Showing posts with label Capcom. Show all posts
Showing posts with label Capcom. Show all posts

Wednesday, February 17, 2016

Street Fighter V, Initial Impressions

I picked up my Street Fighter V preorder for my Playstation 4 on Tuesday to little fanfare from my local Gamestop. It's not like they opened early, or did a midnight release - it's not like it's Call of Duty or Madden. The employee on duty had to try to work me real hard on the protection program and SFV's season pass to no avail. Thankfully, my kids know better than to use game discs as drink coasters thanks to other people's bad example. Also, why do I need a season pass for a game that swears you can earn enough in-game points to unlock all future characters? Do I look like a guy that cares about costumes? The employee didn't even notice that I was wearing my15th Anniversary Edtion Street Fighter T-shirt from 2004. (Or, maybe he did notice, and that's why he asked me about the season pass.)

What do you get for preordering the non-premium version of the game? You get an alternate costume for Ryu, the game's main character. On reddit, in the /r/streetfighter subreddit, they've been referring to this costume as "Sexy Ryu".


Unfortunately, the Gamestop employee had to ruin this for me by referring to this as the Chuck Norris version of Ryu.

Once you load up the game, you can start right away in offline mode, but you can't earn any of the game's in-game points. Meanwhile, you have a 6 Gigabyte download in the background for the 1.01 patch. I don't care who you are, that's going to take a while. After that installs, you can connect the the online mode. If you don't have Playstation Plus, you can't fight against other people online, but even if you don't have plus you still need to be logged in and connected to earn the in-game currency that you can spend on the characters as they release.

It's still Street Fighter, but it might feel unfamiliar. The animation is nice, although sometimes the characters have odd crosshatched textures to them like they're trying to crawl out of the pages of a comic book. The dynamic camera moves smoothly from showing the character entrances to the match. With the subtle changes made to input buffering, combo execution is much more consistent. However, all of the characters have had significant changes to their combos and some have had changes made to their specials. Chun-Li had the input for her Hyakuretsukyaku changed to a quarter circle motion plus a kick. (You used to just mash the kick button repeatedly until it started, but Capcom has been trying to remove special move inputs that could be adversely affected by network latency.) Personally, I like how they changed it because that move can also now be performed mid-air when it couldn't be before. Vega had all of his special move inputs changed. You can check all of the moves here. There's no Arcade mode right now. There's no Story Mode until after you download the patch. (Well, Street Fighter never had Story Mode at all before, so maybe that's something in and of itself.) The Survival Mode seems to have inconsistent computer AI difficulty. PC users are upset about a lack of controller compatibility and no button mapping utility. The one thing that's supposed to be working really well right now is online multiplayer, but since that's not a concern for me just yet, I haven't tried it.

Here's my list of suggestions:

  • If you're going to play Street Fighter V against other people, don't wait. Hit the books now, learn the new moves and mechanics. If you need anything in the way of controllers I would suggest looking at what Hori has to offer. This goes double if you play with a pad instead of a stick - the Hori FC4 is fantastic compared to the MadCatz SFIV pads and works with PS3 and PS4. If you're playing on PC and have controllers that worked on XBox 360, those probably still work now.
  • If you're not going to play Street Fighter V against other people but you do really want to play it, give it a month. Alex, the first of the DLC characters, is supposed to be released in March, along with more single player content.
  • If you're going to play Street Fighter V against other people for money, go get in a time machine and go back to June 2015 and play the beta version more.
  • If you listen to a lot of Carly Simon, you might think that this bullet list is about you. Don't you? Don't you?
My older son and I have played it quite a bit both yesterday evening and this evening, and while he used to main T. Hawk, he is now in the process of picking someone else since T. Hawk isn't currently in the lineup. I thought he was going to go to another grappler, but flashy (fleshy?) female wrestler R. Mika didn't really work for him at first. He did have some success with Necali (sort of a grappler?) and Rashid (totally not a grappler), though. If those guys don't work for him he might just wait for Namco to release Pokken next month. My younger son played it a little bit yesterday, and he didn't last long because Vega didn't work the way he expected but he may be switching to Zangief. I am getting the hang of Ken, who didn't really change that much, and I'm really digging Karin Kanzuki but I am probably going to rotate through all of the characters for a while so I can learn what each character's capabilities are.

Sunday, February 7, 2016

New Street Fighter? I'm not scared.

So, Street Fighter V comes out on the 16th , just a few days off, but I'm not really worried.
 
Maybe this is like a Coke vs. Pepsi thing with Street Fighter and Mortal Kombat, but it's hard for me to say what to recommend to other people because I like Street Fighter for the gameplay and I like Mortal Kombat for the wacky storyline and interesting stage interaction. Having started Mortal Kombat X after Christmas, eight months after everyone else, I would say that the wacky storyline part of the game seems to be intact.

Every time a new Mortal Kombat comes out, I feel like I am having it to learn it over again, and for the most part that's true. Starting from Deadly Alliance through to the present, it seems like one move or another was always having its control input changed.  Not all of them, just one or two per character, or they would take a special move away or add one and then you might find it back later in another game. I can't even complain about the influx of new characters - I'm just trying to consider characters that have been in the game the entire time like Scorpion and Sub Zero. My biggest problem was them changing how Sub Zero's slide is done, because it just used to be a specific joystick and button combination (back + LP + Block + LK), and then it got removed, and then it got changed to more like the other special moves, where you have to do a particular joystick motion prior to pressing the button.

That's not to say that they don't change things in Street Fighter,  and there have been quite a number of major changes from the II series to the Alpha series to the III series to the IV series, and now in the V series. However, the main characters Ryu and Ken's signature moves - their fireball, hurricane kick, and dragon punch - have not had their inputs changed at all. Certainly, they have had moves above and beyond the basics changed from version to version and the move properties change slightly, but the basics have remained the same. I think that makes the changes in the other parts of the game easier to take.

If you have been playing Street Fighter IV the last few years, or you're still playing some version of II, you will probably find that the biggest difference in the regular move set in V is that you can't chain a bunch of light attacks together into a combo any more. Most characters have had their combos and regular moves tuned up or changed in an effort to make button choice more deliberate and to make each move have a useful function. Another change in the normal moves is that they won't change properties at close range - so each button press will be more consistent. Some moves are different if you hold the joystick in a certain direction while doing it - that's always been the case - it just won't get affected by the distance you are from the other character. The biggest difference in the rest of the control mechanics are all part of the new V-system. Each character has a specific V-skill, done with Medium Punch plus Medium Kick (MP+MK). A correctly executed V-skill adds to the V-Gauge.  When the V-Gauge is full it allows for use of a more powerful V-Trigger move done with HP + HK and completely depletes the gauge. Alternately you can V-Reversal,  which is done with holding towards your opponent on the joystick and pressing either all three punches or all three kicks depending on the character. The V-Reversal only consumes one segment of the V-Gague. The V-Gague either has two or three segments, again dependent on which character it is.




If you look at the trailer here that shows the game modes, it sure seems like there's more story elements in the game now than there used to be. I don't know if that's because they felt like they had to compete with Mortal Kombat, or if they just felt like they had a compelling story to tell this time, but I'm happy either way. Since I wasn't part of the beta I didn't get a head start on this game but I am looking forward to digging into it once it's released on the 16th.

Sunday, November 8, 2015

Another new fighter for Street Fighter V, plus maybe SPOILERS

After a fair amount of speculation, the ever-patient and super-stretchy Dhalsim was officially announced for Street Fighter at Paris Games Week.



His play style is built around keeping the opponent away and being able to strike from long distances. In a new twist, the most obvious change to his projectile moves is that they now can travel in an arc, so it might still hit an opponent that you thought was going to jump in even when they're on the ground.

Here's some examples in gameplay from some Canada Cup players.




If you don't want spoilers for the upcoming characters of Street Fighter V, don't click the link for the words "this image" just below here.

Some data for other characters has been found in the data files contained in the latest beta versions of the game. If you have a look at this image, this is some raw code from the beta that had been picked through with a hex editor, looking for file names similar to the structure of the files in Street Fighter 4. Only time will tell if this really true or not, because they're still working on the game and parts could still be changed at this point.

Bonus tip: Angry Birds 2 - complete a section of a level with a single bird, and you get a "Strike" - they're 25,000 points. Complete it with two birds and you get 10,000 points. You don't get any direct bonuses for having birds left over at the end, but if you gets lots of strikes and birdies, you probably will have birds left over.

If you got here from Twitter or Facebook, the answer to the question posed is "parabolas".

Saturday, October 31, 2015

The horror of the pile of shame...

A lot of gamers my age have a "pile of shame", especially if you live near a Gamestop or somewhere else where it's easy to get games on the cheap after the novelty has worn off for someone else. Sometimes the problem is that you get started on a game and get stuck for some reason, sometimes the problem is that you pick up a game when you're in the middle of some different game and it takes a while to get to it and then some really new cool game comes out and the bargain game has to wait a little longer before you even start it. Another thing that happens with the pile of shame for adults, is that there are games that you may not want to play when your kids are watching, so the combination of having both motive and opportunity may not come up often enough for you to make significant progress in the game. Since it's Halloween, I was thinking that I would try to take a stab (heh) at some of the scary games in my pile of shame.

