Funny i was thinking about commenting on this format you're trying and saw this. IMHO I really enjoyed it, and feel it might be quick(er) for you to put content out (assumption here)? There were some stutters in the video and sort of felt like you were reading on the script - I don't get that feeling when you're talking at the camera as I think (I think) you're more comfortable with that format? Either way and in my opinion; I feel you should keep at this format just for the level-up. I was engaged and watched the whole thing! Your team is cheap.
I think the additional structure is overall a good thing. Keep polishing the format and speaking style and you'll get there fast. Others have already suggested doing retakes when necessary, otherwise the only other thing I noticed was some of the auto-generated subtitles were incorrect. Reviewing those before release would be good, especially because they can get FGC jargon wrong quite frequently, can be super confusing for newer players/viewers.
I like it, but I think you just need more practice with this format and don’t be afraid retakes for some lines if you need to. I would also say to try and put more of your personality/emotion when recording in this type of format. You have good energy and are entertaining on stream when you discuss/rant about things without a script. I think you gotta the find the balance and try and incorporate that into this style of video.
Great video, I agree that the complexity of the game is crazy and will be off putting for new players, but the freedom and personality it allows for playstyle and expression will make it a really beloved game in the hardcore tag-fighters niche of the FGC.
The philosophy the game devs spoke of early on for the no motion inputs thing was something to the tune of wanting to make the barrier to entry easy while having complexity for players like yourself. As a newcomer, its enriching and very motivating for me to play, as evidenced by having already played hours into the alpha. You said it yourself that it has complexity to it despite the change to inputs and I think its a wonderful thing
I don't think Riot wants to make a game for newcomers. I think they want to make a fighting game for fighting game players, that casuals can mash in duos with their friends.
I totally agree that devs miss the point of what is accessible for newcomers on "removing motions", Even with them removed, this game is as complex as any other vs game. So having something to mash doesn't make it more accessible. Same thing can be said for Smash. A very complex game as well, looks simple in the surface but very complex when you go deep. People will basically get smacked online using these systems that make them "want to mash" instead of learning what you are doing. I think its counterproductive to the learning part of a game to have such systems in place.
This format is cool. But i also like the stream format as well. My only critique with the new format is the bg music and voice audio clashes a bit. Theres moments where I couldnt hear you that clearly. Watched the video on my phone with no headphones.
FYI they have said multiple times that they are trying to make a complex game for fighting game players, they just want to reduce barriers to entry for new players. They are NOT trying to make a super casual game.
i also have issues with no motion inputs i think street fighter 6 struck the perfect balance with classic and modern so having no options at all for motion inputs is strange to me
Even though I really happy that League of Legends has their fighting games but no motion inputs is kind of a put off. Learning to cancel normal into a DP or super was hours long training session for months when I learning the game. This is like asking classic players all switching to modern… It is rather selfish to say but already know how to do motions gives advantage and I would love to have that advantage 😂
That's a misunderstanding. They didn't make it for newcomers first. They made it for experienced fighting gamers first, *then* made it accessible for newcomers. Small distinction, but it comes through in the mechanics. And makes sense considering who the dev team is made of.
Yo iDom, I don't know what you used to generate captions, but I think just manually typing them in would give better results just because a lot of the captions are not matched to what you're saying very well.
we dont know what goes into selling a game, plz remember that. my read is that riot is going for the "easy to pick up and have fun with, but hard to master" formula by taking out the motion inputs and making it free to play. most new players might not be thinking about "the complexity" unless they stick with it for a while. we cannot get in the heads of "new players" and think we know how to keep them around. for all we know, having 2 super buttons instead of motion inputs could backfire, and players might talk about button bloat. or maybe theyll be used to it, considering how many buttons League of legends has. thats prolly why they went that route.
there's been a few big names they've let in that have said they think it's "not for them." I don't wanna hate on a crazy tag fighter but... that's not the kind of fighting game you make when you want to bring people in. I know we'll play it to death, but that death will come soon if they can't keep casuals around to spend money.
I disagree, I can see why you feel like no motion inputs are bad but at the same time, I prefer it as a smash player. I like to learn what my character can do and the timing and strategy more than having to learn how to do motion inputs. It feels like I have to jump through hoops to be able to play with my character when motion inputs are a thing.
idk its already lost ALL mass appeal and interest imho. Its in real trouble and Im worried because nobody else is telling the devs they need to have a massive sense of urgency. Everyone is just telling the devs what a great job theyve done when I honestly believe they need a real true kick in the butt. They need to get it together and seriously lock it in.
One of my main issues are the no-motion-inputs as well and I'm not that old. If you put aside the feeling of familiarity, motion inputs are simply way more fun to do than just pressing buttons like on a piano for the entirety of the string.
