So true! Thanks for pointing that out, I always notice theres a few things missing from other fighters but dont know what. Also these graphics are CLEAN
This looks GOOD! Gameplay was a given considering how smooth Rivals plays, but at some points all the little tweaks they've been making to the shaders and animations coalesced together into one of the prettiest platform fighters I've ever seen. The diegetic platform supports (gears, pillars, vines etc.) make the stages look so polished in 3D as well, super impressed by basically everything!
@@SimoneBellomonteiirc this is actually made by SEGA for their line of Touhou figures. If not this artwork was directly adapted into a figure by them the banner I made myself, it's got a bunch of different official assets for the silhouettes and the bg is from Rivals' title screen
I THINK I KNOW THE ISSUE WITH THE CAMERA. After directly watching melee gameplay, I realized that the camera moves a lot too to keep up the gameplay. I specifically watched game 1 of ruclips.net/video/dm1hg9OUYuo/видео.htmlsi=xnnOv2RovujwNxjc One key difference, specifically when it comes to the camera moving horizontally, is that melees is slower and prioritizes being smooth, even at the extent to having only one character being on screen and the other being in the “offstage bubble”. Watching the first game of this set, there’s a lot of times where someone will quickly get hit from one corner of the stage to the other, but instead of jerking to zoom out the whole screen to make sure everything’s equally in the middle of the characters, it will sacrifice a second m in order to give the camera a chance to center smoothly. Marth upthrow at low percent on species does indeed jerk the camera like kraggs utilt will on hit. It still feels a little smoother though. Though kraggs utilt will zoom in regardless if there’s a hit it not, which should not be in the game imo. I initially complained that the camera was zoomed in so much that you couldn’t even see the top platform of battlefield. However, I realized that even in yoshis story the camera is zoomed in that you can’t see the top platform either. I think melee keeps it from feeling awkward is that there seems to be either a very minute delay on the camera, or just a slower camera speed. Even if you quickly shine somekne with falco to the top platform, it feels natural and does not feel jerky. TLDR: I think ecamera speed and a camera delay should be experimented with to stop the gameplay from feeling jerky and sickening. I really hope this gets a chance to be read, love this team.
The only problem, that feeling jerky and sickening is kinda individual thing. For me everything looks OK. Fine tuning this should not be based on feeling.
@@RanmaruRei if it’s fine for some, jarring for some, and even nauseating for others, I think it should definitely be fine tuned. Especially if there are best selling games that have already perfected their camera, like smash ultimate. It never even occurred to me to complain about a camera until I saw it done worse (NASB 2 too zoomed out, Rivals 2 too zoomed in)
@@RanmaruRei I can definetely see that, my friend was the same. I do think it is a problem if people legit get motion sickness from it, which I am struggling a bit with even though I almost never get it. In my opinion I think if your fighting game is capable of that then you can prob do some fine tuning
I think the fact that Dan won so cleanly is a testament to how deep this game is. Even pro players can't keep up, becauae there's so much to learn. Really excited to see how this game develops!
Gosh I’m so excited for this game! I really need to see how the rest of the characters look in this art style! Hopefully we also get more voice actor reveals for characters!
The best compliment I can give to this game is that I can actually tell what's happening on the screen lol. As someone who only ever played smash (mostly melee), when I see tournament footage of other platform fighters like brawlhalla, nasb or even rivals 1, I swear I only notice when a player dies, everything else doesn't look quite clear to me, but this is different, idk if it's the animations, artstyle or whatever, I can immediately tell what's happening and notice some cool stuff that the players are doing, even if I have not played the game myself. Very excited to play this! :)
I thought this game came out ahead and i was shocked i hadn't heard anything about it, but realizing it's a pre release tournament. Game looks really cool looking forward to it!
@@PatOnTheBack321 Speaking of today, it turned out to be a great Monday with the release of the trailer for The Garfield Movie starring Chris Pratt. What would you think if he voiced Wrastor for a Rivals movie?
this game looks SO good, i'm so excited to see more about it! the orcane erasure is not okay though... you have all the original elemental characters and you have ranno instead of orcane?? i know youve got something cooking up for him....
