Puyo Tetris 2

>Barely any new content that wasn't in the same game
>Artstyle just got sligtly tweaked
>New gimmick is reused from a game that not many people even knew it existed
>Promises free DLC content to pad out the empty game to make it slightly more full
This is litteraly looking like another Star Allies fiasco

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You only need to buy one Tetris game per platform anyway.

Puyopuyo x Puzzle League or something would've made more sense than just rehashing Tetris again.

youll have to buy the new game if you want to play multiplayer vs puyo/tetris players because everyone will migrate there

Eh

I will literally eat up anything Tetris so I am happily dropping the full price on this. Fuck you!

Guidline tetris sucks dick though

Cant tell if this is a joke or not. made me laugh either way

nah man i love it

7bag is objectively bad design

What? No, it's basically the perfect degree of RNG versus predictability.

No, there's way too much predictability. It lets you easily create infinistacks because the unpredictability is capped out at a very low level.

And that's a good thing, at least for versus tetris. The unpredictability comes from your opponent and their strategies. The fact that singleplayer modes are made easier for this fact, because applying different rules to them would defeat their purpose as multiplayer practice, is another issue entirely.

>The unpredictability comes from your opponent and their strategies.
The whole point of tetris was originally dealing with unpredictability. Stacking is made almost completely trivial when the pieces spawns are so linear and predictable, you don't even have to be good at stacking anymore. Being able to do infinite repeating stacks and t-spin setups is another problem entirely on top of that.

The TGM series did it best by adding some partial RNG influence to reduce droughts but still having it be possible for any piece to spawn at any time.

>Puyo Puyo
Chigyu Chigyu

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FEVERFAG'S GONNA FREAK

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You haven't even begun to address my point, though. Yes, that used to be (and should remain) the main point of singleplayer Tetris, but when you're dealing with multiplayer, THEY are what drives you to git gud at stacking. Extra RNG on top of that would make downstacking ridiculously punishing.

Gimmick from what game

Skill Battle from Chronicle

Doesn't matter if it's single player or multiplayer, that's the core of Tetris.

>You haven't even begun to address my point, though.
Meanwhile you still haven't addressed the problem of infinistack patterns and how much they destroy the game

I do like the animations.
giphy.com/sega/puyo-puyo-tetris-2

>Skill Battle is a new rule that appears in Puyo Puyo Chronicle, where players can form a team from a maximum of three characters, and advantageously advance the battle by effectively using the “skills” possessed by each character.

So does this feature didn't really enhance or make puyo tetris 2 any better huh? Shame,i wanted to buy it but I guess I'll keep playing the first

Thanks lad.

are you guys practicing your GTR?

Every time I do junk puyo blocks my trigger.

> Doesn't matter if it's single player or multiplayer
It does, though, what are you smoking? Yes, both should rely on a degree of unpredictability and their escalating speed to make you adapt your strategy. But where singleplayer has to do this through RNG, multiplayer can do this through your opponent.
> infinistack patterns
Your infinistack won't save you when garbage comes in below your stack. Downstacking is as hard as your opponent makes it.

Stairs and hellfire are easier for me, so I just got gud at those instead.
And when I feel like unga-ing, I don't actually pay attention to any patterns and just try to match up 3 of a given color near each other until the other guy starts sending garbage, then find a spot to trigger something and pray. It works out more than you'd think.

learn. you must figure out how to work around garbage puyo.

My max chain is 14.

against a real player or in practice? either way, nice

In practice. I believe my max chain in battle is 12.

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being able to search ranked for Puyo vs Puyo or Tetris vs Tetris makes a world of difference for me
PvT is not fun for either side

>It does, though, what are you smoking? Yes, both should rely on a degree of unpredictability and their escalating speed to make you adapt your strategy. But where singleplayer has to do this through RNG, multiplayer can do this through your opponent.
Irrelevant, you're not reading anything I'm saying. Stacking in such a way that you can accomodate for unpredictable piece gen is the core of tetris, it doesn't matter if it's single or multiplayer.

>Your infinistack won't save you when garbage comes in below your stack. Downstacking is as hard as your opponent makes it.
Also irrelevant, you can downstack and continue your infinite pattern. It destroys the game.

I hope this time
>they don't fuck up puyo vs puyo matches
balance patch in puyo vs tetris reduced appearance delay and chain resolution speed but for some retarded reason they also applied it to P v P matches. At least Puyo Champions exists.
>they find a way to fix balance between both games
incoming garbage not depleting Tetris's garbage gauge is broken (stack some REN, wait for puyo chain to finish, take 14 lines, keep clearing REN, puyo dies). 4-wides are broken (especially when combined with previous method). t-spin spam is a fucking pain at high levels (place one piece, receive 5 ojama)
>>Promises free DLC content to pad out the empty game to make it slightly more full
you mean dripfeed of content to keep you coming back, and make piratefags wait longer until the complete edition comes out.
It's not too bad for multiplayer. only big problem is almost guaranteed perfect clears though.

Is Puyo Puyo Tetris a good entry point for someone curious about the Puyo series? I'm okay with emulating any previous game in the series too if those are better for a beginner. No reason I can't play multiple games after all

yes it is. its the game that got me into the series

The absolute state of Sega

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> Stacking in such a way that you can accomodate for unpredictable piece gen is the core of tetris
No, stacking in such a way that you can accomodate for the unpredictable in general (piece gen or garbage gen) is the core of tetris. 7-bag would be boring in singleplayer, but it's great for multiplayer.
> you can downstack and continue your infinite pattern
But again, downstacking is where your ability to deal with the unpredictable is tested.

Do personal dropsets still exist or it's just classic/arle Dropset assigned to everyone?

that's only for fever

Garbage comes from the bottom so all of that's irrelevant. Try to keep up.
Anyways you refuse to refute the concept of infinitely repeatable stack patterns so I'll take that as your concession, have a nice day

> you refuse to refute the concept of infinitely repeatable stack patterns
If you just ignore garbage because "it's on the bottom" and continue an infinite stack you'll die because you'll run out of room. You have to break from a proven infinite pattern to deal with garbage as it comes. Pretending this doesn't happen is retarded.

You downstack and then resume the pattern you fucking idiot.

Downstacking leaves behind bits of tetrominos you fucking idiot. It's not like the game gives you single-tile tetrominos whenever garbage appears. As soon as your opponent sends garbage you don't have the exact piece needed to fill, infinite patterns stop working and you start having to freestyle.

Feel bad for you guys if that's really the case. Could never into this sort of gameplay but I can't stand the "free" update model that's starting to plague games so that developers can rush their games out with fundamental flaws or next to no change from its predecessor, things that can't be fixed with just a few updates.

Why do you try to argue about things you know nothing about? You don't need an empty well to start an infinite pattern, the hold mechanic exists and you can set up a surface for it and resume it. They're not very rigid, the fact that you always get the same rate of every piece is why it works.

Please do your research before making yourself look like an idiot next time

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> They're not very rigid, the fact that you always get the same rate of every piece is why it works.
This is a fucking contradiction of terms. If a pattern relies on you getting the same rate of every piece, it is rigid. If you consider it an "infinite pattern" to just play by basic rules like leaving at least one space open for every type of piece at any given time, then it's your definition that's at fault.