KILLER IS DEAD (Mondo voice for the title) is fine, but i'm strictly talking about Romeo. The worst KiD has to deal with are some of those walking sections, in the dream segments (especially the first one), but really doesn't have any bad areas overall. Also, Suda51 only acted as producer for KiD. He did not direct it.@BrawlMan
Dont you dare speak against the MIGHTY SUDA51!!!
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bonus points if you name the game, Professor...

I already knew you were joking, hence the fire reaction. I just wanted to mess with you. I just didn't think you would react like that.Dang it "Professor" there you go again...
Ok. I don't have a hatred for the Lakers. Though that was a different story in middle school and high school. More so high school.@BrawlMan
Just for that you have to watch the finest man that ever walked
onto a basketball court.
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AND... Magic and Isiah were butt- buddies 
I don't even know the rest of the shit you said, you had me just after this.Team Wind Waker Lover fan here,
Fr those chest are brutal espescially that one in the harpy nestYeah that the one my problem all weapons and items had a durable once hit zero you better find one but the problem are chest all of them had a trap you must enter button before time limit ends if you failed the treasure will explode and bye bye for that item.
I came really close to quitting when I got to that part. But I was already pretty sick of it by that point. I really didn't like Windwaker. Literally the only reason I finished the game was because I wanted to see if they did a demon form Ganon in the cel shaded style and then that was a disappointment as well. I really hate the way the game almost implies you've got a whole bunch more game ahead pretty much until you actually start the triforce quest. Or maybe that was just my hopeful delusions because I just could not understand how the brand new Zelda on the gamecube had less dungeons than both Ocarina of Time and A Link to the Past. I'll probably never replay Windwaker but I absolutely would never do that triforce hunt quest again.Team Wind Waker Lover fan here, but the Triforce quest could be WAY better, no wonder people hates Tingle, you rupee hogging cheapstake bastard, worse, i tried but no, you can't get the pieces if you simply know where they are, you NEED to pay that manchild lima bean more than i payed in a Zelda game period
Blame the game being rushed but I'd argue that 12 dungeons are a bit too many, 8 is a perfect number.Or maybe that was just my hopeful delusions because I just could not understand how the brand new Zelda on the gamecube had less dungeons than both Ocarina of Time and A Link to the Past.
Stage 5 ain't even bad, R. Bear aside. Who you can cheese with a sword/pipe, so long as your not playing as Skate or at least have another player with you. Stage 7 at least has an actual dual boss that is not an asset reuse. The music awesome for these as well.the drop in quality and memorability Streets of Rage 2 takes stages 5-7
Like you can REALLY tell thats where Ancient started to get burnt out especially with how stage 6 doesn't even have a proper boss fight, it's just two of the guys you already fought with slightly different color palettes lmao
I liked how SoR 2 had a logical progression with how the cast are taking a boat leading to Mister X' island (that you see in the next level showcasing his tower) then the factory explaining why there are mechanical enemies seen right after.Stage 5 ain't even bad, R. Bear aside. Who you can cheese with a sword/pipe, so long as your not playing as Skate or at least have another player with you. Stage 7 at least has an actual dual boss that is not an asset reuse. The music awesome for these as well.
Final Fight 2 & 3 both have final levels that stretch on for too long, and really shows why the three enemy limit in most SNES brawlers fucking sucked. FF2 is still technically the worse with this, and only becomes fun when playing the rom hack that allows more enemies on screen. The game actually gets faster in pace. The limited enemy variety does not help 2's case especially.
I will admit Streets of Rage 4's final level got worse after first patch update where they removed the wrecking ball from the section where you face all variations of Big Ben. This section messes up many 1CCs or are guaranteed to lose at least 1 life. The wrecking made things fun and easier. Making the section go by much quicker. It was change not needed, and only pads the run time.
It's that level of detail I love, and glad they brought in back in SOR4.I liked how SoR 2 had a logical progression with how the cast are taking a boat leading to Mister X' island (that you see in the next level showcasing his tower) then the factory explaining why there are mechanical enemies seen right after.
I've been made it to the point in my late teens where I can usually beat both without much issue now. More so when playing as anyone, but Skate. Once you know Zamza vulnerability frames after doing specific attacks just grab him and do the strongest throws. Though I can see how it can be annoying for most people. When it two players, just have one focus on Jet, and use standing jump kick attacks as he is charging. His AI does this almost every single time.I do hate dual bosses because Zamza and Jet are two of the most annoying bosses in the game because of the way you attack them. Technically Jet isn't a boss but more like a harder form of a mook while Zamza is the actual level boss.
That was a lot of 16-bit sequels. Games that were previously 8 bit, or were already 16 bit had sequels that felt like remakes to an extent. Splatterhouse 2 was just the first game (an arcade game and a PCE/T16 port), but somehow gorier, and you get to save Jennifer. There is even a second mansion behind the ruins of the mansion from the first game.I do think that SoR 2 almost feels like a remake with how there are similar themed levels in the game (the streets, the boat, the beach, the factory...) but I understand since it's an improved engine over the first and the level progression was better.
1994/1995 really seemed to be the era for the third entry for brawlers to have divergent/alternate paths for story lines and/or character development. SOR3/BKIII, Splatterhouse 3, Final Fight 3, and Rushing Beat Shura. Though I feel Shura did it the best, as it had more multiple endings than even SOR3 and different dialogue for each character or when in co-op. For SOR5 or Revolution, I honestly could not care for alternate paths coming back, so long as they're actually good. Streets of Rage is one of those franchises is where I feel works best when it follow the yellow brick road at its best. Helps that the franchise is great at having unique and dynamic environments to make up for it.SoR 3 suffered from a lack of connection between levels since they removed cutscenes and there was a level with bikes planned which would've made sense for the progression. I did like the branching paths and wish SoR 5 would bring it back for replay value... Even Metal Slug stopped doing that post-MS3 sadly.
Metroid Prime's chozo artifact quest was slightly less bad because you could collect them any time. Wind Waker forces it all into one long tedious fetch quest. Honestly, even four dungeons wouldn't have been so bad if the rest of the game was packed like Majora's Mask.Blame the game being rushed but I'd argue that 12 dungeons are a bit too many, 8 is a perfect number.
The Triforce shard fetch quest is less tedious with a guide and knowing to get the rupees but it's clear it's dragging the game in an unnecessary manner and should've been a side quest during the game without the need to do all dungeons prior to the final. Even Metroid Prime had that issue.
I feel like the HD remaster should've allowed us to get them in a more organic way. The shards in the chests was nice but more like a bandaid than a real fix.Metroid Prime's chozo artifact quest was slightly less bad because you could collect them any time. Wind Waker forces it all into one long tedious fetch quest. Honestly, even four dungeons wouldn't have been so bad if the rest of the game was packed like Majora's Mask.
Yeah. I'm not really sure why they felt the need to add the map grind other than to pad the game out. That and Nintendo just seemed really intent on slamming Tingle down everyone's throats. It really wouldn't have been as bad if you could just find them without buying the maps first or if you only had to fill your wallet up one time for all the maps or literally anything other than the way they chose to do that part of the game.I feel like the HD remaster should've allowed us to get them in a more organic way. The shards in the chests was nice but more like a bandaid than a real fix.