Showing posts with label Fighting Game. Show all posts
Showing posts with label Fighting Game. Show all posts

Wednesday, May 25, 2011

3Ds - Dead or Alive: Dimensions Review



I remember playing Mortal Kombat II on the Game Gear. Far from being the meaty, “realistic” arcade fighter my mother refused to buy me, this pocket sized version had the spirit, but not the heart. The realistic sprites had been reduced to cartoonish caricatures, the buckets of blood had seen their budget reduced to mere droplets, and the deep, heavy bass had been reduced to generic bleeps and bloops. This is a fact that I was more than willing to accept, because after all, how could a portable with two buttons ever hope to capture the glory of the mighty arcade cabinet across the street from my school? So I accepted the slighted controls, the reduction in fidelity, and the notion that while they would never reach their arcade counterparts, they were at least competent enough to enjoy, and –just-unintelligible enough for my mother to accept.

Man, if I were a child of today, that wouldn’t have worked at all.

Dead or Alive: Dimensions
For: Nintendo 3DS
Publisher: Tecmo / Team Ninja
Price: $39.99
Release: 5/24/2011 (North America)


We’re in the middle of a fighting game boom, but arguably, that movement was already heralded by the arrival of the PSP five years ago. Far from aspiring to be a glorified portable Super Nintendo like many of the handhelds before it, developers saw it as a chance to offer up portable games with the same level of quality as a handheld, and for the most part, they all succeeded. The idea of what a portable fighter should be has been redefined since then, and although everything from Street Fighter to SoulCalibur has been faithfully reproduced in portable form, Dead or Alive has suspiciously never made the cut. Perhaps they were just waiting for the right technology, or perhaps creator Itagaki’s departure (who stated console type games have no place on portables), but no matter the reason, Dead or Alive: Dimensions is here, it’s handheld, and in typical Team Ninja fashion, is a showcase for just how capable the new 3DS hardware is at delivering an experience that (for the most part) matches it’s console counterpart.

Moments after booting the game up, you’re thrown right into the game’s Chronicle mode, and it’s exactly as it sounds, a retelling of the entire DOA saga that also serves as a tutorial mode. This is great for players new to the series, as it literally teaches the ins and outs of the fighting system in easy to understand portions between cutscenes. What it doesn’t do however, is make the conspiracy-laden drivel that is the DOA storyline any easier to understand. Ninjas are fighting corporate entities, Kung-Fu prodigies are at odds with capoiera practicing assassins, and the whole ordeal is just more enjoyable if you simply marvel at the 3D action scenes and soak in the brief fights punctuating it until its conclusion. Just one question, Team Ninja: Why the stop motion cutscenes with 3D models ala 2010’s Bayonetta? While I can understand maybe a lack of budget (or time) contributed to this, at least the latter game disguised the stylistic choice with a “film reel”look. Here it happens suddenly, randomly, and without warning. Newsflash: It was strange watching a full motion fight turn into a pantomime in its latter stages back in 2010, it still is now.



When you’re in control of the action however, are where the game really shows it’s teeth. DOA’s fast paced rock-paper-scissors gameplay has been translated fully intact to the 3DS, and it’s well-designed circle pad (or D-pad, depending on your preference) is a perfect fit with the game’s traditional 4 button setup. The common failing of most portable fighters is the explicit precision needed to pull off some of the more complex moves on a small controller, and its a problem not present here, as DOA has always been more about the moves thrown and keeping your opponent guessing than performing them. Taking a page from the SSF4: 3D handbook, the bottom screen plays host to a helpful movelist that changes dynamically with each button pressed, or if you’re more of an advanced player, you can set it to list attack properties and frame data(!!!). The counterbalance to this ease of offense is the counter system, and it’s back to the more intuitive (in my opinion) system of DOA3, eliminating the (unnecessary) kick hold for the better. Since it works with only three levels of attack this time around (high,mid,low), your reaction time while under attack can be much snappier, but of course, the same applies to your opponents.



