Console Monster writes: "Seven years. That's how long it's been since a new Super Smash Brothers (SBB) game. With time also comes rising anticipation for a game everyone just knew was going to be awesome. My anticipation level for Super Smash Brothers Brawl was through the roof. When the game was pushed back in the U.S. from October 2007 until February 2008 and then back again until March, I was disappointed. However, it's clear straight away that the push backs were needed, as my anticipation level for this game was not let down. Super Smash Brothers Brawl is everything you thought it would be and more.
When you boot up the title you will notice that the graphics are a bit sharper than the Gamecube counterpart, but at the same time, we aren't talking Super Mario Galaxy. Yes the game does have an option to choose 16:9 or 4:3, but the graphics themselves don't appear to be leaps and bounds sharper than they would on Gamecube. They are good, but not great."
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