"So, what's your special four letter term?"
"Uh, we got FSDC."
"Oh? That sounds cool, what is it about?"
"It stand for Free Step Dodge Cancel."
"Oh? You mean like korean backdash cancel?"
"Uh, close."
"Oh, I get it...man, you guys are ancient. So...it wasn't anything special like a challenging move or anything?"
"Uh...nope."
"...So, you wanna play some street fighter?"
"Yeah. Yeah, I guess."
We now have the "standard" game state and the "Cliffhanger" game state, which could be expanded even further into a "freefall" game state or a "sliding" game state.
The talent and the tech, it's all there, but they are making very deliberate decisions to steadily sink that ship. It's really perplexing.
Kinda like DOA5's situation? Just a wild guess.
NG's timeline is set before DOA. Easy explanation: Hayate sharpened his sword after the NG events and shit.Oh no doubt. They had that one huge load screen, and then after that most of the game flowed seemless. The first NG they put on the xbox is one of the single best action games ever made, and they've refined it a lot over the years with the re-releases. NG2 had issues and wasn't nearly as good, but it still trumped a hell of a lot of other games out there.
NG3, sadly, is falling really really really far below the bar. I mean it sucks to say that because it's gonna still be a fun game, but it went from being beyond outstanding, to being great, to being good. The talent and the tech, it's all there, but they are making very deliberate decisions to steadily sink that ship. It's really perplexing.
Also, I don't see hayates sword getting stuck when he uses it.
I don't remember the specifics about the cliffhanger but if I remember correctly both players had two options (technically 3 if "nothing" is an option). As I said, it's a de facto mixup because it requires both players to guess what the other is going to do. I can't say it's the best way to go about things (it would probably be better mechanically if it wasn't a cinematic) but it does have tactical value.See, I'm not opposed to having different game states, provided these game states have their own depth and rules to them. But we're not talking depth here, we're talking about a graphical interface that displays a very pretty result with you flip a coin and it lands on heads. When it doesn't, you return to the previous game state, ie the normal game.