#aubrey garcia
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redhoodie1723 · 1 year ago
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even more duos!
part 1 part 2 part 3 part 4 part 6 part 7 part 8
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a-timely-problem · 9 days ago
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good news: I'm less obsessed with the queer profilers
Bad news: I am very obsessed with the queer witches
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allelitewrestlings · 1 year ago
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abbyanderson345 · 10 months ago
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AHHH MY PARENTS🤭
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ratpoizonz · 5 months ago
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hmmmmmmm.... garcia x bob. funnymeat.
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moonflowerxox · 9 months ago
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here's an edit i've been working on for the past few hours!!! i'm pretty happy with it??
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squilfmybeloved · 2 months ago
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yeah i watch the pre-evolution criminal minds episodes for aubrey plaza. what about it.
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hermanunworthy · 1 year ago
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HAPPY BDAY HENRY OAK (and also me)!!!
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dgsource · 1 year ago
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AEW Collision • Sept. 2, 2023 📸: Scott Lesh
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nextstopwonderland · 11 months ago
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Cinema.
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sheinthatfandom · 2 years ago
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Everyone showing love and support to the Lucha Brothers before their sneaker drop tomorrow I KNOW THATS FUCKING RIGHT and Claudio liking the post even though he didn’t get to take any photos
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milliondollarbaby87 · 11 months ago
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Pain Hustlers (2023) Review
Liza Drake has big dreams to be successful and will do whatever it takes to achieve that, for herself and her daughter. When she is hired by a bankrupt pharmaceutical company she becomes very successful with massive sales and begins to live the high life she has always dreamed of, but does it come at a cost? ⭐️⭐️⭐️ Continue reading Untitled
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ramascreen · 1 year ago
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PAIN HUSTLERS Starring Emily Blunt and Chris Evans | Teaser Trailer Debut
Watch this teaser trailer for PAIN HUSTLERS In select theaters October 20, 2023 On Netflix October 27, 2023 DIRECTOR: David Yates SCREENPLAY BY: Wells Tower BASED ON THE BOOK BY: Evan Hughes PRODUCERS: Lawrence Grey, David Yates EXECUTIVE PRODUCERS: Emily Blunt, Mark Moran, Yvonne Walcott-Yates, Lewis Taylor, Ben Everard CAST: Emily Blunt, Chris Evans, Catherine O’Hara, Chloe Coleman, Jay…
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emptytcwn · 1 year ago
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dynamics tag #2 w. lauren.
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wrestlegameslegacy · 1 year ago
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The Potential Funeral Of AEW Fight Forever
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For my regular readers, you may recall my previous article where I detailed all the ways AEW: Fight Forever could become a fantastic, highly-competitive Ranked Fighter if they marketed it correctly. Unfortunately, they didn't get anything right. Within the first two weeks, the game experienced a massive decline in active players, especially on PC, going from around one thousand concurrent players to just 50 at any given time, according to VGInsights. The lack of promotion from THQ Nordic and AEW themselves has killed what could have been a special alternative to WWE 2K.
Fans have noticed that Kenny Omega has not personally promoted the video game or been seen playing it publicly. The lack of enthusiasm from the game's "grandfather" reflects on the fans' lack of motivation. If Kenny doesn't care, why should we? What happened to the enthusiasm from the original AEW Games Conference?
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The only person championing the game on social media is Justin Leeper, the designer of RTE, who doesn't even work at Yukes anymore. Kenny doesn't care, THQ doesn't care, and frankly, I'm done caring. THQ employees don't tweet about playing it or stream it. Perhaps they are bored of it, or maybe they never cared about wrestling in the first place and just wanted another gem in their "Infinity Gauntlet" of collecting original THQ properties.
It's not just the marketing that killed the game; it's also the fact that a whole season of downloadable content was announced in mid-June. The game was released on June 29th, and as of writing this article in August, there has not been a single notable update to AEW: Fight Forever, and the DLC has been indefinitely delayed.
It's baffling that Yukes released a game where the main focus is supposed to be online play, yet they couldn't create a balanced and functional experience for players to enjoy. Online matches are dominated by unbalanced skills and overpowered Created Wrestlers, along with rage-quits that completely ruin the experience. We'll delve deeper into these issues shortly.
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And even after all these problems, THQ Nordic's Zyddie and Jen Bigell have yet to provide any real glimmer of hope. It appears that the same issues that existed years ago with WWE, such as Yukes' inability to communicate with their publisher, are plaguing this game once again. As a source of mine pointed out when they announced Fight Forever,  “Tony just inherited a developer with 20 years of wrestling game experience. He doesn’t realize he also just inherited all the problems that made 2K fire them.”