@@firstaccnt We can't quite make any certain claims but I could see a few reasons Orcane would be more complex. They're quadripedal, so animations might be a bit more complicated, and throws and ledge grab don't make that easier. They have weird tech that needs to be conserved when bringing them over to a completely new codebase. Aether Studios may want to rework them heavily from their original iteration. Forsburn is likely in a similar case, with his smoke. Also, it's good to consider the characters that are taking their place and Forsburn's. Ranno is a fairly moral all-rounder that must have been useful to have as a baseline when balancing (Zetterburn might be the mascot, but the spacie archetype isn't quite as appropriate for a baseline as a shoto would be) while Fleet, being a newcomer and a recognizable face at that, is great for marketing since players are always wanting to see new content.
Now THESE are some sound effects!!! The hits look and feel amazing, FINALLY! I do think the sound effect for Ranno's knife hitting could use a little boost, but that's it honestly. Only other thing that stood out and felt a bit odd was how Zetterburn's recovery move drops him like a rock straight down at the end. I'd expect at least a little of his momentum to carry through after the move, and then have some air control afterwards. It reminds me of how clunky the homing attack felt in the Boost Formula Sonic games, where he would dash forward super fast, then instantly lose all speed and fall abruptly.
Man this game looks so cool I can’t wait to play it. As a kragg main in rivals 1 I’m worried that the gameplay differences might make his gameplan a bit further from my personal comfort zone but everyone looks really great and faithful and fleet looks sick too, can’t wait to get my hands on the game
Between Rivals 2 coming out, NASB 2 updates and DLC, and Fraymakers updates + workshop, I think platform fighter fans are gonna be eating good in 2024. Plus there’s the re-release of Multiversus to look forward to (assuming the game actually turns out to be better than it was before).
Stages look decent and serviceable to me. But sure, you could always add more flair to them and make them fancier. Up till now, I think getting the current characters ready, and also maybe possibly working on more characters is a higher priority.
Watching this really made me realize how much this camera swerves in and out like on EVERY HIT. Even on fleets back throw or someone getting hit a few inches back .I feel like y’all gotta push the camera back a bit. It’s way too close, especially by the ledge. In Smash Ultimate, you can utilt with Sephiroths huge sword and the camera stays the same, but with kraggs utilt (from other footage) it will make the screen move if you’re closer to someone. This is not it man. Fix this PLEASE and this will be the greatest platform fighter of all time
Something smash ultimate does with the camera, it seems, is to delay the big zoom in until both characters aren’t moving and standing near each other. On the Rivals 2 battlefield type stage, as soon as they’re both on the ground, even if you’re both moving, the camera is automatically zoomed in to the point where you can’t even see the top platform and only a little bit above the two side ones. Smash Ultimate, once they both drop down and move, the camera stays a little zoomed out to anticipate that they may go to a platform, so that it doesn’t have to zoom in and out.
I THINK I KNOW THE ISSUE WITH THE CAMERA. After directly watching melee gameplay, I realized that the camera moves a lot too to keep up the gameplay. I specifically watched game 1 of ruclips.net/video/dm1hg9OUYuo/видео.htmlsi=xnnOv2RovujwNxjc One key difference, specifically when it comes to the camera moving horizontally, is that melees is slower and prioritizes being smooth, even at the extent to having only one character being on screen and the other being in the “offstage bubble”. Watching the first game of this set, there’s a lot of times where someone will quickly get hit from one corner of the stage to the other, but instead of jerking to zoom out the whole screen to make sure everything’s equally in the middle of the characters, it will sacrifice a second m in order to give the camera a chance to center smoothly. Marth upthrow at low percent on species does indeed jerk the camera like kraggs utilt will on hit. It still feels a little smoother though. Though kraggs utilt will zoom in regardless if there’s a hit it not, which should not be in the game imo. I initially complained that the camera was zoomed in so much that you couldn’t even see the top platform of battlefield. However, I realized that even in yoshis story the camera is zoomed in that you can’t see the top platform either. I think melee keeps it from feeling awkward is that there seems to be either a very minute delay on the camera, or just a slower camera speed. Even if you quickly shine somekne with falco to the top platform, it feels natural and does not feel jerky. TLDR: I think ecamera speed and a camera delay should be experimented with to stop the gameplay from feeling jerky and sickening. I really hope this gets a chance to be read, love this team.
