Gamer. Podcaster. Critic. Writer. These are the life and times of DarthHomer
Friday, May 28, 2010
Level 3 - Episode 176
Saturday, May 22, 2010
Happy 30th Birthday Pac-Man!
The late 70's to early 80's was arguable one of, if not the, most iconic periods in arcade gaming, especially if you were in the Japanese development scene - wherein some of the most iconic games ever created were, well, created in this period. We're talking games that are still as iconic today as they were then, such as Taito's Space Invaders, Nintendo's Donkey Kong and celebrating its 30th birthday today, Namco's Puck-Man, or as it's better known, Pac-Man.
You may think that Namco would have something special planned for it right? Y'know, since it's practically synomous with the company and they adore putting out Pac-Man anything, since it's still bloody popular. Nope. Nothing. Not even a port to yet another platform - because it's one of the few games that's available on just about anything...
Instead, a couple of Google engineers decided to do something even more awesome - create a port that'll run in the Google logo on the main Google page. Pretty bloody awesome, especially when you realize that you can actually play with two players, the second controlling Ms. Pac-Man. Good going Google, taking advantage of a massive missed opportunity that Namco could've totally taken advantage of. You've got less than 48hrs to play it before it's taken down, but still, it's rad.
So...yeah. Don't know what else I can say. Because let's face it - it's FREAKING PAC-MAN. It's one of those games that everyone knows about, anyone can play, and it's still completely awesome. I really don't know what else I can say about it that hasn't already been covered to death. If you just stick with the main stuff, and avoid most of the spin-offs, you'll be groovy.
Though if I were to recommend one Pac title for this special occasion, get the Xbox Live title Pac-Man Championship Edition, which is a fantastic remake of the original game. The iPhone version also works, but it's best played with a controller. Should you not have access at all to play the game, Ms. Pac-Man or even the original Pac-Man is also pretty awesome.
Happy 30th Birthday Pac-Man!
Thursday, May 20, 2010
Level 3 - Episode 175
Friday, May 14, 2010
Level 3 - Episode 174
Wednesday, May 5, 2010
Super Street Fighter IV (PS3/360)
A mate of mine once told me that no Street Fighter game is perfect the first time around, and that the re-releases were a good thing, because it helped develop the series into some of the best fighting games ever made. And he’d be right – it took Capcom five re-releases to get the quintessential Street Fighter II in Super Street Fighter II Turbo, and only two for the still mind blowing Street Fighter III – 3rd Strike. The difference with those games compared to Street Fighter IV? The advent (or misuse) of Downloadable Content, wherein you don’t need a new disc to sell to get the latest version. But god bless Capcom for trying, because just over a year from the original console SFIV release, we have the latest version – Super Street Fighter IV, and it’s as good as you’d expect.
In terms of new stuff, there’s quite a significant chunk of new content here. Let’s begin with the 10 new characters, whose addition bumps up the total playable characters in the game to 35, only the second highest count of characters in a Street Fighter game; Street Fighter Alpha 3 takes the cake, with a total 38 playable characters in its most recent version. The eight returning characters all bring a welcome breath of fresh air to the game, and actually fit in rather well with the Street Fighter IV aesthetics and gameplay styles.
In particular, the Street Fighter III additions (Ibuki, Makoto and Dudley) are the most welcome here, and fit in fantastically – and are really quite fun to play as. Though it is rather curious as to why the remaining (and least popular) of the Super Street Fighter II ‘New Challengers’ T.Hawk and Dee-Jay were added. It’s not because they’re not interesting characters to play as, but out of all the characters you could possibly pick from…T.Hawk and Dee-Jay? Really?
In any case though, the two completely new characters – Juri and Hakan, bring a lot of great charm and interesting gameplay styles to the game. In particular, Hakan is very to play as. His Turkish Oil Wrestling skills make for a weird and flat out awesome show, and bring a bit more of an interesting wrestling approach to players than something standard like Zangief. While Juri isn’t as unique to play as, she’s a great character in her own right, and quite fun to mess around with. As a character, her ‘evil and loving it’ shtick is really quite welcoming and refreshing to see.
New character Juri is a blast to play.
The other big focus to Super Street Fighter IV is in its online mode. Previously – there were only two options for online players, to play a ranked battle or to not play a ranked battle. Here, the non-ranked battle option has been removed, and has been replaced with two new options – Endless Battle and Team Battle. Endless Battle is effectively a ‘quarter-match’ mode, wherein winners of matches stay on, and take on all comers in an effort to stay on as long as possible. Once that player loses, they move to the back of the line as new challengers take on the new winner.
As for Team Battle, it’s really quite self-explanatory. Players form teams of up to four a side and battle it out. In both this and Endless Battle mode, you’ll get to watch the other players fight it out, so it allows you to get a chance to see how other people play their characters and give you time to develop effective strategies to defeat them. A newly added Replay mode also allows you to watch and upload replays to help further determine strategies. All of the additions are great, and really do add a lot to building up SFIV as this online gaming juggernaut, stopping short of creating a form of social network within the game that could make for some very interesting stuff. Couple that with a soon to be released Tournament Mode, it’s great to see Capcom really taking the online modes seriously.
The other changes/additions aren’t as significant, but are still pretty rad. All 35 characters now have two ultra-moves instead of one (with the exception of Gen who has four!); there are new prologues and epilogues for each character in arcade mode (yet are all uniformly terrible); the car destruction and barrel busting mini-games from Street Fighter II have returned and are kinda fun to check out; and as to be expected – there’s a whole bunch of rebalancing, removing the game of its quite infamous “Ken Fighter IV” stigma.