The Failure Of Marketing
The complete sales data of modern video games is no longer readily available, as publishers now consider playtime a success metric instead of complete sales numbers. Unfortunately, AEW: Fight Forever has fallen short in both aspects, according to algorithm estimates and available data. It debuted at #3 on the UK charts and sold an estimated 20,000-30,000 copies in the first week, which seems lukewarm considering the minimal competition. The report suggests a revenue of $900,000. Data for PC is more widely available, indicating that the game initially had over one thousand players but has now dipped to an average of 50 at any given time. VGInsights' algorithm estimates that nearly thirty thousand copies have been sold.
According to Dave Meltzer, AEW invested around ten million dollars into the game. The contributions from Yukes or THQ are not known, but as more delays occurred, the game became more expensive. According to Mike Straw's report from August 2022, the game was already "way over budget" and required further investment, presumably from AEW's side. This doesn't include any marketing budget, which likely involved significant expenses for hiring film crews and traveling to AEW shows to film segments with their wrestlers.
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The game isn't selling as well as Tony Khan or Kenny Omega had envisioned, partly due to THQ's marketing strategy primarily relying on social media. It's a peculiar situation, as everything appeared promising over a year ago when they participated in events like GamesCom and Tokyo Game Show, setting up rings and hosting matches for convention crowds. The THQ Nordic that handled those events seemed to have a different attitude compared to the one that started marketing the game in late May.
I have always supported the theory that sometime in the Fall or early Winter of 2022, THQ lost complete confidence in Yukes' ability to deliver a profitable product, leading them to give up caring. Mike's report somewhat supports this theory, with statements like "Because of how things have gone during the development of AEW Fight Forever, there are some on both sides of the fence believing this may be a 'one and done' arrangement between AEW and Yuke's." If you analyze the behavior of THQ and AEW over the past year and observe how their attitude towards the game has changed, you'd realize this is probably not some far-fetched conspiracy.
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Once the release date was announced, all THQ Nordic did was post entrance videos and finishers on Twitter. While I did mention in my previous article that they should do this, they did nothing else in an attempt to sell the game to millions of wrestling fans. No billboard advertisements in New York or LA, no real television spots, no short films, no tournaments—just clips. To someone analyzing video game marketing, it appears that they wanted the game to fail so they could potentially get a tax write-off or something similar.
Another interesting piece of evidence supporting this theory is that they completely neglected to market the Stadium Stampede mode before the game's release, which was an absolutely foolish decision. I had to leak the fact that Stadium Stampede even existed as a Battle Royale mode on Twitter through early datamining, before THQ even acknowledged its existence in the game. The tweet received mainstream coverage on almost every notable gaming website, yet for some reason, Zyddie (THQ representative) tried to deny it on the Discord server, dismissing it as a "rumor." Several people informed me that they pre-ordered the game solely because this mode was included. THQ didn't release a trailer for Stampede Mode until a few days after the game's launch and failed to provide any sort of timeframe for its release. As of now, in August, there is still no timeline for when this mode will be available to fans. A monkey dancing in an AEW Fight Forever T-Shirt on Twitch would likely generate more sales than the entire marketing effort THQ put into the game. The issue of the delayed Stadium Stampede mode leads us directly into our next section.
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Indefinitely Delayed Content
In my previous article, I emphasized the need for complete transparency from THQNordic if they want to retain their fans. Once again, they have failed to listen. They promised a platform game with ongoing updates, yet provided no clear roadmap for this content. There are no dates for its release, and no updates on the progress of the content. Their refusal to take responsibility for the lack of communication and content highlights once again that corporations do NOT care about their consumers.
Regarding Stadium Stampede, there has been no update on its release timeframe, and players have no indication of how it functions or what to expect. The Battle Pass, which I previously leaked, has also not been officially confirmed to exist. It's incredibly baffling how this mode wasn't the central focus of the game's marketing campaign to attract the Fortnite crowd and hardcore battle royale fans. Although fans still eagerly await this mode, it's unlikely to bring back the majority of those who have already left.
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While THQ continues to post random gameplay trailers on Twitter in an attempt to entice more purchases, some of these trailers hint at new content, such as a red Chris Jericho attire or new facepaint for Sting. However, it remains unclear if these items are definitely coming in an update or were accidentally showcased from a beta build. Why? Once again, THQ chooses to remain silent and fails to provide any information to their consumers. When will we get these items? How will we unlock them? Are they free or included with the Season Pass? There are only questions and no answers.