Im super excited for this, but watching it something just feels off. I think the camera moves too much due to it being slightly too zoomed in to make the characters appear larger
Hmm, yeah, good observation. It seems to me that it happens during close-quarter neutral on the stage, where the camera zooms in on the action more than we’re used to in RoA1. Personally it doesn’t seem bad to me, but it is subtle and different for sure. Also, Kragg seems bigger than before, and so does Maypul, so I think that also makes the effect more pronounced.
Gameplay looks super awesome, genuinely cannot wait to play this. The UI really could use some work still though, it looks generic for the most part, and very rough in some areas, but I realise that it's placeholder and will probably get a ton of touch-ups for the final release. I also feel like the new treetop lodge stage could use some more work, it feels very empty visually, both compared to other stages in the same game as well as compared to stages in Rivals 1
I never got very good at the original Rivals or Aether, but competitive Rivals 2 looks so fast-paced and satisfying. I’m not a huge fan of ledge-hogging in platform fighters, but this is still one of my most anticipated 2024 releases.
Wall jumping is still in, they limited it by not restoring your up b back from a ledge but you can still do other specials and from what I heard, zetter and ranno got buffed recovies
Is it just me, or would anyone else like to hear some animal sound effects mixed in with the voice work? Doesnt need to be that heavy handed and I think it would help give each character some flair
damn this game looks and sounds good, IMO is more fun to watch than the original because it's easier to follow, the movesets look exciting, mechanics look tight, players are great too. Super excited for this!!
Is there a fixed camera option? Or something more similar to classic Rivals of Aether where the camera just moves left and right when someone is offstage? This seems far too much movement to not have options like that.
Gameplay looks fantastic! My only gripe is that the visuals look a little unpolished right now, but I'm sure that'll change in the future. Can't wait to get my hands on this 🙌
So excited for this game but feedback for if any devs see this: the camera being really zoomed in and jerking around like this makes me super motion sick.
nothing kills excitement for hype gameplay like ledge hogging lol i'll definitely be picking this up but might still end up sticking with the original RoA
@@fletcher8263lol you're just replying to people offering criticism to the game and trying to label them as "contrarians", keep coping with your terrible opinions and bait, shill
@@Thierce it’s anti-engagement. it’s a move with no counterplay. and it’s no fun to watch. it’s basically the same as getting a percent lead and running around camping until time runs out. either get back on the stage to prepare your defense or jump off and fight me like a real champion.
"And that'll seal the deal" "and that dtilt ustrong to seal the deal" "yup, that'll seal the deal" "and she grabbed ledge to seal the deal" "that sweetspot fair will seal the deal" "and the up b is actually gonna seal the deal!!!"
Is it just me or is Zetterburn designed to be a KOF reference in this game lmao 2:41 His back throw is Iori’s command grab His winscreen (seen in other trailers) is Kyo’s Orochinagi super I might be overthinking but maybe Dan IS kind of based after all….
Sorta, they also added 3 new special moves and a unique pummel system and you could include parry as a different take on shields also I heard the movement is super smooth
it looks so good, but why did they make Kragg so much bigger relative to the rest of the cast? I enjoyed him as a not-so-huge super-heavy. now he looks like Donkey Kong.
Oh my God. I really want this game to succeed. The second clip, every color is orange or yellow. I have full-color vision and I cannot see what is going on. Hope they fix that
Even in the next stage it's hard to distinguish between the stage and the characters. This isn't something that people are necessarily going to articulate, but color design really helps with visibility
Does anyone know if a betta's going to be started soon I know the Kickstarter mentioned it and it's goals and rewards but the game looks so fun already I hope to play it soon
I love how the hits feel SUPER satisfying, something a lot of non-nintendo platformers are missing
This movement is clean. Hits are CLEAN. Character models CLEAN. DAN made a base and understand the genre without a doubt.