I finally started the PS3 version of Splatterhouse (2010) months ago, and had gotten stuck when I couldn't figure out how to get health back and exit a room on an early level. It's the typical love story game, boy meets girl, boy loses girl in haunted house, boy is nearly killed by said haunted house, evil mask meets boy and tells him he's going to help him get his girlfriend back while fighting his way down to the bottom of the underworld. I picked it back up again the other day, and I think that I figured out why it was in the cheap bin. While I was able to figure out how to regain health, there are a few places where the game doesn't feel quite tuned - particularly when you're trying to impale enemies on spikes (which seems to be the most complicated way to open doors in the game so far). I was pleasantly surprised by the sidescrolling section of the game early on, creating the feel of the original arcade game, and I was just regular surprised by the collectibles in the game as they are pieces of pictures of the protagonist's girlfriend in various states of undress. The making of Splatterhouse has its own sordid tale, since Namco had to throw off the original developer and seize all of the available game assets and hand it off to another company to finish.

Once I got tired of  opening doors by impaling enemies on spikes, I gave Yaiba: Ninja Gaiden Z (2014) a try. While it's supposed to be in the Ninja Gaiden series, and it's made by Koei Tecmo, it seems a lot different from the other Ninja Gaiden games. The first big difference, and why it's even here in the Halloween lineup at all, is that you play as an undead ninja, and you're fighting even more undead. (I'm sure the National Association for the Advancement of Undead People didn't sanction a game where the living-challenged are committing acts of zombie-on-zombie violence.) It feels more like God of War than Ninja Gaiden. The combat is very fluid, but sometimes it's hard to grab opponents during combos, and it's hard to throw a zombie at a helicopter while the helicopter is trying to shoot missiles at you.

I still have yet to finish Resident Evil 6, partly because they changed the controls again (I just got used to 5!) and partly because with so many different character scenarios it's hard to get involved in the characters. Certainly there are many scares there to be had, but after a while the idea of a giant evil biotechnology corporation starts to become more scary than the zombies bioweapons sent to attack your characters.

What I really keep hoping is that we'll see another Evil Dead game on modern hardware, since we haven't seen once since Evil Dead:Regeneration (no, phone games don't count). Since Starz has a new Ash vs Evil Dead series going now, maybe we're going to see a game to go with it.


But, knowing how things go, I'm sure I'll pick up a few cheap games in the meantime that I won't finish all of.

Saturday, October 3, 2015

Street Fighter V, still in progress, Part 3 - plus bonus cubing.

Continuing on with the developments of Street Fighter V, here are the remainder characters that were announced so far.

Vega has been a series regular, inasmuch as any character can - he was in the II series of games, first as one of the unplayable bosses, and then as a playable character from Champion Edition onward. He was also in Street Fighter Alpha 3 and all of the versions of Street Fighter IV.



While much of his gameplay is familiar to people who have used him before, a major change is a new ability to change from using his claw to not using his claw, allowing him a few different moves.

R. Mika has only previously appeared in Street Fighter Alpha 3, but apparently she has really made an impact with players because she was on the top ten list of most requested characters.



While she may seem like bubbly fan service, she is an even more complex character in her Street Fighter V appearance than she was in Alpha 3. All the characters that use command throws (a special move with a more complicated controller motion as opposed to a regular throw that only takes a particular button combination) a referred to as grapplers. This includes Zangief, T.Hawk, Hugo, Abel, and Hakan. R. Mika's look is more in the vein of wrestling-as-entertainment than serious fighter, but that's part of her charm. In addition to a grappler's arsenal of grabs and smashes, she can also rock the microphone to hype herself (increasing the damage that her command throw does in the process). Even more amazing is that she has a few moves that utilize her tag team partner Nadeshiko. Watch out for attacks coming from any direction, and really watch out for the spectacular tag team finish.


Rashid is brand new. We don't know a lot about him, but we think he's one of the good guys.


We do know that he harnesses the power of the wind, but he's also wearing a scouter like he's from Dragon Ball Z. Is he trying to find out if Ryu is over 9000?

Karin is another fan favorite from Street Fighter Alpha 3 returning to the game. In Alpha 3, her primary function is to serve as Sakura's rival, and uses counterattacks and rushdown moves to get the upper hand in a match.

Her Street Fighter V incarnation doesn't seem tremendously different in overall style, but it would appear that she has a wider variety of moves available to her.

Zangief was just announced October 1st at the Russian gaming convention IgroMir. He's been in one more game than Vega has, since he was included in the Alpha series a game earlier. This is the grappler that all other grapplers originated from.

This time around, Zangief  has many more moves at his disposal and it's just crazy what they've done with him to soup up his abilities. I was most impressed with him repelling an attack by just flexing, and him headbutting a fireball to disperse it. (Too bad it was Bison's two-hit fireball that still had one hit left.)

While I was busy putting this together, another character was leaked, but there's no video yet. I did find a few still pictures of the brand new character Laura fighting Ryu on the Brazil stage, which I think we can assume is hers. She seems to have some jujitsu moves, and a strange fireball, but I think that her fighting style will make more sense once we actually have some video.

There are only a few characters left to be revealed prior to the game's initial release, but knowing Capcom there will be lots of added characters over the life of the series.

In a side note, I was so excited at the grocery store this week to hear the following words spoken by the cashier (emphasis is mine) - "You're the second person today to come through (the line) with a Rubik's cube." However, when I had my cube solved 40 seconds later she still seemed surprised.

Yesterday at the other grocery store on a trip for pizza and cannolis, I did a demonstration for the dessert counter attendant, and popped an edge piece out of my DaYan brand cube while I was doing it. I recovered well, so it wasn't a big deal. I went a little more in depth than I might usually because she asked better questions than I usually get. She even remarked that she felt like she had learned something. I hardly ever take my DaYan cubes apart, and I had my other DaYan pop at lunch that day for the first time. I guess I've put enough mileage on them in a year and I probably need to take them apart and clean them and re-lubricate them.

Wednesday, September 30, 2015

Street Fighter V, still in progress, Part 2.

The next characters to be announced in Capcom's Street Fighter V were everybody's favorite English commando, Cammy, and a big ugly bouncer named Birdie that we haven't seen since the Street Fighter Alpha games.


Cammy shows off most of the moves we've come to expect from her, and Birdie looks like he's gotten a substantial tune-up that may or may not include some ingestion of hot sauce. (Did you see the fire coming out of his mouth?)

After that, Capcom announced longtime series regular and Ryu's friendly rival Ken Masters.


Some people complained about the new hairstyle, (it looks bananas?) and some people weren't sure why a game that's supposed to show greater differentiation between characters had Ken in it at all. But, I think it would be hard to take him out at this point since their rivalry is one of the main story points of the game, and they have done a great job of gradually differentiating the characters in the past. Their mission to not have a lot of characters just be clones of each other has just allowed them to be more daring in their changes with Ken.

The next character that Capcom revealed is the first fully new character, Necalli.


Necalli has big crazy hair, attacks that can penetrate through the ground, a command throw, and not much of a command of English. We don't really know anything about his backstory yet, but he doesn't exactly seem like one of the good guys.

Now about the game itself - Capcom has done a great job in having a Beta for people that have pre-ordered the game. The best part about it, in my opinion, is that one of the first times that the servers were running an early version of the Beta, it wasn't running up to par. The servers couldn't handle the load at the time, and they had to try again in a couple of days. Polygon talks about it here. Why is that such a big deal? It's a big deal because you want it to fail early, under somewhat real-world conditions, instead of failing the week the game officially releases with all of the characters running and a lot of people being disappointed. Capcom has dissappointed a lot of fans by having questionable netcode (the parts of the program responsible for the networking aspects of the game) in some of the game modes of the PC version of Street Fighter IV and it's never fully been resolved, only worked around. If it's a game that's primarily being played online, the game will live or die by its netcode and Capcom is really going to have to make it great, especially with this new endeavor of increasing the size of the player base by funneling PS4 and PC users into one pool of players.

For those of you thinking about the PC version on Steam, check out the system requirements on the Steam page - just keep scrolling down to the end there.

Sunday, September 27, 2015

Street Fighter V, still in progress.

It's been a while since Street Fighter V was first announced, and it's been nearly as long since I talked about it. There's still a long way to go before the game is officially released, but I'm really pleased about how transparent Capcom is being about the game and the steps they're taking to make sure that they have a successful release.

The first thing that people would need to know is that Street Fighter V is only coming out for Playstation 4 and PC. Sony deliberately partnered with Capcom to do this, which both helps sales of the PS4 over the XBoxOne, but it is also helping with unifying the online player base. For the first time, all of the people playing this game will be able to play each other. Street Fighter IV had three separate player bases - XBox360, PS3, and PC(Steam). By removing the XBoxOne from the equation, because there would be no practical way to get Sony and Microsoft to allow any sort of cross-system play, it becomes possible for Steam users and Playstation Network players to play against each other for Street Fighter V. As the competitive fighting game scene grows, it becomes helpful and important to unify the player base in this way.