Other modes include an Arcade mode that forgoes the usual structure for a number of bite sized “circuits” that can be played with any character, a perfect choice for a portable game. While you inexplicably can’t change the number of rounds, difficulty, or even damage dealt, each circuit offers up a different challenge, and a different boss fight at their conclusion. Survival mode is just as you’d expect, a gauntlet until you run out of life, and the new Tag Challenge mode offers the full on 2v2 tag experience, albeit one with a CPU controlled ally that performs better than expected (and tags in/out on cue), but isn’t truly a replacement for a human. Fortunately, the online mode is there to whet your appetite, and though it’s only limited to 1v1 battles, the connection holds up well via wi-fi, with only a hint of lag here and there. A ton (literally) of unlockable figurines are the centerpiece for a trio of modes where you can pose, photograph, and StreetPass battle them, but it’s a novelty at best, being unlikely to hold anyone’s attention for long.

----------------------------------The 3D Effect ------------------------------------------

Switching the game on, it’s almost impossible to ignore just how well done the 3D effect is. Hands and feet pop out of the screen, projectiles whiz dangerously close, and the camera somehow has a knack for playing up the added depth at every turn, highlighting players in the middle of combos and making the crash through a church window into the street below look that much more intense. However, it isn’t all paradise. Though it displays some of the best visuals on the 3DS thus far, the framerate has trouble holding with the slider up. While the fights themselves mimic Super Street Fighter 4 3D’s 30fps standard with the 3D turned on, intros and victory poses dip way below that, creating an odd visual disconnect that’s actually a bit distracting from the otherwise superb 3D presentation. Cutscenes in the game’s chronicle mode suffer this too, with dips marring the otherwise cool 3D action occurring on screen. All of this is remedied by turning the slider down, which locks the game’s visuals at a solid 60fps that looks too smooth to be true. Most people won’t mind, but visual sticklers will be at odds between having a smooth presentation or a “cool” one. At least it’s a decision you can make for yourself.
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Far from a full fledged sequel but not quite a Dead or Alive 4: Turbo either, Dead or Alive:Dimensions may be the best entry the fighting series has seen yet. It features every character the franchise has ever seen, brings to the forefront an improved story mode that ties all of it together, and features a refined version of DOA4’s “ultimate” fighting engine. Best of all, it manages to do this on a portable system of all things, helping usher in the 3D era with a Team Ninja level of polish. It may not be the deepest experience you’ll have, but it’s one perfect for the system, and the sheer number of unlockables (in typical DOA fashion) ensure that if you are a fan of fighters, despite its flaws, there’s very little to hate here. Much like its predecessors, what we have here is a fast, flashy, yet accessible fighter that shows off the breakthrough hardware of the moment. After all, it’s what the Dead or Alive series is known for. Not a bad reputation to have, if you ask me.

Rating: 8.0

Oh, and I managed to go the whole review without the words “3D” and “boobs” in the same sentence.

..That didn’t count.

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Thursday, July 29, 2010

Dream Match 2012?



With the announcement of Street Fighter x Tekken, the fighting game community is in a frenzy. Endess speculation and discussion about gameplay, endless fan rants about balance and why it should or should not happen, but arguably the most fun part of any crossover are the dream matches. For the first time ever, a lot of rivalries have the potential to be put to rest, and since both recent games in each franchse retained their classic characters in each roster, the possibilities are not only there, but potentially endless. I've of course, had a ton of conversations among friends about who should fight who and why, but these are the ones in particular that I found the most interesting. Matchups after the jump!


Fei Long vs. Marshall Law



While this is the most obvious pairing, it's also the one I want to see much. Even though they're both obvious homages to Bruce Lee, their similarities lie in technique and look alone. In reality, they're both a pair of kung fools, the former being a cheesy action star who seems to speak in bad dubbing, and the latter being a scheming...doofus. No really. After watching this ending, I dare you to tell me that the clash of martial arts technique and slapstick that would ensue from their battle wouldn't be a sight to behold.



