Since I've never played the fire pro series, can someone explain the actual gameplay and why it's so good? I get the customization and all which seems to be what everyone loves but I'm wondering how it all fits in a match. Like, I'm assuming it's not a button masher but can you pull moves off like you did in the n64 games (or I guess some of the svr games) where you weak or strong grapple then "up and B" to do a move or whatever. Also assume it isn't a mortal kombat / street fighter fighting game where you have to memorize a dizzying number of combos to pull off a move.
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So the grapple is done by people just walking into each other and then it's timing based on when they touch in the grapple. First to get the timing gets the move. However, to hit big moves, you have to wear them down. So you have a light attack, medium, heavy and special and if you go for a heavier attack, it'll be reversed but occassionally, a heavier attack can just sneak through. Each of the light, medium and heavies can be mixed with a direction for different moves too. That's the basic part of grappling, but it can work with strikes too. The way that works out is the match actually plays out like a real wrestling match compared to the crap you see on 2k.
Combine that with an insane amount of customisation and AI sliders so you can make the creations act exactly how you want them too makes it a great tool for CPU V CPU match simulations as well. |
Yeah the biggest diff from most games is like in real life grapple is nuetral. So when you approach another player grapple is innitiated. the moment conact is made you must press you command. Who ever is most precise wins, tie results in test of strength.
Strikes require skill and are a big turn off for many. they require you to know the point on contact and you need to judge your location to theirs or you will miss. There is a learning curve and it exists for each strike. Its not bad once you've made some effort. |
The grappling is timing based. Move into your opponent and they'll go into a lock up animation and you hit the button at the right moment to win tne grapple. The gameplay is praised for a number of reasons.
Despite being a 2d sprite game, the match pacing is more realistic than most 3d games. You have to work from weak to medium to strong grapples, with the wrestlers getting morw fatigued as the match goes on. Reversals are automatic, based on wrestlers stats and how much damage they've taken. You could go for your biggest move right at the start of the match, but it will probably be reversed. But it might not. So you have a risk/reward system right there. The CPU logic is superior to any other wrestling game. You can determine how often a wrestler uses each individual move, as well as other details like how often they use weapons and how well they work in a tag team. You can essentially program them to wrestle exactly like you want. That's why simming cpu vs cpu is so popular with this series. |
Only a few details from the conference
The developers were talking about how they pitched a new Fire Pro game 7 times and were turned down each time. The team makes very clear they had nothing to do with the awful XBox 360 game. None of the defaults are based on real wrestlers. All moves can be renamed. Not sure on the final amount of new moves, but close to 100. MP3s for entrance music. Blood stays on the mat. At least 8 people in the ring at once. Theres going to be another conference June 21st. |
New moves
Moonsault Neckbreaker Drop Moonsault Elbow Drop Running Swing DDT No early access date but said to begin "before summer vacation in japan" which starts third week of july. Looks like full entrances rather than cugting it short at the ramp like fpr. Mp3's for entrance music will not be in early access. Just the full version. |
<blockquote class="twitter-tweet" data-lang="en"><p lang="en" dir="ltr">Once per <a href="https://twitter.com/hashtag/FireProWorld?src=hash">#FireProWorld</a> match you'll be able to use your opponents finisher against them. Obviously it's optional. (Okite Yaburi=Move Steal) <a href="https://t.co/chsNWn6J72">pic.twitter.com/chsNWn6J72</a></p>— FireProWorld (@FireProWorld) <a href="https://twitter.com/FireProWorld/status/870668947997073410">June 2, 2017</a></blockquote>
<script async src="//platform.twitter.com/widgets.js" charset="utf-8"></script> |
Some info today, in a 4gamer article about the May 31st event...
- A picture shows the game with a dark blue interface. Does that mean we can change the interface? I mean I'd be happy, I wasn't looking forward to staring at red for hours and hours... - They had to increase the number of seats at the event. Sold-out+! - Workshop-like structure confirmed for PS4. - Two lobbies for online play: A "Pro Wrestling" lobby for those who want to work their matches, and a "Cement" lobby for competitive matches. FYI, "Going Cement" means a match that devolves into a shoot. - Fire Pro was okay'd because Steam has become a good outlet for Spike Chunsoft, sales wise. He tried to get it going 7-8 times in the last 9 years. - Matsumoto said there was more flexibility with the new layers system than there was in Fire Pro R. Obviously the big new is PS4 getting an in game sharing system. That was a bit up in the air given how small the studio is. Also, GREAT decision having two seperate types of lobbies. I wasn't planning on playing online since I like working matches, but now that there is a lobby specifically for it, I'm all in. |
<iframe width="560" height="315" src="https://www.youtube.com/embed/HMdi-oe6dvo" frameborder="0" allowfullscreen></iframe>
<iframe width="560" height="315" src="https://www.youtube.com/embed/NAOF2vLSN0o" frameborder="0" allowfullscreen></iframe> |
Nice touch with the bell frantically ringing in the post match mayhem. Thats new.