When the game was first announced, all we had was Ryu and Chun-Li. Ryu is Street Fighter. He was the original character that you played as in the original Street Fighter, when there wasn't even a number after the title yet. Chun Li is a fan favorite from Street Fighter II, and has been in the majority of the games that followed. A scary version of Charlie Nash and a rather familiar looking M. Bison followed next.

M. Bison seems familiar enough to people who played him in the other games he appears in.



Charlie has changed a lot from the Guile clone that he used to be in the Alpha series. Sporting some aftermarket repairs, which I guess he needed because we thought that he had died in a previous game, he now has some tricky teleport moves and more ways to confuse his opponents.



While this is a good start, obviously there need to be more characters, (and there are) but I thought that it was great that Capcom was gradually adding them in during the development process as a way to tune the game mechanics.  They've probably been doing this all along, but this is the first time that Capcom has done a Beta program this big and has shown the game this much prior to release.

Next time, we'll discuss the Beta in more detail and show off the next four characters.

Friday, September 25, 2015

Of Kombat woes.

So, say you're a really established video game developer, but you know you don't have time to do everything, so you try to find other studios to help you get product out the door faster. You have to pick partners that understand what you want, and can deliver the product in a way that your fans expect. Sometimes the partners work alongside the developer, like Dimps with Capcom during the Street Fighter IV series. Sometimes you have to hand off most of the responsibility to the partner, like Capcom letting Ninja Theory make a version of Devil May Cry in an effort to reboot the series. In other cases, like the Call of Duty series, there are a stable of developers all working on different games in the series concurrently so that the release schedule can go smoothly. Activision had started out with just Infinity Ward working on projects, then added Treyarch, and then added Sledgehammer Games, along with a whole bunch of other secondary partners. And sometimes, you just get a second developer just to help out with certain facets of the game that they're particularly good at like letting them work on character models or artwork while you're busy working on the story and the game engine. Kazuma Kaneko of Atlus has a long history of doing work for Capcom and Konami just because he's good at character design.

Alternately, some developers are happy to never give release dates because they would prefer to ship a game, as Id software's John Carmack famously proclaims, "When it's done".

Knowing the variety of scenarios that have worked out for the gaming industry, and knowing some of more spectacular failures of the industry, unforeseen stuff will still happen. It's not like people are planning to fail (unless, you're like, Uwe Boll) but at a certain point you would think that you would know what was going on. The current round of mishaps are in the fighting game arena.

Mortal Kombat X is Netherrealm Studio's second chance at a second good game. Back when Ed Boon and the gang worked for Midway, Mortal Kombat was a standout fighting game for a really big reason - it wasn't Street Fighter II. Many of the other fighting games out at the time were too much like Street Fighter II, although not good enough to be any sort of a threat. Midway took a different approach with different controls, different stylistic influences, a different graphical style, and a more menacing tone.When Midway came out with Mortal Kombat II, it was better in so many ways that made it the definitive version. Even after many lukewarm and overdone versions of Mortal Kombat and lackluster spinoff games, this was still the team that stayed together after Midway became part of Warner Brothers since they were doing a lot of the arcade games for Midway and a fair number of console ports.

The progression of the games amounted to this - after the success of II, they made Mortal Kombat III and two revisions referred to as Ultimate and Trilogy, where all three games continuing their basic strategy of filming/photographic actors in costume and using that to build a series of 2D sprites which were then animated. Typical of fighting games of the time, the rosters increased to include more and more characters.

When fighting games like Namco's Tekken (1994) and Soul Edge (1995) came out with 3D character models and backgrounds, Midway followed suit with Mortal Kombat 4(1997), and its Dreamcast version with an updated roster, Mortal Kombat Gold(1998). Mortal Kombat 4 was the last arcade iteration, but not the last Mortal Kombat with 3D gameplay.

The home console games that followed, Deadly Alliance(2002), Deception(2004), and Armageddon(2006), all had increasingly complex levels of 3D interaction and movement, and multiple fighting styles for each character. While I found the storyline interesting, and they added extensive story mode content in the games, I never found them as fun to play as the earlier games. By the time I got to Armageddon, I was really missing my Nintendo 64 version of MK4.

When they jumped to the next generation of consoles (PS3/Xbox360), instead of releasing the same game over again, they took a detour into the superhero genre and made MK vs DC Universe(2008). It did allow for some interesting mechanics that made it more fun than some of the other 3D games, but the 3D nature of the game did still make some things oddly difficult. This was a stepping stone for two things - one, it got them working with the Unreal Engine which helped them streamline some of their development, and two, it got them to rethink what they could do with the characters in a new game environment. Influenced by Street Fighter's return on the scene, using 3d character models in a fighting arena constrained to 2D, the new reboot simply named Mortal Kombat (2011) was able to make the game both more playable and visually appealing. It had finally made a game on par with the early games.

When Mortal Kombat X was announced, scheduled for an April 2015 release, it was a great opportunity to take all of the things that they got right in the 2011 release and refine them. In essence, it was a second chance to make a game as great as Mortal Kombat II. Having announced the game for both the PS3/XBox 360 machines as well as PC and PS4/Xbox One, it could have been a very large release reaching the widest possible audience.


Except it wasn't.

The PS4 and XBoxOne versions released on time, with Netherrealm at the helm. High Voltage Software was in charge of the PC version, along with the XBox 360 and PS3 ports. The PC version released on time, with a few hiccups in the first day or two having to do with how the game loaded in Steam, and the XBox 360 and PS3 versions were pushed back to "Summer 2015".

And then they were pushed back again to fall or possibly the end of the year.

And then, when everybody in the southeast was busy worrying about the track of Tropical Storm Erika, Warner Brothers Interactive quietly pulled the plug on the PS3 and XBox360 versions. Not a big press release, just a quiet little message on their community page.

So, I wandered down to Gamestop, and took the path of least resistance and got some store credit for what I put down on the preorder. Part of me wanted to get the PS4 version but somehow get Warner Brothers to cough up a way to redeem Goro that I lost out on by the failure of my PS3 preorder, but they've already released a lot of other DLC characters and I'm now inclined to just wait and see if they release another disk later with everything on it. I've already realized that if I want to play Tekken 7 or Street Fighter V I will have to move on to the next system, and I think I even knew that back in April when I thought that I was going to be able to get MKX for PS3.  At this point, I'm in no hurry to catch back up with Mortal Kombat, and I know that my kids actually enjoy Tekken and Street Fighter and I could actually play those with them.

Next time (hopefully soon) I will talk about Street Fighter V, and the exciting things that Capcom is doing right with the game.

Thursday, December 18, 2014

The future of Street Fighter is here, and it is noodly.


Fans everywhere of Capcom's "Street Fighter" fighting game series rejoiced this week. Not only did a new patch for Ultra Street Fighter IV get released which included character re-balancing and the debut of the supremely wacky Omega Mode, but we also got our first glimpse at a live match of Street Fighter V which was announced for PC and Playstation 4.



While the Nerdist runs the headline as "Destructible Stages Revealed in First Ever Live Street Fighter V Match", I think they buried the lead here. The real headline should be "Chun-Li Kicks Butt, Even With A Bowl Of Noodles On Her Head."

If you fast forward to around 6:54, you will see series mainstay Ryu finish a round against Chun-Li with a devastating Denjin Hadoken, pushing her through the stage wall and into the kitchen where a bowl of noodles lands on her head. It's not just a cutscene tagged onto the end of the round - the noodles stay on her head for all of her victorious last round and the closing tag, despite her rather acrobatic Spinning Bird Kicks.

Certainly, there are more implications to be discussed, like why Street Fighter V isn't going to make it to XBox One or WiiU, or how on earth Charlie has made it back into the series despite being MIA since the Alpha series games, but those will have to wait for another time.

Sunday, December 7, 2014

Infinitely lost in the toy aisle...

On the way back from doing a little bit of computer tech work this morning, I thought I would peek my head in the local ToysRUs. I thought that it might not be a total madhouse, since even though it was getting closer to Christmas I still had the advantage of it being both Sunday and lunchtime.

While they had a good special on games (buy one game $19.99 or under get the second 40% off), the majority of the games available on special were games that I had already purchased. The one game that stood out as something I might play (Midnight Club Los Angeles - Complete Edition) is tainted by the fact that I only got to the end one of the three versions of Midnight Club that were on the PS2, and I don't really think that I unlocked everything even in that one. As I might have mentioned before, I already have plenty of things to play.

ToysRUs has made most of their stores work in a loop fashion, similar to the layouts of Harmon Face Value Stores and Bed Bath & Beyond. At the beginning of the loop are usually seasonal and promotional items, so while you might have found Halloween costumes there two months ago, the front area is now filled with Christmas candy and new offerings from their featured vendors including LEGO, Skylanders, and a large (15' high by about 18' wide)  Disney Infinity 2.0 display.