The most egregious issue of all lies in the Downloadable Content situation, where THQNordic is attempting to deflect blame, subtly pushing it onto Yukes – a developer with a 20-year history of incompetence. Regardless of how fun or enjoyable some may find the old WWE games, the fact remains that every single one was poorly programmed, including up to 2K19. Yukes is not known for being a good developer, and anyone claiming otherwise likely knows little about game development. In Japan, they have not secured any major gaming projects in their own country.
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THQ Nordic announced the first Season Pass in mid-June, and to their credit, the official press release did not include specific dates. The content included FTR, Keith Lee, The Bunny, and Hookhausen. However, the content was registered on the Nintendo eShop later that day, and the eShop indicated that the Limitless Bunny bundle would release on July 25th, while the Hookhausen bundle would release on August 22nd. These dates were widely reported by major wrestling and gaming news pages, and there was no reason for anyone to doubt them. What's worse is that THQ Nordic never made any effort to correct these projected release dates on any website, and they remained circulating for over 4 weeks without correction.
As July 24th approached, fans were left wondering if there would be any marketing for the DLC, given its imminent release on the next day. Finally, THQ Nordic released a statement. While I appreciate Zyddie, the THQ Community Manager, for his efforts, he simply isn't the right fit for this job. He lacks knowledge of wrestling and the expertise to handle comments from the wrestling community. Moreover, he doesn't fully understand how experienced wrestling fans are in dealing with community managers and seeing through insincerities. Unfortunately, he has been mocked by the community, especially for his misunderstanding of "dog collar matches," where he believed it involved actual dogs. This mistake has been a constant source of ridicule. Anyway, here's the statement that was released about the Keith Lee bundle.
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"There are currently no confirmed dates for the upcoming DLC. The placeholders at Nintendo are not accurate." First off, it's rather audacious to throw Nintendo under the bus and suggest that they "made shit up." I attempted to reach out to Nintendo for comment on the origin of these dates, but unfortunately, I received no reply.
"We are working to ensure the DLC is released as soon as the game is ready for it. Rushing the DLC could lead to serious issues, so we prefer to ensure a smooth implementation of new content." To an innocent reader, this statement might imply that the DLC is just taking more time. However, with my knowledge of Yukes and wrestling game history, I can read between the lines. The subtext here suggests that Yukes is unable to deliver the content within the dates they initially projected. Nintendo doesn't arbitrarily create dates; those dates were provided to them by the developers. They believed those dates, but later discovered that Yukes couldn't meet them. To quote Anakin Skywalker, "I see through the lies of the Jedi."
Customers who purchased the Season Pass and the Elite Edition are understandably upset that Keith Lee or The Bunny is not yet available in their game. Not only do they have reason to be mad about the delay, but they also lack any clarity about when the characters will actually be added. Many players have abandoned the game, and it is essentially dead in the water. As we approach the year's end, numerous big games are set to release in the next four months, making it highly unlikely that players will abandon popular titles like Call of Duty or Mortal Kombat 1 to return to AEW: Fight Forever just because a couple of new characters have been added. These characters' novelty will likely wear off quickly. Players would rather engage in games with millions of active players, possibly featuring popular figures like Nicki Minaj or Homelander.
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My continuous tweets highlighting the lack of communication gained significant attention within the community, and as a result, THQ had to resort to damage control by releasing a statement promising more content. However, that alone is insufficient; we need more than just promises. We require specific dates, a clear roadmap, and details about what's included in "Patch #2" to reignite interest in this game. Effective communication is crucial.
It's disheartening to observe that despite their purported "best efforts," THQ is utterly incapable of delivering what the fans want. Even WWE 2K, which is also criticized for its communication, manages to reveal some surprises ahead of time. For instance, the new 2K Showdown Twitch show informs fans about upcoming DLC packs and previews additional bonuses, such as Sami Zayn's updated music in the latest WWE 2K23 patch. In contrast, All Elite Arcade has failed to engage in any promotional efforts during their show; they merely play the game on stream. THQ does not provide them with any content to share, and as consumers, we have learned nothing about the future of Fight Forever in the past month.
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Death Of Online
I had high hopes for the Online mode, envisioning myself playing it daily and becoming one of those admired players whose matches others follow. Unfortunately, that dream never materialized because they seemingly forgot to test the Online balance before releasing the game. Yukes' failure in delivering a satisfying online experience isn't surprising, considering there hasn't been a single WWE game that fostered online competition in over a decade. AEW: Fight Forever had all the potential to become a tournament-based Ranked Fighter, but Yukes missed the mark entirely, dropping the keys to success along the way. Kenny Omega may have foreseen this outcome, which explains his lack of enthusiasm for the product he advocated to create.
