#fighting games

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She’s so fun

thevertigomastercontent: Spent too long on a shitpost that only my discord server would get. Now it

thevertigomastercontent:

Spent too long on a shitpost that only my discord server would get. Now it doesn’t look like a shitpost.

This one does tho


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 Spent too long on a shitpost that only my discord server would get. Now it doesn’t look like

Spent too long on a shitpost that only my discord server would get. Now it doesn’t look like a shitpost.


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Julie Bell’s cover for Sega’s “Eternal Champions.” 

Julie Bell’s cover for Sega’s “Eternal Champions.” 


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Millia Rage (Guilty Gear) by Mengo Fedorov

Demitri Maximoff from the “Darkstalkers” Series.

Hailing from the futuristic year 2000 on PS2, The Bouncer falls a little outside this blog’s usual rHailing from the futuristic year 2000 on PS2, The Bouncer falls a little outside this blog’s usual rHailing from the futuristic year 2000 on PS2, The Bouncer falls a little outside this blog’s usual rHailing from the futuristic year 2000 on PS2, The Bouncer falls a little outside this blog’s usual rHailing from the futuristic year 2000 on PS2, The Bouncer falls a little outside this blog’s usual rHailing from the futuristic year 2000 on PS2, The Bouncer falls a little outside this blog’s usual r

Hailing from the futuristic year 2000 on PS2, The Bouncer falls a little outside this blog’s usual range, but it was designed by Seichi Ishii, who also designed or directed on Virtua Racing, Virtua Fighter, Tekken, Tobal, and Ehrgeiz, so I”m making an exception as it ties into *both* the Sega Arcade and Square Fighter episodes of Retronauts.

Unfortunately it didn’t fare quite as well as some of those other titles. A very early PS2 title, it feels kind of like playing a shiny tech demo, with lots of bells and whistles (high-end rendered video for the time, Dobly surround sound, multi-language voice acting, analog button support, and so on) but kind of mediocre game-play. The “cinematic experience” also translates to some awkward camera angles. And to top it off, you have to play through the plot multiple times to reveal everything, with enemies getting harder each time, and an RPG-light progression system where it’s all too possible to screw up your builds with poor point-distribution choices.


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Hey, sorry for the long break (holidays + pneumonia, whee), but we’re back with a Retronauts tie-in:Hey, sorry for the long break (holidays + pneumonia, whee), but we’re back with a Retronauts tie-in:Hey, sorry for the long break (holidays + pneumonia, whee), but we’re back with a Retronauts tie-in:Hey, sorry for the long break (holidays + pneumonia, whee), but we’re back with a Retronauts tie-in:Hey, sorry for the long break (holidays + pneumonia, whee), but we’re back with a Retronauts tie-in:Hey, sorry for the long break (holidays + pneumonia, whee), but we’re back with a Retronauts tie-in:Hey, sorry for the long break (holidays + pneumonia, whee), but we’re back with a Retronauts tie-in:Hey, sorry for the long break (holidays + pneumonia, whee), but we’re back with a Retronauts tie-in:Hey, sorry for the long break (holidays + pneumonia, whee), but we’re back with a Retronauts tie-in:Hey, sorry for the long break (holidays + pneumonia, whee), but we’re back with a Retronauts tie-in:

Hey, sorry for the long break (holidays + pneumonia, whee), but we’re back with a Retronauts tie-in: Bushido Blade! Jeremy and I just spent a while talking about Square’s 1990s fighting games, and this is a big one, known for its unique mechanics.

Developed by LightWeight under director Tetsuo Mizuno and released on PlayStation in 1997, Bushido Blade is a stripped-down weapons-based fighting game based on precise maneuvers and realistic damage. With no life bars, meters, or any interface to speak of, players go for one-hit kills or disabling an opponents limbs with clean hits.

I included a few shots of the manual highlighting the unique mechanics - controls change if you lose use of a leg or an arm, stances play an important roll, and you can also fight dirty by trying to blind an opponent with dirt. Most combos are tied to weapons, and you can mix and match as you please, but each character has a few special moves with weapons they favor.

In story mode, each character escapes through a castle fighting their former fellow assassins and then up to five bosses in a row. One of two final secret bosses is seen only if you make it through with zero damage, which is quite a feat. The stage layout is also really cool, featuring connected regions of one large location, and because battle is free-roaming the terrain comes into play with hills, water, and trees getting in your way.

All in all, a really addictive and intriguing variation on the fighting genre - and one we’d love to see an update of today.

(Sadly I don’t have an Ehrgeiz or Tobal artifacts to share, as I only played other people’s copies of those games, but I do have one more bit of Square fighting history which I’ll put up soon…)


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 Fightin’ Spirit (Light Shock, 1996)

Fightin’ Spirit (Light Shock, 1996)


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Commission: Hibiki Takane from Last Blade 2

Commission:

Hibiki Takane from Last Blade 2


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I’m getting there… Inktober 3rd day: Hsien-Ko from Darkstalkers(Series)I’m getting there… Inktober 3rd day: Hsien-Ko from Darkstalkers(Series)

I’m getting there…

Inktober 3rd day:Hsien-KofromDarkstalkers(Series)


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fighting games

Terry Bogard and South town.


Created by: FGF Chris

fangushing over Vanessa lol.

I created a “artsy” wallpaper of her, I call it “Ravin’ Vanessa” hehe. I’m a hopeless dork

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