I had previously mentioned to my children that the reason we didn't play Skylanders is that at the time (2011) was that it was the most expensive game at retail. ("Steel Battalion" by CAPCOM used to have that distinction because of the ridiculously expensive custom controller.) The basic game was similar to the Gauntlet series, where you got a bunch of characters together and tried to fight your way through a series of levels, using the power of the skills of the different characters. The reason I discouraged my kids from this game was that to be able to play every thing that was already on the game disk, it would cost over $300 (and this was just for the first Skylanders game), and you could buy five or six other new release games that didn't do that to you for that amount of money, and maybe ten or fifteen games if you picked them up used or waited for the price drop. Why so expensive? It's expensive because they sell you in-game characters a la carte as plastic toys with computer chips that stored your data in them that range in price from $8 to $15 each, and only certain characters types can unlock and play certain missions.

Now, Disney/Marvel has jumped on this bandwagon and created Disney Infinity, now on version 2.0. Taking elements from both their own and other "sandbox" style games, they have combined it with the same RFID/toy technology used in the Skylanders games and their own gigantic stable of Disney and Marvel characters. (The first Infinity game was only Disney/Pixar characters.) While it may be cool for an eight year old boy to play as a giant spore-shooting mushroom, or a big muscular brawler that looks like an eyeball, it's going to be really hard to compete with a game where you can play as Iron Man, The Hulk, Thor, Elsa,  Anna, Merida, Sully, Mike Wazowski, Buzz Lightyear, or Malificent (and dozens more). The same rule as Skylanders applies - if you want to play as a character, you need to buy the corresponding plastic toy for $14.

Maybe this would be easier if you could see it in action. This is from Disney Infinity's own Youtube channel.



Perhaps this is a hard concept to convey, because since you can do all sorts of things in the Toybox mode of Disney Infinity, it's almost easier to say what the game isn't than what it is.

So, back to the loop thing. The way the ToysRUs is set up puts the expensive "R" Zone items (electronics, most of the video games, tablets, headphones) at the end of your loop so you can't second-guess yourself as you go around the store, and also so the employee that has to take things out of a locked case for you can then just ring up your purchases at that point. The video displays that they have in the store include a setup for Infinity 2.0 and a setup for Skylanders so that parents and kids can get an idea of what the game is about. But, if you ran into Disney Infinity at the beginning of the loop and didn't know what it was, do you supposed that you could find out what that game is about? Probably not. Even though it should sell enough copies this year to make an amount of money for Disney/Marvel that would make Scrooge McDuck a little envious, most of the ToysRUs employees aren't in the right demographic to get any firsthand exposure to these games. I saw a couple over by the big display out front that were struggling with understanding even the most basic thing about the game. They were a little exasperated that the employees didn't know that much. I was happy to help them pick out the PS4 version today along with Anna and Elsa figures, and answer a few easy questions for them. Since the questions are relevant, perhaps they are worth including.

What is Disney Infinity 2.0? It's an open-world/sandbox game where you can explore, race, shoot stuff, build buildings, and all kinds of things. Some specific missions go with some spefic characters, and that unlocks more things that you can use in the Toybox mode.

What's the difference between the Marvel Super Heroes version of Disney Infinity 2.0 and the Toy Box Version? The biggest difference is the starting characters. The Marvel Super Heroes version comes with three of the Avengers (Iron Man, Black Widow, and Thor), and the Toybox version comes with Merida from "Brave" and Stitch from "Lilo and Stitch". The game disk is the same, the Infinity base is the same, and what happens from there depends entirely on what characters you have. The reason for the two versions is just that it makes more sense to start you with a few Disney characters or a few Marvel characters, and the things available to do in the game vary based on what you start with.

What platform should I get it for? Get it for the newest platform that you still intend to be playing a year from now or are comfortable with your kids hogging all the time. The PS4 is going to run a lot smoother than the PS3 version and be able to do a lot more visual effects at once even though the basic style of the graphics will be the same.

I learned later that the PS4 version will be capable of building much larger Toybox areas, since the machine has more RAM available to do that. The same is true of the XBox One version over the 360 version. Sadly, the WiiU version is more on par with the PS3/XBox360 versions in that regard.


If you want to learn even more about the game, you should probably check out more of the videos on the Disney Infinity Youtube channel. I don't think we'll be picking up the game here since I don't want to fall in the Skylanders trap, and I will have my own problems with amiibos on the WiiU by the time Christmas rolls around.

As part of my usual schtick, since I do identify myself as SuperMonkeyCube to people when I meet them in person in a situation like this, I did do a quick(ish) Rubik's cube demo for the couple that I helped. (Three unseen mistakes, still finished in 37 seconds.)




Sunday, October 19, 2014

Things for WiiU : Hyrule Warriors and Bayonetta 2

Maybe it's because I've been listening to too many Nerdist podcasts with Chris Hardwick, or maybe it's the drummer in my band who works on advertising who did this to me, but I have this concept lodged in my head that I can't get out.

If you're going to pitch a new game idea/movie idea/story idea to someone else, it has to be conveyed in terms of two things that the person you're pitching to is already familiar with.

For example, if  Sam Raimi were pitching Army of Darkness to someone trying to get funding after he just did Evil Dead 2, he could say that it's Evil Dead 2 meets A Connecticut Yankee in King Arthur's Court. Sometimes you can use more basic references, like you could say that Blade Runner is a murder mystery but with robots. (Yes I know they're called replicants, but you shouldn't use a word you're just going to have to turn around and explain in a pitch.) So if I were to explain the new WiiU game Hyrule Warriors to you, it could be framed in the same way - it's The Legend of Zelda meets Dynasty Warriors.

Of course, one of the problems with that is that not everybody has played Dynasty Warriors, and compared to the long-running success of the Legend of Zelda games, it's practically a niche title. The other problem with that is that the Dynasty Warriors games have all been on Playstation 2 and 3 (and now 4). The only games that have come out for a Nintendo system that are even close to the gameplay of Dynasty Warriors are Mystic Heroes which came out for Gamecube in 2002 and Sengoku Basara which came out for Wii in 2010 (which was played in our house almost continuously for a stretch of  a year or more).

The word used to denote this style of game is Musou, because Koei/Tecmo made most of these games and so those games are referred to as Musou games or Warriors games. Unless you work for CAPCOM, it's probably acceptable to say that "Sengoku Basara is a Musou-style game series made by CAPCOM".  These games have a variety of characters to choose from, and a number of medium-size playfields broken into smaller areas. The characters typically have swords or pikes or other melee weapons, but some characters also have more fantastic attacks that may seem like guns or magic or something else that isn't totally realistic. Most of these games heavily rely on fantasy elements to keep the gameplay moving along. The characters all seem to have attacks that are widely varied from character to character so each character may require a different approach. They are designed to simulate a battle scenario that includes a number of base camps for your character to conquer. As you play through a level, the game will put messages on-screen to tell you what the victory conditions are, and sometimes they change during the course of a battle. Your character usually has to fight thousands of enemies throughout the course of a battle, most of which are rather minor, some base commanders that are a little more substantial, and some of which are powerful "boss" characters that have strength more on par with yours.

With Hyrule Warriors, there are both existing characters to choose from and some new characters created specifically for the game. Our hero Link, the princess Zelda and her alter ego Sheik, the fierce warrior Impa, the evil Ganondorf, Princess Ruta of the Zora Kingdom, and the Goron leader Darunia, are all available as playable characters from the Zelda series. Even the newer sidekicks like Midna and Fi are playable. Most strangely, Agitha is a playable character, but here insect-based attacks are quite the force to be reckoned with. Rounding out the first wave of playable Zelda universe characters are the bad guys Girahim from Skyward Sword and Zant from Twilight Princess. Lana is a cutesy magic-user made specifically for the game who can use a big spell book or a staff from the Deku tree.  Her rival the evil sorceress Cia will be a playable character if you get some of the DLC for this game.

Here's a rather long clip from the Treehouse that shows a lot of footage from the game.



My older son has completed the main story already and has most of the characters unlocked that are currently available. He's still having a difficult time working his way through the Adventure Mode, since some of the specific missions require beating the boss enemies more quickly than we are used to. So, that means Zant and Girahim are still waiting to be unlocked. (I'm still working on the story mode but I wonder why I don't get to play it as often...) The game has done a fantastic job of recreating several areas directly from Skyward Sword, Twilight Princess, and the Ocarina of Time. Some of the other areas are a little less recognizable to me, but maybe I should have played more Majora's Mask. It plays exactly as I would expect, and the game seems very responsive even when there are scores of enemies on the screen. The only complaint I could possibly have on the visuals is that when the game is played 2-player, one person plays on the GamePad screen and the second player plays on the TV, and the person that plays on the GamePad screen gets a little less visual fidelity than normal. Some of the effect passes are skipped over when rendering the small screen. It does seem like genius to not have the splitscreen, since my biggest problem with two-player Sengoku Basara was that the split screen made it difficult to see what you were supposed to be doing a lot of the time.

