The most UNIQUE fighting game ever

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In the year 1998, one man by the name of Masahiro  Onoguchi was on a quest to create an ambitious   fighting game. Who? All you need to know for now  is that he worked on games like Tekken and Soul   Edge as a motion designer, but not just any kind  of motion. 3d motion ooh. I mean it was the '90s.   Game consoles were focused on 3D as it was all  the rage back then. Your favorite game series   were entering this realm, and fighting games were  no exception. So, what do you get when you combine   Genki, a game developer known for its racing  games, and a guy who worked on these 3D Fighters?   You get "Fighters Destiny!" Fighters Destiny is  a 3D fighting game that shines with its unique   point scoring system. But it never really got  much recognition due in large part to one thing,   the game was only released on the Nintendo  64. While it had a rich library of games,   the family-friendly system didn't mesh all  that well with the fighting game genre. the   PlayStation had gems like Tekken 3 and Marvel vs.  Capcom, but the N64's fighting game market was   dominated by Super Smash Bros. And if you weren't  a fan of platform fighters, your only choices at   this point were Killer Instinct, one of the many  mediocre 3D Fighters, or Mortal Kombat Trilogy,   which was literally just a downgraded version of  its PS1 counterpart, right down to the crunchy   audio. "Scorpion wins". What? I didn't play any  wrong notes. Yeah, see you're playing it like this   "Scorpion wins" when ordinarily it goes like this  "Scorpion wins". But enough of the game's history,   how is the actual game? Well, on the surface, it  doesn't look that great. Even with the upscaled   graphics that I'm using, Fighter's Destiny  has an awfully amateurish look especially   compared to 3D Fighters that predate it. And  you can tell that while the game is in motion,   it comes off as sluggish and stiff in a lot of  areas. As far as the characters go, they're as   generic as they come. Just look at poster boy  Ryuji. If identity theft was a character, this   would be it. Gameplay-wise, he has an in-your-face  aggressive playstyle. Easily accessible as a quote   unquote main character should be. Over on the  right, we have Leon. With his pretty boy face   and generic flaming gi, you can't tell me  that this isn't supposed to be Ken Masters.   And if you're still not convinced, why not check  out his taunt? "Come on!". He acts as another   well balanced straightforward character. Makes  sense if you're going to be the Ken to Ryuji's   Ryu. The rest of the characters follow the  same generic standards as the first two,   with some of the most creative names I have  ever heard of such as Bob and Ninja. Thankfully,   all of them do have their own quirks in battle,  making for a variety of play styles that makes it   easy for a player to find a character that best  suits them. The starting roster is small, but we   also have five secret characters that stand out  a bit more. I'm going to use this opportunity to   mention the game modes at the same time as five of  them each unlocks one of the five fighters. First   up is Boro, unlocked through the game's Arcade  Mode. In this, you simply fight the nine starter   characters with Boro as your last opponent. Not  exactly final boss material, but you unlock a   character with long and practical blockstrings.  And when you select her, you get this wicked   laugh. Next up is Robert, unlocked through  the game's fastest mode. Here the objective   is to fight and defeat four characters in under  a minute. Doing so gives you the training dummy   that's used for the game's training mode. Robert  is undoubtedly the game's joke character. You know   how 99% of characters in fighting games have a  quick jab of sort in their arsenal? well here's Robert's. Next up is Master, found in Master  Challenge. This is where most of the single   player effort went into. You have a roulette, and  stopping this on any of Master's icons puts you   in a fight with him. Each victory on Master  gains you a new skill, but we'll talk about   that part later. Defeating all 12 opponents in  this mode gives you basically another Ryuji,   but with more tools. I'm sensing a pattern  here. Next up is a character that most of   you who played this could easily remember.  Ushi the cow, yes, a cow, unlocked through   the game's Rodeo Mode by surviving in a battle  with Ushi for over a minute. Maybe this was the   inspiration for that one Kung Pow scene?  Ushi uses an ad orthodox fighting style,   with gimmicks and weird setups. Essentially a  huge knowledge check. We're down to the final   character, one who I feel made the biggest  impact on all those who played the game. Joker is a force to be reckoned with. While the  AI for the cast is relatively tame depending on   the difficulty, Joker's AI is jacked. He's much  harder to fight, and you'll find four of them   in Master Challenge which would definitely be  a thorn on your side. Unlocking the character   himself is near impossible. To do so, you must  defeat 100 opponents in the game survival mode.   