Exactly. For a game advertised as beginner friendly, it really isn't. SF6 is 10 times more beginner friendly than this as a comparison. And those easy inputs don't work well with characters like Yasuo where you get backdashes instead of moves for example. I'm a veteran fighting game player and I got 2 touched without being able to do anything about it, just 2 wrong guesses when 4 characters were on screen and you don't know what's going on... Also, I didn't find the training mode... So I went in not knowing what buttons do... Beginner friendly, sure...
Motions are a massive barrier for casual players. Not everyone wants to spend hours practicing motions. I'm assuming that's the reason motions are becoming less common nowadays. That being said, I think there may be too many buttons right now; the game may have benefitted from some basic motions to reduce the number of buttons needed (pressing L1 on pad is pretty awkward for a core button). That has nothing to do with people saying the game is too hard though. That's just because there's no skill based matchmaking right now, and people are sick of losing. I'm thinking mostly fighting game players are in the alpha right now, so variety streamers aren't going to have fun. Talk about the game being too difficult will disappear once people start winning a bit more.
what do you mean practicing motions, they are learnt in seconds. Motion inputs are much easier than learning any MOBA or tactical shooter. If you play a fighting game you are expected to put effort in to reap the rewards
@@azizkash286maybe for you but I've taught a lot of people fighting games and motion inputs are the second biggest barrier after the first few days. People dislike things that prevent them from getting to the fun bit which in turn motivates them to want to learn and put in effort in the game.
Yeah, motions honestly offer very little in exchange for not letting new players do the moves they wanna do. They're fine in games that already have them, but more new games should be designed without them in mind, because you can't have both without one feeling worse than the other.
@@azizkash286 3:21 "I was in the training room for hours learning how to do motions." Not everyone will find that fun and be willing to do it. In my opinion, letting people press buttons and have fun straight away will help attract a casual audience.
The problem with motions is they are not essential. They can be a good resource if your game is designed with motions in mind, but they are not needed to make a good game. If they are not needed, and they supose an obstacle in the way to the proper game, what reason remains to force them in? Just to placate people too rigid to adapt, nothing else.
Now there are even more layers because of more buttons, lmao. For accessibility reasons, I wish the devs would try to implement a motion-input control scheme option that has less buttons than the normal control scheme. This really could've been a five button fighter, honestly. Just simple motions anyone can do by bashing their face like in DBFZ, simple fireball motions, y'know.
@@runbaa9285 I agree they used too many buttons. It could easily be solved with only 6, even without including motion inputs, I don't get why they put so many.
Stumbling over words is normal and not a big deal but I recall that not long ago you tried to convince chat that you were good at public speaking and I feel obligated to throw that back in your face.
PLEASE let me know if you guys want more videos in a format like this. Experimenting in different ways to do videos!
Funny i was thinking about commenting on this format you're trying and saw this. IMHO I really enjoyed it, and feel it might be quick(er) for you to put content out (assumption here)? There were some stutters in the video and sort of felt like you were reading on the script - I don't get that feeling when you're talking at the camera as I think (I think) you're more comfortable with that format?
Either way and in my opinion; I feel you should keep at this format just for the level-up. I was engaged and watched the whole thing!
Your team is cheap.
I really like this format just edit out the stutters and do retakes
@@gwen4557 wait does idom have a stutter?
I think the additional structure is overall a good thing. Keep polishing the format and speaking style and you'll get there fast.
Others have already suggested doing retakes when necessary, otherwise the only other thing I noticed was some of the auto-generated subtitles were incorrect. Reviewing those before release would be good, especially because they can get FGC jargon wrong quite frequently, can be super confusing for newer players/viewers.
I like it, but I think you just need more practice with this format and don’t be afraid retakes for some lines if you need to. I would also say to try and put more of your personality/emotion when recording in this type of format.
You have good energy and are entertaining on stream when you discuss/rant about things without a script. I think you gotta the find the balance and try and incorporate that into this style of video.
This is a much better format for you as a content creator, IMO. Once you get confidence in doing it, it’ll be much better.
Great video, I agree that the complexity of the game is crazy and will be off putting for new players, but the freedom and personality it allows for playstyle and expression will make it a really beloved game in the hardcore tag-fighters niche of the FGC.
Good format, I would just say don't be afraid to re-record a line if you fumble a word since you're not doing this live
The philosophy the game devs spoke of early on for the no motion inputs thing was something to the tune of wanting to make the barrier to entry easy while having complexity for players like yourself. As a newcomer, its enriching and very motivating for me to play, as evidenced by having already played hours into the alpha. You said it yourself that it has complexity to it despite the change to inputs and I think its a wonderful thing
Liking the new video style. Keep it up
absolutely bro, i love motion inputs LOVE LOVE LOVE
Low floor, high ceiling you say.