Some hardcore Zelda fans are bound to be disappointed by this game because it's not a real Zelda game to them, but if you're a fan of beat-em ups or the Warriors games and also like the Zelda characters, there is so much fan service and depth to the game that you could play the game for weeks and still have characters to level up, Golden Skulltulas to find, and challenges to master. If that's not quite enough, for another $20 you can get all of the DLC that is going to be put out over the next several months.

In other news, Platinum Games' stylish action title Bayonetta 2 is finally coming out for WiiU this month. Before the WiiU was even released, Platinum had announced that Bayonetta 2 was going to be a WiiU exclusive because of Nintento's help in making the game happen. The first Bayonetta game told the story of a woman that wakes up from a lake not knowing exactly who she is but having to figure out why she is a witch, why there are creepy monsters with halos trying to kill her, why there is a doofus reporter and a small girl chasing after her, and how to dance around firing guns on her feet and using her hair as a weapon. The pitch for Bayonetta 2 should be "Everything that you already did in Bayonetta 1, but bigger!" For WiiU owners that didn't play the original Bayonetta, a port of the first game is included on a separate disc, with the addition of Samus, Princess Peach, and Link costumes with unique weapons for Bayonetta to unlock and use.

There is a demo out for Bayonetta 2, which we have played already. You get a brief tutorial on the controls, which are identical to the first game with the exception of one button. In the demo, you start out fighting three large centaur-like enemies at a time while on the back of a fighter jet flying through skyscrapers while another larger enemy flies around. At some point, you start attacking the larger enemy from the plane, and then jump down on the back of a moving train to continue the battle. The third part involves battling a large monster at the spire of a tall building, King-Kong style. Here's a look from GamersPrey HD:

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I did pretty horrible at the game, I think a got a third or fourth-tier ranking (either Silver or Stone) but I was so busy looking at everything that I didn't care about my bad score. This looks pretty great, has more going on visually than the original did, runs much more smoothly, and I'm really looking forward to playing this in a week or two assuming everybody else isn't still hogging the machine. For those of you that played this on PS3 and you're not sure how you feel about the GamePad controller for an action game, the solution would be dropping another $50 on the WiiU Pro Controller. Now there is another control option that involved the touchscreen, but I didn't check to see what that was yet. If it turns out to be significant, I will post about it separately.

Tuesday, August 12, 2014

USFIV, slideshow version

I tried to add a Street Fighter video to my Youtube channel, but it was more like a slideshow. I was thinking that it could have been because I was connected via wireless, but apparently I'm not the only one with the problem.

Here you go anyway, if only for humor's sake and for subsequent comparison.



Ken's Ultra reaches a little farther than expected, both in the first and third rounds. Done out of total desperation on my part, that Evil Ryu player should have eviscerated me.

Thursday, August 7, 2014

The harsh reality of being old.

When you're really young, it's not that important to get it 100% right - just the idea that you're trying to do things and putting yourself out there is enough

When you're still young but not brand new, it's easy to be brash and outspoken, and perhaps people don't criticize what you do all the time because they can say, "Oh, they're still young. It's OK, they'll grow out of it." You can establish yourself as you develop your identity, and people will flock to you initially out of novelty, and then stay with you out of a sense of familiarity.

Everybody understands that things change, and perhaps the four year old and the ten year old look at the same things and have a completely different approach - to the point where the four year old couldn't even imagine what the choices of the ten year old would be, and the ten year old can't imagine the choices of the twenty-one year old. Once you've matured that much, perhaps the path forward becomes more intuitive, and sometimes when you can step back and look at all the changes, it's easier to see how you got from point A to point B. That doesn't stop the temptation of doing something brash just to get attention, or maybe just sticking by your guns and hoping that you find the right people to appreciate you.

Of course, I'm talking about Street Fighter. While it's Capcom's second biggest franchise (Resident Evil is their biggest) it's not experiencing the sort of mainstream popularity that it used to. While arcades were starting to dwindle at the end of the 80's, the strength of the Street Fighter II series games made arcades relevant again and paved the way for the character versus character fighting game to become the dominant paradigm of the arcade, instead of all of the shooting games that followed in the footsteps of Space Invaders and Defender.

In its middle age, the Street Fighter III series tried to abandon all of the old characters except Ryu and Ken, and had many problems retaining an audience due to its extreme difficulty and unfamiliarity. Later versions of the game brought back some favorite characters, but it was too late and still too difficult a game for mainstream audiences.

As a mature game, the Street Fighter IV series which is currently on its fourth home release over the course of  six years has tried to straddle the line between innovating and keeping the fan base satisfied. While it's selling more copies than it did during the Street Fighter III era, Street Fighter's overall cultural relevance has waned a little. More people are familiar with the cheesy "Street Fighter" movie with Raul Julia and Jean-Claude Van Damme than are familiar with the newer "Street Fighter:The Legend of Chun Li" starring Kristin Kreuk. It really hit home for me on Tuesday this week when I picked up my copy of Ultra Street Fighter IV. I had been to Target at lunch earlier in the day and had walked through the game section. If they had the new game, I didn't notice. Even when I got to my local Gamestop after work to pick my copy up one the way home, it's not like they had a big cardboard standup in the store or a bunch of copies on the shelf. I handed them my preorder receipt, and they had to look for it. It took them just long enough to find it that I had a moment where I started to worry that CAPCOM had delayed the release date and didn't tell anyone. Maybe now that the game is this old, they don't worry about the marketing so much because they figure they're not going to get any better audience that what they already have?

I like the new characters, although they're not entirely new. Hugo, Elena, Rolento, and Poison were all available characters in other games, and Decapre is visually similar to Cammy. Despite my concerns, Decapre plays like a completely new character. For that matter, the other four new characters have all had some adjustments to them that make them play a little differently than their previous incarnations.

The challenge mode in the game that gives you a set of specific objectives for each character in an attempt to teach you the moveset of each character had gone unfinished in the previous edition of the game, and at the moment is still unfinished. A future patch has been promised, and I will be looking forward to it. I found that I had never really learned Yun and Yang properly from the previous version without the challenge mode. Sure, you can go in training and mess around, and it's not like you can't look up the moves. but I found the challenges a good foundation for learning the other characters. Another feature of the game that I hadn't quite expected is that it pulls in your data from other games, so it knows that I played SFxTekken, and it knows what my scores and character usage from Street Fighter IV:Arcade Edition are.

I'm pretty happy with the game, even if I'm not the most awesome player of Fei Long or Vega or Dan on the internet. I'm looking forward to a lot of games against my older son and my friends. (My older son plays as T. Hawk, and I heard that they made some improvements to his moves. I guess I better watch out.)

The only thing that seems to bug me about the game is one of the the reasons that I waited to get the full retail version of the game on disk was so I could have all the costumes in one shot and get that over and done with. As soon as the game came out a new set of costumes was announced. I know, it's the new thing to monetize add-on content to every game, and it just doesn't sit well with me.

Maybe it's because I'm old.

Sunday, May 18, 2014

I guess this can't count as an overlooked PS3 game...

...unless you count the idea that Americans overlooked the Sengoku Basara series and made it so they wouldn't make an American version.

We finally picked up our first import game, Sengoku Basara Utage. It's a companion game to the Capcom hack and slash set in the Sengoku period,  Sengoku Basara 3. While it's not the only game of this style using historical characters with fantastic abilities (Sengoku Basara is basically a clone of Konami's Dynasty Warriors series), it's not really a common or popular game style in the west. You can read some of my rambling about it here.

It's been out for a while but it had been $80 or so on amazon every time we thought to look for it. We were looking for some other things and saw that there was a copy that went down under $40, so we picked it up. The game controls the same as the American version of Sengoku Basara 3, but the menus are a little bit different because Utage3 has some additional game modes, and we don't read any Japanese yet so we're winging it a little bit. This isn't like trying to play a game in Spanish or Italian where we understand the alphabet and some of the Latin root words. This is only working because the language of the gameplay itself is familiar to us. I think my older son has unlocked all of the new characters, but he has a long way to go to get all the weapons and allies unlocked.

The most amusing thing about the game so far is which words do end up in English. The combo counter is in Arabic numerals, and the combo descriptors that show above the combo count are in English. I'm sure that there are other funny parts of the game, but we're losing all of the story and character comments.

The biggest difference in this game is that most of the new playable characters in the game were all the non-playable major opponents from the last game, and all of the other playable characters return. It uses your game data from Sengoku Basara 3 and uses it to establish what level and what skills your old playable characters have available to them. It was nice that even though the primary bad guy (Nobunaga Oda) is rather time-consuming to unlock and difficult to defeat in Sengoku Basara 3, he unlocks fairly soon in Utage even if you hadn't unlocked him in the other version. There are some new areas, but I haven't seen anything spectacular yet. There is one additional character that didn't show up in the original version of 3, and it's the character most prominently featured on the cover of the game, but I'm not 100% sure about his name. I think it's Hisahide Matsunaga. (Yay! I got it right - thank goodness for the Wiki.)

