Gamers Universe writes: "In most lines of business, management training speak will generally insist that it is cheaper, and more profitable – in the long run – to hold onto an existing customer than to gain a new one. The thinking goes that, as your company has been good for the customer, that customer will, through word of mouth, encourage more customers your way. In other words, gaining a new customer for one or two purchases before pissing them off is nowhere near as beneficial as keeping an existing customer for their lifetime."
Pros:
+Sound is awesome, with some truly dramatic scores in among the re-treads of Nintendo classics
+Subspace Emissary = pretty much a cast-iron purchase for anyone who permanently has a friend around
+Graphically outstanding
+Huge cast of playable characters. Loads to this
+Actually deeper and more thoughtfully balanced than it first appears.
Cons:
-Noticeable loading times - for a Wii game.
-Like rock band before it… it's a student flat game - isn't it?
-I'm scared to check, what's the online record for Home Run Contest? A million?
-Classic mode is unchanged, as is the majority of the still-possibly-a-bit-too-hectic gameplay
-Controls aren't quite as precise as they should be
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