A Generic Video Game Podcast About PlayStation 30th

A perhaps-ly named conversation about video games between Anthony Ernst and Mollie L Patterson.

:: Episode 060 ::
Show Note: We talk about crazy stuff happening lately, PlayStation’s 30th anniversary, Ridge Racer, the fact that you’re not actually going to play those old RPGs, Platinum’s future, the Capcom Five, Wolf Team collection, Sonic CD’s two soundtracks, 2024 Game Awards, is the second fighting game always the most popular, Sonic the Hedgehog 3 movie talk, and more!

:: Radio site: radio.morningproject.com
:: Email: gvgp@morningproject.com
:: Bluesky: Anthony (@24bitaje.bsky.social), Mollie (@mollipen.bsky.social)

One Reply to “A Generic Video Game Podcast About PlayStation 30th”

  1. Another episode is always welcome.

    When you two were talking about drinking the GF cool-aid reading their reviews/previews and just latching onto those opinions, oh man, that took me back. I’m not sure if it’s even possible for post internet age youth to understand the extreme levels of tribalism that young gamers engaged in back in the print mag era. You just had to be there to fully get it.

    Mollie, what I think you’re talking about with the VF animation is such a cool concept. If I get what you’re saying, an example would be like this. Say your character who normally stands orthodox stance (i.e. left foot and hand forward, right foot and hand back) is standing neutral with most weight back onto his rear foot. If you hit a standing fierce at that moment he would throw a right cross because it would make sense that he would push off of his back foot to generate the most power.

    If instead he was leaning far forward with his weight on his left foot, his better option for a power punch would be a left hook with a ton of body rotation, because, with no weight on his rear foot, a right cross in that situation (i.e. thrown with no step to drive it) would have significantly less power.

    Both animations could be made such that their hitboxes take the same amount of time to register, are equally subject to parry frame windows, etc. If that was possible, it would make for the most realistic fighting game animation to date, as I can’t think of a game that has been made to function this way. It would mimic actual human mechanics in a way that would flow naturally.

    And if that’s not what the new VF is doing, you gotta patent that idea somehow ASAP!

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