I don’t hate the idea so long as all characters (vanilla and dlc) come with a brutality and fatality. The problem will undoubtedly come around that the included fatality isn’t as good as the storefront one though since that’s what they always do
Interesting how the history of the series skews the perception. In comparison youve got a game like For Honor that has paid cosmetic finishing moves among so many other paid cosmetics and nobody really bats an eye there, while MK gets bad press for a similar thing due to how Fatalities play into the series' history and the precedent that was set for them in past games that were released in radically different gaming climates.
And this is not to say I support any of this, just an interesting observation.
No no no I’ll stop you right there as you don’t seem to get it: it’s shitty in either case and must be called out, it’s just that it’s more recent for MK1. You don’t get to sell a game 70€ and expect players not to complain when integral parts of it are held behind paywalls.
Yes, that's why I said I'm not saying I support the practices, but it's undeniable that MK is receiving more flak than other franchises who do, essentially, the same thing and it's accepted instead, the whole reason that that's a surprising observation is because they're both doing the same thing and ideally should receive the same treatment.
It definitely still affects the end consumer, it just didn't get a bunch of bad publicity and articles for it. I still play it from time to time because I don't know of any other games quite like it, but I do think the way they did some of the cosmetic monetized content drags the game down.
I had to look up gameplay since I didn’t even hear about this game, and it’s way worse than I expected. I would have loved a remaster of the PS2 version that I was too scared to play as a child though.
I watch sometimes watch a couple of youtubers making a video game without talking to each other. Every one has just has something like 4 hours to work on the game, before passing it to the next deveoloper. And every game they produce in their 16 to 20 hours total looks better than this thing.
Though I would hesitate to count Fallout or Majora’s Mask here because they were based on existing games, so the breadth of the work on things like mechanics had already been done, and they had the ability to re-use a lot of assets.
I don’t know the extent of asset or code reuse for Vice City, so I can’t really say if that should be counted the same or not.
Literally every game mentioned here had massive asset and code reuse. Doom 2 was basically a modpack for Doom. Add a couple of weapons, a couple of enemies, some more levels, job done, call it a sequel. The fact that the weapons and enemies changed the gameplay so much was probably more of an accident than anything else.
GTA 3, VC, and SA are basically the same engine with some changes here and there. A lot of asset reuse. All were buggy as shit on launch. Sometimes with the same bug that was never fixed.
FNV was FO3 with different color filters and fewer buildings. It's why the game was mainly story-driven rather than action and had less in the way of exploration. You do the best with what you have.
It's always easier to follow up than it is to lead.
And it was broken and buggy as shit. In many ways it still is, with loading screens being an appropriate roll of the dice as to whether or not they'll crash to desktop.
It's far from an example of what can be done quickly and is, in reality, a total indictment of that kind of stupidly short turnaround time.
Fallout New Vegas is still considered to be one of the best Fallout games ever. I expect there was significant overlap in the development period with Fallout 3 though so just subtracting one release date from another doesn’t represent the amount of time in development.
Vice City was more like 18 months of development, some of which overlapped with GTA III. I suppose it helps to have a working game engine and an experienced development team who can iterate on something they’re already made.
This is like saying that because you can write a sentence in one hour someone else should be able to write a trilogy of 1000 page books in an hour too.
Doom 2 added few features and had almost identical graphics, copying many assets. It would be an easy list for any dev. Oh yeah, it also had some of the smartest and most skilled developers in gaming.
Disney's decision to throw away all the extended universe law when they bought the franchise is going about as well as I expected.
In a new interview with Uproxx, Gareth Edwards (Rogue One: A Star Wars Story) respectfully disagrees that Lucasfilm removing creators is a problem.
Person who is yet to be fired downplays the firing of others and it is definitely has nothing to do with their fear of being taken off future projects.
Huge fan of having a bell curve for most rolls, my main concern is that in combat the random initiative might make it kind of swingy; the initiative system is that if the hope die is higher the players go next, if the fear die is higher the enemies do, for about a 46% chance of enemies going next each turn. So that’s about a 15% chance of players getting three turns in a row- if the game is balanced for quick combats (which seems likely given what we know) that could make a massive difference in how hard a combat is- and in the counter situation, where enemies get three turns in a row (about a 9% chance) an otherwise easy encounter could go very wrong. This is all speculation, of course, but the initiative system being fully random does worry me, since the action economy seems like it would be a major thing in this system
in college I had a guy run a fantasy game based on it. He basically made up his own spells and used the variable power pool rules for magic. fyi champions online free to play is an mmo vaguely based around the champion rules and uses the ip from the game.
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