Blazing Strike | Gameplay Preview - Jake vs Alexander | Various Platforms

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Blazing Strike comes to various platforms on October 17th.
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Inspired by classic arcade fighting game series from industry greats such as Capcom and SNK, the upcoming 2D fighting game from developer RareBreed Makes Games is Blazing Strike evokes the excitement and nostalgia of 2D pixel art genre pioneers while incorporating a unique games system with modern mechanics.
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Looks good, but this sound design and the voice acting ... :/

GameGameHeaven
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Man, I've been following this game for a long time, as I love pixel art related games and especially fighting games. I rarely comment on youtube, but I can't help myself here; there's a lot of nagging issues I can't not see when I see clips of this game. For one, some characters are constantly changing size or go off-model when they are doing different movements or moves in general. Hell, the 'Jake' Character is extremely tall in the intro and when he runs, but loses like a foot and a half of height when he's in his idle animation or is doing some moves. I checked the character profile and he's like 6'1" or 6'2" I think, but in game he should NOT be as tall as your big brawler/grappler character.

Then there's the fall animations. I'm not gonna' lie, man, they are bad. Every character tends to fall so stiffly to the ground in a weird flat back, side profile, with an odd leg flop to accompany it. They lack fluidity and weight in a lot of cases, which can be said for a lot of the character movements themselves. With Capcom fighting game sprites, the fall animations sometimes even have more than one type of fall animation, depending on the severity of the blow they take, so the visuals don't feel so monotonous.

I'm not sure if it's the size of the characters sprites were set too large and due to time constraints, they couldn't animate as much as they could, but it just lacks weight. Some characters snap so oddly into their moves without proper transition frames that it seems like a lot of them are skipping frames or are simply incomplete/unfinished. As a result, some of the character movement and special moves make it difficult to read what's going on exactly. It's especially egregious with Alexander's Super Special move, unfortunately. Like, you can make the excuse to skimp on frames for normals and some specials, but when it comes to a character's special/super, you have to give it a bit more love, else it feels like a waste to pull it off. Perhaps, a slight pause and screen shake to accompany the ram impact against the wall, then use programming physics to carry the motion of the character sprite flying back a bit slower, at a higher angle, to give the wrestler more time to jump, catch, and spin him down to the ground for more dramatic impact? I know it's still in development, as I've been following it a while, but the gameplay flow/animation hasn't improved in a while. Perhaps it's a budget thing, but I hope it's something they can hire on some emergency artists to help touch up, as it makes the game feel worse than it could be.

And yeah, the audio/voice acting isn't the best for some characters. Tone down the edge on some, as others have stated. That being said, the design on some of the characters look neat. I like the IDEA of what was considered for the characters and even some animations look fun, but the overall execution seems a bit lacking. Despite the criticisms, I'm still pulling for indie games like this to make it to shelves(digital or otherwise), and hope these issues get straightened out.

Either way, good luck with your game, RareBreedMakesGames, I'll be rooting for you!

ElB.o.b.ington
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Interesting scoring (first hit for both in first round) and Jake sandbagging aside, it was cool to see some Alexander and the systems in play.

Hope we can get a demo to spread the love even if it is quite limited.

thelastgogeta
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Have been looking forward to this game for a while now. Preordered the limited edition like 2 years ago....

DieselJT
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The sound effects, hit effects, voice work and ost are off off off ...please fix these issues before launch 😮

JOYCONBOYZ
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Looks solid. BGM giving me SF 3rd Strike vibes.

TheExileWolf
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My only issue is the animation looks jarring. They're animated well, but the transition state of the animations has my eyes darting all over the place. Don't know if I explained this well.

Manganization
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Looks like a CPS3 game; sounds like a Sega Game Gear game.

miltonmilton
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Overall looking good! Got alpha esque vibes watching it.
Combat looks fluid, responsive and fun.

The voice acting would benefit from some refining. I am NOT a fan of jakes edge lord persona coupled in its current iteration.

Interested in the UI choices, not used to looking where guard bars are usually located to see my super gauge.
Keep it up :)

j.w.
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looks like it needs to cook in the oven longer

Brandonweifu
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i love it. gonna bust out the sega genesis and 6 button controller for this one

SwampRainbow
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I didn't know Tony the tiger was in a fighting game... they're grrrreeaatt!! 🐯

charliegravel
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Sound effects need work. Sound design in general tbh. Not hating. Just want the best for this.

MajinAsuraPath
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Despite the impressive appearance of both characters, the animations are lacking in transition frames. These frames are not just a visual element but crucial for smooth and visually appealing gameplay. For instance, after the cross-up Body splash, the absence of a landing frame is quite noticeable. It shows up later 00:29. He enters the turn state twice at 00:23? The animation happens twice in succession. If you speed the video down, it's easier to see.

Blocking uses only one frame? No transition? It may be why the characters "shake" instead of having transition/recovery frames. I swear Jake enters the block state before the attack, then unblocks, then blocks again during the actual hit. You can see his guard drop, then go up again.

Alexander literally teleports at 00:24 from that "?" heavy/special. If you follow the afterimages you get a clear view of the positioning

Jakes seemly walks through Alexander at 00:34. A proper box should prevent this
I could be blind, but Jake does two crouching jabs into a "medium punch" 00:35? Which goes through Alexander? The hit counter stops and displays a 2hit combo

Super Pauses are strangely long

00:48 Alexander's grab. Jake is behind him(Grabs are annoying as hell to code; I get it, LOL), and the grab is clipped in the corner, so you can't even see it. Shouldn't the winner appear in front of the defeated enemy? It's up to preference, really. Win poses are also clipped off in the corner.

Alexander disappearing during that command grab looks odd? I get the Tiger FX, but wouldn't it blend better together?

2:24 Jake parries an attack yet gets no advantage? Yet works correctly later at 2:32?

Does Alexander's piledriver really need that much forward momentum? Nearly almost always bring them to the corner.

Alexander's super is sick! No way you are catching what happens without pausing or slowing down the video lol
He jumps off the horns!? (Off the HEEZY) and the bear does any alley op? Fire!

Pause at 2:58, the same as the other grabs. Sprite's priority needs to be adjusted because he is holding air.

You know a super underrated thing? Ground dust under projectiles. Could help with it looking as bland as it does, but optional.

The portraits reacting to hits is cool and the Red Health system + SF2 like music that speeds up during it

I could go on, but I'll stop here. Just hit me up if you'd like more direct feedback

Deeever
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Good music, feels like Street Fighter 3 music.

hermawanho
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Wow, great choice, having one person voice all characters must be very cost effective. Hopefully they are gender fluid 😎

righteousgreek