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YouTube Link: https://www.youtube.com/watch?v=VvQG8wUCHBY&feature=youtu.be
SoundCloud Link: https://soundcloud.com/easyallies/easy-allies-podcast-198-12420/s-sLYuV

The NPD Group clearly ranks 2019’s games by monetary value, but the panel is forced to determine how much of an impact each title will really have.

00:00:55 - Corrections
00:02:22 - Tough Bouncers
00:06:32 - Project Mara
00:12:06 - Project Xehanort
00:14:37 - Changes in Ubisoft’s Editorial Team
00:27:21 - Dying Light 2 Delay
00:29:14 - The Impact of 2019’s Best Sellers
01:16:47 - Bestselling Games of the Decade
01:21:07 - This Week in Joker News
01:21:50 - L&R: Is the one who looks like Superman our leader?
01:24:24 - L&R: Is there any game more sketchy than NBA 2K20?
01:26:21 - Time for Bets
01:30:24 - Closing

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Comments

Anonymous

I appreciate you guys releasing this at about 1PM EST instead of 3PM EST. It makes the end of my work week much more bearable.

Anonymous

CORRECTION: Fighting games absolutely refuse to take lessons from each other. It's a big thing that people in the community complain about constantly. Yes, mechanics ideas spread pretty easily, such as EX moves which Kyle mentioned (though those have actually been around since Darkstalkers), but "whole package features" are much slower to spread. These are the kind of features Jones was talking about, and they're incredibly important for broadening the base. But most fighting game devs (especially Japanese devs) just don't care. Some examples: - Virtua Figher 4 had a full featured training mode with detailed move information in the early 2000s, on the PS2. Tekken 7 released many of those same features as paid DLC in 2019. - "Rollback" networking was first implemented in online ports of classic arcade fighters over 10 years ago, which is widely agreed to be vastly superior to "frame delay" networking. Most fighting games still don't use rollback. - Single player content is generally abysmal. Generally, the only "for sure" is an arcade mode, and things like a story mode, adventure mode, etc are still rare, and differ wildly in quality. - Tutorial features tend to be neglected, with different games having anywhere from an excellent, robust tutorial experience to none at all (Tekken 7) - Many quality of life features (online lobbies, button config at character select, instant rematches online, first to 2 ranked matches, match finding in training mode, easy tournament setup, etc) are not standardized at all, even if they are incredibly easy to setup. Not sure if you'll read this on the podcast, but man, it really is a problem. I'm a huge fighting game fan and I really believe the reason fighting games are still niche is not because of inherent problems with the genre, it's more the refusal of companies to learn from each other and implement a standardized, user friendly experience.

Anonymous

CORRECTION: You collect spirits, not stickers in Smash Bros Ultimate World of Light mode :)))

Anonymous

CORRECTION: You probably haven’t noticed yet but Agent 47 is already in your club. He walked in the front door a couple of weeks ago, dressed as Sam Porter Bridges and Damiani didn’t even notice.

Anonymous

Kyle if you think there isn't quality story telling in fighters aside from NetherRealm, you haven't watch the near 5+ hours of in game anime style footage in Guilty Gear Xrd Rev2. It is a great, (mostly) cohesive story with no fights or player interaction. Nothing is forced, and cannon isn't comprised just to have a reason to fight. It is seriously like an awesome anime movie with Guilty Gear characters. Check it out: https://www.youtube.com/watch?v=q59gFsMXI1s

Anonymous

Call of Duty is to video games what McDonald's is to food.

Anonymous

Interesting note, GTA 2 was a sort of near future setting. Anyway, I'd like it to leave America. I'm kinda tired of them always being in the US these days. Maybe take the place of a Sleeping Dogs sequel.

Anonymous

Correction: RE2 has sold better compared to RE7 in a shorter time frame. RE7 released January 2017 and did 4.8 million by December 2017. RE2 released January 2019 and has done 4.96 million by September 2019. https://web.archive.org/web/20180308100041/http://www.capcom.co.jp/ir/english/finance/million.html http://www.capcom.co.jp/ir/english/finance/million.html