Play through this as Cody or Guy. I assure you, the result is worth it.
It’s actually quite hard to find any actual negative or weak elements in the game, since everything here is still fantastic or has been improved substantially; the only complaints are more nit-picky than anything else. For instance, one can look at some of the feature set of the upcoming home release of Blazblue: Continuum Shift, and see some of the great things that Arc System Works have added that would’ve been perfect here in Super Street Fighter IV; such as a tutorial mode that teaches players game concepts as well as moves, a proper storyline that’s actually half decent and not completely throwaway, and an Fight Request- esque feature (i.e. the functionality wherein you can be challenged at any point by an online player in SFIV Arcade mode) that works in all game modes. While SSFIV is still a great game, one has a feeling that there’s still more that Capcom could have added, and pray won’t be adding in a new iteration of the fighter.
Visually, it’s practically the same as vanilla Street Fighter IV. This isn’t a bad thing, because the game still looks stunning, even two years on from its original release. All the new backgrounds and character animations look fantastic and gel well within the existing backgrounds and character animations.
Cody’s ready to beat the crap out of someone.
The same goes with the aural element. Well…almost. All of the new music in the game has a much more techno/trance feel to it, and while there are some great tracks (all of the remixed tunes and some of the new music is fantastic), the rest of isn’t as great. It has a very weird 90’s style thing going to it, which doesn’t really suit the game. All the new voice acting is quite decent, though if you have an aversion to English voices where you have the option to swap, the ability to swap voice tracks individually for each character returns, and it’s just as awesome as it was in vanilla SF4.
As to be expected, Super Street Fighter IV is another solid revision of what was one of the best fighting games to date. It’s still quite accessible & familiar, and has that little smidgen of depth that all great fighters have. All the new additions and rebalancing is very welcome and appreciated, though one most wonder whether or not Capcom could have gone a little deeper and added some more defining feature sets. Be that as it may, Super Street Fighter is very heartily recommended.
Tuesday, May 4, 2010
The Question of Accessibility in Fighting Games
Compared to a lot of other popular genres of video games, fighting games are very unique in that they aren’t very welcoming to newcomers. Sure, once you get into the genre, you’ll find that you can bring your skills to a lot of different games and feel at home almost as soon as you starting learning a new game. But it’s the question of getting into it that proves most fascinating.
Two games that actually got me thinking a little bit of accessibility in fighting games are Tecmo’s 2005’s Dead or Alive 4, and Capcom’s 2010’s Super Street Fighter IV. At a base level, these two games couldn’t be any more different from one another, but they share the same problem – they are both quite difficult for newcomers to get into and enjoy.
Let’s begin with Dead or Alive 4. While the series is well known for having moments of ridiculous difficulty, the fourth instalment kicks it up several notches. It does help that there is a mode that allows the game to ‘drill’ the player throughout a characters moveset, the key problem here is that it falls prey to a design methodology that developer Team Ninja are well known for – making the game difficult, but if you learn how to play the game and learn the intricacies of the system, you’ll be fine.
Expect to see this happening. A LOT.
I say this because if you’re going into the game blind, you are going to be destroyed by the A.I. There’s no ‘easy’ mode, and you’ll need to know how to use the games counter mechanism, because the A.I knows how to use it, and will counter like crazy. Granted, the mechanic is pretty simple to understand, but the game doesn’t tell you at all about it – you have to go in to the ‘Sparring’ mode (which contains the aforementioned move drills); but even then – there is still a lot of the game’s basic concepts that isn’t exactly clear upon playing the game.
It’s sort of the same thing in Super Street Fighter IV. Admittedly, the game is a little more accessible thanks to multiple difficulty levels and a much slower pace of game and less moves to worry about; but even still, it’s not as friendly and open as it should be.
Should’ve done a focus attack there Bison. Don’t know what that is? Go read the manual.
Again, it has a mode that drills you into playing each character – and goes a step further by even teaching the player some very useful combos. But that’s just it – for all the additional teaching that the game does, it doesn’t go that additional step further and allow for new players to learn key gameplay concepts.
While I chose Dead or Alive 4 and Super Street Fighter IV for these examples, you could apply them to a number of other fighting games – even recently, games like BlazBlue: Calamity Trigger or Tekken 6 have nothing in the way of teaching players about gameplay concepts. While you could pass this off as saying that because they’re such long running series, they don’t need to accommodate for new players, I don’t buy that argument. I really don’t.
Example here being Sega’s 2004 fighter Virtua Fighter 4: Evolution. The Virtua Fighter games are known to be one of the most deep and one of the more hardcore fighting series out there, and if anything, the one that would most benefit from a tutorial. And you know what? It has that. And it goes a little further than saying “here’s how to block, here’s how to attack”, explaining how to best play in certain scenarios, as well giving players the ability to be drilled through character movesets. In fact, it was such a great feature, that it’s omission in Virtua Fighter 5 was a huge disappointment!
Admittedly, this isn’t the training mode, but if you were in training – you’d know how to not get your arse kicked by Akira.
Though it does seem like other fighting games are slowly realizing that accessibility is a good thing – the sequel to the aforementioned Blazblue; Continuum Shift, is receiving a tutorial mode. And of course, there are always things like YouTube or FAQ’s if you want to learn and see the base concepts of a fighting game, but it’s that little in-game help that helps just the same.