So true! Thanks for pointing that out, I always notice theres a few things missing from other fighters but dont know what. Also these graphics are CLEAN
I really like how rivals 2 and 1takes inspiration from smash without trying to compete with it or try to be the new smash bros
Agreed. It's weird how so many devs don't have a feel for this.
There’s space for both games to exist. I’m glad there’s finally competition for Smash from NASB2 and Rivals 2.
This looks GOOD! Gameplay was a given considering how smooth Rivals plays, but at some points all the little tweaks they've been making to the shaders and animations coalesced together into one of the prettiest platform fighters I've ever seen. The diegetic platform supports (gears, pillars, vines etc.) make the stages look so polished in 3D as well, super impressed by basically everything!
Will you make content covering rivals 2?
Seeing the creator of the game compete is next level hype.
Not that I ever had any doubt, but I'm so glad to say goddamn this game looks good and super excited to play it.
hey ice (also this game does look pretty great)
Pfp (Profile picture) and / or Banner Sauce (Source [Artist])? 🗿
@@SimoneBellomonteiirc this is actually made by SEGA for their line of Touhou figures. If not this artwork was directly adapted into a figure by them
the banner I made myself, it's got a bunch of different official assets for the silhouettes and the bg is from Rivals' title screen
Game is looking so good it's unbelievable
Damn that was insanely fast LOL, less than 24 hours between the bracket and the highlights. Lilfox is the goat
Gameplay looks so sick!! Can't wait to see more action and characters!
Especially from Workshop!
@@ViorbyX i dont think 2 has workshop support
If you didn't know, I'm talking about Rivals 2 contest on Steam Workshop page of original game
@@ViorbyX OH YEA sorry LOL
Pfp (Profile picture) and / or Banner Sauce (Source [Artist])? 🗿
Wow, this game is looking SUPER smooth, love the way everything links and the stages look awesome too.
I THINK I KNOW THE ISSUE WITH THE CAMERA. After directly watching melee gameplay, I realized that the camera moves a lot too to keep up the gameplay.
I specifically watched game 1 of ruclips.net/video/dm1hg9OUYuo/видео.htmlsi=xnnOv2RovujwNxjc
One key difference, specifically when it comes to the camera moving horizontally, is that melees is slower and prioritizes being smooth, even at the extent to having only one character being on screen and the other being in the “offstage bubble”. Watching the first game of this set, there’s a lot of times where someone will quickly get hit from one corner of the stage to the other, but instead of jerking to zoom out the whole screen to make sure everything’s equally in the middle of the characters, it will sacrifice a second m in order to give the camera a chance to center smoothly.
Marth upthrow at low percent on species does indeed jerk the camera like kraggs utilt will on hit. It still feels a little smoother though. Though kraggs utilt will zoom in regardless if there’s a hit it not, which should not be in the game imo.
I initially complained that the camera was zoomed in so much that you couldn’t even see the top platform of battlefield. However, I realized that even in yoshis story the camera is zoomed in that you can’t see the top platform either. I think melee keeps it from feeling awkward is that there seems to be either a very minute delay on the camera, or just a slower camera speed. Even if you quickly shine somekne with falco to the top platform, it feels natural and does not feel jerky.
TLDR: I think ecamera speed and a camera delay should be experimented with to stop the gameplay from feeling jerky and sickening.
I really hope this gets a chance to be read, love this team.
The only problem, that feeling jerky and sickening is kinda individual thing. For me everything looks OK. Fine tuning this should not be based on feeling.
@@RanmaruRei if it’s fine for some, jarring for some, and even nauseating for others, I think it should definitely be fine tuned. Especially if there are best selling games that have already perfected their camera, like smash ultimate. It never even occurred to me to complain about a camera until I saw it done worse (NASB 2 too zoomed out, Rivals 2 too zoomed in)
@@Beastmd idk. I watched Smash after this just for comparison. And I would say I prefer Rivals 2 camera more. I'm seious.