Christie vs. Elena



While this one seems a bit far fetched in theory because Elena isn't actually IN SSF4, one can only hope one of the new characters added to the arcade version of SSF4 is Elena. Not only is she the only SF character who practices Capoiera, (making her unique enough for consideration) but it'd be an excellent segue into a SFXT matchup catalyst. It's as much a display of showmanship as it is a fighting style, and while Christie is an incredibly realistic rendition of the discipline seen in movies and popularized by breakdancing, Elena's is simply more elegant, more over the top im my opinion. I think it's an unnderstatement when I say that a fight between them would be likely a mindblowing (not to mention stunning) show. Woo!



Bob vs. Rufus



Both incredibly agile despite having meatball like frames, both are obsessed with being the best at what they do. Both are implausibly, confusingly, hilariously skilled with their respective unconventional fighting styles. Fighting devs have a knack for making fun of the competition with some of their fighters, but in this case, I can't tell which one is making fun of which. With Rufus being an unknown newb, and Bob being a formerly respected fighter in (percievably) terrible shape, I think a spat between the master and the mook has to have come up during brainstorming. I mean, LOOK at them fight.

This is inevitable. It has to be.



Nina vs. Cammy



This may have been neglected in the reveal trailer, where Nina's counterpart in battle seemed to be Chun-Li, but I think that was due more to their iconic status than anything else.

This is a real rivalry.

When the game finally does release, why wouldn't a duel between two gorgeous deadly government agents be anything but a limb--no--potentially NECK-breaking CQC fest? There's something to be said when you're an individual whose learned so many fighting styles through training, you walk away with a mish mash style people can only describe as deadly. Cammy's recent special moves highlight just how effective an assassin she is, and when put up against Nina's highly trained exploits, it isn't too hard to imagine an epic fight of (Daniel Craig) Bond proportions.

Besides. Cammy had the better game.That's got to be something else to be bitter about.

Paul Phoenix vs. Guile



I'm going to admit, I chose this one solely on the merits of inexplicable hair suspension techniques more than anything else. Scientists still can't figure out how these two keep their respective coifs intact during a fight, and as silly as Paul can be (He is after all, Law's partner-in-crime), I can see him clashing with Guile's one track minded sentiment (which often gets him into mistaken identity fights) nicely. Imagine a scenario where Guile runs into Paul, believes he may know something about Charlie, and due to his boneheaded nature (and Paul likely overreacting in defense), ends up inadvertantly starting a fight?

Seems plausible, no? I'd anticipate a very interesting match, seeing as both practice effective grappling and striking fighting styles with a mixture of strange self-improvised moves..



T.Hawk vs. Julia



...Actually, on second thought, these two actually need each other, being an endangered species and all.

Perhaps they should team up.

...

There were a bunch of other ones that didn't make the cut, (E.Honda vs. Ganryu, King vs. Zangief, you seem BORING), but these were the ones that appealed to me the most. I'm pretty certain as the months pass, the reveals will likely be shocking, some even disappointing, but I know a few of these have to make the cut. We have after all, grown up playing these games, and if this project isn't a labor of love with the fans in mind, how could any of these not see the light of day? They're simply just too priceless not to.

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Wednesday, June 2, 2010

Shaq Fu 2010



I have nothing. There's a joke here, but great editing already beat me to it. While I think it's hilarious that Shaq was even let near another fighting game (or any other game lacking a basketball), I can't in good conscience hate on him when he makes Brock Lesnar and Kimbo Slice look puny. Well played, THQ. You've successfully revived Shaq Fu.

MMA is still going to be better.



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Friday, March 12, 2010

Greased up def....oh hell.



So the 10th new character was revealed the other day..

There are no words. Only oil. Lots of it.

I love Street Fighter IV.


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Thursday, March 11, 2010

Mobile Brawl - Street Fighter IV iPhone Review



"While it isn't likely that we'll see a fighting game on the iPhone at any point (they simply demand too much precision and timing for something like a touch screen), the fact that it handles every other genre reasonably well, even sports titles, is quite a feat."

--ExpertPenguin - October 2009

Well. Didn't see that coming.

While I am not sure exactly WHY this exists, Street Fighter IV is indeed on the iPhone/iPod Touch, and for the low price of $9.99, everyone can get their portable fix of what is in my opinion, one of the best fighters around. But was Capcom able to shrink down their deep, gorgeous fighter into a portable form (without buttons no less!), or was I right after all?

