brawlhalla
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Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
brawlhalla [2022/06/10 08:36] – dstettle | brawlhalla [2022/06/10 09:11] (aktuell) – dstettle | ||
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===== 6. Comparison of Super Streetfighter II & Brawlhalla ===== | ===== 6. Comparison of Super Streetfighter II & Brawlhalla ===== | ||
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+ | ==== 6.2 Physicality ==== | ||
It is very apparent where the roots of most fighting games lie, Street Fighter II. Maybe it is easier to see where there are similarities between the two products. At some point a certain aspect, somewhat an inevitable realization happens, what makes these titles believable is the characteristic play of weight. All actions deal with a reaction, if hitting successfully the players get rewarded by a sound of impact, besides the fact that HP-bars get visually deminished (although most of the time characters also react with sound when being hit). | It is very apparent where the roots of most fighting games lie, Street Fighter II. Maybe it is easier to see where there are similarities between the two products. At some point a certain aspect, somewhat an inevitable realization happens, what makes these titles believable is the characteristic play of weight. All actions deal with a reaction, if hitting successfully the players get rewarded by a sound of impact, besides the fact that HP-bars get visually deminished (although most of the time characters also react with sound when being hit). | ||
If we speak about physicalities let's go even further, weight implies speed and way of movement. While Street Fighter relies more on fist fights, Brawlhalla brings different elements or rather materials into the scene which further improve the amounts of possible sounds. | If we speak about physicalities let's go even further, weight implies speed and way of movement. While Street Fighter relies more on fist fights, Brawlhalla brings different elements or rather materials into the scene which further improve the amounts of possible sounds. | ||
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+ | === 6.2.1 Orientation === | ||
As stated with the different potential actions, the difficulty of deciphering movement increases, but in both titles sound is used in order to let players rely on their ears and through that possibly reduce reaction times, which is crucial for games of this genre. | As stated with the different potential actions, the difficulty of deciphering movement increases, but in both titles sound is used in order to let players rely on their ears and through that possibly reduce reaction times, which is crucial for games of this genre. | ||
- | They are alike in dimensions, so to speak both enable the players to move 2-dimensionally although brawlhalla brings something maybe more modern(?), the traversable space is now improved to higher and lower levels and is not limited | + | ==== 6.3 Dimension ==== |
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+ | They are alike in dimensions, so to speak both enable the players to move 2-dimensionally although brawlhalla brings something maybe more modern(?), the traversable space is now improved to higher and lower levels and is not limited | ||
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+ | ==== 6.4 Battlecries ==== | ||
Which leads to the last sort of characteristic that we'll look at now. While Brawlhalla extents and also outplays Street Fighter in the technical aspect, still in some ways it is lacking. If we further observe this phenomena we can then find the reason. In Brawlhalla there are no recognizable battlecries, | Which leads to the last sort of characteristic that we'll look at now. While Brawlhalla extents and also outplays Street Fighter in the technical aspect, still in some ways it is lacking. If we further observe this phenomena we can then find the reason. In Brawlhalla there are no recognizable battlecries, | ||
+ | | Guile - Sonic Boom | {{ brawlhalla: | ||
+ | | Ryu/Ken - Shoryuken | {{ brawlhalla: | ||
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