@@RanmaruRei I can definetely see that, my friend was the same. I do think it is a problem if people legit get motion sickness from it, which I am struggling a bit with even though I almost never get it. In my opinion I think if your fighting game is capable of that then you can prob do some fine tuning
@@RanmaruReiLots of people are agreeing that the camera movement is too wonky, same goes for me.
I think the fact that Dan won so cleanly is a testament to how deep this game is.
Even pro players can't keep up, becauae there's so much to learn. Really excited to see how this game develops!
i do wish Dan had switched characters between rounds, but i'm a Maypul main so 🗒✍👀
@@zuresei Hello fellow Maypul main
Especially when big names like MSB in the mix! The Kragg man himself
Maypul is so fucking cute cant blame him
Melee 2 looking HYPE AF
Gosh I’m so excited for this game! I really need to see how the rest of the characters look in this art style!
Hopefully we also get more voice actor reveals for characters!
The best compliment I can give to this game is that I can actually tell what's happening on the screen lol. As someone who only ever played smash (mostly melee), when I see tournament footage of other platform fighters like brawlhalla, nasb or even rivals 1, I swear I only notice when a player dies, everything else doesn't look quite clear to me, but this is different, idk if it's the animations, artstyle or whatever, I can immediately tell what's happening and notice some cool stuff that the players are doing, even if I have not played the game myself. Very excited to play this! :)
If you can't tell what's going on in a game as simple as brawlhalla your brain is slow, sorry you had to find out this way.
nah brawl is dogshit slow fast or whatever its literally just a bad game
@@YourSuperior
@@YourSuperiornah brawl is fast, every other game is mild pace though
@vegetatheveggie2547 Damn, let it all out, my guy, this is a safe space 😂
@@TheSackersLounge It's fast, but every move is very telegraphed, so it's pretty easy to read what's going on or going to happen.
I thought this game came out ahead and i was shocked i hadn't heard anything about it, but realizing it's a pre release tournament. Game looks really cool looking forward to it!
CAN. NOT. WAIT.
N O R. C A N. I.
@@PatOnTheBack321 Speaking of today, it turned out to be a great Monday with the release of the trailer for The Garfield Movie starring Chris Pratt. What would you think if he voiced Wrastor for a Rivals movie?
Game's looking better and better. I'm super hyped for the final version.
this game looks SO good, i'm so excited to see more about it! the orcane erasure is not okay though... you have all the original elemental characters and you have ranno instead of orcane?? i know youve got something cooking up for him....
he got lost in fraymakers on the way here lol
They're focusing on the simpler fighters
@@cosmic5665what sort of characteristics separate the simpler characters compared to the more complex ones?
@@firstaccnt We can't quite make any certain claims but I could see a few reasons Orcane would be more complex. They're quadripedal, so animations might be a bit more complicated, and throws and ledge grab don't make that easier. They have weird tech that needs to be conserved when bringing them over to a completely new codebase. Aether Studios may want to rework them heavily from their original iteration. Forsburn is likely in a similar case, with his smoke.
Also, it's good to consider the characters that are taking their place and Forsburn's. Ranno is a fairly moral all-rounder that must have been useful to have as a baseline when balancing (Zetterburn might be the mascot, but the spacie archetype isn't quite as appropriate for a baseline as a shoto would be) while Fleet, being a newcomer and a recognizable face at that, is great for marketing since players are always wanting to see new content.
@@Denter86You got it right, except that Ranno is a Ninja archetype, not Shoto.
Looks so good!! Definitely feels stronger then NASB2 in the visual department
Now THESE are some sound effects!!! The hits look and feel amazing, FINALLY! I do think the sound effect for Ranno's knife hitting could use a little boost, but that's it honestly. Only other thing that stood out and felt a bit odd was how Zetterburn's recovery move drops him like a rock straight down at the end. I'd expect at least a little of his momentum to carry through after the move, and then have some air control afterwards. It reminds me of how clunky the homing attack felt in the Boost Formula Sonic games, where he would dash forward super fast, then instantly lose all speed and fall abruptly.
Feels like he might need it to reach ledges faster if he goes above the ledge.
