Dark Zero writes: "We all knew it was coming. Our cousins across the globe had already told us what it was like. Now the Europeans get the Brawl experience. And it was well worth the wait.
I had to do a lot of things for this Brawl review, namely waiting a couple of days for the 'holy freaking pancakes, Brawl is awesome!' factor to wear off so I could take a decent look at the game. I also had to resist the urge to play every time I mentioned a great element, otherwise the review would never be finished. Was it necessary to unlock all the characters in one go? Or was it necessary to play it for 13 hours straight (with 2 bathroom breaks of course)? You tell me. I did it anyway because Brawl is just that good.
The single most important thing to assess about Brawl has to be how well it plays, how well the combatants move and strike. If Brawl were a car, it'd handle like a dream. Each character moves just as they should, some feel heavy and slow, others glide and jump around. They're as powerful and fight as you'd imagine. It all makes sense, and feels right."
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