Posted tagged ‘2D’

"Enuain Perfect World" joins the chorus of 2D fighters

April 30, 2010

While 2D games aren’t impossible to find anymore, they certainly aren’t as common as they used to be. It seems like one genre that happily embraces the old art of using hand-drawn characters is fighters. SNK is still doing that with the King of Fighters, Examu’s games are all pretty much 2D affairs and now a new fighter from Subtle Style is looking to throw it’s chips into the game with Enuain Perfect World. I have a feeling that the title isn’t translated correctly but that’s the best we have for now. As you can see from the video below, the game has huge character sprites, tons of effects and a level of speed that zips along at a pace that should keep players happy.

EPW is scheduled for a release in June in Japan. It makes use of the System Board Y2 hardware, which was first shown off at AOU 2009 and so far has been used primarily for 2D fighting games.

[Enuain Perfect World site] [Via  Small room Aries]

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“Enuain Perfect World” joins the chorus of 2D fighters

April 30, 2010

While 2D games aren’t impossible to find anymore, they certainly aren’t as common as they used to be. It seems like one genre that happily embraces the old art of using hand-drawn characters is fighters. SNK is still doing that with the King of Fighters, Examu’s games are all pretty much 2D affairs and now a new fighter from Subtle Style is looking to throw it’s chips into the game with Enuain Perfect World. I have a feeling that the title isn’t translated correctly but that’s the best we have for now. As you can see from the video below, the game has huge character sprites, tons of effects and a level of speed that zips along at a pace that should keep players happy.

EPW is scheduled for a release in June in Japan. It makes use of the System Board Y2 hardware, which was first shown off at AOU 2009 and so far has been used primarily for 2D fighting games.

[Enuain Perfect World site] [Via  Small room Aries]

Power Instinct returns this summer

April 8, 2009

[Thanks to Brandon Jones for the tip!]

Here is something we overlooked from AOU 2009 – Atlus is bringing one of their classic fighters back to arcades, Power Instinct. From the video below it looks like Power Instinct with a little bit of KOFXII flare to it. The game will use the Taito Type X system and it will be released sometime this summer. See the video below and if you want to know more about Power Instinct, click here or here.

[Discuss on the Forum]

More details on arcade fighter Dark Presence (including new screenshots)

March 31, 2008

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(Click on the images to enlarge)

A little over a week ago we revealed some new information concerning a new 2D fighter that should come to arcades later this year known as Dark Presence. We promised that there would be more so here it is, a more detailed look at the games characters and move set, along with some never before seen screenshots.

I have said before that I am impressed with the level of detail that this game has received as I have learned about how much attention has been given to creating a very detailed and new way of approaching the 2D fighter. To start off each character has between 12,000-16,000 frames of animation for everything but finishing moves (with those it goes much higher). Where many 2D fighters are fairly static in their animation, Dark Presence is not. The high number of frames stems from some of the ideas that are in play for the game. For example, in most 2D games (if not all of them) when your character changes the direction that they are facing, the image is simply flipped which is good for saving memory due to the lower number of frames but it is not very realistic. Darkwilsonleftright.jpg Presence doesn’t use image flipping – both sides of each character were filmed separately and in fact the direction you face will determine the stance of the character as well as the moves that they use. This gives the game further depth as players will need to discover moves from each direction and judge on how effective they are in that situation.

To add further to this depth, the game goes beyond the basic and special moves and includes weapon entanglements, deflects, counter attacks and evasion moves. Speaking of weapons, they play an important role in the game – every character has a weapon and if they use a large weapon (say an ax) then the reaction of their opponent will be different than if that same person were hit with a sword. What the character is wearing will also affect how much damage they take (the less they have on, the more damage they incur) but Galloping Ghost has taken their time in balancing the characters out so that no one person is overpowering are unfair.

Reactions play a role in how the game plays – characters react realistically to where they were actually hit and depending on the reaction you can link moves together for more devastating attacks. This also brings us to the energy bars. For those that have seen the screenshots of Dark Presence, you may have noticed that there are four energy bars. The bars represent the state that the player is in and thus how they appear in the game. As an example if your energy hits the 3rd bar your character goes into a not well stance where they look a little beat up and hunched over; after that bar is up it gets more apparent that they are not well and on the last bar the character goes into a “Last Desperation” mode where if they choose to, they can throw their weapon (which can be picked up again) to inflict great damage on their opponent. In case you’re wondering as to how this will affect the length of the rounds, they are aiming at making this a one round match per fight although that might be adjustable in the options. I like the idea of one round where you have a good amount of energy. That way the fight doesn’t end too quickly and you’ll play smarter.

We’ll have more details coming along soon, including a video of the actual game in action (something that a lot of people have been waiting to see for a long time). Again, thanks to Galloping Ghost for the pics and information – it’s not often that we can talk about an upcoming arcade title with this level of detail as most arcade developers are quite protective about their new games.

[Galloping Ghost Productions] [Discuss on the Forum]

IGS to release Oriental Legend 2 on February 8th

January 19, 2008

It’s been a while since we mentioned anything about the IGS 2D beat ’em up Oriental Legend 2, but we now learn from The Stinger Report that the kit for the game is set for a release on February 8th. There is no word on an international release at this time – if there will be, we can expect to see it come through American Alpha sometime later. In addition to this news, we also have the flyer for Oriental Legend 2, click on the thumbnails below to see the full-size versions!

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I do hope that OL2 comes overseas – it’s been quite a long time since we’ve seen a 4 player 2D scrolling fighter in arcades and this game looks really cool from the videos. The website is also up-to-date but it’s all in Chinese so just click around until you figure it out.

[Oriental Legend 2 website] [Discuss on the Forum]