This also solves the lingering issue that often pervades discussions of
fighting game accessibility, that adding features like easier inputs lowers the overall skill ceiling.
Not exact matches
SCV's great mix of spectacle,
accessibility and depth make it a fun
fighting game that almost anyone with an interest in the genre can enjoy.
It's even worth buying, despite the excellent recent
fighting game releases, because the combo flexibility and
accessibility for both experienced and inexperienced
fighting game fans are fairly unique even among fighters.
In this
fighting games renaissance,
accessibility has been the important factor.
Designed with
accessibility in mind, Fantasy Strike provides players with a rare experience in the world of
fighting games: a
game that's unusually easy to jump into, yet with the depth of strategy and tactics that hardcore fans of the genre expect.
Capcom has made interesting changes in the name of
accessibility - that dirty word - and I'm sure they'll set alarm bells ringing among the
fighting game community.
Like all good
fighting games, there is an air of
accessibility here, with a deep complex center at its core
Hopefully the
accessibility will be able to bring this
game out of the niche grouping and into the popular
fighting game realm with the likes of Street Fighter, Tekken, and Soul Calibur.
The latest entry into the iconic series will have the level of depth expected of the highest - selling
fighting game franchise of all time, but also the
accessibility for new fans and gaming noobs alike.»
Like I said before, watching two skilled players
fight is like that scene from «The Seventh Seal,» but my
fights, somehow, looked almost as intense, a testament to the
game's
accessibility.
It's more about having a commitment to
accessibility from top to bottom and going through with that while still doing everything you need to do to have an interesting
fighting game.
And while
fighting game developers in general may have put more of a focus on mass market
accessibility in recent years, there's still a perception among consumers, Boon speculated, that
fighting games are too hardcore for the average player.
Super Slime Arena is a 16 - bit style, party -
fighting game embracing equal parts
accessibility and chaos.
With the previous iteration of the series, Dead or Alive 4, Team Ninja attempted to offer greater appeal for more experienced
fighting game players that previously weren't able to look past the simplicity, abundant, comically animated breasts and revealing outfits of the female combatants, though making sure that it still retained the renowned
accessibility of the series at the same time.
Developed by award - winning NetherRealm Studios, the
game delivers striking graphics and brings a custom Mortal Kombat
fighting gameplay experience anywhere, anytime through the
accessibility of mobile devices.
One of the struggles for any
fighting game is finding the proper balance between offering
accessibility to newcomers and providing enough sophistication to please an experience audience.
While this type of «casualization» may sound counterintuitive for a
game trying to make a splash in the esport
fighting game scene, having a level of
accessibility is crucial to maintaining the player base after the inevitable initial boom.