Qanon
missingno
Honestly disappointed they're limiting it to BotW and TotK, again. I really liked HW1 as a celebration of the entire Zelda franchise, and wish a sequel expanded on that to represent an even wider variety of picks throughout the series, especially games that weren't represented in HW1.
Aika from Skies of Arcadia
I got my degree eight years ago and still haven't been able to use it. Every job opening that claims to be entry level actually wants five years of experience in something that came out two years ago.
One Piece actually does have those things.
But I'm still not gonna sit through 1000 episodes for it.
As a journalist she did it to see what would happen. And then wrote an article about what happened. This is definitely worth talking about even if she did click the box, the box isn't really the point here.
Just a few days ago, at a local Vampire Savior tournament. Grand Finals ended with me sniping Q-Bee's bubble super with a callout from B.B. Hood's gun super. Wish I had a clip, but it wasn't streamed or recorded.
Also had a few good laughs playing Skullgirls earlier that night at the same local, chaotic shit always happens in that game.
As much as I love Josh, I don't want to see doing the Daily Show full-time to cut into his standup career.
Since all the obvious answers have been covered, I'm gonna dig deep on a genre nobody but me even plays anymore anyway.
Character-based asymmetry in versus puzzle games. It's never been remotely balanced, and I don't believe it ever could be.
Suppose I put you in charge of developing a balance patch for Puyo Puyo Fever, Puzzle Bobble 3, Magical Drop, Meteos, etc, you could just name any other puzzle game that has this. What changes would you make? What changes could you even try to make?
If you look at something like a fighting game, characters have large movesets, and every move has a bunch of variables attached: startup, active, recovery, hitstun, damage, meter gain. Which means there's a lot of surface area for developers to adjust and fine-tune until the cast hopefully feels balanced enough. Even if they don't get it right on the first try, they can gather data from players and use that information to figure out what needs to be patched.
Puzzle games have little to no room to even try to do this. So when you try to give character choice a mechanical effect on gameplay, but they only do one thing like a dropset or garbage pattern, there are almost no meaningful buffs or nerfs that can be handed out when it turns out that Void Hole is kinda good and Skeleton T kinda isn't.
Super Puzzle Fighter II Turbo HD Remix famously tried, and, well, an attempt was made but it ultimately couldn't do all that much. The tiers got shuffled around slightly, but it's still Ken Fighter.
Word of caution, do NOT read the original manga. It's kind of infamous for the incredibly controversial direction the story goes in the second half, which the anime thankfully omits.
A Link to the Past/Super Metroid combo randomizer. Both games smooshed into a single ROM, with certain doors taking you from one to the other. Item pools are then shuffled together, sending you on a big scavenger hunt to find Metroid items in Hyrule so that you can explore Zebes to find Zelda items so that you can explore Hyrule.
Unfortunately it's somewhat lopsided due to how much bigger ALttP is than SM, but the technical novelty of it is amazing and worth a playthrough.
An engine reimplementation is something that has to be made from scratch for each individual game you want to remake.
There are roughly 150000 games on Steam. So you're asking for 135000 engine reimplementation projects.