VG Cats Animated 4

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The fourth attempt of mine to animate a comic strip by Scott Ramsoomair. Omahdon and Scott are gods for creating the audio and comic (respectively). It took forever and a day to make this and it isn't even on the same level as OneyNG or SexualLobster or Egoraptor as far as animation goes.

Hope you all enjoy though!

Original comic: http://www.vgcats.com/com ics/?strip_id=130

Visit Scott at VGCats.com

Youtube version: http://www.youtube.com/wa tch?v=_MVwr0zYDQs&feature =channel_video_title


better than archive rewind - maybe

Ah, glad to see this great strip getting a new touch. Good job.better han

MikeandTreyVideo responds:

what in the world is "archive rewind?"

LOVE this animation!

The cats always bring up the hilarity!! Can't wait for your next adaptation!

I agree, why can't they make fighting games easier

If you really think about it, Fighting Games' controls don't make allot of sense.
And character distribution in terms of type and strength are typical and off balance in power.

Super Smash Bros' formula works but too many characters are broken.

In Smash, the controls are good. EX: Control Forward means your reach is further, but leaves you vulnerable to counterattacks if you miss.

But the characters are WAY too off balanced.

There HAS to be a way to make a fighting game that is casual but amateurs vs experts depend on the basics of blocking, dodging, and extending your reach vs short range attacks. Like the old school ways but with better graphics.

Like...an extended attack should be countered with a duck then executed with a short ranged attack.

A Rock, Paper, Scissors effect. Certain attacks should be dodged or blocked a certain way and vise versa.

Instead, too many people are just spamming the same overly powerful moves over and over again. Executing cheep moves of putting you in the corner and beating you while your down.

In the end, people just having fun by winning with cheep moves.

Sure, there are some REALLY good fighters, but what do you accomplish learning a whole bunch of memorized button combinations?

Does it really simulate a fighting game experience?
Or does it show your good at memorizing?

Because once a new fighting title comes out, you'll have to memorize ANOTHER 100-200 button and control combinations per character.

Fighting games DO NOT simulate fighting games with their ridiculous button combination controls. Only in graphics and animation.

Intention of the moves should be easily incorporated into the controls and easier to learn.

Or perhaps in the future, as sensor motion becomes more popular and polished, a person's stamina to move their arms or legs would incorporate with the gameplay.

THAT would simulate a real fighting game.

It may limit the possible combination of special moves, but in the end, it would make fighting games more like a fighting game.

Instead of just memorizing a bunch of button combinations.
*That's my biggest gripe.

Fighting games LOOK cool. But to play it todays way is illogical.

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MikeandTreyVideo responds:

Hear hear, bro! I've stopped playing fighting games a long time ago. I occasionally play Brawl with a bud, but the only fighting games I own is Soul Calibur V and Virtua Fighter 5. VF5 actually has a pretty deep fighting mechanic since you're able to control certain moves and string together custom combos and have a more "fighter" feel to it as opposed to games like Soul Calibur where most people memmorize the combos (as you've mentioned) and whip them out as often as possible.

I think the new Mortal Kombat has taken a step in the right direction as far as fighting styles go.

so funny

always loved fighting games, but the cats make it funny


I thought the ending song was farmiliar

Also, I lol'd at the "female characters half to be HALF as dressed as normal" thing. :D

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Credits & Info

3.98 / 5.00

Aug 19, 2011
2:41 PM EDT
Comedy - Parody
  • Daily 4th Place August 20, 2011