Moderator: JC Denton
by icycalm » 08 Feb 2008 12:59
by Molloy » 08 Feb 2008 16:17
by Flying Omelette » 08 Feb 2008 19:36
Who the hell googles for reviews anyway? Most people get to reviews through links from places like Digg,
by icycalm » 08 Feb 2008 19:37
Molloy wrote:You'd be lucky to end up on the 2nd page if the game is anyway mainstream. Who the hell googles for reviews anyway? Most people get to reviews through links from places like Digg, games news sites or forums.
Molloy wrote:Anyway, I don't see how it's a big moral dilemma.
Molloy wrote:You can always just cheat and call it a review in the title, then explain in a paragraph after the review that as with any fighting game or multiplayer game you're going to have to go back and review it a second time once all the game systems and balance have been hammered out by the SRK nerds.
Molloy wrote:for the most part the reviews have been good so far.
by icycalm » 08 Feb 2008 19:38
Flying Omelette wrote:I don't have any idea how or why, but for most games that I've reviewed, if you type the title and review on Google, mine will be on the first page of results and some are even #1...which I'm okay with for my newer reviews, but rather embarrassing for my older ones that suck.
by RyanDG » 08 Feb 2008 22:15
icycalm wrote:Yeah, this seems like a good idea. Not "review it a second time", but simply add a couple more paragraphs to the review. The only snag is the rating. Obviously, the game deserves four or five stars, depending on whether all the additions are implemented well or not -- but what if there are major flaws that can only be found under serious competitive play? A game like KOF 2003 shouldn't get more than three stars for that reason. So can I subtract stars later if this ends up being the case?
by moonside » 08 Feb 2008 23:48
by Flying Omelette » 08 Feb 2008 23:54
by icycalm » 09 Feb 2008 23:15
elvis wrote:Screw the mindless masses.
RyanDG wrote:Would it be necessary to offer a rating at first?
moonside wrote:i have to admit, i'm a little surprised to read that you appreciate smash, icy! don't take this the wrong way but, having read your work, i've been under the impression that you wouldn't approve of the reckless disregard the game has for 2d fighting tradition, for lack of a better term.
by icycalm » 09 Feb 2008 23:15
Flying Omelette wrote:It's kind of amusing that for games that they have reviewed, I'm the only non-professional site that's right up there with them. It's funny because I've known so many people who have told me they'd like to make a site like mine, but won't because they feel the reviews won't get any attention and it's easier just to submit to lamefaqs. Either (a) I'm proof that's not true and people just aren't trying, or (b) I did something special and have no idea what.
I'm really surprised I'm the first result for this and this, considering how insanely popular those games are.
by moonside » 11 Feb 2008 22:00
I don't see what could possibly give you the impression that I would not like this game. I guess people are fond of making baseless assumptions about other people.
PowerStone is the 3D equivalent of Smash Bros., and it's excellent.
by Oils » 19 Mar 2008 02:16
For years, I’ve been telling people I wanted a big-scale “fighting” game that played exactly like the Castlevania games on the Gameboy Advance (or DS, I guess): I wanted snappy controls, I wanted quick fighting, I wanted real, human opponents. More than a dozen times, some jackass snapped his fingers and then pointed directly at my nose and declared “Smash Bros., dude!” I wish I remembered all of those guys’ names because I would tell each and every one of them, personally, to fuck themselves. Instead, I’m going to use this paragraph to voice my concern about the game’s control scheme. Namely, the only way you’re going to be able to use a D-pad to move your character is if you play the game with just the Wiimote, which means that you have to press the A button with the side of your thumb and the hook-like pseudo-trigger B button with your middle finger to do a hard attack. Not too keen on that, thanks! I would rather use the Classic Controller’s brilliant D-pad (which I believe is the best D-pad of all time (I’ve verified this by playing through Landstalker with it)) to control my character. You can’t do this, however; though the game’s official website is smug enough to brag about the various controller-configuring menus, saying “We’ve thought of everything!” they actually haven’t thought of everything, because everything would mean I could use the D-pad to move.
Some people might say that the game doesn’t let you control movement with the D-pad because the analog stick is an integral part of the game design: you have to tap the analog stick hard in a specific direction as you press an attack button. I say that Virtua Fighter does a damn good job of having “short tap” and “long tap” special moves with just a digital joystick, and the execution time of said moves never feels longer than instantaneous. I want to double-tap that delicious, apple-pie-like, deep d-pad to run; I want to long-tap and short-tap to do smash attacks. My friends in the “Videogame Industry” tell me this is impossible in a game like Smash Bros. X, which is already taking huge risks and breaking tons of Nintendo’s internal rules (one of those rules being that a Nintendo-made game should neither have nor need a controller-input option menu), and that we should be glad we got as much as we did get, and that we should be doubly glad that this was all done in the interest of inviting The Casual Gamer to participate in the heated, old-school brawling action. Whatever. The default setting of the Classic Controller’s D-pad is left and right for “horizontal taunt”, up for “upward taunt”, and down for “downward taunt”. If Nintendo’s idea of inviting casual gamers into a hardcore game involves letting them do something useless in multiple directions, then I’d hate to see how they’re going to get hardcore gamers playing casual games, when that time comes. Are they going to invent overly complicated, customizable control schemes for a VCR-programming mini-game in Animal Crossing, where the A button operates the right index finger? On the other hand, a videogame that lets me customize my controls (thankfully, yes, I could make jumping button-activated and cancel the “up = jump” input) obviously assumes I know a thing or two about games, so why the shit does it constantly put a little indicator over the character I’m controlling, even in the single-player mode — and only if I’m using a customized control scheme? I mean, why not put a “1P” indicator above someone who’s too dumb to make their own custom control scheme? It’s weird, and thinking about it actually kind of makes me lonely, like that screen on MySpace.com that keeps telling me “You must be someone’s friend to make comments about them”. Oh.
Seriously, not a single person whose hands I’ve plopped a Classic Controller into has not, immediately at the start of a match, pressed the D-pad to try to move, and instead initiated one taunt after another, after another, after another. I don’t know, though; maybe they were just really cocky professional players.