Well he is the closest to fox in melee, where his up special had the same loss of momentum so it makes sense
Man this game looks so cool I can’t wait to play it. As a kragg main in rivals 1 I’m worried that the gameplay differences might make his gameplan a bit further from my personal comfort zone but everyone looks really great and faithful and fleet looks sick too, can’t wait to get my hands on the game
clairen would look sick in this game. hope she comes back. 🥺
she definently will I think
Looks amazing to espectate and looks amazing to play, cant wait for the eventual switch release
this looks amazing, cant wait for this game to come out
It looks fantastick, miles and miles above the weird clay looking characters that have become a standart for the genre
truuue
This game already looks sick
That last stock second game of msb and plushy was insane! Can't wait to see more like it
Already??? Let’s go Lilfox!!
Gameplay’s lookin’ sick, man!
I’m still waiting on that official Pomme announcement though.
May dan fornace be blessed evermore for making this game
Between Rivals 2 coming out, NASB 2 updates and DLC, and Fraymakers updates + workshop, I think platform fighter fans are gonna be eating good in 2024. Plus there’s the re-release of Multiversus to look forward to (assuming the game actually turns out to be better than it was before).
Love it! the knock back growth seems weird to get used to but I guess its a more tech chase central game
This might be an odd nitpick but I feel like the stages could be more detailed?
they seem good to me, especially with the nice touch of having a last stock effect. although maybe they could improve backgrounds a little
Stages look decent and serviceable to me. But sure, you could always add more flair to them and make them fancier.
Up till now, I think getting the current characters ready, and also maybe possibly working on more characters is a higher priority.
Thats the thing for me the backgrounds could be more detailed. Game looks incredible tho fr@@Nahtan.9758
Goddamn this game's gonna be sick
Dan is a maple main now we know who is top tier
Dan will not be taking further questions regarding Maypuls up strong at this time
I just kept saying “OKAY DAN! OKAY!” bro is sick
I'm super excited to get my hands on this game next year. Nick All Stars 2 should hopefully keep me going until then but I need that new Rivals kick.
ZETTERBURN FIRE
LETS GOOOOOOO
I need this released like yesterday. It looks so good.
Watching this really made me realize how much this camera swerves in and out like on EVERY HIT. Even on fleets back throw or someone getting hit a few inches back .I feel like y’all gotta push the camera back a bit. It’s way too close, especially by the ledge.
In Smash Ultimate, you can utilt with Sephiroths huge sword and the camera stays the same, but with kraggs utilt (from other footage) it will make the screen move if you’re closer to someone. This is not it man. Fix this PLEASE and this will be the greatest platform fighter of all time
Something smash ultimate does with the camera, it seems, is to delay the big zoom in until both characters aren’t moving and standing near each other.
On the Rivals 2 battlefield type stage, as soon as they’re both on the ground, even if you’re both moving, the camera is automatically zoomed in to the point where you can’t even see the top platform and only a little bit above the two side ones. Smash Ultimate, once they both drop down and move, the camera stays a little zoomed out to anticipate that they may go to a platform, so that it doesn’t have to zoom in and out.
I THINK I KNOW THE ISSUE WITH THE CAMERA. After directly watching melee gameplay, I realized that the camera moves a lot too to keep up the gameplay.
I specifically watched game 1 of ruclips.net/video/dm1hg9OUYuo/видео.htmlsi=xnnOv2RovujwNxjc
One key difference, specifically when it comes to the camera moving horizontally, is that melees is slower and prioritizes being smooth, even at the extent to having only one character being on screen and the other being in the “offstage bubble”. Watching the first game of this set, there’s a lot of times where someone will quickly get hit from one corner of the stage to the other, but instead of jerking to zoom out the whole screen to make sure everything’s equally in the middle of the characters, it will sacrifice a second m in order to give the camera a chance to center smoothly.
Marth upthrow at low percent on species does indeed jerk the camera like kraggs utilt will on hit. It still feels a little smoother though. Though kraggs utilt will zoom in regardless if there’s a hit it not, which should not be in the game imo.
