Killer Instinct Review - C-c-c-c-combo Breaker

Killer Instinct Review - C-c-c-c-combo Breaker

Killer Instinct has limited ambition, but offers a great introduction to the fighting genre.

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I miss Rare. =(

They knew how to make a decent game back in the day; and if it wasn't decent then it was certainly enjoyable.

Like my Killer Cuts CD. Still jammin' to it 20 years later.

Microsoft gave this to me for free with all characters included, so I can't complain too much when it comes out. I wasn't expecting much from a KI reboot, to be honest. It's definitely not the reason I'm getting an Xbox One, but as long as it's decent, I'm not going to give it too much shit. Of all the fighting games (I know I'm gonna catch shit for this), I actually prefer DOA, legitimately for the counter and multi-tiered level mechanics.

I honestly don't remember much of Killer Instinct from back in the day. Maybe I was too young, or I was just playing too much Mortal Kombat instead.

I think half the reason for playing KI back in the day was how good the Silicon Graphics workstation-rendered characters looked. To hear that the new game is a mediocre-looking (by present day standards) versus-only fighter without a story mode... well, it sounds both disappointing and tedious, to be honest. If all I wanted out of a game was to punch buttons in order over and over, I would still be working in data entry.

No SP Campaign? Not buying it. I prefer my games along the lines of MK, with robust SP and MP modes. Even Capcom's MvsC3 had more content, and that title was almost anemic for the content it offered (outside nickel and diming us for characters).

I guess few of you have been following this game, it was already known that the release would be barebones, their budget is small and are mostly getting support (feedback, coverage) from the overall fighting community. As far as i'm concerned if the game isn't broken and the stream of new content is reasonable i'm fine... It's a shame i'm not getting an XBone though :P

Seracen:
No SP Campaign? Not buying it.

Single player will be coming later.

Everyone that has checked this review should now head over to IGN and watch the video one. There's incredible depth in Dojo mode, they even teach you how to count frames !

Also, I have watched the final seconds of the video about 7 times until now. Oooops, 8. You will see why once you watch it. I can't buy a Xbone so I hope this will be good enough for a pc port.

Seracen:
No SP Campaign? Not buying it.

Why? Fighting game campaigns have ALWAYS just been an excuse to fight a bunch of characters until you beat them all. Might as well play Survival, honestly. I have MK2011 and I've never played it for the Arcade ever. The only thing that could be complained about in KI is the lack of characters. They say they'll add more but... I'd just rather have the bulk of them all at launch.

Midniqht:
Microsoft gave this to me for free with all characters included, so I can't complain too much when it comes out. I wasn't expecting much from a KI reboot, to be honest. It's definitely not the reason I'm getting an Xbox One, but as long as it's decent, I'm not going to give it too much shit. Of all the fighting games (I know I'm gonna catch shit for this), I actually prefer DOA, legitimately for the counter and multi-tiered level mechanics.

I honestly don't remember much of Killer Instinct from back in the day. Maybe I was too young, or I was just playing too much Mortal Kombat instead.

Nah, most people who play fighting games ignore the sexual aspect of DoA, even if they don't like the game. I personally love DoA5, but I can't do holds against kicks for the life of me...

OT: 6 characters? Really? This honestly sounds like they saw League of Legends's system of a new characters every now and then for payment in a free game, and tried to apply it here.

Yeah... no thanks.

NameIsRobertPaulson:

OT: 6 characters? Really? This honestly sounds like they saw League of Legends's system of a new characters every now and then for payment in a free game, and tried to apply it here.

Yeah... no thanks.

No.

Believe it or not this game has a small budget and bring back and creating new characters would have lengthened dev time and missed the launch. If i'm not mistaken they only started making this game for a year and a bit and considering how solid the gameplay and character models are it's impressive.

You are right, they will release characters in packs.

The review itself was horribly anemic. It's missing so many details it hurts.

I know practically nothing that differentiates this game from other fighting games outside of C-C-C-COMBO BREAKER. Does it even feel like the other games in its own series? If I'm not familiar with Killer Instinct, what popular recent game is more comparable to? Just on the Mortal Kombat/Street Fighter spectrum will suffice, I can make the stretch from there. If I don't know anything about fighting games is this a good example of the genre or is it entirely different?

