Before we start, I am a competitive gamer. I do not mash buttons, I do not waste my time playing the computer. I play training mode exclusively when I am not playing another human being. I actively discuss and discover game changing details in various competitive fighting games, and I have written numerous articles about it. This is not an attempt to sound like I'm smart or anything, but to disclose with you, the viewer, that I do know a bit about game engine design and what makes a fighting game worth playing. I also provide you with amusing or interesting things to look at with links, if you chose to waste your time on them.So, here we have Fur Flying Stadium. The entire premise of this game is that there are a million characters with billions of gauges and 9 turbochargers. There are assist characters that pop up and help you do combos, 22 hit combo special attacks, no real direction... this game has it all! As directly quoted by the head
game designer FURRAH in charge...
"The fighter is known as Fur Flying Stadium. The gameplay is a hybrid of Guilty Gear and Rumble Fish. You are given 3 Gauges not counting the life bar. They are the Feral, Storm and Ace gauges. The Feral gauge is used to determine if a finisher is available for use. The finisher, a.k.a. Feral Finish, can be like Killer Instinct in which it is one hella long combo, or it's a fatality like MK. The Storm gauge is used for super moves A.k.a. Storm breaks. all the super meters cost one stock unless noted other wise. You can store up to 10 stocks. The Ace gauge is used for technical maneuvers. Dodging, safe falls, quick recoveries, combo breakers are few things that use the ace gauge. The ace gauge can store 3 stocks and charge up automatically."Holy fucking christ, three gauges. A super meter that holds up to 10 supers at once, Killer Instinct style kill combos? Putting defensive options (Dodging, Safe Falls, Quick Recovery) into the same gauge as offensive options like Combo Breakers? Did SNK make this ... ... wait. Now I get it. "
SNK-Playmore has told me that i need art and that the roster can't exceed 30 characters." ... This kid has talked to SNK-Playmore? The company responsible for such incredible titles as
SNK vs. Capcom, and
The King Of Fighter series. These games are true testaments to excellent choices in game design, character balance, and sensible ideas. I can see where he gets his inspiration from.
It does make me all hot and wet thinking how cool to be able to do TEN SUPERS IN A ROW, or even be able to build that much in the first place. But one must question how practical is this? How do you even balance this? Do you make supers do as much damage as a special attack? Do you make super meter incredibly slow to build? At the end of the day, WHAT IS THE POINT OF 10 SUPER METERS? Why not just say a healthy number like 2, or 3? Fuck, even
this stupid broken ass game Marvel vs. Capcom 2 had 5 meters! Infact, this game is starting to sound more and more like that game then anything else... a completely ridiculous, over the top, broken-ass piece of shit. However, unlike this furry fighting game, that game somehow magically managed to make this piece of shit playable in a high level.
One of the key things you have to consider when you embark on the glorious voyage to create your own personal fighting game is character design and
balance. It can take months to make the gigantic leap from "hay guy with sword who does damage" to a list of each attack, the animation, data which says how fast said attacks start up / stay out for / recover, how much damage, the required animations... endless amounts of shit that requires you to have a highly functioning form of obsessive compulsive disorder to enjoy. Next, you have the brains of your game; the system to worry about. Let us say you create the perfect character, and you have all the above data. Well, without a proper system to hold up the backbone of your game, you will have
100% combos, infinites, and other hiliarious
problems.... Forget to code that if the opponent cancels his attack on the ground with a jump? You'll get flying fireballs that arch, maybe becoming the best attack ever. And the best fighting game ever.
And who is to say that this won't turn out alright? There have been wonderful success stories of a group of incredibly dedicated, talented individuals working together to create such titles as "Melty Blood", "Akatsuki Blitzkampf", and "Monster".
Wait ... Hold the fuck on, there already IS a furry fighting game? And it has online play, and is fun to play?. Yeah, it's been out for months. And has been patched numerous times, and even has a dedicated group of gamers who continue to give advice on new ideas to implement. This game has an infinitely better chance of seeing an actual arcade / home console release than FurAffinity's favorite fighting game scrub attempt.
As we look past the basic problems of having a fighting game based on magical fantasies of childish enthusiasm, we find more issues with this wild otaku wet dream gone terribly wrong. Let's review some of the characters and art involved. Remember, this is just 5 of the characters, out of 30. THERE IS A LOT MORE AWESOME CREATIVITY WHERE THIS CAME FROM.
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Karmine Corona Halsey, Skunkette of the Streets. Her assist is her sickle cell anemia diagnosed foster-care sister, Cassandra. Maybe she has an attack where she throws watermelons and eats fried chicken to regain her health?
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Zoey, Striped Sunshine. Her assist is her alter ego, Zeke. I have nothing funny to add to this.
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... Uh, I don't even want to fucking know. -
Lady Obsidian, The Strict Dark Kitsune. I think she needs less clothing, bigger tits, and 3 dicks, and we should be good.
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Rockaway, The Unchained Hybrid Probably the most original design ever.
And what about the beautifully hand painted backgrounds that adorn so many fighting games from the past? Does this game hope to showcase the best of furry art, and make all those mean kids at Something Awful quiver in fear?
You bet! They don't stand a chance! God, why have I just wasted my time writing this technical analysis of this shitty game. Fuck, why do I still even call it a game? This hasn't even seen the first STEPS of design, let alone a single frame of animation, or any sort of progress past free art begging and "you aren't cool enough to be in my fanclub" type high school shit.
I'll call it right here. Best furry video game ever made?
Cheetahmen 2.