I do like it that way
I don't think Riot wants to make a game for newcomers. I think they want to make a fighting game for fighting game players, that casuals can mash in duos with their friends.
Yep
Good because simple games don't last long
@@CrazyLikeChris strive has been thriving for awhile now
@@minami_janai Strive is only simple in comparison to the final versions of other anime fighters, which are known for complexity.
@@CrazyLikeChrisnot sure I agree with this, there’s numero simple fighting games that are still being played competitively
You gotta work on your delivery man, feels like you are reading from a script as fast as possible. Breath
would love to see more videos in this format
this game is gonna change my life. I'm playing it for the next 10 years, just like league.
Quality of the video is goood!!!! Looking forward to more videos like this on the YT side.
I feel the same, no motion and more buttons is weird.
I totally agree that devs miss the point of what is accessible for newcomers on "removing motions", Even with them removed, this game is as complex as any other vs game. So having something to mash doesn't make it more accessible.
Same thing can be said for Smash. A very complex game as well, looks simple in the surface but very complex when you go deep. People will basically get smacked online using these systems that make them "want to mash" instead of learning what you are doing. I think its counterproductive to the learning part of a game to have such systems in place.
I wanted to know a general breakdown of the game and what it was as I know little about it. Now I know thanks bro ✊
Good stuff dude, keep at it!
Props for the subtitles
Idon!! This was actually a really good video!!! Plz, do more like this!!!
Liked hearing your thoughts/opinions on the game. More content like this please 😁.
relax at the ending man xd
Lets go idom, create that content 🫡
Digging the new format , Just feels like you need to be more loose with it and some of the auto captions are incorrect.
Love the scripted video style, also agree on all points, I genuinely hope the game pops off it's so fun to play
Liking this new format as well, I can hear your slight drops as you read but I'm subbing to get more of it if you're up for it :D
Keep up the content creation!
This format is cool. But i also like the stream format as well. My only critique with the new format is the bg music and voice audio clashes a bit. Theres moments where I couldnt hear you that clearly. Watched the video on my phone with no headphones.
FYI they have said multiple times that they are trying to make a complex game for fighting game players, they just want to reduce barriers to entry for new players. They are NOT trying to make a super casual game.
You can command grab them out of drive rush. Just in case you didn't know.
I didn't see a street fighter update so I just posted it here lol
Cool format! Feedback: re-record fluffed lines.
Great video! You seem like the first pro to say they like Ahri outside of being an assist, would you do a deeper dive?
The subtitles are kind of messed up
i also have issues with no motion inputs
i think street fighter 6 struck the perfect balance with classic and modern so having no options at all for motion inputs is strange to me
I think this game will live or die based on how good their matchmaking is. 😬
left a comment
Akali and Jinx beta waiting room
Im pretty sure they gonna release jinx during arcane S2 and probably Vi along with her and small chance for Caitlyn
Even though I really happy that League of Legends has their fighting games but no motion inputs is kind of a put off. Learning to cancel normal into a DP or super was hours long training session for months when I learning the game. This is like asking classic players all switching to modern… It is rather selfish to say but already know how to do motions gives advantage and I would love to have that advantage 😂
That's a misunderstanding. They didn't make it for newcomers first. They made it for experienced fighting gamers first, *then* made it accessible for newcomers.
Small distinction, but it comes through in the mechanics. And makes sense considering who the dev team is made of.
Yo iDom, I don't know what you used to generate captions, but I think just manually typing them in would give better results just because a lot of the captions are not matched to what you're saying very well.
Nah I’m with you on the lack of motion inputs, sure it’s nice to want to make the game easier for newcomers but I’m just not a fan of it.
we dont know what goes into selling a game, plz remember that. my read is that riot is going for the "easy to pick up and have fun with, but hard to master" formula by taking out the motion inputs and making it free to play. most new players might not be thinking about "the complexity" unless they stick with it for a while. we cannot get in the heads of "new players" and think we know how to keep them around. for all we know, having 2 super buttons instead of motion inputs could backfire, and players might talk about button bloat. or maybe theyll be used to it, considering how many buttons League of legends has. thats prolly why they went that route.
👍🏽👍🏽👍🏽
there's been a few big names they've let in that have said they think it's "not for them." I don't wanna hate on a crazy tag fighter but... that's not the kind of fighting game you make when you want to bring people in. I know we'll play it to death, but that death will come soon if they can't keep casuals around to spend money.