One of the primary issues that emerged was the overuse of the Bail Out mechanic. As MJF, I used it strategically, role-playing his cheap heel tactics in situations that would be seen on TV. Fortunately, Bail Out has some balancing measures, such as a 5-second taunt that leaves the user vulnerable to punishment. However, during my online matches, opponents rarely capitalized on these windows and instead resorted to complaining about the perceived Bail Out spam. It is true that some users abused the Bail Out button, triggering it every time they were hit with a move, making it frustrating to mount any offense. To address this annoyance, a simple fix could limit its use online to a maximum of three times. While this is an overall nuisance, other issues were more detrimental to the demise of Ranked mode.
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Firstly, the dominance of overpowered created wrestlers with "Meta" skills heavily skewed the online experience, making it difficult for fair players to mount any offense. These created characters possessed guard skills that prevented them from being downed by strikes, as well as buffs that granted extra momentum or higher kick-out probabilities. Despite Yukes' attempt to balance things by requiring created wrestlers to level up through "Road To Elite," it failed to deter players from taking these cheap characters online to secure high positions on the Leaderboards. As a result, online veterans began quitting matches as soon as they encountered a created wrestler, regardless of their stats being fair or not.
The second major problem was related to quitting matches. Even in what seemed to be a fair match with in-game roster members, some players would suddenly disconnect right after their opponent hit their finishing move. This rage quitting behavior spoiled the entire experience and discouraged players from seeking fair matchups. The penalties for rage quitting were insignificant, only resulting in a few leaderboard points being deducted, which was not a sufficient deterrent. Players were left wondering why opponents couldn't just accept the loss and take it like sportsmanship dictates.
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Another significant issue arose from the game's use of peer-to-peer connections instead of dedicated servers, which probably wasn't in the budget. This choice led to half of the matches being connected to opponents with poor internet, causing severe logic lag and spirit meter desynchronization. This lag resulted in moments where players believed they had a special move available, only to realize that the meter was lagging behind, leading to unexpected outcomes during matches. The lack of a dedicated server negatively impacted the overall online gameplay experience.
During a recent feedback project, I suggested the implementation of AI to replace users who quit during online matches. Zyddie responded, stating that it would be a time-consuming endeavor, and I understood his perspective. However, it highlighted Yukes' lack of foresight in developing the game, as this feature should have been included from the start. In the past, WWE games had this functionality while Yukes was involved in their development, making it surprising that it was not part of the original design document for AEW: Fight Forever. Such messages reveal the shortcomings of Yukes in their current stage of life.
After the first week, the online mode saw a sharp decline in player interest. Even HaangEmHigh and I, who initially championed the online mode and planned to host a tournament, lost enthusiasm and steam. We both expressed our disinterest in playing online, leading our followers to feel the same way. The lack of fair competition and inadequate balance management made Ranked matches unappealing and discouraged players from engaging in online play.
Possible Future
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The entire situation is incredibly frustrating, especially considering how vocal I was about the need for transparency, which was never delivered. While I don't entirely blame THQNordic, Zyddie, or anyone on their team, it appears that they, too, are in the dark about Yukes and the developments in Yokohama. Their updates are often limited to vague statements like "things are in development," and it seems that's all the information they receive themselves. For instance, their questions about the whereabouts of Stadium Stampede are probably met with responses like "almost ready," but unfortunately, regardless of what comes to the game in the next three months, many fans believe it's too little and too late.
One of the main criticisms of the game is that it lacks content for offline players, and this holds true, as I mentioned in my review for WCWWorldwide. Regrettably, nothing in the confirmed pipeline caters exclusively to offline players. While Stadium Stampede is a fantastic concept, it won't affect those who don't play online. Similarly, additions like Red Jericho and other attires, though neat, are merely cosmetic changes and do not add to the game's longevity. What players desire are more matches, which is feasible considering there's an entire match creator behind the scenes. Additionally, a better "Create-A-Wrestler" suite is in demand, and while advanced morphing might not be possible, adding more items and face types to the console players' library of characters would be highly appreciated. Regarding Road To Elite, even though Justin Leeper is no longer at Yukes, expansions by a new writer could enhance the character leveling experience. However, securing funding for such endeavors may prove challenging.
