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On this week’s episode of Windbreakers, Yahtzee, Frost, and Marty chat about their favorite individual game mechanics of 2023, including Ultrahand in The Legend of Zelda: Tears of the Kingdom, the Lovecraftian inventory management of Dredge, and the orb-hopping puzzles of Cocoon.  …

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Anonymous

There is a big importance of fighting game controls which only comes out after more engagement with it and that is what positions you can execute them from. The best example are the shoryuken vs the hadouken. The starting direction for the hadouken is down while the starting direction for the shoryuken is forward. This puts an extra risk on the shoryuken given that since you have to press forward you can't press back to guard, meanwhile you can start the hadouken from the guarding position. This difference ads an extra layer of decision making about what is safe when. On the other hand charge characters like guile at the time didn't need inputs which made spamming projectiles easier compared to input controls. It gave them a practical advantage which made you play them and against them distinctively. To replicate the same vibe with universal controls kinda requires being creative in different ways. S6 imo did great in sacrificing that vision somewhat simply because of the resurgence in the genre and providing a lot of people previously intimidated a starting point for it.

Anonymous

Love the podcast. That said, at times it does feel like it is mostly a conversation between Yahtzee and Marty, with Frost just chiming in from time to time. I suppose you guys are just still getting used to the new format, but it would be nice to see an evolution into a more natural three-way conversation.