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What If Platformers Had Fighting Game Motions? | BoukenJima

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BoukenJima

BoukenJima

Күн бұрын

A recent indie platformer sparked my curiosity about Fighting Game inputs and their noticeable absence from other genres. Let's discuss what would happen if platformers had Fighting Game Motions.
Link to Corvus' channel: / @designframecasestudies
BoukenJima on Twitter: / boukenjima_

Пікірлер: 89
@metalraptor-palsa
@metalraptor-palsa 6 жыл бұрын
The Megaman X series kind of used them with Zero, though he didn't have long inputs.
@AcroxShadow
@AcroxShadow 3 жыл бұрын
This and Guacamelee do it the best
@polodo4720
@polodo4720 Ай бұрын
Man, I am a game designer, litteraly just thought about this, typed almost the exact title of your video and ended up here! Great video!
@rMell
@rMell 3 жыл бұрын
Every time I think about this I immediately think about Ryu & Terry in Smash They're a really good example of how a fighter based platformer could look and work
@SkulloMad
@SkulloMad 5 жыл бұрын
You mean like uh? Melee
@jessej37
@jessej37 6 жыл бұрын
Consider this: Tony Hawk
@BoukenJima
@BoukenJima 6 жыл бұрын
Hmmm. Go on.
@jessej37
@jessej37 6 жыл бұрын
BoukenJima While it's arguable whether the game as a whole is a platformer, it definitely has platforming sections with all the different collectibles that you have to reach. Most of my knowledge of the games is from Tony Hawk's Underground 1 and 2 so what i discuss here may not hold up for every game in the series. Tony Hawk games are just as, if not, more technically challenging, input-wise when compared to fighting games. There's moves that involves balancing a pointer on a scale, moves that involve incredibly precisely timed button presses, and of course, moves that involve joystick motions along with button inputs. I there is actually a move with the same input as a hadoken. The difference here between the game you examined and Tony Hawk is that the fighting game inputs aren't used for fighting enemies, they're used for doing tricks which in many cases directly relate to the platforming aspect of the game. Many tricks can help you move from one area to another in ways you normally couldn't, such as grinding which lets you skate on wires and railings and helps to build up speed, requiring balancing a pointer on a scale, and wall jumps/slides which require a timed button input and a joystick motion.
@nepdisc3722
@nepdisc3722 4 жыл бұрын
I definitely remember Tony Hawk's Underground 2 having super complex trick inputs for custom tricks if you wanted to map all of them.
@logand450
@logand450 3 жыл бұрын
@NarcissBlue Sorry this is a year later lmao, and I only have limited experience with Skate, but I remember the inputs kicking my ass and just resorting to laughing at the game's ragdoll physics. I would play multiplayer with my friends, and I don't know if the game is intended to have a multiplayer emphasis, but I think the pressure of the competition mixed with the precision of the inputs makes the experience as a whole at least somewhat comparable to fighting games.
@alexanderstilianov
@alexanderstilianov 4 жыл бұрын
I'm surprised you didn't mention Castlevania: Symphony of the Night. Your spells and special movement abilities are used by inputting fighting game motions. You can buy scrolls from the shop that have the inputs written but technically your character can do them fron the very beginning if he has enough magic and, of course, if the player knows the input. As expected, the basic fire ball spell is simple Up + Hadouken while the screen nuke move that also heals you has a more complex input.
@CraftyMatt
@CraftyMatt 6 жыл бұрын
Demon Peaks is an interesting experiment. Great video. I doubt that Fighting game inputs will ever leave the niche indy games scene, but would be fun to see fleshed out in new games.
