Sunday, September 30, 2018

Fighting Ex Layer - A Retrospective Review

Arika's return to the forefront of fighting games was perhaps one of the most hyped moments in the FGC in recent history. Possibly over hyped. Their game, "Fighting Ex Layer", brought back fan favorite characters from a once dead 3D fighting game series, and attempted to do something new within a 2.5D fighting game frame. The mechanics, which were mostly unique to the new experience, did not hold the gamers' attention for long though, or at least not seemingly so. The online as of late is pretty much dead in the water. At the heart of the game, and perhaps what turned people away, was a deck based system known as GOUGI in which players could earn buffs, and abilities that would add an advantage if requirements were met during battle. The timed, and limited perks weren't game breaking per say, but they did play into that initial April Fools Day announcement that sparked the game actually being released in full. By that I mean it incorporated a sort of absurdity that normally would not be a part of a tournament friendly fighter as it threw the rules right out the window with what equates to cheats.

Past the GOUGI deck system players who bought into the more expensive version of the game were treated with a healthy dose of characters to choose from initially as well as plenty of stages to play on, and modes to hone their skills in. While it did not contain the biggest roster of characters everyone's favorites did return, and were beautifully rendered in a way that topped what Capcom was able to do with their own Street Fighter V characters. From the characters to the stages everything came together in 'Triple A' fashion for a reasonable price. For around $30 - $50 you got the main roster of characters, later additions as well as an arcade mode, offline & online versus, training, and an additional expert mode.

In the way of fighting gameplay offerings, again beyond the GOUGI deck system, Fighting Ex Layer lived up to it's name with a sort of layered meter focused EX attack system that could be combo'd into if setup properly. Something similar to Street Fighter V's Ultra & Super mechanics, but different enough to be more of a combo extender or starter. Along with that feature the game's progressive, and classic controls were introduced to give players an option regarding how they wished to play the game at base level. One option was a more hands on technical control scheme while the other was more geared towards the easy to use control schemes of modern day. However you chose to play the game was definitely an experience worth experiencing. Even if it were only for nostalgia sake.

My verdict ...

My only complaints with Fighting Ex Layer are few in number, and amount to little if anything when it comes to harsher critiques. As a fighting game enthusiast I truly hate that the online is now a barren wasteland devoid of players. Having bought the game on sale much later after launch I felt a bit cheated of a crucial part of what the game had to offer. I suppose the fault with that could lie with me not adopting it early, but that's iffy. When it comes to the fighting itself I personally didn't like the nasty cross-ups that were sometimes exploitable and hard to read depending on the character. I also kind of did not like the stiff feel of the characters in general, if I were to be honest. Beyond those gripes, and complaints the game isn't all that bad. Arika set out to make their return a bold one, and with their GOUGI deck system I think they managed to do just that. They ultimately added something interesting to a formula that has lately been ruined by community focus. A genre that has lost itself, and grown stale at the same time. Make no mistake though, despite the GOUGI deck advantages and the easier control scheme options Fighting Ex Layer remains a technical fighter overall. It takes skill to face off in a proper match against a competent opponent. For that reason alone Arika has earned my respect where other modern fighters haven't. They have boldly returned the genre to a base formula that is more skill oriented, so kudos to them.

Sadly, as I mentioned earlier that effort seems to have gotten them nowhere, regardless. It's as I've always said. Hype will only get you so far. After that the game will reveal itself as it is. The gamers will either adopt it, or pass it by depending on how it clicks within the community, and which community it clicks with. One thing the fighting game development community needs to realize is that even with times changing they need to not stray from what made them big in the first place. If they were ever big. If not they need to heed the failures, and victories of like-minded developers. For when you alienate the audience which were initially hyped for the experience you sold, or stray from the beaten path you will lose out on sales. The casual marketplace in gaming is one that chews games up, and sh*ts them out. Much like locusts migrating from crops to crops leaving ruin in their wake. You need to find, and earn the respect of an audience of gamers who are in it for the long haul. The best way to do that is to listen to the more experienced feedback, and suggestions. Not the seemingly commonplace hype based demands centered around superficial, and less than technical appeal.

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