I played Tekken 3 in PSX when i was a kid. One CD had everything, many modes, many characters, ton of fun.
Ffw to 2 years ago, i think to play with a friend Tekken again, searching in Steam Tekken only to see that it has 24 DLCs, many of them that are fighters (game has 16 unlockable characters, and 14 more being paid DLC)…
I think that fighting games are in a much better place with the season passes(character DLC) than previously.
They are a much more long term game, with better balance patches and additions through mechanics to the game. Tekken 7 for example was supported for 7 years and you can jump in with just the base game. This also applies to other games like Street Fighter 5 and 6, Guilty Gear Strive and so on.
Where as if you go back to Street fighter 4 as an example, The support was limited and then they added more with a new game, Super Street Fighter 4, which then got replaced with Ultra Street Fighter 4, and you could not play someone who had Super if you only had Ultra which sucked for the online community.
I do think there is a lot of issues with where Fighting Games are going, but that is more an industry thing. Like battle passes, avatar clothes and other shit as micro transactions.
Well, maybe you are right. But still it feels wrong putting fighters that exist since 1995+ as paid DLC content (or almost half of your fighters are paid locked). Also if you want the whole package it costs you almost double money. I don’t need support, i need a fine product from day one that has everything like BG3, E33, and many indie games. They just want to make games like a service and not products.
While you may not need support for the game. The games would not do as well as they do without it. They are predominantly an online multiplayer game. I am no the biggest Tekken fan, but I am a pretty big fan of Street Fighter, I have over 1000 hours on SF6. If it didnt have the good online multiplayer, and just had just had the offline and single player stuff, I would have something like 100 hours maybe and would have moved on to other games.
And that makes a big difference, to how much I am willing to buy into both characters and costumes, and also the next game.
Tekken 8 and SF6 still have good(for fighting games) single player stuff, but you are looking at a simple story and some arcade modes. SF6 has a bit more of a single player RPG almost for its single player, and I have managed to sink around 80 hours into that, they add more with each new character and I believe it is free.
And to go back to Tekken, Tekken 3 had 22 characters, While Tekken 7 had 36, which then increases to 51 if you add in the addition characters, Tekken 8 currently has ~40 with more being added. They are fine games, with all the content that you want(mostly) in the base game, but the biggest difference between Tekken 3 and Tekken 7 or 8 is it isnt being replaced in a couple years by a new full priced game, it is getting patches and support, additional mechanics and moves, new characters. And the online/competitive community can thrive.
I don’t know. I prefer to unlock characters through playing the game, not with my wallet.
Also you can have 2 different games with 25 fighters each every 4 years, versus having 1 game with 50 fighters for 7 years with the same money as 2 games. I just prefer the 1st option.
Just support the game for 2-3 years and make a better one after. If you need money for the support put DLC with soundtracks and artwork.
Ah it’s very simple, you would buy this if you’d made your whole personality about being a GAMER, where you believe that the only real games are FPS PvP War Simulation, and everyone that plays anything else is a poseur.
Great review, as always I love your content! You mentioned a higher price point but I don’t think you mentioned the actual price anywhere in the review. Or did I miss it? I guess it’s just a quick search away.
I took a break from necesse after no lifing it for weeks after I discovered it. Now that it’s just hit 1.0 I managed to gift a copy to a friend, and watching him outgrow my hard earned knowledge in a day with some guidance in mechanics was probably the most satisfaction I’ve felt this year.
Indies are carrying the industry and have been for a long time. Hmu for some necesse.
I’m at 60hrs and counting. Started new char and world for 1.0 as well as play with my bud and so far we’ve basically caught up to where my pre1.0 save was at.
More than not a great start: Only people who have bought the game are allowed to review it, so reviewers are already biased towards liking the game, because only somebody who thinks they would enjoy the game would spend money on it. It’s basically impossible to get a strong negative score by just being run of the mill awful. So “mixed” means that about 50% of people who though they would enjoy the game, didn’t, which is quite damning.
I’m all for hating on CoD, but the DLC “content” is skins and minor cosmetics, it really doesn’t add anything to the game and isn’t necessary at all. Also the CoD Points are for cosmetics as well. There’s a lot of shitty things you can and should say about Vanguard, but it is not pay to win.
Fair enough, at least we have to give them that. But that means it’s a platform for people to show off they have more money than others and gladly show they wasted it on useless digital nonsense. Not the audience I’d like to play games with.
Can you highlight where you link this steam deck advice? There are no references to steam, steamdeck or linux in the article, and the only links are to the projects websites. Do they have a steamdeck guide?
EDIT: They have a steam deck installer on this page with the others:
I have been using it since 0.0.2 dropped a while back, but when I first looked into it I thought it was a straight up malware masquerading as a Switch emulator.
Curious. Hadn’t heard of them at all and they seem to have made solid progress.