I'm at 3 useless reviews in a row on this game. At least slap a video onto it so I can see all the stuff you didn't bother to explain. I don't need flowery language about dreams of being good and all that other crap noobs use to delude themselves into thinking their scrubby matches are actually epic. I need a practical, efficient review about the game from someone who knows the genre well enough to describe a game on multiple levels. With niche genres like fighting games the investment levels vary wildly so you will need to provide entirely different types of information for the review to actually be helpful.

edit: holy crap the ign review is the most useful one so far is that normal i feel like it's not

I know there's sure to be reasons, but only six characters, that's got to be a mark against the game in a lot of peoples eyes. I am aware they are bringing character packs later, but a lot of people won't be.

Eldritch Warlord:

Seracen:
No SP Campaign? Not buying it.

Single player will be coming later.

Still, that makes it a very bare bones fighting game. Considering it's something that is supposed to help the machine sell early, I don't think not having some single player mode that isn't a tutorial would be a good thing.

Arnoxthe1:

Seracen:
No SP Campaign? Not buying it.

Why? Fighting game campaigns have ALWAYS just been an excuse to fight a bunch of characters until you beat them all. Might as well play Survival, honestly. I have MK2011 and I've never played it for the Arcade ever. The only thing that could be complained about in KI is the lack of characters. They say they'll add more but... I'd just rather have the bulk of them all at launch.

And that was good enough...once upon a time.

Honestly, it's just my personal preference, why the heck should I bother playing a game, if I don't care about the characters or story involved?

Rarely do I make exception to that mindset.

That a campaign will arrive later in nice, but my point about a lack of variety is still galling. Angryjoe stated succinctly my wishes for fighting games in the modern age (with his review of MvC and MK).

m0ng00se:
The review itself was horribly anemic. It's missing so many details it hurts.

I know practically nothing that differentiates this game from other fighting games outside of C-C-C-COMBO BREAKER. Does it even feel like the other games in its own series? If I'm not familiar with Killer Instinct, what popular recent game is more comparable to? Just on the Mortal Kombat/Street Fighter spectrum will suffice, I can make the stretch from there. If I don't know anything about fighting games is this a good example of the genre or is it entirely different?

I'm at 3 useless reviews in a row on this game. At least slap a video onto it so I can see all the stuff you didn't bother to explain. I don't need flowery language about dreams of being good and all that other crap noobs use to delude themselves into thinking their scrubby matches are actually epic. I need a practical, efficient review about the game from someone who knows the genre well enough to describe a game on multiple levels. With niche genres like fighting games the investment levels vary wildly so you will need to provide entirely different types of information for the review to actually be helpful.

edit: holy crap the ign review is the most useful one so far is that normal i feel like it's not

The most negative post on this thread so far; not a fan of the tone, but I have to agree pretty heartily. I kind of wish Nex Cavalli wrote this review; I have not seen any fighting game reviews from Josh, but I have seen some rather competent ones from Nex[1].

And yes, color me surprised as well, that IGN covers the review right, and from the get-go; it's a review in progress. As this game is; heavily in progress. It basically gives you the engine for free, as in Jago is only available. You can still learn the nuts and bolts from this alone, and all the game modes are present. Characters, arguably the meat of the game, are what you pay for.

Then again, how much should a reviewer know about the game before reviewing it?

There will also be 2 more characters released for a total of 8 characters (which you get free when you buy the $20 pack), and another 'season' of 8 characters is in the works. 16 characters planned, 10 in the pipe. I also don't think the small roster is an issue. It's not priced too badly (As a frame of reference, Skullgirls is $15, and started with 8), and my parenthetical example can compare; Skullgirls is fantastic. It can make for a much tighter balance with a small character roster. A small roster is also pretty resistant to 'tier listing' and whatnot (I hope).

If anything, I just hope that Double Helix can keep up the dedication in playtesting this game out in the field (IE arcades, tournaments, etc.). It's the one thing that this game, and really ALL good fighting games need to stay up to date and fair. Especially as the roster for this game grows; but I do like the fact that they are making the effort to grow the game, and Microsoft would win BIG points with me if they can facilitate an environment and a trend of growth and improvement patches in released games.

I highly doubt it, what with the 360's patch policy as precedent, but *shrug*.....

