempted before, but I don’t think its been done in the way I’m thinking of.

My suggestion would be: a fight scene in the game. A small man eyes a tall man at the bar. The man turns, sees the watcher and squares up to him. Now at this point, think Tekken 4, but think of an optional extra. A joypad placed in the top left hand corner. The triangle button flashes green and the tall man leaps forward with a straight punch to the head. Now the player has two options: one, get hit and hit back or two, holding one of the shoulder buttons the player hits the same button flashing (in this case triange). On doing this the man you control steps backwards and blocks the incoming punch. Now my idea is the fight keeps going, one attacks and if you’re quick enough you block before attacking him and hopefully catching him off guard. Anyone who’s seen a Jackie Chan, Chow Yun Fat or Jet Li fight scene will get the idea. Now the optional bit. Some may think that “Shenmue” style prompts on the screen are a bad idea, so it would also be possible to turn off the help and go with your instincts. I’d use the shoulder buttons to vary the fight. For example again a punch is throw, your holding L1 and then you press triangle, just in time to see your character block the incoming hit with his left palm. Holding R1 would make him use a knife hand block with his right hand. Holding L2 would make him grab the arm and twist it behind the attackers back. R2 would make your character grab the arm and throw the opponent.

This game would use a “button step program” which basically means you can use the same button to do various “steps” in the fight. Using the arm twist as an example. The opponent has his arm twisted behind his back, you are in control. After using the shoulder buttons to get into this position, the shoulder buttons then change. So your character holding the arm, now has the option to break the arm/gain information from the man or simply hit him in the head with his left or right hand (pressing L1,R1,L2 or R2). This would give the fight 100s of options and would allow the player to not have the same fight over and over again. I think all the scenery should be usable e.g. bar, barstool, tables, chairs etc. How cool would it be to enter a bar, get in a fight and then using the “step program” twist the arm of your opponent and throw him into the bar and watch the glass fly.

To stop this being boring (e.g. twisting arms all the time) each character or opponent has a different style, weapon or martial art. To beat them, you have to adapt, hitting the same buttons won’t work, because attacking a swordsman with a punch while he swings his blade is going to lose you a fist. Also it wouldn’t be possible to get into a fight with three people and break the arm of all three, because unlike previous games I would like the enemies to have brains. For example, your fighting a man and you break his arm, the surrounding enemies are watching, one picks up a nearby chair as a weapon, while the other enters the frey, but does not punch you from the front, instead he tries to attack from behind (because he has seen what you can do). So adapting would be a major part of this game. Add a variety of weapons that you have to learn to use (Shenmue style) a typical film storyline, an RPG style adventure and the Tekken –looking fight scenes with loads of options to win/lose. That’s another thing its not just a “hero always wins fight” if you keep punching the bad guy is gonna catch on to your strategy and either grab a weapon or block your punches and break your arm!

I’d also include a damage meter, not in the fight, but in the RPG. Let’s say your first fight, you don’t quite get the idea and you have your arm broken before sweeping the opponents legs and finishing off your victim. The arm would not automatically heal, you would have to fight one armed for the rest of the level. So moves are limited from then onwards. This would be different if a leg was broken, because then you couldn’t walk. But I’d like to include the option of enemies damaging your arms and eyes. A damaged eye would result in slower responses and less balance so certain jumping and aerial moves would not be available. But damage to legs, back and the head in general would mean a restart of the fight.

Ok so that’s my idea, a RPG that cuts to a Tekken style fight with loads of options to make the fight different from the last, including holds, throws, weapons (anything you can pick up is a weapon, bottles, chairs, books, even a dead enemy), characters and surroundings. I think it would be a real hit and people would appreciate the idea of a fight you create, a fight that is balanced with blocks, dodges as well as punches and kicks, a fight that goes on until you adapt to the other persons style and catch him/her out……or maybe I’ve been watching too many Jet Li movies????
There have been no replies to this thread yet.
Sun 08/09/02 at 20:47
Posts: 0
Ok this may just be me, but do you feel the fights in games are too linear? Such games as Streets of Rage, Final Fight, Fighting Force and The Bouncer all adopt the same format: Run to opponent hit punch a few times, opponent goes down/explodes/disappears or opponent gets up and attacks again before being knocked down. Now back in the days of Streets of Rage I appreciated that the scrolling beat’em up was exactly that a scrolling game, a game that keeps enemies attacking one after the other. Now if we look at Tekken 3 and even Tekken 4, the mission games are similar. Don’t get me wrong I think Tekken is the best beat’em up ever, but (even with the reversals and throws) it didn’t feel like a fight it felt like a sport of “knock down the bad guys”.