Sengoku Basara 4 came out in Japan in January, so I presume that's why the price dropped on Utage. I also presume that Sengoku Basara 4 will not be localized for any other countries, so I can only guess that we'll be trying to muddle our way through in Japanese again if everybody decides that we want to play it.

Part of me hopes that my younger son gets into the game enough to start learning some Japanese.


Sunday, April 20, 2014

PS3 games people overlooked, Part 1

I don't normally play shooters...

(no, this is not a Dos Equis commercial)

...but when I do, they should be interesting. As I might have stated previously someplace, my primary experience with FPS games really ended sometime around id Software's Quake III Arena and Rare's Perfect Dark in 2000. I tried playing Timesplitters 2 on the Nintendo GameCube some time later, only to find out I should have called it "Headsplitters", for similar reasons to the games I already explained here.

Now, I didn't seem to have this problem with Resident Evil 4, first for GameCube and then for the Wii - but this isn't a 'first person' shooter. They put the camera above and behind you and generally this solves my nausea issue, unless the camera is jittery. The character's reaction to the environment helps me visually process what I'm seeing in a consistent way.  In addition, having the character fully on screen makes the motion more like action games like Devil May Cry and Bayonetta and God of War, or any of the brawlers like Mad World or Urban Reign or God Hand and such.

So after a while of owning a PS3 and being near the end of the console's lifespan, I start asking myself and the internet the question "What have I missed that I probably didn't want to?" and one of the answers that came up a few times was the Platinum Games shooter "Vanquish" from 2010. It's a third person shooter, so I didn't have too many nausea issues, but I was surprised by a lot of things.

One, it's got a much better story than I was used to for a shooter (but I realize part of that is because I haven't been playing shooters for a while). Most of the the story takes place in a big space colony, allowing for interesting changes of atmosphere (pun partially intended). The main character Sam Gideon works for DARPA, but has the challenge of working with the Armed Forces. On old enemy becomes a big problem after years of a manageable truce, and some important technology changes hands because a scientist has been captured. Maybe it seems familiar in the broad strokes, but it seemed well executed in the details.

Two, there seemed to be a lot of interesting scenarios that I'm not sure were really possible before on older game systems. There was a sniping level, a 'protect the armored vehicle while you're on foot' level, a level where two moving vehicles on tracks try to gun each other down, a 'clear the area so a transport can land here' level, and quite a few other things. It was a lot more varied and interesting than the usual 'go down this corridor and hide behind boxes or you're going to get shot' or the 'take that building from those dudes' scenarios that I feel like you seem to get a lot of in shooters.

Three, the game has a cover system that works pretty well, or a inexperienced shooter player like myself couldn't have gotten along with it. One button is dedicated almost entirely to going in and out of cover, and you get helpful onscreen prompts where appropriate.  The levels are timed, and you get a better rating if you take less time, and you get a better rating if you don't overuse cover, so there's a good reason to use it efficiently.

Four, it did a great job of making you feel like you were part of a team (another item probably improved on by other shooters first). The other AI soldiers actually got things accomplished, spread out in a sensible way, and picked the right weapon most of the time. One of the responsibilities they gave Sam, your character, is to act as medic to the soldiers, and you get weapon bonuses for helping them when they need it.

Five, it did a magnificent job at impressing you with a huge sense of scale when enemies and ships as large as a building (or bigger) came at you.  A varied array of giant robots and walking battle tanks stand between you and finishing the game.

Six, and they really didn't have to do this one, they took a mechanic that could have been really gimmicky - a ridiculous speed boost in short bursts for your character - and made it work fantastically with the level design and the character story.

There are a few quick time events here and there during boss battles, but I didn't find them too onerous or distracting from the game play. Veteran voice actors Gideon Emery, Kari Wahlgren, and the always amazing Steve Blum play the lead characters Sam, Elena, and Lt. Col Robert Burns, respectively. I really liked the music when I was playing the game but I can't remember any of it now that I haven't played the game for a week. My favorite enemy in the entire game was an enemy that built itself out of spare parts called Unknown - don't worry, you'll know it when you see it.

The down side was that as an inexperienced shooter, I was only able to finish the game on 'Casual', but I didn't have to rely on the autoaim of the slightly easier 'Casual Auto' setting.  This means (or at least I think that it means) that experienced shooters will have at least two more levels of difficulty to test themselves against. Even after finishing on Easy and having a pretty good sense of the control mechanics, I was killed on Normal difficulty prior to even reaching the first boss. Used copies for XBox 360 are going for $10, $13 if you have a PS3.

Thursday, April 10, 2014

Relationship problems

So, CAPCOM announced the fifth character that they're adding to the newest iteration of Street Fighter IV, and the internet doesn't seem to jazzed about her so far. Decapre, similar to appearance to Cammy, because she's another one of M. Bison's "Dolls" has some similarities in moves, but a lot of differences. The complainers seem to be focusing on the similarities. In my head, it sounds like this...



Dear Virtual Advice Columnist,
I really want to like this girl - let's call her Dee - but I feel a little bit guilty about liking her because she reminds me too much of my old girlfriend, Cammy. I mean, I know that I should like her on her own merits, but I find myself yelling things at her like "Is it just me? Or was this the worst moment of all in the SF4 series?"and "This is a joke, right? In what Universe (do they) honestly think fans would be hyped for this character?" She's actually got some friends that I knew from before, a wrestler, a hot biker chick/dude/whatever that hangs out with the wrestler, an African princess that learned capoeira, and this really badass mercenary. I did get to hang out with them lately and didn't complain about them much, but I still feel bad about the whole thing.

-Confused And Possibly Crabby Over My Female Avatar News

Dear CAPCOMFAN,
You're complaining about getting 5 more characters for $15 on a download, or $40 on a disk - and the disk version has all of the previous costume DLC included? I think that if you really don't like Dee, or Decapre as she would prefer to be called, there are plenty of things to like about the new version. If you're looking for a reason not to move on, nobody's stopping you.



It stems basically from this - when content publishers put a new version of an existing IP, it's nearly guaranteed that the internet will scream out one of these two things:

"I can't believe they just repackaged the old game and only added some stupid cosmetic feature that I totally don't care about."

OR

"What the heck is this broken game? It doesn't have any of the characters/features that I liked from the last game and the new game engine is totally rubbish and how can you be expected to play a game at only 30fps."

So I'm not surprised that people say these things, except if I'm not surprised by it then on some level I'm surprised that this reaction keeps happening, because I can't be the only person that notices it.

It's an especially difficult phenomenon in an IP's second iteration, since it's hard to look at a series of games or albums or movies as a cohesive whole if there are only two data points. This tends to drag us straight into compare/contrast territory. When a game's iteration is in to the double digits like Street Fighter is, you should start to be able to see a pattern. Street Fighter's pattern has been so far, at least according to what I understand about it, is that they make a new game and game engine, and then they do periodic updates of the same engine to keep people interested in it and balancing the game while cutting down on the labor required to do a full new release every time. Looking at the Street Fighter 2 series, the Street Fighter Alpha series, the Street Fighter III series, and the Street Fighter IV series, that's what's been happening so far. The original Street Fighter didn't do this, but I don't think that they had quite adopted the strategy at first and the gaming climate was rather different.

Another one of the complaints that I heard was "Where Is Street Fighter V? We want all new characters!" Based on the reception of Street Fighter III at the time that it came out, I'm not sure that the mass market appeal of a Street Fighter game with all new characters would be well received at all. When Street Fighter III came out, only Ryu and Ken were carried over, and the other eight (well, OK nine, but Yun and Yang were identical at the time) characters and the one boss were all new. The game was very good, and by the time the game got to its final iteration (Street Fighter III:Third Strike) it was well-balanced and very complex. Street Fighter III is a technically great fighting game, but it's hampered by the fact that it was designed for people that were already really good at fighting games. The other thing that impacted Street Fighter III's popularity when it came out was that it was only available for one home system at the time, the Sega Dreamcast. The original PlayStation and the Nintendo 64 couldn't have handled Street Fighter 3, and Street Fighter 3's 2000 home release on Dreamcast preceded the XBox and Game Cube by about a year. Technically, a home version of Street Fighter III could have come out for PlayStation 2, but this was before a multiplatform home release was a standard occurrence for anything that wasn't EA Sports or Mortal Kombat. The PlayStation 2 and the XBox did eventually get versions of Street Fighter III:Third Strike, but it was so long after the fact that it was more a nostalgia package than anything.

Did anybody actually think that Capcom would go to the trouble to make new character models for Hugo, Poison, Elena, and Rolento for "Street Fighter X Tekken" and then not use them in a subsequent game? At some point it's a business decision that it's far easier to do something with resources you have than spend even more time developing new resources. I also thought when I started using Rolento in SFxT that it would be cool to see how he holds up against the rest of the SFIV roster. I'm sure that there are some Hugo, Poison, and Elena players thinking the same thing. The other thing that happens having them in another game before they get moved into SFIV is that the game design team gets a chance to see how their moveset works so that they can get game balance dialed in correctly.  Historically, they've been a little less worried about game balance in their crossover titles, but it is nice that they get the chance to try things out there first.