[1] Of course, I'm ignoring staffing needs, AND assuming levels of fighting game experience from both reviewers. Not to mention treating the fighting game genre as a special little star.

i think that niche genre and head-to-head competitive (outside of "party") games need reviewers with a reasonable amount of familiarity with the genres to communicate to fans of said genres who are more interested in knowing if they should stray from their main game for a while or whatever.

if this review was for a retail release i'd have no clue if i should pay money for the game or not. i'd want the same "is this worth my attention normally reserved for league/call of duty/forza/starcraft" information from any competitive game.

i'd hope SRPG aficionados would be the ones reviewing the latest NIS releases or FF Tactics releases because their familiarity with the games would allow them to more accurately analyze the depth of the mechanics and gauge the challenge. knowing a reviewer likes hardcore action titles like bayonetta would give me more insight into their evaluation of difficulty and fairness in the levels. i remember there was one review for the new DmC which clearly stated "this game is a fun romp but if you are a hardcore fan of the old Devil May Cry games you will be disappointed by the lack of difficulty here and it's probably not really what you're looking for," and that is exactly the kind of perspective i want in a review of a niche title. it's informative for the hardcore who will know to avoid it, and it lets the newcomers feel alright about not playing the earlier installments.

several genres of games have difficult barriers to entry, most of which i (and i assume most people who frequent video gaming websites) have cleanly surpassed, so how inviting a game is for casual players and newcomers is unfortunately not sufficient information for me. i'm well aware that this information needs to be there but if i can't trust that the reviewer has sufficiently explored the mechanics then i can't glean any valuable information from the review that isn't immediately available from a gameplay trailer. yes, i know deadlines are a problem which is why a degree of talent and experience with the genre would help on multiple fronts. better players can learn faster and apply fundamental gameplay knowledge immediately, allowing them to more accurately assess the long term gameplay appeal (which will of course be just a guess but at least an informed one) and the value of things like KI's dojo which sounds like it is easily in the top 3 training modes of all time, alongside Injustice and Virtua Fighter 5 if I'm remembering it correctly.

their familiarity would allow them to draw useful comparisons to more dedicated fans, and combined with a degree of writing skill should still be able to made useful for readers for whom the references do not immediately illustrate the point. a comparison to the "more methodical pace and relative simplicity of street fighter 4" or the "busyness and insanity of MvC3" or "nigh-bottomless technicality of Virtua Fighter" illustrates a gameplay feel and attitude to more familiar readers without necessarily causing unfamiliar readers' eyes to gloss over due to not getting the reference. more specific examples to illustrate the point could likely be written in a way that they are immediately apparent but do give the unfamiliar a cursory understanding of why the comparison was made.

i dunno i might be asking for a lot here i guess but i feel like even i could handle a solid, informative writeup after a day or two online with most fighting games. (speaking of which, we hear no mentions of the netcode quality or the fact that there are no lobbies outside of 1v1)

Seracen:
why the heck should I bother playing a game, if I don't care about the characters or story involved?

For the gameplay/multiplayer? See: Unreal Tournament, Ninja Gaiden Black, Halo 3

Well I still have KI Gold on 64... so I'm just going to play that, much better game.

For the people who were hoping for some kind of explination of the game's mechanics and what sets this game apart from other fighting games, I wrote this: http://pastebin.com/vhvUHTG8

TL;DNR: based on video and interviews the game has a lacking neutral, but makes up for it with it's combo breaker mind games, the (potential) problem is that the combo breaker mind games are the same for every character, which (in theory) sucks the individuality out of each character. In addition, the heavy combo oriented gameplay makes the game spend most of it's time in mid-combo. If you think the combo mind games sound like fun then maybe it's a good game for you, if you don't like the idea of losing out on a strong neutral game in favor of the mid-combo mind game stuff then this might not be a good game for you.
TL;DR for the TL;DNR: Combo breakers are the entire game, this makes it unique, but also presents issues as the game is now forcing this mechanic into a genera not built with it in mind.

Arnoxthe1:

Seracen:
why the heck should I bother playing a game, if I don't care about the characters or story involved?

For the gameplay/multiplayer? See: Unreal Tournament, Ninja Gaiden Black, Halo 3

Never bothered with Unreal Tournament either, Ninja Gaiden had just enough story to keep me sated for a single playthrough, and Halo has always attempted to tout its storylines (if nothing else, Halo 1 alone secured most of the sequels for me).

Again, it's just personal preference. If I were speaking for everybody, COD and BF would never sell. I'm not saying I don't play MP, but I always see it as garnish.