Back ,to back, to back. And one loss sends you  all the way back to the beginning. It's so hard   that this small tournament doesn't even have him  unlocked, and I sure as heck couldn't do so. I had   to cheat my way through. Joker's move list is more  than doubled that of any other character, and he   has all the tools to arguably be the best in the  game. Although the game is largely unexplored,   a tier list would definitely have Joker in this  spot. In my opinion, he is the game's true boss.   And voila, you have the full roster! Not exactly  oozing with charisma, but they are simple and easy   to identify. Very important when it comes to  the game's unique style of fighting. First up,   the movement. Of course, you have your left and  right movement with very quick back and forward   dashes. And like all 3D Fighters, you have side  stepping as well. It's not really useful for   dodging attacks, but more so for positioning  yourself in the arena. Jumping is very brief,   and interestingly enough, so is crouching. Both  options immediately return you back to neutral,   and I believe the reason for this is based  on how attacks work in this game. Despite   the many buttons of the N64 controller, there are  only two attack buttons which closely resembles   that of Virtua Fighter. But unlike their punch  and kick layout, Fighters Destiny opts to use   upper and lower attacks. The B button is relegated  to attacks that target your upper body, while the   A button, as you might guess, targets your lower  body. Therefore your jump and crouch can be timed   to avoid these type of attacks, but if you're not  quite confident in your timing, you can always use   the guard button. There's two types of guarding,  this is high guard, this is low guard. Use them   both to ensure that your defense is strong, and  if you want even more layers to your defense,   you can integrate the last button, otherwise  known as hirari (nimbly, lightly). By simply   holding the L button, this unique mechanic  allows you to do dodge both upper and lower   attacks automatically. Now you might be thinking,  why not just hold this button to go Ultra Instinct   and never let your opponent hit you? Fortunately,  the mechanic does have its drawbacks. First off,   all your other buttons are locked until your L  button is no longer held. Second, some attacks in   the game are classified as mid attacks, and they  completely nullify hirari. You can still crouch   under mids, but it must be done manually. In the  long run, you'll gain more by timing your dodges   to put yourself in a more advantageous state.  Hirari isn't supposed to be a crutch for defense,   but instead used for overcommitted strings that  can leave a character wide open. The biggest   weakness of hirari however, is the existence  of grabs. Grabs in this game are very weird.   They have a startup of exactly one frame, and  you cannot crouch to avoid them. On the upside,   if you do get grabbed, this visual aid pops  up which shows a lengthy tech window and your   position changes depending on how early you tech.  You also have locks which are a different type of   grab where the receiving end must mash to end it  and the grabber could actually mash back to slow   down this process. Even the fastest mashing  out will still guarantee some damage. Oh,   and if you hold your L button while getting  grabbed? You can't tech it. What's the big deal?   People take the grabs all the time in other  fighters, why should this be any different? Well... "2 points won!" It's time we start talking about  what really makes Fighters Destiny shine. When   you deplete a character of all their health, they  don't get knocked out, but instead become dizzy.   This this state is officially named "Piyori".  In this condition, your movement is limited,   you cannot use any of your buttons, and you  can't tech throws. This makes you a very easy   target. You are however, able to manually dodge  attacks and your life bar automatically starts   to recover. If you manage to avoid your opponent  long enough, your health reset to is slightly less   than what you start out with. So it's not all doom  and gloom if you have little health, but the life   bar is simply a formality as many of the game's  finishers disregard how much health you may have.   In most fighting games, primarily 1v1 types, you  have rounds meaning that you're depleting multiple   life bars. Fighters Destiny is different in that  you accumulate points with each round victory,   and the way that you defeat your opponent is the  deciding factor to how many points you get. There   are six different ways to win a round. Starting  from least amount of points given to most,   you have judge. When a match timer ends, generally  the character who dealt the most damage is the   victor. Basically the game's version of a time  over. Next is ring out. As you might have noticed,   a lot of these arenas are just giant cubes like  the kind you see when you open a blender. If one   stands close to the edge, they're prone to being  knocked out with an attack. Throwdown is when   you successfully land a throw or deplete your  opponent's life bar with a lock, simple enough.   