Heh.




By all accounts, this game should not work. It's on a cellphone. The game and controller share the same screen. There are only 8 of the original 25 characters. The controls are cut down and simplified.

Why then, is Street Fighter IV enjoyable on the iPhone despite this?

Capcom knew their boundaries. The iPhone version doesn't attempt to be the arcade, or even the console version. Instead, it stands out on its own as a unique experience, one that fighting fans will undeniably scoff at, but one that those new to the genre or curious about fighters can enjoy.

The visuals were faithfully carried over with 2D sprites that mimic the look of the original, the catchy stage music made it in as well, and the voices? They are crystal clear, albeit a bit repetitive. There's a Tournament (arcade) mode, one on one fighting, practice, wireless fighting over bluetooth, and even a Saikyo Dojo where you can go through an entire suite of tutorials, trials, and battle tactics with the man himself, Dan Hibiki.



This is all well and good of course, but the burning question is, how are the controls, and how do they hold up? Answer: Surprisingly well!

The game uses a simplified four button setup very similar to the recent Tatsunoko vs. Capcom, with Punch, Kick, Special (EX), and Focus respectively mapped out on screen. The virtual analog is very responsive when it comes to pulling off moves, but does have a tendency to stick and be finicky when it comes to performing some of the more complex motions. Thankfully, not only did Capcom simplify some of the more complex motions, but there's even an assist option to make the "special" button handle all special moves with a single press, so the virtual stick's shortcomings are minimized. It's an excellent design choice ensures that veterans will be able to pull off their usual combos with some practice, and newcomers won't have to drill themselves endlessly in order to pull off some of the cooler maneuvers.



Yes, this also means that if it worked in the arcade, it works here as well. Quite a feat for a mobile game.

The funny thing about this version of SFIV is that even though the game isn't arcade perfect, it's every bit as playable, every bit as enjoyable as its big brother. The atmosphere scales over to the iPhone's sharp, colorful display very well, the characters, though few, are fully realized and uncompromised, and the controls, even though finicky, even though my expectations were admittedly low, managed to impress me and hopefully, sets a bar other developers should aspire to for their virtual pads. Somehow, Capcom did it. They said they were bringing Street Fighter to the iPhone, that they would make it work, and they did. I'll hold off on eating crow until they fine tune the controls a bit more, but damn if this isn't a good start.

It's almost funny to mention. Street Fighter on the iPhone. Who would've guessed?

Well done.

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Friday, January 15, 2010

Ultraaaa.....Ultraaaa.....Ultraaaa.....



Capcom paying tribute to itself is always so much fun to watch. No really. The construction stage in Super Street Fighter IV is awesome, and one of many reasons I'll be picking up the game in the upcoming months, my love for fighters notwithstanding. The game just oozes personality and style so much that it actually outdid The King of Fighters in terms of characterization.

One of the best ways this is shown is through the characters' explosive Ultra specials. While the scene seems to be a bit divided as to the actual usefulness of most of said specials, one thing I think everyone can agree on is that they looked friggin' GREAT. Powerful, brutal, and sometimes even hilarious, to say that they're the icing on top of SFIV's presentation is an understatement. Unfortunately, in the original there was only one to be had for each character.

SSFIV has even more of them.

Every time someone asks me why this game isn't a piece of DLC, I look at them like they're nuts. As if an overwhelming amount of content in the form of new characters, more (and better!) online modes, more stages, updated graphics, rebalancing, new SP modes, new specials, and new ultras isn't enough of a reason in itself.

..Yes, I said new ultras. Of COURSE you're going to see them.

Some random internet denizen compiled a video of 'em. Just about every (announced) character is showcased here, and among the new ones, there's one for Dhalsim that I have personally coined the "Yoga Teabag". You'll understand when you see it.



Foul on the Zangief AIR GRAB though...WHO thought he needed that? Someone at Capcom needs to stop having drinks with the guy who keeps "rebalancing" Potemkin in Guilty Gear XX..