I disagree, I can see why you feel like no motion inputs are bad but at the same time, I prefer it as a smash player. I like to learn what my character can do and the timing and strategy more than having to learn how to do motion inputs. It feels like I have to jump through hoops to be able to play with my character when motion inputs are a thing.
!gamesgood ????
iDom not beating the allegations of picking women and low tiers.
idk its already lost ALL mass appeal and interest imho. Its in real trouble and Im worried because nobody else is telling the devs they need to have a massive sense of urgency. Everyone is just telling the devs what a great job theyve done when I honestly believe they need a real true kick in the butt. They need to get it together and seriously lock it in.
I kind of think that this is exactly where you want complexity to be. Accessibility isn't about making stuff dumber, it's about getting rid of BS.
😎😎😎😎😎
did they ever say how big the launch roster will be? I fear this game will have like 10 characters and get stale af in a month
One of my main issues are the no-motion-inputs as well and I'm not that old.
If you put aside the feeling of familiarity, motion inputs are simply way more fun to do than just pressing buttons like on a piano for the entirety of the string.
What do you mean no input moves? Like modern on sf6? Wtf
Yup. Even more restrictive than modern in SF. Modern gets a bad rep but you can still do motions in modern. 2XKO has NO MOTIONS AT ALL
Technically not more restrictive because you have access to your entire kit at all times, unlike Modern controls. @DevilRising
8 years of development for t.o.ds, 20+ second combos, 6 characters, for an extremely niche audience.
Whens Mahvel 4.
You should just try playing it first
music too loud
Great video, just going to add my obligatory "please make screen shake a toggle in the options." 🤮🤮🤮
Thank you.
nice vid. you a waifu character selecting mofo. i agree with the motion controls tho.
Exactly. For a game advertised as beginner friendly, it really isn't. SF6 is 10 times more beginner friendly than this as a comparison.
And those easy inputs don't work well with characters like Yasuo where you get backdashes instead of moves for example.
I'm a veteran fighting game player and I got 2 touched without being able to do anything about it, just 2 wrong guesses when 4 characters were on screen and you don't know what's going on...
Also, I didn't find the training mode... So I went in not knowing what buttons do... Beginner friendly, sure...
Too bad they chose to be a tag team game...
Motions are a massive barrier for casual players. Not everyone wants to spend hours practicing motions. I'm assuming that's the reason motions are becoming less common nowadays. That being said, I think there may be too many buttons right now; the game may have benefitted from some basic motions to reduce the number of buttons needed (pressing L1 on pad is pretty awkward for a core button).
That has nothing to do with people saying the game is too hard though. That's just because there's no skill based matchmaking right now, and people are sick of losing. I'm thinking mostly fighting game players are in the alpha right now, so variety streamers aren't going to have fun. Talk about the game being too difficult will disappear once people start winning a bit more.
what do you mean practicing motions, they are learnt in seconds. Motion inputs are much easier than learning any MOBA or tactical shooter. If you play a fighting game you are expected to put effort in to reap the rewards
@@azizkash286maybe for you but I've taught a lot of people fighting games and motion inputs are the second biggest barrier after the first few days.
People dislike things that prevent them from getting to the fun bit which in turn motivates them to want to learn and put in effort in the game.
Yeah, motions honestly offer very little in exchange for not letting new players do the moves they wanna do. They're fine in games that already have them, but more new games should be designed without them in mind, because you can't have both without one feeling worse than the other.
@@azizkash286 3:21 "I was in the training room for hours learning how to do motions."
Not everyone will find that fun and be willing to do it. In my opinion, letting people press buttons and have fun straight away will help attract a casual audience.
The problem with motions is they are not essential. They can be a good resource if your game is designed with motions in mind, but they are not needed to make a good game. If they are not needed, and they supose an obstacle in the way to the proper game, what reason remains to force them in? Just to placate people too rigid to adapt, nothing else.
I do not like this format, further change will force my hand, and I will have no choice but to unsub 😂
No motion inputs is great. One layer less to get into the proper action. Two characters to learn is already burden enough.
Now there are even more layers because of more buttons, lmao. For accessibility reasons, I wish the devs would try to implement a motion-input control scheme option that has less buttons than the normal control scheme. This really could've been a five button fighter, honestly. Just simple motions anyone can do by bashing their face like in DBFZ, simple fireball motions, y'know.
@@runbaa9285 I agree they used too many buttons. It could easily be solved with only 6, even without including motion inputs, I don't get why they put so many.
Stumbling over words is normal and not a big deal but I recall that not long ago you tried to convince chat that you were good at public speaking and I feel obligated to throw that back in your face.
damn is all that necessary?
I don't know man... I'd rather have you just tell us your thoughts than reading a script.
yeah, i wont be playing it. it's just trying to do too much.