VGChartz writes: After weeks as the top selling game in Japan, it appears that Super Smash Brothers Brawl has been knocked from its perch by Gundam Musou Special for the PS2. Overall, the market had a decent week, with four titles selling between 50,000 and 100,000 units. This week's data also featured a fairly rare event – PS3 software in the preliminary data was outsold by Xbox 360 software in the preliminary data. In fact, PS3 software was the least represented when compared against Wii, Xbox 360, PS2, PSP, and DS this week.
Key Points:
-DS sold the most software in the preliminary data, with Wii and PS2 coming in closely behind.
-Idol Master will lift Xbox 360 closer to PS3 than it has been in weeks.
-DS and PSP should remain close to one another this week.
Predicted Hardware Totals:
Wii: 50,000 to 60,000 unit range
DSL: 45,000 to 60,000 units range
PSP: 40,000 to 55,000 units range
PS3: 10,000 to 15,000 unit range
PS2: 8,000 to 16,000 units range
360: 3,000 to 8,000 units range
Fighting games and music have a long and storied history together. Here are five of the best fighting game stage themes throughout video game history.
Tekken Tag Tournament 1 Arcade OST - Nina Williams
Street Fighter 2 - Ken stage, Ryu Stage, Vega (Claw), and Guile
Street Fighter Alpha 3 - Karin theme
Tekken 3 Arcade OST - Hidden Characters Theme
Super Street Fighter 2 - Fei Long CPS1 version (found on Hyper SF2 A.E.)
Tekken 2 Arcade OST - Kazuya and Devil theme
Marvel vs Capcom 1 - Strider Theme, Ryu, and Roll
Should be some tunes from the first Mortal Kombat in any list tbh.
I really like the use of Mozart’s Dies Irae in Wolfgang Krausers stage in Fatal Fury 2.
Developers should always strive to make their products as balanced and fair as possible. Sometimes, video games feature a incredibly overpowered characters that just break the game.
You may have head of The 7 Deadly Sins in Christianity, but what about The 7 Deadly Sins of Game Design? Jason Capp is here to break it down.
For me, it's collect-a-thons. They weren't fun in Donkey Kong or Banjo and Kazooie and they still aren't fun now. Why create these wonderfully oversized, detailed worlds if you are going to just supplement gameplay with ambiguous item fetch-quests.
There are exceptions, of course, But by and large, it just shows laziness on the part of the developer.
Good article, by the way!
how about not allowing cutscene skipping
that's flat out inexcusable in any game in the last 10 years
this comments are demanding a "The 4 Horsemen of The Apocalypse of Game Design Flaws" sequel