@Variabull
@Variabull 6 жыл бұрын
Great video. I've always been rubbish at fighting games, and I've been content enough to just play Smash against friends, so the way you explain how fighting games work and why their various designs are important was very useful and easy to follow. Whenever I look for something deeper when it comes to mechanical skill with inputs I usually turn to stylish action games like Devil May Cry, Bayonetta, and W101. People often disparage the platforming elements in those games, especially when they can affect your rank, but the way those games can operate combat using button sequences while maneuvering through a 3D space against multiple enemies fits with your point about building upon inputs for advanced techniques. (the biggest problem being there's no commitment when you can dodge at any point, but without human rivals it's almost a moot point anyway) The Wonderful 101's drawing mechanic is often compared to directional inputs when playing on a traditional gamepad. A stick that's used exclusively for combat inputs would probably be a good fit for a 2D platformer where the camera doesn't need to be controlled by the player. The Wonderful 101 is my favorite example for reading enemies, because while they're not smart like people are, they have distinct visual designs that can clue you in on what moves can be most effective. When facing the turtle enemies you issue unite-guts to counter it's stomp attack to stagger it, input a full circle for unite-hand, jump+attack for an uppercut to flip the enemy on it's back, then while midair up+half-circle for unite-hammer and finally press the attack button once more to come crashing down on its exposed belly. I may be off-mark here, I'm don't know how much directional inputs being mapped to the same stick for movement is integral for fighting games, or how integral it may be for platforms with fighting game mechanics. Action games have never excelled at platforming and combat at the same time, but I think there could be valid takeaways for how they handle combos, enemy design, and spatial awareness. Either way, once again, wonderful video. Very excited for your GOTY list.
@BoukenJima
@BoukenJima 6 жыл бұрын
Yo thanks Bull, that's really nice to hear. You're actually the second guy to bring up W101 in response to this and it makes me sad I never got to play it. I'm lacking a WiiU. As for character action games in general the biggest problem for motions in those would be the lack of a 2D plane. Cause, at least I assume, when you're facing forwards into 3D space, inputting a quarter circle to the right would put your character off-axis and screw with things like aiming. I'm not much into 3D fighters but at least in Tekken there are also very few motion inputs and it's a lot more about button strings and simple directions. So just like in character action games. There's maybe some causality there haha.
@LoveFor298Yen
@LoveFor298Yen 3 жыл бұрын
Symphony of the Night
@Covenantelite3
@Covenantelite3 6 жыл бұрын
Another fantastic video. Can't wait to see your favorite games of the year!
@guerrillaradio9953
@guerrillaradio9953 2 жыл бұрын
I've wondered the same thing since Street Fighter 2 came out. I was like, "Could you imagine how insane a platform/action RPG would be with these elements, mechanics??? Donkey Kong Country showed what was possible with prerendered sprites...imagine if you took the level of sprite design and animation frames from the best of Capcom and SNK and incorporated that into a action RPG?
@OldGameBox
@OldGameBox 6 жыл бұрын
You know, I'd like to see you try playing the Saturn version of Symphony of the Night as Maria. There are plenty of complex moves with tricky timing such as: ↑↗→↘↓↙←↖↑ (hold), ↓ + [FIRE] or ←→↘↓↙←→ + [FIRE] And since she doesn't get any new weapons, using those moves is extremely important on bosses and difficult areas and they don't always work. It's great in theory but frustrating for the most part.
@BoukenJima
@BoukenJima 6 жыл бұрын
Old Game Box Oh that sounds neat if it's actually enforced. I gotta keep it in the back of my head I guess.
@MoonSpiritChannel
@MoonSpiritChannel 6 жыл бұрын
Interesting, this Devil's Soul game is. I, myself, am definitely no fighting game pro, but hearing your experiences compared to how platformers could utilize them is very intriguing. Great work.
@FuriousACTIONGamer
@FuriousACTIONGamer 6 жыл бұрын
I never could get in to fighting games but listening to you explaining so clearly the ways players anticipate each other's moves and buffering attacks blew my mind. Great way to drive your point home. Miffed about the lack of symphony of the night though!
@BoukenJima
@BoukenJima 6 жыл бұрын
You'll get your chance with DBFZ man, I believe in you. Also I'm still not convinced those inputs in Symphony of the Night weren't just a fever dream you had.
@FuriousACTIONGamer
@FuriousACTIONGamer 6 жыл бұрын
BoukenJima LOOK IT UP SCRUB
@patrickholleman9323
@patrickholleman9323 6 жыл бұрын
Your English is exquisite and I am going to send native speakers with poor grammar here to be ashamed of themselves.
@sanfransiscon
@sanfransiscon 3 жыл бұрын
I think a lot of things motion inputs do could still be tied to specific move properties and conditions, but the point about movement actually gives me a curious idea. How about a 2D game where you perform motion inputs with the right stick? The shoulder buttons would have to be used instead of face buttons, but I think that could add another layer of unique gameplay feel.
