sigh Well, it shows they learned absolutely nothing about their misstep with Suicide Squad: Kill the Justice League game. J.B. Perrette and the executives meddled with this game and soiled it due to their rampant greed; if only they'd left the developers who were passionate about this project just work their magic. There are so many games in the mobile and free-to-play markets it's not likely any of WB's trash will get much traction there either.
As for Control 2 and project Condor, both were announced back in November 2022. They are, however, likely still some significant way off, with Control 2 confirmed to still be in the the “proof-of-concept” stage last October
Sounds like we are still a ways out from Control 2.
While I did like the gameplay and environment of Control I really don’t think the story was all that memorable. I don’t know how they would out do the original.
I covered this on my own magazine. Let me tell you, it's really good. Virtual Boy games make a near-perfect transition to the 3DS, and you don't have to smash your face into a visor for the 3D effects. (You will still get eyestrain, though.) You can, technically, play it on a 2DS, but it's like drinking non-alcoholic beer... what's even the point?
I’m glad it’s doing well! I’ve never been able to wrap my head around 3D fighters; does anyone have any specific tips for a primarily SF player to adapt to Tekken? I tried 7 and just never got far.
I also have a hard time wrapping my head around it, but I don't think it's a 3D vs. 2D thing. I think it's a Tekken thing. In 2D games, you can generally block low and then react to overheads, and then you'll have a few universal system mechanics. In Tekken, you block high by default and react to lows. You can't crouch-block mids, but you can create a whiff punish opportunity by ducking highs or sidestepping vertical moves. Okay, those are some cool tools to use. Except some moves hit low that look mid. Some moves hit mid that look high. Some moves that look like they can be sidestepped will actually just track your movement. I desperately tried to find some rules of thumb that would help me actually play defense in this game, but the answer I kept getting was that I just had to know what those moves look like and memorize those properties for each one. That's not a skill I excel at, and it's not a hurdle I'm interested in grinding to get past, which is a bummer, because this is most I've ever understood or found a taste for Tekken.
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