Gamers Temple writes: "Before Brawl hit stores, there was a lot of apprehension about the game's multiplayer modes. It was a no-brainer for Nintendo to include the same four-player offline multiplayer as previous games, but since online gaming is now the toast of the town, people worried that it would have its share of problems. Well, those people are now eating crow; the online multiplayer is lag-free and chock full of options and possibilities. While online gaming, or even offline multiplayer gaming, isn't my favorite, a match or two against an online opponent is thrilling, and it is easy to see why so many people enjoy it so much. The only thing Nintendo left out is voice chat before during and after matches. To me, that decision is huge, because I, like a lot of others, have seen (and heard) way too many foul-mouthed teens ruining the fun in the online arena. Smash kept the best parts of online gaming in, and mercifully cut the online community's most annoying and worthless feature.
There are two other tidbits about Brawl that I would be doing a disservice to by not mentioning them - the control options and the level builder. While the level builder is self-explanatory, easy to use and works great, the control is what impressed me the most. Nintendo gave players more options than they should have when it comes to playing Brawl. You can hold the Wiimote sideways (like in Super Paper Mario), you can play with the Wiimote and nunchuk combo, or the Wii classic controller and even the old Gamecube controllers. If it is a controller that works with the Wii, you can use it to play Brawl (I haven't tried the Guitar Hero control, but I would be surprised if that worked as well). By giving players so many options, Nintendo all but ensured that no one in the world could complain over not being able to fight the way they choose."
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