I don't. If the game itself is not motivating me to finish it, I won't finish it. This is the same for movies and the same for books. When I was younger I would wait things out to see if maybe improvements were forthcoming. Now, I have no patience for mediocre game/movie/book and I will not sit through to the end just for the principle of it.
KoF XIII was once again hype as fuck this year. Maybe start putting the finals for that game closer to prime time hours, hey, Evo? Yawn-fest Injustice had no right to a spot right before Marvel and SFIV.
Ah, yes this is good question to ask. It is my opinion that the foundation to basic understanding of how to play against human players is defense and counter-action. I haven't personally played P4A but I'll assume it's similar to Blazblue/Guilty Gear formula. I imagine you have spent some time trying to learn combos. Forget them for now. Just learn one very basic combo that you can perform 100% of the time without any trouble. A three hit jobber is plenty. Don't worry about the intended playstyle of your character choice. It isn't critical at this stage. For now, forget about rushdown and mixup. Those strategies are only valid for intermediate to advanced players who have the basics already down. Right now if you're rushing in, you don't know how to do it safely or effectively and you'll be losing. A lot. And also not learning anything really.
Instead of doing what you normally do against the computer, I'd like you to try moving around less and initiating offensive attack less. Your basic strategy will be this, in order of important: 1. Avoid getting hit. Run away. Back dash. Run underneath them if they are jumping towards you if you have the space. Above all try to make them miss whatever they are attempting to hit you with. 2. Block the hits you can't avoid. When these two things are achieved, your opponent will be briefly vulnerable to attack. Like if they did a special move in the air of some sort and are falling back to the ground- they are usually vulnerable to everything at that time. 3. Hit your opponent with your basic combo or a special or a super or whatever you think you have time to manage. 4. If you managed to hit them, awesome. If you didn't, go back to 1 and 2. If they are knocked down, 5. You may experiment with attacking them as they rise, but for now I suggest you wait to see what they do instead. Online players are extremely fond of wake-up special, or wake-up super, or mashing buttons as they are standing up. Wait to see what they do, if they leave themselves vulnerable (you blocked their super), you can counterattack while they are vulnerable.
Play like this for a while until you have the basics of defense and punishing opponents mistakes for a while. As you get more comfortable, you can start adding your own offense and practicing more damaging combos. You probably should not try to hit a combo in a match that you cannot perform 95% consistently while practicing. Remember, this is about winning. It is not about who can land the fanciest looking thing during the match.
Nah. It's not that I have a problem with a permanent image branded on me, exactly. My issue with tattoos has more to do with the fact that I think all tattoos look awful within a couple years due to the fading and seeping of the ink.
@callmetetris: Uncharted 1's seemed to me like they had designed it to be more flexible at first, but then realized it was very very easy. So, they made some changes, and wound up with a thing that pretty much guarantees you're going to be inching forward checkpoint to checkpoint, dying several times on each. And that's hardly a satisfying way to do a boss. I prefer the final segment of a game to be balanced for as few checkpoints (if that is the game's primary save mechanic) as possible. Ideally there shouldn't be any checkpoints once the boss fight has begun, unless of course it's a huge 30 minute multi segment jrpg sorta thing.
I'll put in a special mention for Chrono Cross. That final boss is not bad exactly. Just... strange. It utilizes a brand new mechanic of sorts. I think if your final major battle has players furrowing their brow in confusion about what the game is asking them to do, you may have gotten a little too creative with designing it.