I have to admit I’m a huge Jet Li fan, have most of his films and really enjoy watching the martial arts in such movies as Romeo Must Die, The One etc. What makes these fights exciting is the choreograhphy and the range of moves each fighter can do. My suggestion for a game has probably been attempted before, but I don’t think its been done in the way I’m thinking of.

My suggestion would be: a fight scene in the game. A small man eyes a tall man at the bar. The man turns, sees the watcher and squares up to him. Now at this point, think Tekken 4, but think of an optional extra. A joypad placed in the top left hand corner. The triangle button flashes green and the tall man leaps forward with a straight punch to the head. Now the player has two options: one, get hit and hit back or two, holding one of the shoulder buttons the player hits the same button flashing (in this case triange). On doing this the man you control steps backwards and blocks the incoming punch. Now my idea is the fight keeps going, one attacks and if you’re quick enough you block before attacking him and hopefully catching him off guard. Anyone who’s seen a Jackie Chan, Chow Yun Fat or Jet Li fight scene will get the idea. Now the optional bit. Some may think that “Shenmue” style prompts on the screen are a bad idea, so it would also be possible to turn off the help and go with your instincts. I’d use the shoulder buttons to vary the fight. For example again a punch is throw, your holding L1 and then you press triangle, just in time to see your character block the incoming hit with his left palm. Holding R1 would make him use a knife hand block with his right hand. Holding L2 would make him grab the arm and twist it behind the attackers back. R2 would make your character grab the arm and throw the opponent.

This game would use a “button step program” which basically means you can use the same button to do various “steps” in the fight. Using the arm twist as an example. The opponent has his arm twisted behind his back, you are in control. After using the shoulder buttons to get into this position, the shoulder buttons then change. So your character holding the arm, now has the option to break the arm/gain information from the man or simply hit him in the head with his left or right hand (pressing L1,R1,L2 or R2). This would give the fight 100s of options and would allow the player to not have the same fight over and over again. I think all the scenery should be usable e.g. bar, barstool, tables, chairs etc. How cool would it be to enter a bar, get in a fight and then using the “step program” twist the arm of your opponent and throw him into the bar and watch the glass fly.

To stop this being boring (e.g. twisting arms all the time) each character or opponent has a different style, weapon or martial art. To beat them, you have to adapt, hitting the same buttons won’t work, because attacking a swordsman with a punch while he swings his blade is going to lose you a fist. Also it wouldn’t be possible to get into a fight with three people and break the arm of all three, because unlike previous games I would like the enemies to have brains. For example, your fighting a man and you break his arm, the surrounding enemies are watching, one picks up a nearby chair as a weapon, while the other enters the frey, but does not punch you from the front, instead he tries to attack from behind (because he has seen what you can do). So adapting would be a major part of this game. Add a variety of weapons that you have to learn to use (Shenmue style) a typical film storyline, an RPG style adventure and the Tekken –looking fight scenes with loads of options to win/lose. That’s another thing its not just a “hero always wins fight” if you keep punching the bad guy is gonna catch on to your strategy and either grab a weapon or block your punches and break your arm!

I’d also include a damage meter, not in the fight, but in the RPG. Let’s say your first fight, you don’t quite get the idea and you have your arm broken before sweeping the opponents legs and finishing off your victim. The arm would not automatically heal, you would have to fight one armed for the rest of the level. So moves are limited from then onwards. This would be different if a leg was broken, because then you couldn’t walk. But I’d like to include the option of enemies damaging your arms and eyes. A damaged eye would result in slower responses and less balance so certain jumping and aerial moves would not be available. But damage to legs, back and the head in general would mean a restart of the fight.

Ok so that’s my idea, a RPG that cuts to a Tekken style fight with loads of options to make the fight different from the last, including holds, throws, weapons (anything you can pick up is a weapon, bottles, chairs, books, even a dead enemy), characters and surroundings. I think it would be a real hit and people would appreciate the idea of a fight you create, a fight that is balanced with blocks, dodges as well as punches and kicks, a fight that goes on until you adapt to the other persons style and catch him/her out……or maybe I’ve been watching too many Jet Li movies????

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