So, I'm not really mad about Decapre, but I'm probably not going to use her right away. Oni Akuma didn't get this kind of negative reception when he was announced, and he is a similarly positioned character - similar to a character already in use, but tuned with a slightly different moveset for more aggressive play. I don't really use him, and I haven't quite warmed up to his style yet. I think it takes more time for us Street Fighter old-timers to digest new characters. I thought Rufus and El Fuerte were stupid at first, and now I've really warmed up to them even if I'm not that good at them.

If you're still thinking 'what-if' about the whole thing, check out this video where lots of other characters that would have worked just fine are shown. (Well, except for Skullomania, who doesn't belong to Capcom.)

Tuesday, April 1, 2014

How to get motion sickness while sitting comfortably.

I think about motion sickness a lot these days. I used to have problems with it from time to time, but I have developed strategies to deal with it. Mind you I don't spend much time on boats or roller coasters, so technically the word that most people use for what used to happen to me and currently happens to my younger child is "carsick". My younger son has really liked playing Scribblenauts Unmasked lately, but he's had to be careful about how much he plays in the car.

I don't remember ever having big problems reading in the car on family vacations, but since we had a big van I was probably lying down when I was reading. I think it happened occasionally, but I couldn't nail down the triggers for it specifically. The first time I specifically remember having a big problem was after I got a Game Boy.

The first video game that made me sick was "Atomic Punk". It's not that it was a poorly Americanized attempt at re-branding Bomberman while capitalizing on the success of the Game Boy as a platform, although I can certainly see how you might think that. It's just that I was so nuts for Bomberman then that I wanted to play it all the time - especially on long road trips where all I really had to do was sit in the passenger seat and navigate. However, that was exactly the time that I could not play it. I was ready to hurl even before we got out of the city limits. It has occurred to me that the biggest difference between playing an action game and reading a book in terms of the motion sickness that when reading a book, there is nothing to stop you from periodically looking up from the book. (Sure, you could pause the game, but who does that?) So, when playing a game in the car, you're looking at a mostly fixed screen, and your peripheral vision is seeing the interior of the car which is also not moving, but your inner ear is reporting data that would indicate that you are moving. So, I presume that motion sickness stems from the brain's inability to process conflicting data under certain conditions.

Now, some people that I know used to get nauseous from playing first person shooters back in the early days, like playing Doom and Quake. This is kind of the opposite problem from the handheld game, where your peripheral vision and your inner ear report no movement, but your central vision reports movement. I do not recall ever having issues with this back then, but I started playing Doom and Quake with the arrow keys and I did not start whipping my point of view around with the mouse in a rapid fashion until some time after I started playing those games. Since how much you move around depends on your input to the game, I presume that I had no issue with it because I understood the relationship between controller input and screen movement.

Typically when moving around in a virtual world, or watching a movie where they pan the camera around, the motion is very smooth. Part of the reason it tends to be smooth in the game is because you're aiming the direction of movement and your weapon with the mouse, so it needs to be somewhat smooth so you can aim your weapon and travel in the intended direction.  Your brain is able to extrapolate perceived movement and figure out where you are looking to some degree.

Once the camera becomes small enough that it can fit in a person's hand, all that smoothness is right out the window and we end up with feature films like The Blair Witch Project, which I thankfully watched in a nearly empty theater in the middle of the afternoon so only my wife and a friend of mine had to watch me slowly freak out. The movie was considered innovative for its use of handheld footage, but it was too jittery for me to process. I tried using chocolate and caffeine to combat the effects, but I left the film feeling like someone punched me in the back of the neck. This is similar to the Doom/Quake example where the inner ear and peripheral vision report no movement but central vision reports movement, but I wonder to what degree the brain trusts your peripheral vision in a movie theater.

I presume that this is similar to why some people have problems with in 3D films, again because of the differential between the inner ear information and the visual information, but complicated by the problems with stereo vision and a forced fixed perspective. When you move your head around in a 3D film, the 3D scene doesn't correctly track to your head movement, so again you have a disparity that your body's visual procession and sense of balance aren't happy about. I haven't had issue with this yet, but I have been pretty picky about which 3D movies that I've watched so far.

With games, I had assumed that since I hadn't had any issue with the old first person shooters, I was unlikely to have any issues with any games. Strangely, this turned out to be wrong. The first time I had a big problem with in-game nausea was the 2001 Playstation 2 game Twisted Metal:Black. It's not a first-person shooter, it's a related genre that only exists periodically: Vehicluar Combat. Despite imitators like Vigilante 8, Blood Drive, and Twisted Metal 3 and 4, Twisted Metal:Black reigns as the best of the genre and a good game in its own right. Running on a rather well-optimized engine and capable of a rather high sustained frame rate, there seemed to be too much going on. I was only able to play the game by building up a tolerance for it, and I think I still only managed to finish with some of the characters. I don't recall that the game was jittery, only that is was fast, so I don't feel like I sufficiently understand why the game made me motion sick.

Just recently, I have been making some progress on Resident Evil 6. This game is similar to Resident Evil 4 and 5 in presentation where the camera is positioned over your character's shoulder. I have tried to play the Mercenaries mode a lot to acclimate myself to the controls, and I have just gotten to the second chapter of Chris' campaign having started there after many attempts at the introduction. I have noticed that the game engine is rather sophisticated and tries to replicate a cinematic feel some of the time, including an area where you fight a boss enemy from the second floor of a building which he's trying to knock down while you're in it. What do you get when the boss is trying to knock down the building you're in? Jittery Action! I was so glad to get to a checkpoint so I could quit but I think I'm nearly out of bullets. So, if you hear me say that Resident Evil 6 makes me sick, it's not a comment on the story.

Well, at least not yet it isn't.



Saturday, October 19, 2013

No, I have not dropped off the face of the earth.

Not having written anything here for a couple of months, there is some difficulty in finding a place to begin. However, looking at my own blog title, it occurs to me that I should start with the 'Gaming' part. I will have to gloss over some details, perhaps, but I think I can come up with the big picture items, in some sort of chronological order.

1) Both of my kids have 100% completion in LEGO Batman 2. I can't play any of the LEGO games without nodding off.

2) I still can't find my Gamecube copy of Pikmin. I used to play it before bedtime a lot, particularly the 1-day challenge mode, because I found it relaxing. At some point I will have to just find the Wii Play Control version. (At least it should render correctly on widescreen if necessary.) My replacement small-dose game before bedtime has been Resident Evil 4:Wii Edition in Mercenaries Mode, which is not particularly relaxing for me.

3) I still don't have all the ending movies unlocked in Tekken Tag Tournament 2, partly because there are a lot of characters and partly because I'm not willing to set it to a difficulty easier than 'Normal' and there are a few characters that I can't seem to get the hang of. (Lili, I'm looking at you.) Yes, I know I could just team her with a character that I'm better at and still get her ending movie, but I'm trying to be well-rounded.

4) I picked up the 'Game of The Year' edition of Batman:Arkham City, which includes some Robin and Catwoman missions on top of the hours and hours of Batman missions. I liked it a lot, and there was a lot more of the things I liked in the game, but it didn't scare me or creep me out like the original Arkham Asylum did. There was more emphasis on action in Arkham City, and it seemed like you interacted with civilians a lot less. I have finished the main story on normal, but I have not finished all the side missions.

5) I picked up the rather old (or at least old by PS3 standards) Burnout Paradise hoping that my younger son would appreciate the open-world aspect of it. Since he had so much fun running around the hub in LEGO Batman 2, and found all kinds of fun things to do outside the dungeons in Zelda:Twilight Princess, I thought he might get some enjoyment out of driving around at random discovering things, maybe have some fun crashing cars or jumping ramps and learning the layout of the city. However, it turned out to be a total non-thing to him unless he's watching me play. There are a lot of things to buy in that game and few of them ever became free or available on a disc, even five years after the game came out originally. My initial surprise/amusement was that downloading updates for the game took hours and hours and I woke up SuperMonkeyWife when the game rebooted and she was treated to Axl Rose's voice somewhere around midnight. (Somehow I slept through it, but I'm more of a fan of Slash than Axl.)

6) I found out that there is a another version of Street Fighter IV coming out- not that I'm surprised or anything. The four Street Fighter characters (Poison, Hugo, and Rolento from Final Fight and Elena from Street Fighter III) that they made for Street Fighter X Tekken that weren't available in other games will be included, and a new fighter that has not been announced yet will also be added. I can either upgrade my copy of Arcade Edition, or buy the whole thing and finally get all the other costumes. Capcom hasn't exactly spelled out the pricing or release dates yet other than to say it will be available in 2014 for arcades.

7) I picked up a used copy of Darksiders for PS3 for less than $8. (I tried to type this three other times and kept typing 'Darkstalkers' instead.) I was told that it was rather Zelda-like in terms of level structure, and I have not been disappointed in that regard. I have been a little disappointed with the controls, but the games that I'm comparing it to don't have as many items and functions to deal with.