So I went to their “github” link which goes to their own self hosted (codeberg?) which is a big ol’ orange flag because it implies that either they don’t understand what git actually is or they assume their audience doesn’t… I can see that it is a yuzu fork. Not inherently bad but it does explain the progress for something nobody ever heard of until… today. And that has implications for the project getting a pretty strong C&D because of the shenanigans Yuzu was allegedly doing to get such strong compatibility on release day for so many games. Yellow flag, we’ll say.
Just skimming the last few MRs? Seeing a LOT of “waiting reviews” on the merged side of things which is another orange flag. Best case scenario it means they don’t understand how to map their SDLC to their tools, worst case scenario it means they aren’t actually doing thorough code reviews which is playing with fire when it comes to a console with as many leaks as the Switch.
Also no Releases. Which further suggests they have no idea how to use their tools. So did some digging on the readme and it looks like the project itself probably began 6 months ago with git.eden-emu.dev/…/d29d7b931c6ae8c035992d7a15d96a…
So yeah. Not sure how much they have contributed to the fork but everything I am seeing is just making me want to remind people that a LOT of people are going to make yuzu forks and you should think about what is going into the code you are going to blindly run. And… it kinda makes me think less of whatever blog site ran this interview.
To elaborate. There is nothing wrong with forking a project (assuming all licenses are upheld which, at a glance, this does). But the beautiful thing about git is that it is fundamentally decentralized so ANYONE can make a fork. And EVERYONE does. So the important things to check are if they actually have any idea how to run a project or are fly by night “hackers”. The former is how you make something stronger. The latter is how you get a whole shit ton of unacknowledged CVEs. And a great indicator is how they use their tools and implement an SDLC. And a huge indicator into that is how merge requests are handled.
One more edit. What allegedly sealed the fate of Yuzu (and Ryujinix) was very strong evidence that the devs had been looking at the various Switch leaks/hacks and were using pirated pre-release copies of games to improve 0-day compatibility.
Now, I am obviously not a lawyer so I can’t say whether they WERE doing things nefariously. But if you spend enough time dabbling in reverse engineering, you rapidly spot the telltale “intuitions” that come from somebody “cheating”. Because they aren’t testing code against behaviors or even using tools to speculate what C code created that assembly. They are looking at code and then writing an interface/re-implementation of it. And that is a MASSIVE no no because it gets you well past the bleem lawsuit and starts making you liable for a lot of penalties that we DO have precedent for.
As for the pre-release copies? It is, again, hard to not think they had copies of Tears and what not pre-release. And while it is possible that for every major release all the devs went to stores that broke embargoes… yeah.
And the implications of this for a fork that was very publicly taken down is… they know they are potentially working with poison fruit.
It’s been popular in the Steam Deck emulation scene because of its performance for most titles running better on the hardware compared to Ryujinx/Forks (Although because of those orange flags you mentioned, now it makes sense why EmuDeck refuses to provide support or streamlined installation in their menus).
Hopefully the ship is above board, but right now we’re able to reap the performance benefits as users - although I’ll probably stick to Ryujinx on my proper desktop PC.
I guess I wonder how much of that is just that… yuzu was REAL fucking good and this is Yuzu (if you check the source since their website doesn’t seem to acknowledge that?).
From a skimming of the code (if they aren’t going to do proper code review, why would I?), the main deltas seem to be related to CI/CD, branding, package updates, and MAYBE improved controls/interfaces more geared towards the android client.
And, to be clear, I think there is a lot of value in maintenance. But when you have to dig relatively deep to even see this is a fork and they already have donation links plastered everywhere?
Yeah… I would be a bit more concerned over making sure this is “above board” as it were.
Which… is honestly really shit to the actual yuzu devs who put the work in. And it isn’t like Nintendo is going to say “Wow, that really good emulator might not be the one we had taken down. Let’s actively not look and instead cry into our money”. If they want it down, they’ll look for a reason. And then REALLY quickly see it is the same codebase they had removed already.
I’m surprised you haven’t heard of Eden before this! It’s the choice for emulating on Android now! They’re very well established, and seem to be vouched for by all the ‘big’ names in the emulation and handhelds scene.
Obviously practicing your own caution is important, but Eden isn’t some unknown fly-by-nighter. They’re very, very much a known name now.
I don’t see anything that says they don’t understand Git or Github.
They know people will look for them on Github, and they do their official releases there. They host their code on the non-profit Codeberg site for reasons of their own. People can still fork from there. They just can’t click a button on Github to do it. They can, however, click a button on Codeberg to fork.
It sounds to me like they did understand all of this, and decided to let internet popularity work for them (host releases on Github for discoverability and fraud prevention) without giving up how they wanted to manage their code.
Why? It sounds like an old link description that they didnt update. Webdev likely isnt their top priority being emulation devs, and frankly, they may not care.
Github/codeberg are both git, so its pretty irrevelant which one you link to. They just host the git repos, which give no shits about what web platform they live on.
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