For me, SP are the burgers, and MP are the fries.

a_citizen:
For the people who were hoping for some kind of explination of the game's mechanics and what sets this game apart from other fighting games, I wrote this: http://pastebin.com/vhvUHTG8

TL;DNR: based on video and interviews the game has a lacking neutral, but makes up for it with it's combo breaker mind games, the (potential) problem is that the combo breaker mind games are the same for every character, which (in theory) sucks the individuality out of each character. In addition, the heavy combo oriented gameplay makes the game spend most of it's time in mid-combo. If you think the combo mind games sound like fun then maybe it's a good game for you, if you don't like the idea of losing out on a strong neutral game in favor of the mid-combo mind game stuff then this might not be a good game for you.
TL;DR for the TL;DNR: Combo breakers are the entire game, this makes it unique, but also presents issues as the game is now forcing this mechanic into a genera not built with it in mind.

Sick.

So pretty much the whole game gets played after the first hit? That seems super interesting but too bad that the first hit isn't worth much.

The level of mind games as described really smacked of "I knew you knew I knew you knew I knew" which is less a mind game than a Saturday morning cartoon bit. Hopefully it's a little deeper than that though.

Okay the pastebin review is actually pretty well-informed but it cuts off randomly in the middle (I play GG too!).

I should just do what you did, citizen, and write a better review for a game I haven't even played, ahaha

m0ng00se:

The level of mind games as described really smacked of "I knew you knew I knew you knew I knew" which is less a mind game than a Saturday morning cartoon bit. Hopefully it's a little deeper than that though.

It sounds silly when you say it out loud, but these basic mind games are at the core of every competitive game (including Guilty Gear, starcraft, chess, etc). I assure you it is deeper than it sounds.

Sorry for the pastebin trialing off at points, the main reason it just kind of gets cut off is that writing about a game you haven't played is about as hard as it sounds, and I don't want to claim to have answers that I don't. Also because I wrote it while super tired.

"I knew you knew I knew you knew" is a lot different when there is only 2 sets of options for one player, "Do thing" and "Don't do thing." P1 gets "risk eating breaker/counter their breaker/skip the whole mess and just do an unbreakable" with the third obviously being a matter of mathematics over mindgames and thus not a decision for purposes of this discussion (although fairly leaving the decision advantage with the attacker). P2 then gets "C-C-C-COMBO BREAK" or "Don't."

Which is I knew you knew I knew you knew I knew. Once certain optimization numbers come out, we'll at least have the weighted options but it sounds like the combo linkers are the equivalent of an instant reset in any other game.

Guilty Gear and SF has resets, high/lows, left/rights, the RPS inherent in poke range (walking forward dies to sticking out moves dies to whiff punishing dies to walking forward). Mid-combo the attacking player gets the options of "Damage now" or like 3 different flavors of "Hopefully more damage later" (in the form of positioning, hard knockdown, meter gain, etc). Mid bad idea in a lot of games, players get the chance to make the judgement call on "See if I can get away with it" and "Blow a bunch of meter to make this safe."

This is more like chess-in-a-hurry than MAD Magazine Spy vs Spy espionage.

Ipsen:

m0ng00se:
The review itself was horribly anemic. It's missing so many details it hurts.

I know practically nothing that differentiates this game from other fighting games outside of C-C-C-COMBO BREAKER. Does it even feel like the other games in its own series? If I'm not familiar with Killer Instinct, what popular recent game is more comparable to? Just on the Mortal Kombat/Street Fighter spectrum will suffice, I can make the stretch from there. If I don't know anything about fighting games is this a good example of the genre or is it entirely different?

I'm at 3 useless reviews in a row on this game. At least slap a video onto it so I can see all the stuff you didn't bother to explain. I don't need flowery language about dreams of being good and all that other crap noobs use to delude themselves into thinking their scrubby matches are actually epic. I need a practical, efficient review about the game from someone who knows the genre well enough to describe a game on multiple levels. With niche genres like fighting games the investment levels vary wildly so you will need to provide entirely different types of information for the review to actually be helpful.

edit: holy crap the ign review is the most useful one so far is that normal i feel like it's not

The most negative post on this thread so far; not a fan of the tone, but I have to agree pretty heartily. I kind of wish Nex Cavalli wrote this review; I have not seen any fighting game reviews from Josh, but I have seen some rather competent ones from Nex[1].

And yes, color me surprised as well, that IGN covers the review right, and from the get-go; it's a review in progress. As this game is; heavily in progress. It basically gives you the engine for free, as in Jago is only available. You can still learn the nuts and bolts from this alone, and all the game modes are present. Characters, arguably the meat of the game, are what you pay for.

