Iun Hockley reports:
''Finally! The long darkness of our lives is over! Rejoice for there are no more delays, no more lengthy translations, no more titbits of information to wait on and no more wondering. On the last day, Nintendo said: "Let there be Smash Brothers" and the world looked upon their mighty creation, and saw that it was brilliant.
It has been a very long wait for Europe, while America and Japan have enjoyed the glory that is this game, poor Europeans have watched and waited as ever to see the translations and localisation completed. Now that it's here, we can experience the same feeling of elation that our brothers and sisters across the globe have enjoyed.
First things first: this is exactly what a sequel should be. Taking its cue from the fantastically popular Smash Bros. Melee, Brawl uses the most successful elements and makes them bigger and bolder, with better graphics, an enormous character roster, an expanded Adventure mode in the form of the "Subspace Emissary" section, innumerable events and extra features, secrets, fan-favourites and a number of inside references that will make the most hardened of Nintendo nuts squeal like little girls.''
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
10/10 a little high because of the online problems with this game. But one of the best figthing games i have ever played!!