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As of my freshman year, I will be posting content centered around a certain topic. You can expect my blog posts to feature well-written sentences.
Brady Bryan
Video games change over time. However, wouldn't it be nice if we knew just what differentiates the current version from the previous? Well that's what patch notes exist for. Patch notes are a list of details that include what changes to gameplay have been made by the management team. You can only imagine how important they are to the VGC, especially the FGC (Fighting Game Community) as they are constantly on pins and needles awaiting what changes have been made to the overall gameplay or even character-specific changes that determine whether a character goes from good to great, bad to worse, or anywhere in the middle. One may even argue that it is completely necessary for the game developers to release patch notes to the public as the community have a right to know what happened to their beloved game so they won't have to be surprised with any sudden revisions made to their characters in the middle of playing. However, some games either do this poorly or not at all. Games such as Super Smash Bros. Ultimate and Dragon Ball FighterZ both have public patch notes. However, the one thing that separates one from the other is the quality. FighterZ includes not only the specific move of a specific character changed, but also the difference in frame data. Frame data is as simple as it sounds: the compiled data of a specific character that pertains to the certain amount of frames required for an action to occur relative to the initial put. Ultimate, on the other hand, simply states whether a character's move(s) have been buffed (made better) or nerfed (made worse) based on whether the move is simply "faster" or "slower." Some games including Ultimate will often contain the statement that "various gameplay fixes" or "game-balancing adjustments" have been made. Despite this, it is understandable why they might not want to elaborate as the solutions to such issues are often intricate and go way over the heads of many due to the fact that we are simply unable to understand. While some patch notes may outright suck as they are either too vague or are lacking information where it shouldn't, groups of people with band together to discover just what was changed prior to the previous version. Sites such as Kurogane Hammer has been in the frame data discovery game for as long as the release of Super Smash Bros. Melee roughly two decades ago simply because the Smash Bros. franchise hasn't begun releasing patch notes until the release of Ultimate. In short, patch notes keep the community informed and wary of what is to be expected out of the game of choice. Recap:
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Brady Bryan
You obviously can't play video games without having the proper controller(s) for your console, and most controllers are included with its designated console. However, paying separately for a controller is more expensive than you may originally think. This led me to believe that when you pay for a video game system, roughly one-fourth of the price of said system is the cost of the controller(s). Since most modern consoles cost $300, their controllers cost $60-$75 based on the "skin" or design as well as whether or not it was manufactured by the official company. To elaborate on the price issue, it is absurd to think that you have to pay the same price as a triple-A titled game for just a controller. One would imagine that something essential to playing games wouldn't cost so much especially if it originally came with the packaging, right. Honestly, such high prices deter me from purchasing a controller, even if the previous one I owned was faulty. At that point, I could have purchase multiple other video game components that are more permanent than a mere controller. I might have been able to use the money to fix the controller I owned via buying the proper tools. At least then I could have solved such problems with future controllers. Frankly, the pricing of the controllers wouldn't even be such an issue had they not been so poorly manufactured. You might be wondering what I mean. Controllers nowadays are so weak that it typically takes a single throw on a carpeted floor or rug just to loosen the seals of the controllers. Case in point: I recently purchased a Wired Fight Pad for the Nintendo Switch as one of my controllers was no longer responding to my inputs and the other simply broke. Admittedly, it didn't feel quite the same as my previous Wired Fight Pad as the buttons felt a lot "clickier," but I decided to ignore it. Try as I might, I would repeatedly lose online due to the atrocious online servers, resulting in me losing my cool and throwing my controller as my patience with the service has ran out. From a single throw that wasn't even hard, but only hard enough to let out some steam onto two rugs on top of each other, one part of the controller had a slightly opened seam. These always bother me not only because it is no longer held as tightly as it once was, but now buttons may require harder inputs to register. Scenarios like these aren't uncommon in the VGC, and should be anticipated by the manufacturers of controllers. Of course whatever game the consumer is playing is bound to push them past their boiling point, thus causing them to take action and fling their controller wherever they want. If phones have gained large amounts of durability over the years as newer models are being created, surely they can do the same for controllers. Only then would such a high pricing for the controllers be somewhat justifiable. Recap:
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AuthorBrady Bryan is quite familiar with blogs since he had to frequently post on his blog in 6th grade. Although its been a long time since then, he still knows what a proper blog should look like. Archives
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