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General General Spyborgs D.. my MAJOR problem with Spyborgs (long read)
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my MAJOR problem with Spyborgs (long read)
2 months ago  ::  Sep 24, 2009 - 1:44AM #1
SlamMaster
Posts: 7

The Hits Don't Feel Solid Enough. Let me explain.


I am a huge brawler/beat-em-up fan. So naturally, Spyborgs was one of my most anticipated release of the year...but, sad to say, after playing through Stage 1 and beating the first boss, I think I am tired of the game already, and the reason is because the BRAWLING part of this BRAWLER is just not satisfying.


The one negative reviewers have consistently pointed out in Spyborgs is its repetitiveness, but Final Fight/Street of Rage/Die Hard Arcade/Zombie Revenge/Other classics 2D/3D Brawlers are arguably more repetitive than Spyborgs, but why are those games such classics and, well, FUN to play through OVER and OVER again? It's because the combat actually FEELS great! When I punch or kick someone in a good brawler, I really feel the impact. I know it sounds so cliche but it is true. Again, take Final Fight or Street of Rage for example. When I hit someone, I hear a pronounced, hard-hitting sound effect to let me know that I just kicked someone's ass. I see the bad guy's life bar dwindle until it is completely empty and he gets blown away, and guess what? That's really fun and satisfying! That's what brings people back to the these games over and over again even 10, 15 years later. And it's not just hand to hand combat either. When I grab a steel pipe or a gun and use them, it FEELS devastating through a combination of the hit animation, the damage i see through the life bar, and the hard hitting sound effects. Unfortunately, none of this is the case in Spyborgs.


What happens when you hit someone in Spyborgs? You get a tiny sound effect of hitting a piece of metal that's barely audible. You don't really see the enemy flinch or look hurt otherwise. What happens when you use Stinger's machine gun and rocket on the enemy? You get some tiny sound effect and some little sparkle. In fact, sometimes when there are a lot of enemies on the screen, I really can't tell if my hits are landing until I see the combo meter is counting up. It feels the same in Spyborgs whether I am hitting a robot or hitting thin air. Likewise, when I am getting hit, I can't really tell either until I see that I have lost parts of my lifebar. None of the hits in Spyborgs has "umph" and that impact that makes you feel like you are landing your hits and you are kicking ass or (the other way around) getting hit and getting your ass kicked.


In a brawler, you gotta give more impact to the hits. 99% of this game is about hitting your enemy and when the hits don't feel good, it is not fun. My suggestions if there is ever a sequel:


- Harder, louder sound effect when hits are landed


- Perhaps enemy lifebars so I know how much damage I am doing and if my hits are landing (I know enemies show damage physically and short circuit and all that but life bars are like a staple in this genre)


- Give more umph to the combos! I can use Stinger and perform my full basic B button combo on an enemy and when it is over, well, the enemy is still standing there like nothing ever happened. He doesn't get knocked down or blown back or anything. He just stands there. Again, there is no satisfaction and feedback from hitting my enemy, not even when I complete a combo. 


That's probably way too long of a rant but I hope that the developers of Spyborgs can read this and see what a hardcore brawler fan would like to see in their future titles.  Thank you for your time.

2 months ago  ::  Sep 24, 2009 - 2:37AM #2
ShotMyEyeOut
Posts: 263

Sep 24, 2009 -- 1:44AM, SlamMaster wrote:


The Hits Don't Feel Solid Enough. Let me explain.


I am a huge brawler/beat-em-up fan. So naturally, Spyborgs was one of my most anticipated release of the year...but, sad to say, after playing through Stage 1 and beating the first boss, I think I am tired of the game already, and the reason is because the BRAWLING part of this BRAWLER is just not satisfying.


The one negative reviewers have consistently pointed out in Spyborgs is its repetitiveness, but Final Fight/Street of Rage/Die Hard Arcade/Zombie Revenge/Other classics 2D/3D Brawlers are arguably more repetitive than Spyborgs, but why are those games such classics and, well, FUN to play through OVER and OVER again? It's because the combat actually FEELS great! When I punch or kick someone in a good brawler, I really feel the impact. I know it sounds so cliche but it is true. Again, take Final Fight or Street of Rage for example. When I hit someone, I hear a pronounced, hard-hitting sound effect to let me know that I just kicked someone's ass. I see the bad guy's life bar dwindle until it is completely empty and he gets blown away, and guess what? That's really fun and satisfying! That's what brings people back to the these games over and over again even 10, 15 years later. And it's not just hand to hand combat either. When I grab a steel pipe or a gun and use them, it FEELS devastating through a combination of the hit animation, the damage i see through the life bar, and the hard hitting sound effects. Unfortunately, none of this is the case in Spyborgs.


What happens when you hit someone in Spyborgs? You get a tiny sound effect of hitting a piece of metal that's barely audible. You don't really see the enemy flinch or look hurt otherwise. What happens when you use Stinger's machine gun and rocket on the enemy? You get some tiny sound effect and some little sparkle. In fact, sometimes when there are a lot of enemies on the screen, I really can't tell if my hits are landing until I see the combo meter is counting up. It feels the same in Spyborgs whether I am hitting a robot or hitting thin air. Likewise, when I am getting hit, I can't really tell either until I see that I have lost parts of my lifebar. None of the hits in Spyborgs has "umph" and that impact that makes you feel like you are landing your hits and you are kicking ass or (the other way around) getting hit and getting your ass kicked.


