[Girl Fight] Coming to a Dreamcast near you?

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  • B:LB:L I've done worse. Registered User regular
    EVOL wrote: »
    The Fight Night games are pretty decent, no? I wanted to try one of those for a long time.

    The Fight Night games were decent to good, but the earlier ones had balance issues with haymakers and the later ones had balance issues with jabs doing too much damage.

    For boxing style games though I vastly prefer the Victorious Boxers series.

    http://www.youtube.com/watch?v=CdiMkrnTEwA

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  • Page-Page- Registered User regular
    Round 4 is pretty great.

    Champion is fun, but is really spammy and random. It's basically a stats fighter. Technique matters some, but not as much as in Round 4.

    It looks amazing, though.

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  • Page-Page- Registered User regular
    edited March 2012
    Daryl Pitts, co-founder of Kung Fu Factory, and Alex-Oliver Gans, their marketing director, did an interview with digitallydownloaded.net
    Digitally Downloaded (DD): It's clear that this game plays heavily on the sexiness of the girls. In the past, games that have been marketed as "sexy" have failed to win appreciation from gamers or critics. Are you worried that this will give your game a bad initial impression?

    Daryl Pitts (DP): No. We think if people play the demo and have fun they will buy it. The design of the girls (and how they perceive themselves) is just one aspect of the backstory.

    DD : Why do you think it is so hard for a "sexy" game to be taken seriously when violence is long accepted in videogames?

    DP : I don't really think of us as a sexy game. DOA Volleyball was a really sexy game. We don't quite compare to that.

    DD : The fighting game market is very crowded and very mature. What kind of gameplay tricks do you have up your sleeve to separate this one from the pack?

    Alex-Oliver Gans (AO) : One of our favourite elements of the game is the Psi Amp system. Psi Amps are psychic plug-ins that each fighter installs before a fight. These enable different abilities and open up a lot of strategic options. If a fighter is getting bombarded and is near death, for instance, she can activate the Phase Shift amp and turn invisible briefly in order to recharge health and regain the advantage. But there are also offensive Amps, like Flame Body, which engulfs a fighter in flames and increases damage. There are a lot of interesting ways that the Amps can be used.

    DD : What kind of fighting game can we expect with Girl Fight?

    AO : Girl Fight is a fun but complex fighter. Players can pick it up and have fun right away, but each character also has a deep move set and their own style. On top of that, the Psi Amp system and countering adds a lot of depth. The system is fun for casual fans but also gets complex enough to get the attention of more hardcore fighting game fans.

    DD : How did the game come about? What was the idea behind it, and what inspired it?

    DP : We had some free time between our larger scale projects, and wanted to show off some of our new tech and art pipelines, so we decided to publish a small title to show off the results. It was a very fast project with a very small team.

    DD : Why did you decide to make it a downloadable game, rather than a retail release?

    AO : Shelf space for independent games is, unfortunately, more and more difficult to find. On top of that, we really like being able to be flexible about pricing. We can pass on the savings we get by not having to produce physical copies, so the game’s price stands at a third or even a quarter of what it would have been in the store.

    DD : Is this the start of a franchise? Where can you take the idea after this game?

    DP : We are already planning on the DLC and the new features for Girl Fight 2.0. Stay tuned!

    On the one hand, they do realize that they need some sort of gameplay in there to get sales and word of mouth going. On the other hand, they openly admit that the game is pretty much an extended, interactive tech demo they cooked up in their spare time. You could also read that as a passion project, and at least they were allowed to work on it, and want to support it after it's released.

    Right now they haven't shown enough for anyone to really form an opinion about the gameplay or mechanics. It still seems to run like a mashup of older Tekken and Dead or Alive ideas, which could work out well enough.

    I'm still cautiously optimistic until I see something really awful.

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  • Lindsay LohanLindsay Lohan Registered User regular
    It'll probably sell - especially on the consoles. Original fighting games don't really hit the download stores often and when they do they are often older arcade games (MK collection, SSFII, etc). Deadliest Warrior sold well and I would wager part of that is just being a new game in an underrepresented genre in the arcade/market. Seems like they simply saw a market hole, found a hook, and will probably make a tidy profit on it.

  • Skull2185Skull2185 Registered User regular
    They had me at "The system is fun for casual fans"
    and boobs
    I kid! I kid!
    Mostly

    Everyone has a price. Throw enough gold around and someone will risk disintegration.
  • Page-Page- Registered User regular
    And now for something completely random.

    A little over a week ago someone made this random post on Kung Fu Factory's Facebook wall:
    You guys should try to port girl fight to the dreamcast it looks like it can run on the DC. And no the DC isnt dead there's still a scene 3 games came out last year for it and 2 are coming out this year all by indie developers. Go against the Grain ! :-D

    Then Kung Fu Factory decided to ladle a nice helping of weird over everything by replying with this:
    [T]hat's a super cool idea. We don't have any of the kits anymore - but we do have our dreamcast in the office. One of my favorite systems ever.

    Definitely going to poke around a bit. Our engine is proprietary and uses a variety of tools, languages, but still curious to look into DC scene and check it out. Besides we need new games for DC ourselves anyways!

    Since then there has been a rallying cry throughout the Dreamcast indie and modding scenes, with people not only starting a petition to get Girl Fight ported to the Dreamcast, but also a paypall fund and people trying to scrounge them up either an official dev kit or one of the many homebrew dev kits.

    At the very least it would get them some extra press.

    Competitive Gaming and Writing Blog Updated in October: "Song (and Story) of the Day"
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  • B:LB:L I've done worse. Registered User regular
    Page- wrote: »
    On the other hand, they openly admit that the game is pretty much an extended, interactive tech demo they cooked up in their spare time. You could also read that as a passion project, and at least they were allowed to work on it, and want to support it after it's released.

    It should be read as "Our studio needed money and we reskinned our Fight Club engine for a quick buck".

    Save your money for Skullgirls instead.

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  • Page-Page- Registered User regular
    Pretty sure that's a different terrible developer.

    Besides, Skullgirls is just another 2d fighter. We get a new 3d fighter once every 30 years.

    Competitive Gaming and Writing Blog Updated in October: "Song (and Story) of the Day"
    Anyone want to beta read a paranormal mystery novella? Here's your chance.
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