Then again, how much should a reviewer know about the game before reviewing it?

There will also be 2 more characters released for a total of 8 characters (which you get free when you buy the $20 pack), and another 'season' of 8 characters is in the works. 16 characters planned, 10 in the pipe. I also don't think the small roster is an issue. It's not priced too badly (As a frame of reference, Skullgirls is $15, and started with 8), and my parenthetical example can compare; Skullgirls is fantastic. It can make for a much tighter balance with a small character roster. A small roster is also pretty resistant to 'tier listing' and whatnot (I hope).

If anything, I just hope that Double Helix can keep up the dedication in playtesting this game out in the field (IE arcades, tournaments, etc.). It's the one thing that this game, and really ALL good fighting games need to stay up to date and fair. Especially as the roster for this game grows; but I do like the fact that they are making the effort to grow the game, and Microsoft would win BIG points with me if they can facilitate an environment and a trend of growth and improvement patches in released games.

I highly doubt it, what with the 360's patch policy as precedent, but *shrug*.....

Really? While I think Skullgirls is a great game, it could have done with a couple more characters. I take Persona 4 Arena's character size of 13 as minimum. It's got nothing to do with price to me. The lack of variety makes the game worse to me regardless if I'm paying 15 dollars or 80 dollars. I know more characters are coming, but the question is, will anyone still be playing by the time they do? We all know how sheeplike and retarded the fighting game community is. The second a new hyped fighting game comes out, they abandon the old one, before eventually going back to ones from a couple of years ago.

[1] Of course, I'm ignoring staffing needs, AND assuming levels of fighting game experience from both reviewers. Not to mention treating the fighting game genre as a special little star.

Rainbow_Dashtruction:

Really? While I think Skullgirls is a great game, it could have done with a couple more characters. I take Persona 4 Arena's character size of 13 as minimum. It's got nothing to do with price to me. The lack of variety makes the game worse to me regardless if I'm paying 15 dollars or 80 dollars. I know more characters are coming, but the question is, will anyone still be playing by the time they do? We all know how sheeplike and retarded the fighting game community is. The second a new hyped fighting game comes out, they abandon the old one, before eventually going back to ones from a couple of years ago.

LabZero's circumstances aside, I'm of the impression that Skullgirls has more 'variety' than you may give it credit for. Between those 8 (now 9) characters, you can either go in tag style up to 2 partners, or solo. Not to mention each character is built and balanced to 'tournament quality'; if you have an eye for fighting games, it's enough to appreciate the sheer utility a 'well-made' character, team, setup or matchup can provide (then again, after a long list of fighters with simliar base mechanics, you tend to lose that appreciation; a Catch-22). Variety has very little to do with character count, and Marvel vs Capcom 2 proves my point beautifully (still love the game for it, however).

And honestly, when it comes down to it, you find REAL people to play with you in fighting games in order to find longevity in them; There's just no way around that. Rolling through online lobbies comes and goes, then goes forever. Finding real people to play is one of the key steps in getting legitimately skilled at fighting games, I believe.

And we're not so sheeplike. I'd say it's just virtually every fighter comes down to being (an offshoot of) street fighter. Combos, throws, projectiles, cross/mixup, frame detail, etc.; fighters just can't seem to get away from this jargon. So it ends up Capcom fighters, the most familiar, get the most play (the most recent titles being the most popular AND having the best chances of playing retreads), while the 'offshoots', say 'anime fighters', suffer slightly from the 'deviating from the standard'.

We are retarded, though.

KI has to have enough depth in all of its characters to stay relevant, but the growth of a game, done right, brings in or brings back a fair amount of players. I think KI will be fine.

Ipsen:

Rainbow_Dashtruction:

Really? While I think Skullgirls is a great game, it could have done with a couple more characters. I take Persona 4 Arena's character size of 13 as minimum. It's got nothing to do with price to me. The lack of variety makes the game worse to me regardless if I'm paying 15 dollars or 80 dollars. I know more characters are coming, but the question is, will anyone still be playing by the time they do? We all know how sheeplike and retarded the fighting game community is. The second a new hyped fighting game comes out, they abandon the old one, before eventually going back to ones from a couple of years ago.