I initially complained that the camera was zoomed in so much that you couldn’t even see the top platform of battlefield. However, I realized that even in yoshis story the camera is zoomed in that you can’t see the top platform either. I think melee keeps it from feeling awkward is that there seems to be either a very minute delay on the camera, or just a slower camera speed. Even if you quickly shine somekne with falco to the top platform, it feels natural and does not feel jerky.
TLDR: I think ecamera speed and a camera delay should be experimented with to stop the gameplay from feeling jerky and sickening.
I really hope this gets a chance to be read, love this team.
Agree, the camera feels erratic, a bit motion-sickness inducing even
Im super excited for this, but watching it something just feels off. I think the camera moves too much due to it being slightly too zoomed in to make the characters appear larger
Hmm, yeah, good observation.
It seems to me that it happens during close-quarter neutral on the stage, where the camera zooms in on the action more than we’re used to in RoA1.
Personally it doesn’t seem bad to me, but it is subtle and different for sure.
Also, Kragg seems bigger than before, and so does Maypul, so I think that also makes the effect more pronounced.
the static camera in roa always made neutral feel so dry before imo, i like this one better
Game is gonna be dope!
This game looks AMAZING! 🔥
Gameplay looks super awesome, genuinely cannot wait to play this.
The UI really could use some work still though, it looks generic for the most part, and very rough in some areas, but I realise that it's placeholder and will probably get a ton of touch-ups for the final release.
I also feel like the new treetop lodge stage could use some more work, it feels very empty visually, both compared to other stages in the same game as well as compared to stages in Rivals 1
Dan "The Man with a Plan" Fornaysee
I never got very good at the original Rivals or Aether, but competitive Rivals 2 looks so fast-paced and satisfying. I’m not a huge fan of ledge-hogging in platform fighters, but this is still one of my most anticipated 2024 releases.
game looks sick but did they limit recoveries by not allowing you to wall jump??
Wall jumping is still in, they limited it by not restoring your up b back from a ledge but you can still do other specials and from what I heard, zetter and ranno got buffed recovies
This and Nick 2 are great for platform fighter fans wanting more variety than just smash
Insane how much better this indie game looks than nick all stars brawl 2
Nasb2 has a nice looking aesthetic though. Gameplay wise it is below this for sure
Rivals 2 shaping up to look to be the indie platform fighter of 2024.
-indie- platform fighter of 2024*
Is it just me, or would anyone else like to hear some animal sound effects mixed in with the voice work? Doesnt need to be that heavy handed and I think it would help give each character some flair
God I wonder if those OCs from the first game would make a return
Hopefully; they do own the rights to them.
This looks awesome, i cant wait for the finished product
Two gentlemen playing videogames.
Games looking amazing. Cant wait. Missed out on RoA 1
I feel like the hit SFX lack impact, they sound like slaps even when the hardest hits connect, Rivals 1 did not feel this way, hope that gets improved
I *think* that might just be the sound mixing of the stream. It's really hard to tell.
Let's agree both Zetterburn and Fleet are close to a top tier but balanced. Best protagonists in the history!
this game is sick. im so excited
So can you no longer wall jump out of Up Specials (I assume to balance having a ledge)?
I didn’t notice people doing that.
damn this game looks and sounds good, IMO is more fun to watch than the original because it's easier to follow, the movesets look exciting, mechanics look tight, players are great too. Super excited for this!!
Looks amazing holy shit!
This game looks CLEAN AS FUCK! Definitely gonna pick this up at some point
0:37 So that confirms ledge hogging is in, and ledge trumping is not
This really looks amazing!
Is there a fixed camera option? Or something more similar to classic Rivals of Aether where the camera just moves left and right when someone is offstage? This seems far too much movement to not have options like that.
I literally cannot wait for this game.
The mods are going to be insane
The first game and fray already have mods so why does this have to turn into M.U.G.E.N
cuz 3d m.u.g.e.n. would go hard@@cosmic5665
IT LOOKS SOOOO GOOD!!!!
This looks amazing, do we know what youll be able to play it on, will it be on consoles?
it will release on PC first next year, then they will expand to consoles later
Lookin CLEAN!