Next up is knockdown. Some attacks are classified  as knockdown moves and are identified by a blue   glow. Landing one will give you the round but  these moves are pretty slow and can be dodged   quite easily. They should ideally only be used  as hard reads. Additionally, moves that normally   don't knock down become so while an opponent is  dizzy and if an attack has even the slightest bit   of force behind them. If you hate mashers, you're  going to love Counter. We've all had had a time   where you're plus on block but they decide to mash  anyway. Counter is achieved when you counterhit   an opponent with these type of moves. If they  connect with the active frames of another attack,   it'll cause a bright flash indicating a successful  counter. If you're on the receiving end,   you're able to tech the counter by holding A and  B to land on your feet with only a chunk of damage   rather than a loss. Be careful with throwing these  out as most of them are unsafe on block. Last but   certainly not least is the special. When your  opponent is dizzy you gain access to incredibly   flashy moves that give you a whole four points.  Think of it as a finisher from Mortal Kombat. "Finish him!". And that is your point system.  Instead of your usual best two out of three   rounds, a single game of Fighters Destiny can  theoretically be anywhere from 2 to 13 Rounds.   By now you can see just how insanely different  the game is. Instead of autopiloting, you must   take into consideration the many different ways  that you can win or lose and a single well-placed   move could shift the momentum of a match  entirely. I haven't even began to scratch the   surface of how many complex mechanics and advanced  techniques that the game has as you dig deeper,   and covering every single little thing would make  this video way longer than it should be. Just   know that if you do decide to give the game a try,  you'll have a lot to learn. Such is the nature of   a 3D fighter. That being said, the gameplay is not  without its faults. This is more of a design flaw   than anything, but if he says that you'll be dizzy  soon, why not just purposely fall out of the ring?   Ring outs only give one point to your opponent,  so you have up to seven attempts by this method.   But that's not as bad as the fact that you can  actually cancel out of hitstun by holding guard   that means it's possible to make certain moves  unsafe on hit that would be safe otherwise. Of   course, this game came out in 1998, so I got to  give some leeway to the devs when it comes to   polishing. Actually, I'm more curious as to why  they thought the implementation of the "Gained   Skill" was a good idea. Remember when I said that  every time you defeat Master in Master challenge,   you earn a new skill? These skills are moves that  get added to a character's move list, so if you   want the full move set of 10 of the characters,  you must play through the single player aspects of   the game. Imagine if in Tekken, Kazuya's Electric  Wind Godfist was locked away until you earned it   in a single player mode. That's how it must've  have felt playing through Master challenge.   Now the idea of a person becoming stronger and  learning new moves as a fight is pretty realistic   and interesting, but that's a concept that should  only be used for Story Mode purposes, and not   affecting the rest of the game. Fighters Destiny  is wildly different from its fellow fighters but   there is such a thing as being too different.  The game never really expanded much as a series.   the Japanese version released months later, and  a sequel happened about a year later. But it was   seen as a weaker game due in large part to more  than half of the original roster either being   cut or replaced by lamer characters. The gameplay  was largely the same and Master Challenge return   and is grindier to get Gained Skills with. If  you want a proper sequel, I'd recommend Toy   Fighter. Made for Arcades, Toy Fighter shares a  lot with Fighter's Destiny thanks to being led by   our already mentioned designer Masahiro Onoguchi.  The game even fixed some of the gripes I had with   the original, such as this ring following the  fighters preventing intentional ring outs. If   you can get past the strange premise, you'll see  the loads of depth that the game has to offer,   just as it inspiration did. It's nice to see that  the game's mechanics were given a second chance,   and thankfully with the wide variety of options,  you're able to practice them in various methods.   If I had to describe Fighters Destiny with one  word, I'd call it experimental. Whereas the   presentation lacks originality, it makes up for  this with its incredibly novel gameplay choices.   In present day where fans show concern about  rushdown play styles dominating fighting games,   and the fact that the more popular 3D Fighters  are either in limbo or shooting themselves in   the foot, Fighter's Destiny ultimately became a  "Right Place Wrong Time" situation. Fortunately,   thanks to the game's great OST, quirky  gameplay, and distinctive scoring,   it managed to create a unique experience to those  who played it, including me who played it during   my childhood. For my final score, I give Fighters  Destiny a 7 out of 10 points. Thanks for watching!   Hey guys. if you enjoyed these type of videos,  please consider subscribing for more. And I also   want to give a special shout out to IM_Amazon  for his amazing guide on Fighters Destiny,   couldn't have done this video without it.  Thank you all and I'll see you next time!
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Channel: Hollowshy
Views: 938,379
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Length: 13min 16sec (796 seconds)
Published: Sun Apr 14 2024
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