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Saturday, August 1, 2009

King of Fighters XII - Review




It’s the year of the fighting game, of that there is no doubt, we’ve already been treated to Street Fighter IV, the very welcome surprise BlazBlue, and now it’s time for another in the form of SNK’s latest, The King of Fighters XII. SNK claims to have gone back to the drawing board with this one, and with its new, updated high definition makeover, can it truly stand up to its competition?


The answer is: Not really.While KOF XII is a solid fighter, it has a number of glaring omissions and design choices that keep it from the greatness it was hyped up to be.

To start off, the fighting is very solid. It plays just like KOF should (read: like a tangible, heavy Street Fighter) but with a few changes. New to KOF XII is the Critical Counter system, where successive attacks, blocks, damage taken fill a small meter. When it’s full, you can either tap a heavy punch or kick button to initiate a custom combo, or a more damaging version of your super move. The critical counters are simple to execute, and fun to experiment with, much like the Focus in SF4. They’re also very rewarding visually when executed properly, and I can see them becoming a staple of high level play. Taken out however, are a great deal of the offensive options. Gone are the tactical shift, skill bar, dream cancels, and super desperation moves of previous titles. The game has literally been stripped down and scaled back to the basics, ala Street Fighter 4, and while it may be a series of somewhat unwelcome changes at first, it becomes easy to appreciate the tweaks they did make and settle into a satisfying rhythm.



Of course, this wouldn’t be a review about KOF XII if I didn’t mention the visuals. It’s already no secret that SNK went back to the drawing board completely regarding KOF’s look, and for the most part, I can say they did a spectacular job. Rather than modernize it with 3D again ala KOF:Maximum Impact, or even giving it razor sharp vectors ala Guilty Gear and Blazblue, the KOF team went completely old school and animated everything with old-school pixel by pixel sprite animation. The results are more than impressive. Characters move with fluidity and weight, and are large and colorful. The stages, while very few in number are bustling and full of personality. Subtle touches like the animation of fabrics, and the fact that even environmental lighting was considered--in a 2D fighter--will continue to impress even years after this title’s release. Not one of these screenshots actually does it justice, it has to be seen in motion to be believed. The only complaint, if you can call it one, is that while the sprites are very detailed in and of themselves, their dot matrix nature means that despite the high resolution, they can come off as jagged or pixilated when displayed on an HDTV. There is a filter in place that can smooth out the rough edges( I’d recommend the 1 or 2 setting; 3 is too blurry) , but this problem is merely a consequence of the medium used, not any failure on SNK’s part.



That is something I unfortunately can’t say about the rest of the game, and this is where the bad news begins. The core fighting is solid, the visuals are top notch, but that’s all there is to the package.

At about 22 characters, the roster in KOF XII is actually the smallest the series has ever seen. The explanation for this was, due to the massive undertaking redrawing each character proved itself to be, the roster had be cut. This would be something easy to forgive if it were filled with the best of the best KOF had to offer, but that isn’t the case. Series regulars and favorites like Yuri, King, Geese, Billy, Mai, Rugal, and K’ are only the tip of the iceberg when mentioning the amount of missing characters from the roster, and even though there are some series mains inside (Terry, Athena etc), it’s not only a shame, but it’s almost a slap in the face if you’re a fan. How could some of SNK’s most beloved characters not make the cut for KOF’s next gen leap? It’s a strange decision on their part, because if their aim was to have a rebirth of the series, they had to have known that Mai would be at the top of many people's lists for a reinvention. Furthermore, the characters who did make the cut, you’ll find they’re missing moves or had their movesets changed for the worse. Gone are Terry’s Power Dunk and Buster Wolf, same goes for Clark’s Mount Tackle, Kims Haki Kyaku, and Iori, well, anyone who’s mained him for the past 15 years or so is in for a surprise.



A very unwelcome one. The loss of some iconic moves means a drastic change in character strategies, also to the overall feel of matches.

