Buy a fighting game for full price with a tiny base roster, get drip fed content through out the games lifespan, then do it all over again when the sequel comes out, such is the nature of live service fighting games
you know what would be dope, if fighting games could incorporate block advantage/disadvantage into their visual design, that way you could tell if you were plus or minus just from seeing what's on the screen instead of being forced to remember a bunch of numbers
So Nintendo appealed to the Zoomers with Minecraft Steve, then they appealed to the Boomers with Sephiroth, does this mean that the next DLC for Smash will appeal to...the Doomers? or maybe even the Coomers???
When Bethesda or Ubisoft release a buggy game at launch, we all laugh and excuse it with "it's part of the fun!", when CDprojeckt Red does it we go "how dare you betray our trust as consumers, this is unacceptable!"
Apparently Cyberpunk made back 8 years of development cost ($314 Million) in day 1 digital sales alone, that's impressive but then you wonder if the early release was worth it considering all the crap they're receiving rn
y'know, till this very day I look at Honoka's throw range and im like "really? does it need to be THAT large?" Not that im complaining cuz I sub the character but jeez, if it ever gets nerfed I would 100% understand