@sacta
@sacta 3 жыл бұрын
I think Guacamelee does a good job of embedding fighting-game-like controls into platforming. The inputs are very simple, sure, but the idea is still similar: pushing the same buttons in a different combination to access different fighting/moving options when platforming
@evilagram
@evilagram 6 жыл бұрын
You know Symphony of the Night literally did this, right? It had spells as motion inputs. Also the wing smash with the bat was a motion input. Speedrunners for that game need to get really good at half circles.
@BoukenJima
@BoukenJima 6 жыл бұрын
I heard that once but wasn't sure when those moves are supposed to come into play (never got far into SotN. Not a fan of that game.). I'll definitely check out some speedruns though.
@evilagram
@evilagram 6 жыл бұрын
You have them from the moment the game starts, just do the input and it works. You can buy scrolls that tell you the inputs for them, but if you know them already, then that's unnecessary.
@criticalinput
@criticalinput 6 жыл бұрын
BoukenJima to add to this, one of the bonus characters has a super jump that is required to navigate the castle and it is a dragon punch motion IIRC. And even as a fighting game fan, the unforgiving input timings made me hate playing as that character.
@AliceWolf
@AliceWolf 6 жыл бұрын
Hab dich durch nen Share von Speckobst gefunden! Pretty cool that your videos are in English excited to watch more ;)
@BoukenJima
@BoukenJima 6 жыл бұрын
Diesen Speckobst kenn ich nicht aber klingt als wäre er ein klasse Typ. Ich hoffe dir gefällt der Rest!
@ezraclark7904
@ezraclark7904 6 жыл бұрын
My favorite fighting game is a tabletop game called Battlecon, I personally fall into the category of people who don’t like execution and I have tried to get into fighting games before and bounced off because of the execution aspect(also a bit because I have been playing mostly source mods at bad framerates for the last 4 years), however Battlecon, being a card based game with no random elements, is all strategy and embodies everything I enjoy in fighting games. I would like to know what you think of games in the fighting game style without the execution aspect?
@BoukenJima
@BoukenJima 6 жыл бұрын
I'm curious about your definition of Fighting Games now cause I don't know the one you're talking about but it doesn't necessarily sound like a Fighting Game to me, haha. I'm thinking about the Fighters I know that had little execution and I honestly didn't like them. There was this game called Rising Thunder for example that did all the complex inputs like dragon punch and 360 motions with a single button press. So there were basically no more input times. Those moves were still really strong but without the motion requirements players could do them instantaneously and that was pretty broken imo. I remember Rising Thunder using a similar argument to what you said, as in "we want to focus on the strategy aspect, not the execution" and it proved me that you can't really separate one from the other without drastically changing how these games work. Like I said, I'm not a geek when it comes to execution and my mechanical skills overall are probably average for Fighting Game players but I still appreciate that aspect a lot and it makes these games very satisfying to me when you do actually pull off your combos.
@ezraclark7904
@ezraclark7904 6 жыл бұрын
It is a board game modeled after fighting games, both players pick a basic move card and a style card simultaneously, reveal and resolve, doing things like a flaming shot, counter grasp or whatever the character has in their kit. Rather than executing the same input over and over until the right moment, you just chose the move that you will do next while anticipating what your opponent will choose, the same kind of move counter-move circle you were talking about in the video.
@PencilManners
@PencilManners 6 жыл бұрын
I think when it comes to move variety, fighting game motions would only be the best choice when there is an extremely large move-set to implement, as there are several alternatives that are easier to grasp even if they don't offer as many options. i.e. holding the button can add an extra input or two, if a lock on feature was implemented, you can use simple directional inputs (forward, neutral, back) for each button, and if one button functions as a shift key or if an attack can only be performed on a certain condition (only performed mid air), every other button could double in possible inputs. Sure fighting game inputs can be implemented on top of these controls for even more variety, but when would a platformer demand a move-set of that size. (Note haven't played either demon peak nor a lot of fighting games so I may be talking out of my ass at this point) One of the reasons I think fighting games can justify large move sets is because the attacks can have a lot more nuance between them. Fighting games take place in small arenas whereas platformers offer a lot more space so the small details become much more important to the former. Some attack will only cover high, medium or low in fighting games while in platformers, attacks tend to cover all three spaces, multiple variations of a move that take you different distances can feel like overkill in a platformer especially when they can be implemented as simply as jumps are. And this isn't even going into frame data and how a few milliseconds of windup/recovery can be the difference between what move is viable right now.