Gameplay looks fantastic! My only gripe is that the visuals look a little unpolished right now, but I'm sure that'll change in the future. Can't wait to get my hands on this 🙌
I feel like the lighting could definitely be better especially for the win screens
Visuals a little undefined, and camera also pretty wonka. Moves too much too quickly, makes me feel sick.
yeah but it's very clean and clear what is happening which is what is important
the amount of shieldgrabs in this video has me cackling
So excited for this game but feedback for if any devs see this: the camera being really zoomed in and jerking around like this makes me super motion sick.
looks freaking sick, can't wait to play it
We're having Street Fighter 6, MK 1, Tekken 8 and now this amazing game. The FGC is eating good.
looking TIGHT
nothing kills excitement for hype gameplay like ledge hogging lol i'll definitely be picking this up but might still end up sticking with the original RoA
you have never played a game with ledge hogging you just decided its bad because you saw it happen once
@@fletcher8263 ok well if we’re just saying words here then you’ve never eaten a chicken tender lightly salted and dipped in chipotle sauce
@@fletcher8263lol you're just replying to people offering criticism to the game and trying to label them as "contrarians", keep coping with your terrible opinions and bait, shill
@@dominoh1732 what's wrong with ledge hogging?
@@Thierce it’s anti-engagement. it’s a move with no counterplay. and it’s no fun to watch. it’s basically the same as getting a percent lead and running around camping until time runs out. either get back on the stage to prepare your defense or jump off and fight me like a real champion.
"And that'll seal the deal"
"and that dtilt ustrong to seal the deal"
"yup, that'll seal the deal"
"and she grabbed ledge to seal the deal"
"that sweetspot fair will seal the deal"
"and the up b is actually gonna seal the deal!!!"
deal to the seal
Is it just me or is Zetterburn designed to be a KOF reference in this game lmao
2:41 His back throw is Iori’s command grab
His winscreen (seen in other trailers) is Kyo’s Orochinagi super
I might be overthinking but maybe Dan IS kind of based after all….
Looks like im putting smash down for good. This is the one.
Oh god there making noises now, now the game feels much more alive
Looks a lot better than the initial reveal! the camera makes me motion sick right now though lol
Is there shield damage and shield breaks in Rivals 2? Can't tell from what I've watched...
will resoforce be uploading the music from the build?
the movement seems a bit clunky, but other than that, this is basically if rivals was more like melee, I love it!
Sorta, they also added 3 new special moves and a unique pummel system and you could include parry as a different take on shields also I heard the movement is super smooth
@@cosmic5665each character has 3 new moves v so making a total of six specials ?
@@Hinokami7777* rivals of aether had upb, db, sb, nb just like smash bros but now they added a special grab pummel, special getup and special ledge
@@cosmic5665oh what the fuck I didn’t know that. That’s interesting.
Rivals 2 looks so good!!!
it looks so good, but why did they make Kragg so much bigger relative to the rest of the cast? I enjoyed him as a not-so-huge super-heavy. now he looks like Donkey Kong.
This looks sooooooo good.
Game is looking really good!
Is it just me or is Kragg's recovery completely useless without the walljumps?
Dan poppin off with maypul holyshiet lol
Aargh when is that beta coming, I seriously wanna play this NOW!! :D
I've been asking what platforms this is on ever since it was announced and I still have no idea what they are playing this on
It would be a nice detail if Fleet were adapted to the Rivals 1 roster, I'm very curious
I already know I’m going to play the fuck out of this game, it looks so sick already
Oh my God. I really want this game to succeed. The second clip, every color is orange or yellow. I have full-color vision and I cannot see what is going on. Hope they fix that
Even in the next stage it's hard to distinguish between the stage and the characters. This isn't something that people are necessarily going to articulate, but color design really helps with visibility
Kragg is a big boy jfc
I didnt know, this looks so awesome
Does anyone know if a betta's going to be started soon I know the Kickstarter mentioned it and it's goals and rewards but the game looks so fun already I hope to play it soon
This game looks phenomenal