LabZero's circumstances aside, I'm of the impression that Skullgirls has more 'variety' than you may give it credit for. Between those 8 (now 9) characters, you can either go in tag style up to 2 partners, or solo. Not to mention each character is built and balanced to 'tournament quality'; if you have an eye for fighting games, it's enough to appreciate the sheer utility a 'well-made' character, team, setup or matchup can provide (then again, after a long list of fighters with simliar base mechanics, you tend to lose that appreciation; a Catch-22). Variety has very little to do with character count, and Marvel vs Capcom 2 proves my point beautifully (still love the game for it, however).

And honestly, when it comes down to it, you find REAL people to play with you in fighting games in order to find longevity in them; There's just no way around that. Rolling through online lobbies comes and goes, then goes forever. Finding real people to play is one of the key steps in getting legitimately skilled at fighting games, I believe.

And we're not so sheeplike. I'd say it's just virtually every fighter comes down to being (an offshoot of) street fighter. Combos, throws, projectiles, cross/mixup, frame detail, etc.; fighters just can't seem to get away from this jargon. So it ends up Capcom fighters, the most familiar, get the most play (the most recent titles being the most popular AND having the best chances of playing retreads), while the 'offshoots', say 'anime fighters', suffer slightly from the 'deviating from the standard'.

We are retarded, though.

Not if its an Xbox One exclusive tho. If it wants to stick around, it needs to gain a fanbase quick before the FGC goes back to their precious Marvel vs Capcom 2 or Street Fighter game. Something I'm still depressed Persona 4 Arena didn't get. It has to be the best fighting game I've ever played, and its sad to see only like 10 people in the lobby. Thank god for its godlike netcode tho, allowing an Australian like me to play whoever I want and meaning I can get lag free games even when only 10 people are playing.

Wow people have such problems with the FGC. Or at least brony here does because Fighting is Magic got canned or something like it's Capcom's fault.

The reason FGC players play MvC3 and SF is the same reason RTS players play StarCraft 2. If you wanna play, you have to play what everyone is playing. It's just how it is. Those games are genuinely terrible but they're where you go to compete.

P4A gets a crazy amount of love for what it is, some of the bigger scenes run ranbats for it. My scene runs SFxT, WindJammers, TowerFall and Guilty Gear on top of the regular stuff, so who even knows what's going to get popular in a scene.
If you can't appreciate the characters in SkullGirls for what they are (and how well done they all are) then the game is entirely not for you.

The reason nobody plays SkullGirls is mostly the restand resets are ridiculous and unfun from what I understand.

Rainbow_Dashtruction:

Not if its an Xbox One exclusive tho. If it wants to stick around, it needs to gain a fanbase quick before the FGC goes back to their precious Marvel vs Capcom 2 or Street Fighter game. Something I'm still depressed Persona 4 Arena didn't get. It has to be the best fighting game I've ever played, and its sad to see only like 10 people in the lobby. Thank god for its godlike netcode tho, allowing an Australian like me to play whoever I want and meaning I can get lag free games even when only 10 people are playing.

That's true, but it really all depends if the Xbox One itself gets out there itself in order for KI gets play.

But again, I find it only gets you far to just play fighting games online. I find fighting games to be one of, if not the most 'meeting real people required' genre of gaming out there, because of situations like

But yea, I'm with you on P4A; it's my favorite fighting game to date. So many good points it hits (even though it boils down to a pretty tightly ASW style game), and yet takes the extra step to expand rather well on the Persona world. I can't wait for Ultimax...Ultra Suplex Hold (best sequel subtitle ever).

m0ng00se:
Wow people have such problems with the FGC. Or at least brony here does because Fighting is Magic got canned or something like it's Capcom's fault.

The reason FGC players play MvC3 and SF is the same reason RTS players play StarCraft 2. If you wanna play, you have to play what everyone is playing. It's just how it is. Those games are genuinely terrible but they're where you go to compete.

P4A gets a crazy amount of love for what it is, some of the bigger scenes run ranbats for it. My scene runs SFxT, WindJammers, TowerFall and Guilty Gear on top of the regular stuff, so who even knows what's going to get popular in a scene.
If you can't appreciate the characters in SkullGirls for what they are (and how well done they all are) then the game is entirely not for you.

The reason nobody plays SkullGirls is mostly the restand resets are ridiculous and unfun from what I understand.

Fighting is Magic didn't get canned. It got cease and desisted by Hasbro when it wasn't very far off release. I would never put blame on the FGC for that.

And P4A got tons of love for about 3 months, then it died.

 

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