Duncan Lawson reports:
''Do you remember the music to the third level of 1996 SNES game Yoshi's Island? Wouldn't it just be super cool if someone gave it a funky remix with a full orchestra? If the answer to this question is 'yes', then do not pause for thought, to eat, sleep or even get dressed - just tear off down to your local game emporium with some form of negotiable currency and pay whatever they're asking for Super Smash Bros Brawl on the Wii. This game is unquestionably the absolute apotheosis of Nintendo fanboy trivia, references, character team-ups, collectables, homage, pastiche and nostalgia. For those that answered 'yes' then this is probably one of the best games ever, created by true lovers of Nintendo for true lovers of Nintendo, overflowing with features and innovation blended with nostalgia that will reward players as much the 100th time as it does the first sweet taste.''
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