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Alright, 2D fighting games?  Pretty cool.  They’re also seeing something of a comeback recently, with Street Fighter IV actually doing some pretty good numbers, and lots of folks being psyched for BlazBlue and King of Fighters XII.  But it’s seemed to me for a while that fighting games as a whole have been…well, not aging so well as a genre.

Sure, the visuals keep getting pumped, the soundtracks keep getting grander, and now we can fight people anywhere on the globe at the drop of a hat, but what about the rest of the game?  What about the gameplay, the accessibility of it, and how we learn it?  What about story, our favorite characters, and synergizing all that with the actual game we’re playing?

Of course, it seems the guiding mantra of developers when it comes to the core of fighting games is largely “If it ain’t broke,” and that’s worked well enough up until now.  And while this is a logical thing to think, and hardly a bad attitude to have with game design, the fact remains that it could be done a lot better.  In its current state, most core fighting gameplay is catered to one demographic; fighting game fans.  Which is, again, a business strategy that surely “ain’t broke”, but why should developers settle there?

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The Other Castle is a blog by video games, for video games. Wait, let me try that again. The Other Castle is a blog by a few nerd friends, about video games. As long as we're entertaining ourselves, there's a good chance somewhere out there, you might be getting a little kick out of reading this, too!

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