8) My younger child discovered Soul Calibur V and Tekken Tag Tournament 2. He's not that good at the actual games yet, but he is endlessly entertained by the Character Creation/Costume Editor module in both games.

9) Both of my kids are playing the ever-loving daylights out of Minecraft. I have no idea what they are talking about a lot of the time.

10) Pokemon Y came out last weekend and caused my older child to try to adopt a position at dinner that involved having a fork in one hand and a stylus in the other hand. Even with this unorthodox approach, he defeated all of the Pokemon League by Wednesday. There are some side missions left, but I think he's already looking for a copy of Pokemon X.

I think that catches me up to now, gaming-wise. Next post: I know what cubes you did this summer.

Friday, November 23, 2012

But wait - there's games out there!

I'm not quite ready to post the next part of Cubing Without Trying - I got a little distracted by the release of the demo for "DmC". "DmC" is the lastest entry in Capcom's long-running stylish action series "Devil May Cry". The past "Devil May Cry" games star a white-haired half-demon called Dante who tracks down demons to keep them out of the human world with a sword, a couple of pistols, and whatever other weapons he finds along the way. Instead of being a direct sequel or prequel to one of the existing games, it is set in a parallel universe. I let it download when I went to bed Tuesday night, and didn't really get to play it seriously until Wednesday night.

I had heard a lot of negative talk about DmC, since
1) Capcom wasn't doing its latest iteration of the "Devil May Cry" series in-house,
2) the developer, Ninja Theory, was using the Unreal Engine instead of using MT Framework and there was concern that the fast-paced juggling and precise combos of the first four games would be compromised, and
3) Dante's hair was not white this time and he just looks like a stupid cigarette-smoking emo kid now.

I can hardly blame Capcom for farming out "Devil May Cry" to Ninja Theory. Capcom has more different series going at the same time now than they have in quite some time. While "Devil May Cry 4" was a decent game, I could certainly see some things in "Heavenly Sword" that might have made somebody at Capcom take notice, so perhaps they thought it better to let Ninja Theory give them a new take on it. I thought that Capcom had already taken a big risk last time, by having you play a substantial portion of "Devil May Cry 4" as someone other than Dante (you play as Nero up to the game's midpoint), but the Devil Bringer weapon that Nero had made for an interesting addition to the game.  The Devil Bringer could bring enemies to you, or it could allow you to grapple to and propel yourself from distant points. However, this weapon was unique to Nero, and Dante had to find his own way to get around.

In the demo of "DmC", Dante has three different weapon sets. His regular weapon set is the sword Rebellion, with his pistols Ebony and Ivory. Hold the R2 button, and you get a large, heavy battle axe called the Arbiter, and a whip-like doodad that pulls things towards you. In the first level of the demo, there are a couple of platforms you have to pull away from a wall before there's enough room to land on it. Hold the L2 button instead and you get a large, light, fast, scythe called Osiris, and a similar whip-like doodad that pulls you toward enemies or platforms. Right out of the gate, I was comfortable with the combat - the only thing that was even the least bit odd was the lack of a 'lock-on' button, but for the most part the game was adept at targeting what you were looking at. If the game ever opted to target a close enemy behind me when I was shooting at something that I was pointed at in the distance, I didn't notice. Perhaps super-hard-core Devil May Cry fans will complain that their 200 hit combos no longer connect because they made some move 2 frames too slow, and since the whole point of the series is 'stylish action' it completely ruins the game, but I find it unlikely. I have found that somebody, somewhere, always manages to find the move combos that were never evident when the game was made. I was actually very impressed with the demo's look and feel. There were lots of architectural similarities to the other Devil May Cry games - the first few streets you walk through wouldn't be out of place in Devil May Cry 2 or 3. Another thing that I was very impressed with was the dynamic landscape. Buildings shove together to trap you, floors pull away revealing a long drop into nothingness, and a church stretches apart while you're trying to walk through it. The feeling that the city itself was attacking you was both unnerving and exhilarating. There are also hidden enemies (well, they're not that hidden) to defeat and keys and doors to find that add to your level completion percentage.  The doors contain the 'Secret Missions' common to the other Devil May Cry games, but since there was an obvious door, I don't really know how 'secret' they are. I did like that it was very easy to start a Secret Mission again - it doesn't kick you outside if you flunk it. You are exactly where you were when the level finished (all the ones I did were timed, I think) and it asks you to press Select to retry it.

The other level in the demo is a boss battle, which was a crazy caterpillar looking thing hanging by some strange tubes in an ancient underground cavern. (I don't think that's the first time a Devil May Cry boss fits that description.) I guess I hadn't noticed the juvenile F-bomb war that permeates the dialogue in the cut scene that precedes the battle since I didn't have the sound turned all the way up the first time. Well, the game is supposed to be... oh wait, "M" is supposed to stand for "Mature". You get to spend a lot of time in the battle swinging from platform to platform as the boss makes them temporarily (or sometimes permanently) uninhabitable. The close quarters combat with the large boss feels satisfying - smacking its four hands off the platform with the axe to get it to let go is fun. (Just watch out for the puke - it stings a little.)

So, I would say - Yes, it looks a little different. That's not a bad thing. The controls felt very responsive to me, but I would consider myself an enthusiast and not an expert. I stopped caring what color Dante's hair was about a second after I swung the sword in the game the first time. It is not hurt by the Unreal engine in my opinion, as the dynamic levels are a welcome new addition that helps with the immersion in the game. It feels like Devil May Cry, perhaps in a way that I hadn't gotten to do since DMC3. Ninja Theory has done a great job at merging new gameplay ideas with old ones and still feeling faithful to the series. My only actual complaint is that I would rather have the older slightly cheesy double entendre-laden dialogue over a barrage of F-Bombs. (Proof that I'm turning into SuperGeezerCube, perhaps.)

Also, while you're out shopping now, don't forget to check out the Nintendo kiosk at your local retailers.  Most locations have their WiiU displays out now, and you can check out what's up with Nintendo's new machine. When I saw our local one last weekend, there were no playable demos yet, but there were trailers for quite a number of games, and you can see how the Wii U touchscreen controller feels in your hands and how it is to operate.  You can even use the stylus to swipe between games and then select a trailer to play.

Sunday, July 1, 2012

Math vs. Capcom


So now that I have Ultimate Marvel vs Capcom 3, it still seems... incomplete. It's not that I'm good at the game or anything – I haven't even faced Galactus in single player yet althought I suspect that perhaps my son playing LEGO Batman 2 may have something to do with part of that. It's just knowing that there are two more characters available, and they're characters that were available in Marvel vs Capcom 2. I never found myself using Shuma-Gorath that much in the previous games, but I did use Jill once in a while as a rushdown character and to supply my teammates with health.

Ultimate Marvel vs Capcom 3 is the expanded version of Marvel vs Capcom 3, part of Capcom's 'Vs' series fighting games. Many popular characters from the Street Fighter series are present in the 'Vs' games, along with other characters from their action franchises Devil May Cry, Okami, Mega Man, and Resident Evil. The 'Vs' series games differ from the standard Street Fighter series games in that there are teams of multiple characters, and while each player only directly manipulates one character at a time, they are allowed to call their partners in to do 'assist' moves, or tag out to one of the other characters if needed.

Should I get the two downloadable characters? Well, let's do the math.

The math is a little funny, though. Interpreted purely in terms of the number of characters, it seems crazy that the first 48 characters cost you $40 which is $0.83 each, and the next two characters cost you $5 each. Of course, if you bought the original version of Marvel vs Capcom 3 when it came out, paying $40 to get 12 more characters than what you originally had (which is $3.33 apiece) then the DLC (DownLoadable Content) pricing doesn't seem as far off.

However – let's ignore the original MvC3 for a moment and look at the math in terms of the number of possible teams. In UMvC3, without the two DLC characters, there are 48 characters and three characters on a team. Realistically, it doesn't matter what the order of the characters are – if you have a team with Spiderman, Hulk, and Wolverine, it's the same as if you had picked Wolverine, Spiderman, and then Hulk. As it turns out, for three characters, there are six different ways you could pick the same team. (This will be important in a moment.) So, since the game does not allow repeat characters on the same team, the number of possible teams works out like so:

There are 48 possible characters you could pick first.

There are 47 possible characters you could pick second, because the character you picked first cannot be picked again.

There are 46 possible characters you could pick third, since the first two characters cannot be picked again.

Which gives a preliminary figure of 48 * 47 * 46 = 103,776. However, since a bunch of those teams are repeats of each other, just with a different order of characters, we divide by 6 (See, I said it would be important later...) to get the total number of unique teams. That gives us 103,776 / 6 = 17,296 possible teams.

This is the part where the kid in the back of the room raises his hand and says "Isn't this just C(48,3)?" to which I would remind him that we're not all math majors and maybe it would be nice to show the steps instead of just cramming the problem into a formula straightaway.

So, if we figure in the two downloadable characters, the total number of possible teams increases to 50 * 49 * 48 / 6 = 19,600. That's 13% more teams, with just 4% more characters.

Phooey. I still don't know if it's worth five bucks.