It’s this mixture of questionable and/or missing content that makes KOF XII a package I can’t recommend to anyone other than the most diehard of fighting fans. The “Arcade” mode is a 5 stage time trial with no end boss, and when you’re done with that…that’s pretty much it. An offline and online versus mode are all that remain, and if you don’t happen to have Xbox Live (for 360 owners) then the game drops in value even further. No survival, no true story mode, no 1v1 arcade, not even a mission mode to fill in the gaps. The only thing left to do is fight. Fight through a time trial, fight the cpu, fight online. While this seems like a ludicrous complaint for a fighting game, with Street Fighter 4 providing a ton of content in comprehensive training, survival, time trial modes, and BlazBlue providing extra challenge modes along with a detailed, per-character story mode, for KOF to come up short for any other incentive to play, even with regards to unlockables (everyone’s open from the start, there’s a gallery but no instructions on how pictures unlock) is disappointing.


[Note: at the time of this writing, the online play ranges from decent to nearly unplayable. The netcode is quite bad and I’ve actually had dropped matches in a 1v1 room due to it being unable to handle people coming and going]

In a sense, it’s almost as if the much lauded graphical overhaul has been a blessing and a curse to this game. Every interview I’ve read, the developers’ explanation for the lack of (insert name here) in this game was due to the amount of time it took to create the character sprites. There’s no continuation of the story because of the sprites. There’s a lack of characters because of the sprites, no bonus modes because of the sprites. I hate to say that after playing, I believe every word. While KOF XII is a very impressive looking 2D fighting game, it seems as if the team was too tired to do anything else after completing the art. Even the menus are convoluted and boring to look at. That notion of laziness, it’s unfortunately a feeling that carries itself through the entire experience, and only the truest of arcade driven fighting game fans will be able to overlook this. Everyone else will feel cheated of their $60 after their first run through “Arcade” mode. I’d even go as far to say that the game is vastly overpriced, and would’ve still felt like a bit of a wash at $30, but it'd certainly sting less than it does at this point in time.



In my opinion, calling this a “Rebirth” of The King of Fighters is a bit of a misnomer. It’s certainly a step forward visually, and to some extent technically, but it’s definitely a step backward where it counts, especially as a console release.

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Tuesday, July 7, 2009

Quick Thought - Fighters



It seems like 2009 is the year the of the fighting game. Really, for a genre that I thought was on the steady decline, it seems that all of the biggest names of the genre are making some sort of comeback. Just for kicks, here's how it's going down in '09:

-First Capcom stuns us all with Street Fighter 4. It's also no secret that ultra rare (and incredibly broken) fighter Marvel vs. Capcom 2 is going to be downloadable around the end of July. Then mid summer, they drop a ball on us confirming the impossible--Tatsunoko vs. Capcom is coming to the states (only on the Wii), possibly by the end of this year.

-Namco finally decides to make Tekken 6 a definite fall release (on three platforms!) with the added bonus of also releasing Soulcalibur: Broken Destiny(or Soulcalibur IV: Kratos edition) for the PSP.

-Not about to be outdone, SNK decides to revitalize and reinvent King of Fighters with the upcoming KOF XII, bring us back in time with an XBLA version of Garou: Mark of the Wolves, and take us even FURTHER back with KOF 98': Ultimate Match.

-Sensing something amiss (and looking to steal a bit of thunder from SNK, methinks), Arc System Works realizes after the English release of Guilty Gear X2 Accent Core Plus it can't afford to keep milking Guilty Gear X2 like Street Fighter 2,(aside from sega locking them out of creative control of the GG franchise) and decides to take THEIR universe forward with Blazblue: Calamity Trigger.

So yeah. It's a good time to invest in an arcade stick, if you dig this kind of thing.

Or at least a fight pad. I know I have.

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Thursday, July 2, 2009

I haven't the slightest clue WHAT a "Calamity Trigger" is..

But if it allows me to do things like this:

Ragnaopen.jpg

Then it's alright in my book.


I'll be very honest, I didn't think much of the title a little over a month ago, if you couldn't tell from the earlier KOF post, I was NECK deep in hype over the care and attention to detail SNK was placing in their latest game, The King of Fighters XII. I didn't have time to care about anything else, especially since I'd played Guilty Gear almost exclusively for a year and a half, I knew what I might be getting myself into, so I shrugged.

Then I was dragged into an arcade, and I finally got to see this game in action.

All I could say was...wow.