@BoukenJima
@BoukenJima 6 жыл бұрын
You're right, while I think the move variety point itself holds up I definitely omitted the question on whether or not that would be actually desired for platformers. I mean they have been successfully existing without these inputs so far. And there is an artistry to reducing your moveset to the required minimum while still keeping it engaging. Just throwing in 10 more unbalanced moves because you can probably is way easier. Someone else also suggested to me that you could just add access to more skills by stances or holding down RB to unlock a second skill menu. But yeah that gets way into the specifics which I didn't really wanna cover. In the end this video is just theory and speculation.
@MKNash8
@MKNash8 5 жыл бұрын
Have you played Mortal Kombat Mythologies Sub Zero? In my opinion, that game fits this category, I might be wrong thou but check it for yourself.
@Overbound
@Overbound 5 жыл бұрын
I don't think complex fighting game Mechanics will work well in a platformmer. At least an accessible one. But I do think light and heavy attacks with Smash Bros like direction variations would work. In fact I'm counting on it.
@BoukenJima
@BoukenJima 5 жыл бұрын
I'd say directional attacks are pretty much already proven, see something like Guacamelee. Why are you counting on it though? Are you working on something like it? 👀
@Overbound
@Overbound 5 жыл бұрын
Yeah my next game is going to focus a lot of sidescrolling sword play with an emphasis on giving the player a lot of agency through direction, timed inputs and light combos.
@RedValue
@RedValue 6 жыл бұрын
Wirklich ein sehr gutes Video! Ruhig, gemütlich und es wurde alles sehr angenehm erklärt. Habe zwar ein paar Sachen wo ich bei den fighting inputs leicht anderer Meinung bin, ist aber schon ok. Bin schon mal gespannt auf was als nächstes kommt. Übrigens, vom Japanischen übersetzt bedeuted dein Name "Bouken" so in etwas wie Risiko oder Abenteuer. Ist das mit Absicht?
@BoukenJima
@BoukenJima 6 жыл бұрын
Hah, danke dir. Das ist Absicht. Mein Name kommt von der alten Platformer Reihe Adventure Island (Takahashi Meijin no Bouken Jima). Hab ich damals als Kind viel gespielt. Und ich sprech kaum Japanisch aber mag die Sprache, da hat sich das Wort irgendwann eingebürgert.
@RedValue
@RedValue 6 жыл бұрын
Hehe, cool ^^. Versuche selbst gerade Japanisch zu lernen und habe somit angefangen das neueste Pokémon auf 日本語 zu spielen. Da ist mir das Wort dann über den Weg gelaufen
@nepdisc3722
@nepdisc3722 4 жыл бұрын
3D platformer games with deep combat systems that require multiple button inputs and combinations exist, and I'm sure I don't need to clarify what games do this. If a 3D platformer can have the combat system with a level of complexity of a 3D fighting game in its combat, then it stands to reason a 2D platformer could have deep and meaningful 2D fighting game inputs. The problem isn't really the inputs, though. These complex inputs came about out of necessity because, after all, there are only so many buttons on a controller and as fighting games expanded the new moves had to go somewhere. The problem, rather, is that very very VERY few 2D platforming games have combat that is expansive or complex enough that it would even require so many different attacks.
@BoukenJima
@BoukenJima 4 жыл бұрын
"and I'm sure I don't need to clarify what games do this" No please do, because I have no idea what you mean. Unless you're talking about character action games in which case I wouldn't call those platformers.
@nepdisc3722
@nepdisc3722 4 жыл бұрын
@@BoukenJima Character Action Games have running and jumping on platforms.
@BoukenJima
@BoukenJima 4 жыл бұрын
@@nepdisc3722 They really don't, they have a bare minimum of platforming challenges usually, if that, and most of the time those are separated from the main combat.
@nepdisc3722
@nepdisc3722 4 жыл бұрын
@@BoukenJima they're platforming segments followed by combat segments, with one breaking up the other. Usually. And since I have your attention, check out Odin Sphere Leifthrasir and Tales of Hearts R on the PS Vita, both have comprehensive input mapping options for special attacks (I believe the latter needs an in-game key item to unlock the menu option) that lets you map special moves to fighting game style motions in addition to the standard special attack button shortcuts
@nepdisc3722
@nepdisc3722 4 жыл бұрын
Actually, this video shows the shortcut menu: kzfaq.info/get/bejne/ns-Ep5uC1czeXWg.html
@EtherealDunce
@EtherealDunce 6 жыл бұрын
Great video! Have you played Divinity Original Sin 2 yet? If so, what do you think (or would that be spoiling an upcoming video)?
