The only thing to understand is that is does not come from a good place, and they don't matter. Make the stories you want to tell for the people willing to listen.
'God of War: Laufey' director Ariel Lawrence responds to fan skepticism over a game focusing on Laufey 🎮
"I’m so thankful that we have people who care. And whether or not they care, they’re upset, or they think we should do something that’s different, I would rather they care"
"So we’re arms open, ready to show them Faye’s journey and have them fall in love with her like we have"
"I understand everybody’s reservations and hesitations and I know that it comes from a good place. They have been on that journey with Kratos as long as I have ... And it means something to them"
"We’re not leaving anybody behind. We’ve got plenty more Kratos coming"
(via @GameSpot)
@geofftrainwreck And really it actually makes it so critical that Ozai is just this brick wall of a character and Ursa is a mother. Everything falls apart when she becomes the fire lord, it's the build up of an entire life of loyalty and devotion to finally NOT get the thing she wants.
This game demonstrates so well the importance of narrative and strong character writing when designing true expressiveness in fighting games. Who a character is and why they fight comes out before gameplay in every single frame or detail. It's beautiful.
True power, the divine right to rule, is something she was born with. ⚡ 🔥
Azula's unraveling psyche and duality turns into her greatest strength, from poise and precision to mellifluous madness.
Unlike a certain exiled prince, she settles for nothing less than perfection.
@geofftrainwreck And Azula could easily appear shallow as a character, much like her father. Her story is told on the surface through her actions, as she puts everything into how she's seen. But if you look for those cracks(which the show writers place beautifully,) she carries so much baggage.
Random ass characters they could add to #MarvelTokon#Tokon.🧵 X-FORCE(OG), it's a no brainer; Warpath, Boom Boom, Cannonball, Shatterstar, Feral, Cable ofc, Bishop, Siryn, Domino ✏️Liefeld
It really is that games with a notable amount of players who rage quit are flawed on a foundational level, and it’s just that much more of an issue in fighting games because there goes the whole game.
I think there’s so much left on the table when it comes to building community in fighting games. The whole idea of “casuals” in the FGC puts players in a bubble, it’s divisive. Most FGs are like this because competition is designed at the root of things, and “casuals” in mind.
Been saying it since 2015. If a game is just simplified, it's 2x as easy for new players, but 10x easier for experienced players. If a game has characters you love, doing cool stuff together/against each-other, people will justify reasons to keep playing at any level.
This concept focuses on giving players attachments to the game, making the players it worked on more likely to just accept losing even if it feels bad. I think overall this lightens the load of quitters, but only acts as a superficial fix to the issue.