Таких боёв техничных как в Теккене не найдёшь в этих....
У Намко - теккен самая многобюджетная драка, читай основная. Соул калибор даже не претендавал никогда имхо у самих разроботчиков вести конкуренцию с Теккеном....Соул эдж и Соул Калибор выходили как раз в промежутках между частями Теккена, что б хоть немного успокоить голодных фэнов. Ох уж...
У меня тут текстик есть, с другого форума, не мной писанный, сравнивающий Soul Calibur с DOA2. Большинство сказанного насчёт SC можно запрсото отнести к Т4, так что извольте:
"Dead or Alive 2 surpassed the stiff movements and crappy textures of Soul Calibur and they were released around the same time in Japanese Arcades. The movements in Dead of Alive 2 are fluid, and done with ease. That's because Dead or Alive 2's movement system is a jump off of Virtua Fighters. If you played Virtua Fighter, you'll notice that the gameplay never had set combos. It was more of a free based attack setup, in which you could mix and match moves/combos through certain hit timings and other things of the sort. The problem with Virtua Fighter's gameplay was that the early physics engine was horrible. Characters would float in the air during jumps, and moved as if they were underwater. As the series progressed, the graphics improved, but it was trapped by some of the physics problems. When Dead or Alive 2 came on to the scene, Itagaki set out to create the perfect 3D fighting game engine. He wanted the game to be 3D based, not 3D graphics with 2D set gameplay(like Namco's Tekken series, up to Tekken 4, which still sucked). He not only wanted it to play fast, with good physics and fluid movements, but he wanted to still keep that psuedo fantasy aspect. If you expect a fighting game to be real to the core, you're in the wrong genre, because that's what makes fighting games boring.
Anyway, getting back to the point, when Dead or Alive 2 came out, Itagaki did just that (Despite the bounce factor, which was in the original DOA and was kept because some of the guys on Team Ninja need girlfriends). The hit detection was perfect, with no annoying flash color effects like Soul Calibur and Tekken when you made contact with your opponent. Also, Dead or Alive 2 had a simple, yet DEEP counter system. Grapplers have longer, more damaging counters, while the latter type of fighter has punishing, one motion counters. Using a play on Virtua Fighters freebased attack models, the movements were allowed to be free fitting pieces in attacks, unlike Soul Calibur/Tekken's set animation combos, which are essentially combos you can memorize and do over and over again. Now why would free based attack sets be better than Soul Calibur's "fluid" attacks? Simple, it's because they're not on a set plane. It allows more "attention to detail" in the attack animations. Notice that when you do attacks in Dead or Alive 2, your character won't suffer that annoying lag that Soul Calibur's "wonderful" attacks left when you whiffed them. It's because there is no set leave off point after you finish. So you're not trapped in the cheap .25-.5 second recovery zone. Now you could say that this makes DOA2 less strategic, by allowing people to molest the controller and get off combos in succession and overwhelm the opponent. This would be correct...... if DOA 2 had no counter system that is. With DOA2's counter system, you have to think before you strike. Because you have to consider where to land your chosen character's stun attack, so your opponent cannot counter you in the middle of the strike. Keep in mind that if you just lead off your attack with your automatic "Punch, Punch, Punch" combo, that your opponent can and will counter you in the middle of it if they have half a brain and a fraction of skill at DOA2. This is why you either have to know that you can strike first, and just add the stun attack into your combo, or you have to lead off with the stun attack so you can combo safely. That's just a fraction of the gameplay depth though, considering that you could be a grappler/defensive player at the same time. You have to know what your opponent's character's bread and butter combos are. By knowing the core of their strategy, you have a better chance to catch them in the middle of a combo sequence, or grab them in the middle of a move. Now let me pull out Soul Calibur's comparison to that. When you attack, you have to counter your opponent right away, BEFORE THEY HIT YOU. This makes for cheap, unbalanced gameplay. You see, almost every character in Soul Calibur goes into a nice little term that fighting gamers know as "long hit stun." Hit stun is the recovery time your character has to go through, before they can recover from an attack. In Soul Calibur, each attack causes your character to go into hit stun for annoying amounts of time, ranging from .25-.5 seconds most of the time. Now that may not seem like a lot of time to you, but it doesn't take a lot of time to punish players in fighting games. BUT, it isn't always an advantage in Soul Calibur. Due to Soul Calibur's POORLY done animations the other character who hit you will be recovering from his previous attack. So instead of being able to punish you, he could be moving in the land of recovery time, waiting to be able to move again so he can get to you. So essentially, a game of Soul Calibur is like a boxing match underwater. The fighters are clumsy and constantly trying to land blow on each other. While Dead or Alive 2 is just a fast paced chess match. I can say this because: 1. I'm not a fanboy, I've just played both games and have analyzed their gameplay points and 2. I simply have enough knowledge of fighting game systems to know just what is what in these games, and how they can hinder a game."
Ну а дэд ор элайв2 - это ваще атас! Силиконовые сиськи срано прорисованых тёлок и несколько ужасных бойцов меня просто убивают...
Слушай, а может я сейчас в том же ключе скажу:
"В Т4 дерьмовая графика! Вообще самая дерьмовая, что я только видел на ЗЫ2! Да, и вообще игра по всем показателям просирает. Не умеет Намко игры делать."
Как ты это оспаривать будешь? Ведь по-сути, я просто перевернул твои слова задом наперед.
там нет лефт\райт конечностей
В Теккене нет перехвата. Удар, блок, бросок, удар, удар. Всё.
(Сообщение отредактировал Temporal Distortion 26 июля 2003 2:54)