@BoukenJima
@BoukenJima 6 жыл бұрын
Thanks! Yeah I have played it although I still have ways to go before finishing it. So far I'm not planning to do a video on it specifically but it might just be in my upcoming GOTY list cause I'm loving it a lot. Like a whole lot. It's an amazingly complex and well rounded RPG and the writing seems to be improved, so overall even better than the last game.
@homurayurisquad1423
@homurayurisquad1423 4 жыл бұрын
bloodstained used 236rekkas, 2146, 66, 360 etc motions and was a lot of fun. hopefully you tried it cuz the game was too much fun
@homurayurisquad1423
@homurayurisquad1423 4 жыл бұрын
i believe some older castlevania games might have some moves too but been awhile and i cant remember
@sevenmilejumbo
@sevenmilejumbo 5 жыл бұрын
have you ever played X-Men Mutant Apocalypse on snes
@BoukenJima
@BoukenJima 5 жыл бұрын
No. Does it have motion inputs?
@sevenmilejumbo
@sevenmilejumbo 5 жыл бұрын
@@BoukenJima yes
@BoukenJima
@BoukenJima 5 жыл бұрын
@@sevenmilejumbo Alright. Well I can't say anything about it.
@sevenmilejumbo
@sevenmilejumbo 5 жыл бұрын
@@BoukenJima Great video
@Torcher999
@Torcher999 6 жыл бұрын
You should totally check out Abyss Odyssey.
@BoukenJima
@BoukenJima 6 жыл бұрын
Oh, that does look like a good fit. Does it have a lot of platforming or is it more like a sidescrolling brawler?
@Torcher999
@Torcher999 6 жыл бұрын
It's more of a dungeon delver roguelite with light platforming and fighting game elements. The hook is you can take the form of captured monsters who have their own movesets and combos so there is a lot to explore. Can also be played in co-op.
@sig_natural
@sig_natural 6 жыл бұрын
Good music choice. I never considered this for non-fighting games.
@BoukenJima
@BoukenJima 6 жыл бұрын
You know, I stress out over my background music a whole lot more than is necessary or probably even healthy so I just wanna say THANKS SO MUCH FOR NOTICING FAM
@RacingSnails64
@RacingSnails64 4 жыл бұрын
i've been considering these things as a Smash Bros fan who doesn't like typical fighters. to me, Smash is like the best of both worlds. why push 5 buttons to fire an energy blast when you can just push one? it's just so much more simple and reactive and fluid. there's just more clarity to having an actual block button than "holding back."
@thegoose8663
@thegoose8663 3 жыл бұрын
Devil May cry has lots of motion inputs.
@BeanieBrony1995PSQUEE
@BeanieBrony1995PSQUEE 6 жыл бұрын
I'm sure you would like "Roof Rage" it takes on the aspects your talking about but the inputs are minimal at best, but better then a game like Smash bros or another like Brawlhalla etc...
@BoukenJima
@BoukenJima 6 жыл бұрын
Malcolm Morin Does that game have a campaign or is it mostly multi-player?
@hugoguardado2977
@hugoguardado2977 4 жыл бұрын
The more succesful attemp was Capcom with x-men mutant apocalypse for the snes, spawn tried but was too complicated.
@Awpteamoose
@Awpteamoose 6 жыл бұрын
I don't agree that one of the roles of complex inputs is to facilitate yomi in fighting games. The example you provided with Ryu vs Fei Long is true, but it would have been equally true if the DP motion was replaced by forward + button with 10f extra startup on the move. Ultimately, complex inputs only get in the way of yomi IMO because they increase variability in both yours and opponent's execution. If you haven't played Fantasy Strike yet - I'd strongly advise. Also, check out Core-A Gaming youtube channel if you haven't yet, he's got a video for both pros and cons of execution in fighting games. Complex inputs of all kind (motions, combos, strict timing, etc) are ultimately a single-player expression of mastery and that's precisely why they would be interesting in platformers and other SP games. In challenging platformers, for example, they may be either optional or absolutely mandatory to beat the game, but either way they can be used to present unique mechanical challenges to the player in extent of precision platforming or just timed button presses.
