Fighting Games are Finally Getting Easier to Play
Thumb-breaking controls and overly annoying motion inputs are beginning to fade away from fighting games. Change is hard and some will call this a bad thing, so let's take a look at why its been good for players, the industry, along with some examples of success.
TIMESTAMPS:
0:00 | Intro
0:36 | A Brief History of Difficulty in Fighting Games
1:51 | Why the Fighting Game Community is Scared of Change
3:51 | Examples of Success 👇
4:00 | Anime Fighting Games
4:30 | DBZ Games
5:30 | Platform Fighters
6:00 | Arena Fighters
6:38 | Guilty Gear Strive
7:12 | Street Fighter 6 (possibly)
7:24 | Conclusion
Agree/Disagree? After watching the video please let me know what you think and share your feedback in the comments!
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SOURCES:
DBZ, Smash & Naruto Sales Figures
https://www.siliconera.com/dragon-ball-fighterz-and-xenoverse-2-sales-reach-8-million/
https://vgsales.fandom.com/wiki/Super_Smash_Bros.#:~:text=As%20of%20March%202022%2C%20the,over%2069.46%20million%20units%20worldwide.
https://archive.ph/20120707095203/http://andriasang.com/comvhq/namco_bandai_earnings/
https://www.kitguru.net/gaming/uncategorized/mustafa-mahmoud/ultimate-ninja-storm-4-becomes-one-of-the-best-selling-fighting-games-this-generation/
GG Strive Steam launch details:
https://www.reddit.com/r/Games/comments/nxdbw1/guilty_gear_strive_on_launch_day_has_already/
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