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mmatrainerhub · 2 months ago
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Korean MMA Giant Choi Hong-man Announces Fighting Comeback on YouTube
🛡️The Korean Colossus is BACK!🥋 📢 In a move nobody saw coming, Choi Hong-Man, the towering 7’2” former K-1 legend, is returning to the MMA spotlight! After years away, he's ready for a comeback. Whether it's for nostalgia, unfinished business, or pure passion, Choi's return is bound to shake things up! 🌐 With today’s fight scene embracing influencer matches and spectacle bouts, his return might just be perfectly timed. Could we see a giant clash with familiar faces, or will new challengers rise? 🤔 What's driving this unexpected comeback? And more importantly, who wants to step into the cage with this titan? 💬 Share your thoughts below! Is Choi’s return a nostalgic blast from the past or an exciting new chapter in today’s fight landscape? For more on this epic return, check out the full article here: https://mmatrainerhub.com/korean-mma-giant-choi-hong-man-announces-comeback/ #MMA #ChoiHongMan #K1Legend #FightComeback #CombatSports #NostalgiaFights #InfluencerBouts #KoreanColossus #FightFans #SpectacleFights
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lateviews · 6 years ago
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Lateview: Absolver
If you've heard the expression, “Biting off more than you can chew”, then you'll understand how I feel about Absolver. Fans of third-person fighter games like “Dark Souls”, “Devil May Cry” and “God of War” know that these types of games require high levels of love and polish to do well. Despite the starved market, there’s a lot of room for mediocrity. Surprisingly, Absolver doesn't pull any punches and goes toe to toe with the best... until it runs out of steam.
Absolver is a third-person fighter game trying to set itself apart from the crowd using two unique mechanics: stances and the combo builder. The “build your own combo” system has been done before, most notably in “Remember Me” and “God Hand” but the way they combine it with the stances really sets it apart. Each move has a speed and damage rating as well as some of the moves having unique properties like breaking guard and interrupting attacks. There are 4 combat stances, visually corresponding to the direction your torso is facing. Changing stances will result in you turning your torso to face to the left or the right of your opponent while others will leave you with your back facing towards the enemy! Each stance can be assigned an escalating number of light attacks and a heavier “alternate attack”. Most attacks transition you from one stance to another; then, since you’re in another stance, you can immediately use that stances attacks. If you build your combos correctly, you can create loops where one attack will lead into one stance before an attack in that stance returns you to the same stance you started in. The end-result is a custom-built train of attacks that you've personally engineered to confuse opponents as you flow from stance to stance. Since you’re changes stances so often, your alternate attack changes over time. Predicting what move your opponent is currently planning on doing is daunting since there is so much they can do. Oh, and did I tell you that you can pull out a sword or gloves and doing so swaps you over to a brand new page of attacks that you need to customise and memorize?
The game has RPG elements to it as well. Gear will drop from mobs as you down them and you'll also find stashes of gear hidden within piles of rocks. Most interestingly though is how you acquire new attacks. You start the game with a reasonable number of attacks but soon you’ll run into people using 'new' attacks against you and if you block that attack, you'll start learning the move. Use your right thumb-stick ability against it and you'll learn it even faster. Story wise, this is a cool concept. Get punched in a particular way a certain number of times and you should be able to know how your opponent punches like that. Unfortunately, in practice, this just results in you actively not killing your opponents. You end up standing around as they are wailing on you while try to block/dodge/parry all their moves; grinding out all the moves before you move along. There is a risk/reward system at play here wherein all the learning you've done during a fight won't be saved until you kill the opponent and exit combat, but there is a lot of moves to learn from random grunts in the world and these don’t really pose a threat once you’ve got a handle on the game. This system gets even worse when you're trying to discover sword specific moves because swords are rare, and by the time you find someone wielding one, they are normally a very strong opponent and you can't afford to grind out these moves because you won’t survive unless you actively damage them.
That's pretty much the entire game. Fight, learn moves, earn gear, equip said moves and gear, repeat. Thankfully that's not as bad as it sounds because hey, it's a fighting game. You came here to fight. So why am I so disappointed in it? Well before I get to the big one, let me just rattle off a few smaller impressions the game left on me: ●       Falling off ledges is far too easy. Admittedly this is a designed mechanic; forcing someone up to a ledge and just pushing them off with attacks is a legitimate way to win a fight but it still felt like it was far too easy to just slip off. Even with nobody attacking you as you’re navigating the environment, one foot off the path might mean falling and most of the time falling is death, because when it's not instant, the insane fall damage will ensure you lose the fight that you just dropped into.
●       The environment is not easy to find your way around. The “map” you're given is essentially 3 circles, and you don't know where you are unless you sit at a bonfire an energy shard thingy or kill a boss as these are the only 2 markers on the map. Many times, vital paths that you NEED to go down are not highlighted or made evident in any way and are sometimes, out-rightly obscured. As a result of this, I completely missed an entire area of the game for a long period of time simply because I couldn’t find the path AND I thought I had already entered that area of the map… There's a time and a place to do-away with the hand holding evident in modern game design but this is too far the other way.