@BoukenJima
@BoukenJima 6 жыл бұрын
Not to be splitting hairs but what I was trying to say wasn't that complex inputs lead to yomi, but that they lead to input commitments which can lead to yomi. There's another example in that blog post I mentioned about charge motions vs dp motions and how that affects defensive options if you feel like reading it. I definitely see what you mean with mindgames being hurt by execution, but imo with that argument you're opening up the bigger, way more subjective discussion. Yeah you can have the right read but still fail the mechanical barrier of entering the dp. The question then is if that is okay or not. And once we ask if it's okay we're not only looking at the yomi aspect anymore. Cause then some of the other arguments come into play like is it healthy for competition if you can screw up inputs? And should (variable) input times be part of the game design? Btw. yeah I know Core-A Gaming. I've been meaning to watch more of his videos but never got around to it cause I'm not playing a lot of FGs currently.
@edr8054
@edr8054 6 жыл бұрын
The thing with adding 10 frames of startup is that it would be true... But no one would want that because it would drastically slowdown the game and make it feel worse. There's also the fact that adding more frames of animation could affect other uses for DPs like combos since they would be too slow to link into unless you also changed the frame data and hitstun of many other moves in the game aswell as the fact that would ruin DPs as good reversals since adding more frames would make them much easier to safejump and reward the offensive player with more safe and non-committal pressure and okizeme.
@Awpteamoose
@Awpteamoose 6 жыл бұрын
You're right, but I don't mean that just having DP be one button with 10 extra frames wouldn't change anything else. My point is that all these considerations can potentially be resolved without complex motions - each move in a fighting game has a lot of variables and properties you can alter to make the move be useful the way you as a designer would want it to be, while at the same time keeping the input simple.
@AesirAesthetics
@AesirAesthetics 6 жыл бұрын
das ist gut 👌
@ganon_t99
@ganon_t99 5 жыл бұрын
I like waffles
@AcroxShadow
@AcroxShadow 6 жыл бұрын
Ryu's motion inputs in Smash are, if anything, a prime example of why this concept doesn't really work for platformers. It's VERY easy to have Ryu do something completely different to what you want him to do due to the input overlap of the motion inputs and regular moves as well as him being able to turn around. The Tatsumaki is the absolute worst with this, because if that move comes up at the wrong time it can very easily kill you.
@BoukenJima
@BoukenJima 6 жыл бұрын
I should probably check out some Ryu play, like I have pretty much no experience with Smash except casually. Are there any tournament level players that use him?
@markohiosikhaii9227
@markohiosikhaii9227 4 жыл бұрын
Hi, new sub here. After Terry Bogard was released in Smash Ultimate, I thought "How would Smash be like if everyone had inputs?". And after watching this video I believe platforms and input commands can freely work in a game, but as you said, it has to be part of the core gameplay design.
@Freefork
@Freefork 5 жыл бұрын
9:02 Dude! You like... JUST mention Smash 4 Ryu. Reread your goddamn script and great video! :D
@BoukenJima
@BoukenJima 5 жыл бұрын
I mean it's one character out of roughly a billion, and the inputs aren't even mandatory.
@Freefork
@Freefork 5 жыл бұрын
@@BoukenJima *No excuses!* It was a good video anyways! Please keep up the quality content and... you know... proof read...
@BoukenJima
@BoukenJima 5 жыл бұрын
@@Freefork Breh I appreciate the compliment, but Ryu alone isn't enough to say that Smash can somehow be counted as is living proof of how FG motions work in platformers.
@Freefork
@Freefork 5 жыл бұрын
True...
@BoukenJima
@BoukenJima 5 жыл бұрын
@NarcissBlue Oh, sure it's an example. My issues are that I a) don't really play or understand Smash and b) that Smash isn't a traditional, single player platformer so it only vaguely applies here imo.
@RayalWorldConz
@RayalWorldConz 4 жыл бұрын
Uhhh, Smash Bros?
@BoukenJima
@BoukenJima 4 жыл бұрын
Not a platformer and I literally mention it in the video.
@MassiveMarioLuigi700MassiveKun
@MassiveMarioLuigi700MassiveKun 5 жыл бұрын
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