There seems to be TONS of content here, and the characters are very very very diverse, but at the moment I'm all but betrothed to "Dragon Ball Fighterz", and in comparison this is lacking a little bit of "umph", and it lacks the kind of fluidic cinema-like action that the DOA series -- despite it's ridiculousness and exploitativeness -- actually has a really great handle on. Tekken has always felt "slower" and seems like it's more technical, but it also has wacky characters like a half-cheetah and a panda bear and a samurai-ninja robot. There's tons and tons of cosmetic add-ons and so far they all seem like they're actually earnable -- unlike the DOA moneypit or the Street Fighter faux variety -- but again, that stuff's just all about more kookiness. ... and I don't really get why those things are seen as like a revenue stream. This takes that microtransaction approach, but without the microtransaction option of buying your way out of earning all the in-game currency needed to get all the items. It's kinda neat, but it's also this thing that I don't really understand in general.
As a very very casual game-player, I get the rewarding nature of unlocking things, but it also means that there's a required investment. It means that by buying the thing, you don't get the whole thing. If I wanna hang out with friends and dress up a pandabear like a super soldier and fight robot ninja in a wedding gown ... I'd have to pre-invest days or weeks of effort, just to have a silly and memorable game night experience.
If you buy legos, you don't have to build an airplane to unlock the ability to make a spaceship ... so I just don't get it.
Buying more characters and getting more customizations with those more characters, that makes sense to me, that's like buying more lego sets, that's like buying new boardgames. But buying hats and getting no new moves or characters or anything ... what are you buying? Playing the game for hours or days is basically spending money. It's effort, it's time that could be spent doing other things.
I dunno, I feel like you'd wanna make something fun, put everything into it, unlocked, and if you want to make achievements or goals or fancy titles or make it so that complicated moves or combos or special attacks get unlocked, you're trading effort and skill for earned skills, it's an actual progression.
If this had everything it has, all unlocked, this would be so fun and wacky and it'd be great for a game night. It'd be fun and memorable to try everything out, and it'd make me wanna keep investing in other things the team / company puts out. It's an inherently multiplayer experience, so I just don't get this contrived limitation.
Am I really supposed to invest 72 full hours as a panda bear punching ninja demons just so I can dress up as a panda bear in a wedding dress and continue to go back and continue punching the same ninja demons i was just punching for the last 72 hours? How many days or weeks of my life is it going to take to carve out 72 hours? And what about the other 20 characters? Do I get all their stuff too, or do I have to do this for each character?
If everyone has the same cowboy hat, how come I have to pay the fake "game money" to unlock the same cowboy hat for every character?
What's up with that???