God of Rock Review (xColdxFusionx)
Let's talk about motion inputs.
The basic concept of a motion input in a fighting game is to define a move's use case. A quater-circle forward or a Dragon Punch motion requires you to push your control stick forward, making the move a risk to use in close quarters. A charge input can be performed by blocking or crouching, allowing a character to turn defensive pressure into offensive rewards. 360's require you to press jump, meaning that the move often needs to be buffered - and consequently makes opponents fear those buffered options. It's all in service of adding to the mindgames, encouraging play patterns that translate into a complex loop of offense and defense where you’re constantly predicting and reacting to each other, finding openings and punishing mistakes.
So clearly we need to slap unrelated joystick inputs into a genre that doesn't require any of these things, loudly interrupting its own gameplay loop to demand that you memorize complex and often nonsensical input patterns for the sole purpose of making the game needlessly complicated, while also throwing full-difficulty rhtyhm game charts that require all of your focus to maintain.
It's a shame. I loved the concept when I first heard about it. But you managed to skip everything that makes each genre good and wound up with the worst of both worlds. How do you screw up such an interesting pitch so badly?