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A common question I often discuss with friends is whether we might see another AEW game soon, and my honest belief is that it's insane to think any other developer or publisher would want to take on that task after this. Technically, AEW didn't do anything wrong, but the first impression in the industry is practically the only impression you get. I sometimes hear funny responses like, "Hopefully EA/[Other Huge Corp] will take them." However, that's not likely to happen. Business analysts know that big corporations require a guaranteed return on their investment, and the quick death of this game and its commercial failure means that AEW as a brand is at fault, not the game or product itself. IP (Intellectual Property) is incredibly important to the film and gaming industry now, and when an IP faces failure, it becomes tainted or blacklisted.
This can happen to even the biggest intellectual properties, like Marvel. Games like Midnight Suns, Guardians of the Galaxy (an excellent game), and Marvel's The Avengers all undersold, underperformed, and received underwhelming reviews. As a result, you don't hear about other games being announced using these IPs. The corporations believe that the brand is tainted in the eyes of the consumer. Instead, Marvel is now focusing on solo adventures, with Iron Man by EA, Wolverine and Spider-Man 2 by Insomniac. There are also rumors of a solo Black Panther game in development, as well as the Captain America/Black Panther war game. The corporate belief is now "fans don't want games based on a team or squad," and the blame will never be on themselves. Similarly, this is the case with All Elite Wrestling.
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If Tony were to call up Electronic Arts right now to propose making an AEW game, they would likely laugh and hang up. The first obstacle is that mega-publishers like EA are only interested in wrestling video games if they involve the WWE brand, which is a global powerhouse. They generally show no interest in independent wrestling games or any "second-rate" promotions like AEW, ROH, or iMPACT. Even if they were open to non-WWE projects, AEW missed their chance to prove the brand's worth with their first attempt, and that makes it difficult to attract investment. This was similar to TNA's situation, as they were unable to release another game after Midway closed down, as nobody showed interest.
Another indicator of this reality is AEW's association with TNT, which is owned by Warner Bros Discovery. Warner Bros Games, a high-end publisher housing video games based on WBD properties, also did not want to publish AEW: Fight Forever. This suggests that even their own parent company recognized that the return on investment might not be worth it. Adding to this, Warner Bros Discovery's recent games have had rocky track records. Gotham Knights, based on the Batman IP, received poor reviews and sales. Hogwarts Legacy, although breaking sales records, faced weeks of negative press due to its association with J.K. Rowling's property. Furthermore, Suicide Squad: Kill The Justice League has faced significant criticism, leading to a one-year delay for further improvements. In this context, taking on any potential misses is a risk they can ill afford to take.
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As a fan of All Elite Wrestling and video gaming, it's challenging to see a happy ending in this situation. After AEW: Fight Forever ends its support, there might be a possibility that Aubrey and Kenny reignite their passion for mobile games and attempt to compete with WWE by releasing high-quality games across various genres. The upcoming AEW: Figure Fighters has been announced, but it's unfortunate that it seems to be based on NFTs, which could be a polarizing choice.
THQ's actions have been puzzling, as they've remained completely silent while trying to act friendly. Even in my case, I was denied and ignored a review copy by the PR manager, but she later requested a mod once my following increased post-release. It's disappointing how the launch and post-launch were handled, especially for someone like me who has spoken to past and present Yukes employees. I hope that one day, someone like Kenny Omega or another person involved with the game comes forward with a full "tell-all" to shed light on the misfire and identify those fully responsible for it.
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It's remarkable how they managed to miss their targets at every turn. The marketing campaign failed to generate enthusiasm from the publisher or licensee. Promised content has been indefinitely delayed without any clear timelines set by the publisher. The online mode has suffered a quick and merciless death due to the lack of fun matches. Unfortunately, I don't see a future where AEW survives and delivers meaningful updates without continuous funding. I have doubts about the possibility of a complete Season 2.
Despite the potential to become a fantastic, competitive Ranked Fighter, the game's marketing, lack of transparency, and delayed content caused its rapid decline in active players. Even Kenny Omega's lack of personal promotion and enthusiasm echoed the fans' disappointment. With THQ Nordic's questionable marketing strategy and Yukes' inability to deliver a balanced online experience, the game faced insurmountable challenges. Despite promises of ongoing updates, the indefinite delays and lack of communication further alienated players. As the game struggles to survive, the hope for a Season 2 and a meaningful future for All Elite Wrestling's gaming endeavors seems uncertain.
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ratpoizonz · 4 months ago
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it's going to be really embarrassing for all of us garcia is mr. clown truthers when pelo is inevitably asked about it and says that it's not the same guy
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