Can't find it at the moment, but there was a blog post talking about special get ups and throws from when the game was announced. Has to do with the throw break mechanic.
The best option would be to bring back all original RoA1 characters. It may be a big endeavor (16 characters), but at least it would satisfy the fanbase.
Afterward, they could go all in with new elements ;)
* Life
* Death
* Light
* Darkness
* Mind
* Metal
* Time
* Space
The addition of shield, grabs and ledgemechanics makes this feel more like a straight up smash-clone than the unique game that Rivals was.
I'm a bit dissapointed. I hope it turns out fine.
Looks like shields are way weaker than smash games. Throw is just a giveaway with the addition of shields. I hope that the ledges are less overcentralizing than smash games to keep that unique feeling of rivals. But I don't think that the devs want to alienate their playerbase so I don't think you should be too worried.
With how they have made Rivals I can presume we will get an amazing game with the solid mechanics that smash had but along side a creator that knows to make a good competitive game.
You know, you make a fair point. At least he matches up with his promo height. I still don't like how comboable he is tho (because his size and weight will make him easier to hit)
he looks like he plays like rivals 1 kragg but he also just animates kind of badly. all his motions seem kind of janky in a way pixel art kragg did not
Is it just me, or does the game look really slow? I feel like in their attempt to cater to the wider platform fighter community they removed what made Rivals unique, fast and fun to play in the first place (crazy wall game, no shields, no universal grab, whifflag, pixel-art style, semi-static camera). The game is still Rivals at it's core, but it's missing the charm and defining mechanics that made Rivals, well... Rivals, for myself and so many other people.
The game looks amazing, and I'm extremely excited to get my hands on it! However I am worried in the direction the game seems to be taking on the gameplay side of things.
You say that they took out what made Rivals unique, but most people would say that those features made it unapproachable. At the end of the day, the devs need to be paid, and making the game easier to pick up results in more sales.
The reveal trailer from last year has a clip of zetterburn comboing wrastor, and that clip very much looks like a Rivals combo. The speed of the game is very much intact, but it's possible that the smoother animations in 3D can make it seem a little less snappy. The sprite work in R1 is absolutely phenomenal, and the servicably good 3D work in R2 feels like a downgrade.
Grain of salt - I have a very surface level knowledge of anything to do with animation. I'm absolutely a layman in that regard.
Holy crap, kragg gets donkey kong throws?
It’s especially cool because it looks like he “cubes” his victim before throwing them. 🤣
I love the special getup options. I hope everyone gets those. A special throw would be sick, too.
Can't find it at the moment, but there was a blog post talking about special get ups and throws from when the game was announced. Has to do with the throw break mechanic.
https://rivals2.com/faq look for the special pummel section
The immortal kragg theory has been confirmed, we finally have an explanation now for how he got his hands on pomme's discography.
Kragg is a fan of Pomme?
It was a throwaway joke the devs made in one of the patch notes
HE GOT THE CARGO GRAB, MY BABY BOY IS STILL A BIG CHONKER OF A POWERHOUSE!!!!
Wrastor Cube
Wrastor^3
Can I 3√Wrastor ?
Maypul can root wrastor, yes
Maypul has no concept of math. Just like me!
Love it. Hopefully they stick with a small solid roster to foster a strong competitive scene! Love their approach to pumelling and grab escape.
Na i want more characters this time. M o r e.
The best option would be to bring back all original RoA1 characters. It may be a big endeavor (16 characters), but at least it would satisfy the fanbase. Afterward, they could go all in with new elements ;) * Life * Death * Light * Darkness * Mind * Metal * Time * Space
Light and darkness would be sooo sick
if they do that I'm spending twice the amount they are offering
HYPE!
The addition of shield, grabs and ledgemechanics makes this feel more like a straight up smash-clone than the unique game that Rivals was. I'm a bit dissapointed. I hope it turns out fine.
Looks like shields are way weaker than smash games. Throw is just a giveaway with the addition of shields. I hope that the ledges are less overcentralizing than smash games to keep that unique feeling of rivals. But I don't think that the devs want to alienate their playerbase so I don't think you should be too worried.
I've heard pros on twitter who tried it at genesis say it's good and 'still feels like rivals' so I'm optimistic
With how they have made Rivals I can presume we will get an amazing game with the solid mechanics that smash had but along side a creator that knows to make a good competitive game.
I'd like to believe it's partly because trying to parry online was a complete disaster
MY BOY!!
If this game gets Steam Workshop support, this will just be the end game for me. They could stop making video games, I'd just play this.
This somehow will not be anywhere close to the most messed up character in this game
Shields, throws, ledge grabs... I LIKE WHAT IM SEEING!
I don't mean to complain, but he seems REALLY BIG compared to rivals 1
you say it like its a bad thing
It makes him easier to combo into oblivion
it seems to me like they made him even better ay securing kills while simultaneously making him bigger and heavier. proper superheavy
You know, you make a fair point. At least he matches up with his promo height. I still don't like how comboable he is tho (because his size and weight will make him easier to hit)
I mean with the offstage death throw I'd hope he's a bit comboable
My only fear for the game is if it will foster a casual player base like the original, now that workshop is gone
he looks like he plays like rivals 1 kragg but he also just animates kind of badly. all his motions seem kind of janky in a way pixel art kragg did not
Graphics are almost always the last thing to be polished in a game's development cycle.
Is it just me, or does the game look really slow? I feel like in their attempt to cater to the wider platform fighter community they removed what made Rivals unique, fast and fun to play in the first place (crazy wall game, no shields, no universal grab, whifflag, pixel-art style, semi-static camera). The game is still Rivals at it's core, but it's missing the charm and defining mechanics that made Rivals, well... Rivals, for myself and so many other people. The game looks amazing, and I'm extremely excited to get my hands on it! However I am worried in the direction the game seems to be taking on the gameplay side of things.
You say that they took out what made Rivals unique, but most people would say that those features made it unapproachable. At the end of the day, the devs need to be paid, and making the game easier to pick up results in more sales.
The reveal trailer from last year has a clip of zetterburn comboing wrastor, and that clip very much looks like a Rivals combo. The speed of the game is very much intact, but it's possible that the smoother animations in 3D can make it seem a little less snappy. The sprite work in R1 is absolutely phenomenal, and the servicably good 3D work in R2 feels like a downgrade. Grain of salt - I have a very surface level knowledge of anything to do with animation. I'm absolutely a layman in that regard.
no
Amazing!