My eyes were treated to high definition sprites superimposed over detailed, colorful 3D backgrounds, with all manner of seizure inducing effects bouncing all over the screen. It's an understatement to say I was in shock when the first thing I saw was something like this:



By the time we left, I swore I had to have it. By the time it arrived in my store, the plastic was already off and it was spinning in the demo 360.

This post is actually late because I spent all of last night tooling around with ONE character.

Yeah, think it's safe to say that Blazblue:Calamity Trigger has a hold on me.

For anyone wondering exactly WHAT a "Calamity Trigger" is (outside of context) I couldn't tell you the story if I tried, something about a beast, a great war, something else about a powerful sort of weapon called "Armagus" and how only a few people can use it, a caste system was formed, someone stole something and--ARGH.

It's absolute nonsense (That I'll probably enjoy as I get deeper into it--I can explain Guilty Gear's story at the drop of a hat), but it's a setup that basically gives you a reason to do things like the video above.

blazb10.jpg

However, aside from being gorgeous, it's also a surprisingly technical fighter as well. Not being TOO removed from the formula that made Guilty Gear such a success, there are only 4 buttons, and like GG, there are basic "bread n' butter" combos that let you easily chain moves together and be flashy with a decent amount of effort. For the frame counting, priority driven tourney player, there is a surprising amount of depth contained as well, with drives (unique specials), rapid cancels, burst modes for a tactical advantage (attack increase=/=defense increase by 30%) the barrier system..it'd take its own post just to explain every gauge on the screen in depth, but the great thing, like in SF4 with its "Focus" system, is that you don't need to learn it all in order to have fun.

I've also heard complaints about the lack of characters (ther are only 12), but I ask: Would you rather have a game with 30+ characters where the balance is all over the place (and only 12 of them are worth using) or would you rather have a game with a small, balanced cast, and EVERY character controls and feels different from the next?

Its a no brainer, I think. However I'm done raving, enjoy a small basic combo video that shows off just how flexible the fighting system can get, and how flashy the moves are.



(KOF who?...ah..I'm so fickle..)

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Wednesday, June 10, 2009

You've got to be kidding me.

scbd_pub_ss_kratos_090415_002_prt-noscale.jpg

I knew Namco was tapping some kind of juju out of the PSP in order to make Tekken 5 as excellent as it was on the PSP, but seriously. Porting talent and attention to detail aside, I didn't care one lick about the upcoming PSP version of Soulcalibur IV, aptly subtitled Soulcalibur: Broken Destiny, until now.

Why?

Take a look at that picture. Yeah.




Not gonna lie. Kind of want now. Kind of.

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Thursday, May 28, 2009

Re-Evolution.

I have a very love-hate relationship with fighting game series The King of Fighters...

On one hand, there's the expansive cast of characters, the uniquely tangible, weighty fighting system, and of course the unforgettably, unforgivably brutal boss fights...

On the other, it also looked like this.

KOF.jpg


Now, I'm not a stickler for graphics, but while that may look kind of bad now, it was amazing in it's heyday. The Neo-Geo was a 2D powerhouse, but after 10 years of using the same sprites, it was REALLY showing its age in the visual department. Even though the fighting system kept evolving, the look wasn't. So you can imagine my excitement when SNK announced they would be using Atomiswave, the amazing 2D engine powering the excellent Guilty Gear series..

...and my disappointment when it ended up looking like this.

1138321583.jpg

(Really guys? The backgrounds look amazing, but the SPRITES are still the same?..)

Now we're 5 years later, and the influx of great looking fighting games has everyone taking notice. We've seen a high-definition remix of Street Fighter 2, a 3D overhaul of the series in its fourth installment, and even Arc System Works came up with something more impressive looking in the game Blazblue.

I think SNK had no choice but to step their game up.

I'll spare any more nostalgic waxing and say they did in spades, because The King of Fighters XII looks amazing. Using a graphic technique akin to the way Rare made Donkey Kong Country for the SNES yet being completely hand-drawn**, SNK has not only managed to redefine KOF, but they've also I think, redefined the expectations for what a next-gen 2D game should look like.

I'm done talking, just have a look. You may be speechless as I was.



**Curious? Have a read. Source: Kotaku.

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