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Release date will be announced at the 6/21 event.
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I'm wanting/half expecting a shadowdrop where they go "It's available.... Right noww".
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Not right now, but July 11th. Which is quite soon!
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Heads and masks will no longer be preset, and can now be made with individual parts, allowing for greater customization.
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It's midnight July 11th in Japan, so July 10th in the US. And it's only 20 bucks.
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List of new moves thus far
One Winged Angel- Kenny Omega Codebreaker- Jericho Alabama Slam- Bob Holly, Cody Rhodes Pole Shift Flowsion- Marufuji Turn Around Short Range Lariat (Rainmaker)- Kazuchika Okada Twist Style Pull Down Facebuster (Sister Abigail)- Bray Wyatt Sitout Last Ride Power Bomb- (Kota Ibushi) Frog Splash Plancha- ??? Moonsault Neckbreaker Drop- ??? Running Swinging DDT-??? Moonsault Elbow Drop- ??? Weak Knee Lift-??? Running Knee Lift- ??? Running Frankensteiner Whip- ??? |
So if you get early access its 20 bucks. If you wait til the full release its 40. PS4 gets hosed, but I'll probably buy it for both anyway.
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Edit mode and subscribing to workshop items detail:
http://steamcommunity.com/games/5642...11136312117036 Fuck. I may never leave this mode. |
Work filter wotn let me open it :'(
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Director of the game on Twitter said the CAW limit is your hard drive space and that's it.
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!!!!!
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Its been suspected, but its good to have confirmation.
I should note that edits take up a miniscual amount of space. You could fit around 100,000 edits in 1gb. Saving entrance themes for the wrestlers will take up much more space than the edits themselves. |
One big down grade is that color gradients are preset and can no longer be customized. This is actually kind of a big hit, because you could do lots of cool things by messing with color gradients.
For example, on top is preset gradients, but the bottom mask has a customized gradient. http://i.imgur.com/KF6BDCA.jpg Hoping that the extra layers make up for it, or even for gradients return in the full version, if enough people ask. |
I'm wondering how much of this can be hacked in on PC anyway. Like fucking with the colour numbers in the CAW file or something.
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Director Tomozou tweeted that you can drag-and-drop layers to easily re-order them. In FPR, you would have needed to manually change each layer (and the palettes that go with them) to something new to get the same effect.
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Layers are good. While on the surface it sounds like a downgrade, layers often allow for a good deal of customization. Most times, unfortunately, it takes a lot more work.
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Only 11 days to go!
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FUCK ME ONLY 5 DAYS
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I don't really play games, but this looks very fun.
Anyone knows what the minimal requirements for that will be? |
OS: Windows 7
Processor: Intel(R) Core(TM) i5 Memory: 4 GB RAM GB RAM Graphics: DirectX 9.0c compatible video card with minimum 512MB of VRAM DirectX: Version 9.0 Storage: 4 GB available space I bet an i3 would work though and they're just being careful |
Oh, cool. So my shitty laptop can handle it.
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Steam has refunds within 2 weeks and leas than 2 hours played anyway, so if it runs like shit, just request a refund.
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Quote:
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Maybe for you
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New moves shown off the past couple days
TJP's detonation kick Ambrose's dirty deeds Hirooki Goto's Shouten Del Rio's Tree of Woe double foot stomp Shouten is a big one for me. Always thought it was a really cool move. My Goto edit is definitely getting a big push. |
Also, won't be getting this at launch. Laptop I got recently didnt work out, and I've decided to save my money and get something really nice, so that its more than just a firepro console. By that time there should be a ton of edits available to download.
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Aaaaaaaaaand 4 more new moves confirmed in todays famitsu
Figure 8 (Charlotte Flair) Iron Finger from Hell (Takashi Iizuka) Kinshasa, as corner to center, (Shinsuke Nakamura) Diving Codebreaker (Ibushi) They are making some stellar choices for the initial batch of new moves. |
Is there a youtube channel or a central place to see some vids of this or are they just announcing things?
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They're putting gifs up at https://twitter.com/tomozou_kantoku
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The games already gone out to legendary editor Rev and he posted some vids.
https://www.reddit.com/r/firepro/com...ame_early_and/ |
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