In a brawler, you gotta give more impact to the hits. 99% of this game is about hitting your enemy and when the hits don't feel good, it is not fun. My suggestions if there is ever a sequel:


- Harder, louder sound effect when hits are landed


- Perhaps enemy lifebars so I know how much damage I am doing and if my hits are landing (I know enemies show damage physically and short circuit and all that but life bars are like a staple in this genre)


- Give more umph to the combos! I can use Stinger and perform my full basic B button combo on an enemy and when it is over, well, the enemy is still standing there like nothing ever happened. He doesn't get knocked down or blown back or anything. He just stands there. Again, there is no satisfaction and feedback from hitting my enemy, not even when I complete a combo. 


That's probably way too long of a rant but I hope that the developers of Spyborgs can read this and see what a hardcore brawler fan would like to see in their future titles.  Thank you for your time.





I agree completely. I'm a little past the first boss and have no desire to play it anymore, its just to generic, repetitive and boring. They should rename the game Spybore, what a waste of 40 dollars Yell

2 months ago  ::  Oct 03, 2009 - 2:17PM #3
Olcadan
Posts: 400

Indeed, im not a fan to put in low the game from capcom, but this one is a disspointed in various ways, not only in the hit detecting like you say, also in the slow speed of the game and the most very weird stuff are the SUPER i mean is CAPCOM and the SUPER are like OMG is a super of 2020202103821903892472374246 Hits per second, but in this game the super are, well....bored and that  is weird, also a BIG bad point and i miss this from the begining videos from gameplay, is why only 2 players they can easily do a game for 4 players like the old time with captain commando, i mean that would be awesome.

Mmmmm well check some videos  in youtube and you can also see a major list of glitchs, they are in everywhere and dont put the game in a better shape.

In the end i and a lot of people arround are strangely disspaointed with a Beat em up made by capcom that is actually, well no good enough.

Unless you buy 12 million copies of Tatsunoko Vs Capcom, and do a write-in campaign for Batsu....

RIVALS SCHOOL NEED YOU!!!!!!!!!
Buy a copy of TVS, the kids from rival school will thank you forever.
2 months ago  ::  Oct 04, 2009 - 7:51PM #4
LingPanda
Posts: 108

This game is horrible. By horrible I mean boring! Played only till the 2nd level of the first stage and turned it off.  I have no desire to turn it on and continue.  This is Capcom's great strategic planning on the Wii.  This is the same game Sven said we could play with our mothers. WTF? Uber fail!

2 months ago  ::  Oct 09, 2009 - 2:03PM #5
The Switcher
Posts: 25

See, that's the thing, if you have to do the same button mashing and attacks over and over, if the hits and attacks don't feel satisfying, then you're doing something repetitve and boring, but it's not something that's even fun.


That said, I still think Bionic is a good developer, I'd love to see them make a colorfull old-school Final Fight or a remake, and just work on the stuff that's lacking here.

2 months ago  ::  Oct 10, 2009 - 5:50AM #6
Brandon
Posts: 1

Oct 9, 2009 -- 2:03PM, The Switcher wrote:


See, that's the thing, if you have to do the same button mashing and attacks over and over, if the hits and attacks don't feel satisfying, then you're doing something repetitve and boring, but it's not something that's even fun.


That said, I still think Bionic is a good developer, I'd love to see them make a colorfull old-school Final Fight or a remake, and just work on the stuff that's lacking here.




 I think Bionic Games should have done that from the start. look at Muramasa: The Demon Blade and that game sold pretty well here in the US. They could have made an original concept based off of Streets of Rage, Final Fight and Bionic Commando and took it from there. The concept was kinda cliched  though, superheros taking revenge for being double crossed and left for dead by their maker or something. I think the title name was an even bigger turn off.  Spyborgs, no matter how you slice it sounds too kiddy and that may have alienated potential mature buyers they were trying to appeal too.  I really think they should have looked at Devil May Cry, Ninja Gaiden and Godhand and upcoming game Bayonetta for inspiration in combat moves and variety and not God of War for silly finisher moves that cant even be executed half of the time.   

2 months ago  ::  Oct 10, 2009 - 6:24AM #7
Cybergoth
Posts: 218

Oct 9, 2009 -- 2:03PM, The Switcher wrote:

That said, I still think Bionic is a good developer


I think they're a dead developer, since Spyborgs first week sales are rumored around ~2000 copies.

2 months ago  ::  Oct 14, 2009 - 5:39PM #8
koffie
Posts: 121

Oct 10, 2009 -- 6:24AM, Cybergoth wrote:

Oct 9, 2009 -- 2:03PM, The Switcher wrote:


That said, I still think Bionic is a good developer



I think they're a dead developer, since Spyborgs first week sales are rumored around ~2000 copies.




Unless all financial risks for the game are carried by Capcom

1 month ago  ::  Oct 14, 2009 - 10:03PM #9
ShotMyEyeOut
Posts: 263

Damn! this game must have really tanked bad to get a price cut this quick - www.gamestop.com/browse/search.aspx?N=0&...


 

1 month ago  ::  Oct 15, 2009 - 10:11AM #10
i-Legend
Posts: 401

Oct 14, 2009 -- 10:03PM, ShotMyEyeOut wrote:


Damn! this game must have really tanked bad to get a price cut this quick - www.gamestop.com/browse/search.aspx?N=0&...


 





Damn it

we all wear mask, but which one is real? the one that hides your face, or the one that is your face? - the green goblin
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