Justin Wong lost to Daigo in the 3rd Strike parry moment. That was loser's finals for EVO 2004 3rd Strike. Daigo went to Grand Finals on the loser's side, but lost to KO, a famous Yun player from Japan.
The point is this: some people will spend $15 for 2 hours of entertainment, whether it's at a movie or anywhere else. If you enjoy the 2 hours, then it's worth it for some people.
Limbo is longer anyway. Should take you 4ish hours on a first play. The atmosphere and clever puzzles were worth $15 to me. I enjoyed it more than I would a lot of games that were three times as long. Length doesn't automatically translate to "good".
And to some others in this thread: please stop pretending like you care about or play crappy multiplayer modes in these XBLA games. A game is suddenly not worth any more just because it has a tacked on multiplayer mode that isn't any fun and is dead after two weeks on the service. I'd rather they give me a solid single-player experience that I can complete and be finished with.
There are good solutions to gaming lag now. Many TVs and monitors are < 1 frame of lag through HDMI or component, you just have to do your research. (3 years ago this was not the case, but it is now)
It's a little harder to find displays that are mostly lag free for composite displays, though you can hook up a PS2 with component cables (and you should do so). I'm able to play IIDX on my 2008 Sharp using component cables on a PS2 about as well as I could on my old CRT. Newer displays will probably be at least as good and probably better (Sharp introduced a Vyper Drive processor in TVs in 2009 which you should look into). Anything released on a console that supports HDMI will be fine on good displays, too.
Guilty Gear has *incredibly* high damage for a fighting game. It's a great game, but I'm surprised to see you condemn MvC3 and ST for high damage, then go play Guilty Gear and find it fine. Rounds can easily end in two mistakes in that game, using little to no meter (which is generated incredibly fast), and often resulting in unblockable setups.
That's why they call them "combos" though, because hits are guaranteed afterwards. Getting in a hit in many SF games is actually considerably harder than you might think, so when you're finally able to reap that reward, that's what makes the game worthwhile. Control being taken from you once you get hit is your punishment for getting hit in the first place. Fighting games are all about risk, reward, and punishment. (And some games, like Guilty Gear, do have systems in place for people who were hit to stop combos early) This extremely long Chun-Li combo is a super outlier, by the way. Most combos in fighting games are 6-7 seconds or less.
"once you score, you're home free": not at all, really. In MvC3, a game with incredibly high damage, at absolute best (forget catching an assist for the moment) once you score one hit, you're able to take out one character (which is 1/3rd of a team). You're doing about 33% damage to the other player's total health bar. Most fighting games are nowhere near this damaging on average (to do 33% damage combos, you usually have to spend meter or bait something; if you averaged out all the hits a person did to an opponent, they would probably be in the 10-15% health range).
And, keep in mind, fighting games are meant to be reasonably short. Matches should take about 1-3 minutes, and then you hit rematch and go again. It shouldn't take 40-50 "scores" to win, especially since getting a hit against good players is quite difficult and mentally exerting.
You don't have to give up many openings to lose an MvC3 match against a good player. I'd say on average (depending on the characters in play), you can give up 6 or 7 openings before you lose the match. So the match becomes who can be creative enough to get those openings, and who can play the best defense; try cracking open a good player, it's very hard.
There's nothing really wrong with this type of game from a fighting game fan's standpoint. If you want a slower paced game where you're allowed to make a few more mistakes, you can play SSF4. Both games will be long-term fixtures in fighting game tournaments, so learning either will ensure you have lots of competition.
Do you play MvC3? I think most of the people who complain about fighting games being broken or unbalanced do so from the sidelines. MvC3 is pretty broken, mind you, but not because of this combo.
Dunno why people think this a game-breaker. Aerial exchanges can be broken if you know they're coming (which you will, if the person is attempting this combo on you), and virtually every character in the game can one-touch kill you (or close enough) off a low short if you spend a meter or two.
If you play MvC3 at all, you should be used to dying in one combo by now. The combo is more of a cool exhibition of the game engine than it is a game-breaking mechanic.
Watson has a physical trigger, but I read somewhere that it is hard-wired directly into the system. On Jeopardy, there are off-camera lights that turn on as soon as you're allowed to buzz; if you do it too early, your buzzer doesn't work for about 0.5 seconds or so, which is why people mashing the buzzer don't win.
Unfortunately, this light trigger is hard-wired directly into Watson, meaning he is capable of buzzing in 1ms after the lights go off. He has about 5 or 6 seconds to compute the answer while Alex is reading the question.
How Watson is capable of answering the questions is fascinating, but it's not a fair fight on the buzzer at all. If Watson knows all the answers, he will buzz in first every time and will win by incredibly lopsided margins, as we saw. I think Watson was beat on the buzzer something like 3 or 4 times total (over 60 clues) in the first game; maybe one of those was fluke and the others were Watson not being confident in his answer fast enough.
Still, they're awesome episodes to watch... just make sure you watch them knowing that the show is more "how many of these clues does Watson know?", as opposed to a fair Jeopardy fight. It's basically irrelevant that Ken and Brad are there... they just clean up what Watson can't parse in 6 seconds.
The collision detection in Crash Course was pretty frustrating a lot of the time, especially when trying to vertically climb those horizontally-scrolling platforms. But I know how difficult it is to make games with a small team, so good job to both developers.
However, if you want to try and make getting fast times enjoyable, you NEED to have a way to skip the intro dance your character does every time you restart. When I saw I would have to wait 15 seconds between each restart, I kind of gave up on that aspect of the game.
- Put together some computer chips (use magnets to do this) - Sell tech to big company - Wait until successful, then sue for breach of patent - Repeat for INFINITE MONEY (Problem, Motofags?)
@hammolaw: I had heard that MTV threatened certain groups who didn't want to be in RB with some embargoes on air time if they didn't agree to be put in the game. I don't remember which bands it was for, though (or if it was ever true in the first place). It seems like, theoretically, MTV has some pull there though.
Mandatory multiplayer modes in games that are better suited as single-player efforts is one of the biggest mistakes developers are making these days.
The multiplayer is played for a week, then forgotten about because it's not up to par with the multiplayer giants. Meanwhile, we get a less meaty or polished single-player game as well, due to development money/time spent elsewhere.
There's nothing wrong with having 0 multiplayer components to a great single-player game, but sadly few developers realize that now.
Running in the first level is almost surely death, unless you're crossing a gap at the bottom, or trying to go across the long gap at the top right. This graphic makes the first level harder than it has to be. To cross the gap at the top right, simply come over the top and use your double jump (while holding run) to fly all the way across. No need to re-jump off the wall.
The first level was the hardest, in my opinion. The third level was the easiest. All are hard.
It's worth it, though. The Kid can break some otherwise very hard levels with his fast speed and double jump.
Any word on the scratch leniency being increased in this new game? I felt the first game was pretty strict with its timing window for scratches. I also disliked when some songs (many, by the end) had multiple same-direction scratches in a row in rapid succession. It didn't feel fun and the engine made it hard.