●       Maybe why the environment is so convoluted is to try to hammer in this sense of mystery that the game is so stubbornly trying to instil. The game makes a point of telling you NOTHING about where you are, who you are, what you're doing or why. Thankfully it does tell you what to do (fight people and open a door). It just comes across as entitled. There IS an interesting world here but by the end of the game, nothing is explained at all. Who am I? Why did I teleport when I put on this mask? Why do I need to kill these people? Did I travel through time? Who is this chick with a sword? Who were the people who were here before? The game makes a point in referring to the tesseract-looking particle effect that happens as you kill others, get killed yourself or even unsheathing your sword as “folding” which seems really cool! To sum up my feelings on the aesthetics and lore of the game, I have two words. Obnoxiously Mysterious
Finally, the big one. The game ends. It just ends. No big finish, no special reveal, no closure. Nothing. If you remember before, I mentioned the map being 3 circles? That's it. That's the whole game. I have FOUR HOURS in Absolver, and it's finished. The entire story-mode. That's a third of the I spent in DMC and less than a 10th of the time I spent in Sekiro. Now sure, those are AAA titles with massive budgets behind them, but I cannot help but feel starved of content, especially since the story does not wrap itself up. The game starts with you and a bunch of other initiates standing in an arctic wind before you are chosen, you don a mask and teleport to another world. You then traverse through 12 named areas (3 of which contain nothing) fighting 11 different bosses. There are probably below 50 enemies to fight in the entire game. And then you're done. After fighting the somehow important Risryn, you're teleported back to the place you started with, you graduate from being a “prospect” to become an “Absolver”, you get a neat cape and you get told, “Idk, wait around and grind a bit I guess?” before it teleports you back to the “hub”. To put this in perspective, if the game had 3 times as much content as it currently does, I would still probably call the game short. I have no idea why (besides development problems) the game ended when it felt like Act 2 should have begun.
The game tries to justify this by placing a big emphasis on PVP. There is a system to look up other players and have a tussle and the game is always online so you might find people in the world and decide to start smacking one another but if the game is dead (like it was when I got to it) then all the PVP is non-existent. That's not even mentioning the players who don't WANT to fight other people. As far as I can tell the “latest” addition to the game included the “downfall” mode. This mode (only available after you have graduated to be an absolver) is randomly generated rooms of goons to fight endlessly. The lore explanation for this area only adds questions to the already tall pile of unanswered ones. The game allows you to fight bosses again at a harder difficulty, but this is locked behind PVP progress…meaning that if you weren’t able to find a game like myself, then you just can’t
I hate having to be so negative. Other indie games cater themselves to a casual market and can have all the depth of a puddle and still receive high ratings but because the devs took on such a loved genre, all the depth they have added only makes people want more. I mean really, if my biggest complaint about the game is that I wanted more, there's got to be something good about it. In shooting for the stars, the devs came up short, but the time, skill and effort they put into trying to get there far exceeds a lot of other developers. I can say that the game was bug free and (until it ended) felt close to a AAA title and the sad thing is that it starts to get judged by those harsh standards. For a AAA title, this would be an insult; But for a fighting game? This is a worthwhile experiment; for an indie game? This is one heck of an accomplishment and for your time? This is worth it.
Overall, I'd look to pay $15 to $25 for Absolver, despite its $42 default price tag. It depends on how much you love the third person fighter genre; how much you enjoy PVP (and if you're lucky enough to be in a locale with players online) and how much you want to support the studio. If you can make a trio of yourselves, maybe you can get some mileage out of the co-op enabled Downfall mode, but I wouldn't want to pay much more for that.
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megacatstudios · 6 years ago
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Pack your #wednesdaymorning with some vitamins with the world's first and most nutritious pixel-art spectaclefighter! Apeel's Court! Spectacle fighters take #brawlers and beat ‘em ups to the next level with deeper systems, satisfying effects, and stylistic flair. Although normally applied to #3d #action games, we are taking the best parts about this genre and blending it into a juicy combat galore🍌 . . . . . . . . . #indiedev #gameart #indiegamers #pixelart, #gamedeveloper #twitch #games #gamedevelopment #Unity3D #indiedev #IndieGameDev #gamedev #megadrive #stean #bananacop #spectaclefighter https://www.instagram.com/p/B0lZuipBzrb/?igshid=lxxug0ipwc3d
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megacatstudios · 6 years ago
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Apeel's Court is getting ripe for play. But for now enjoy some juicy homegrown potassium filled #pixelart. 👇🍌http://bit.ly/Apeelscourt . . . #8bit #16bitgaming #16bitart #pixelart #pixelism #pixelicious #megacatstudios #megacat #indiegamers #retrogaming #retrogamers #70s #retrogaminglife #gamedevelopment #gamedeveloper #gamedev #IndieGameDev #indiegamers #indiedev #apeelscourt #banana #cop #retroaesthetic #potassium #banana #ripe #action #spectaclefighter https://www.instagram.com/p/B5snhTSBZdG/?igshid=132dz4gp08a3t
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