Random Quips and Pre-E3 Predictions!

May 28th, 2009

A little more than a week out from E3 means several things for this blog – that it’s time to start writing in it again and that it’s time to make some bad, ill-informed E3 predictions!  However before we get to the predictions, a couple of tidbits sloshing around in my head that were unfortunately not substantive enough to merit their own entry.

Street Fighter IV: Championship Mode

While there wasn’t too much in terms of character balance changes (that feature will almost undoubtedly be reserved for the next incarnation of the game), the new Championship Mode introduced in the latest Street Fighter IV patch is phenomenal.  The mode is divided up into multiple grades and it mimics the conditions of actual SFIV tournaments – blind character select, multiple rounds, and a payout at the end for winning the tournament.  The entry-level tournament tier you’re placed into is Grade 3 (G3) with the opponent challenge is more or less analogous to normal ranked matches – meaning Sagats and Flowchart Kens aplenty.  With each successful win, you’re awarded Championship Points (CP) which contribute to your overall Grade Points (GP).   When you accumulate enough GP, you eventually progress through the classes of each Grade till a certain threshold when you are then promoted to the next Grade – and that’s where the fun really begins.  When eventually reach G2 (and reaching G2 is an inevitability – there is no point degradation in G3), the first thing you notice is the sad fact truth you are no longer winning anymore; in fact, you’d be lucky to be winning half as much as you were in the previous Grade.  Competition is tremendously disparate and the players are noticeably better: I considered myself competant and played maybe ten games before I was able to squeak out a victory.  Currently I’m at about 2750 GP, most of which was fueled by second and third round butt kickings, but I’m still having a ton of fun running with the tournament folks and their 8000+ GPs.  And even though I still lose a lot, I do feel that I’m adapting to the heightened level of competition.

WoW Patch 3.1 and Ulduar Raiding

The other majority of my gaming time has been spent playing World of Warcraft (of course) and raiding Ulduar with my guild on Gorefiend.  So far, we’re doing pretty well and we’re currently working on the final boss in the instance before we start working on the hard modes and Algalon the Observer (coined by Blizzard as the Destroyer of Raids).  Most importantly however is the fact that I’ve been working hard on the video footage for our first successful kills for the guild, going so far as to even make a YouTube Channel comprising of most of the video work I’ve done.  I intend on editing the hard-mode footage when we get there so there’s certainly still a lot work that needs to be done and there’s plenty of room for improvement.  Stuff to look forward to!

Blizzcon 2009

This year I was again fortunate enough to be able to attain tickets to this year’s Blizzcon convention in Anaheim, California.  As with last year, we booked the hotel and flight months in advance, even before we even knew of when tickets were going on sale.  Thankfully with some dilligence and a new and improved ticket purchasing system, we were able to get tickets to the show floor.  It’s still astounding that even though the convention tickets are 25% more expensive this year (due to the extra convention hall for exhibits), the first batch of tickets still managed to sell out in a mere thirty-three minutes.  Then again, maybe it’s not so surprising with tickets on eBay already going at 300% markup.  Still, I look forward to spending time with my fellow Blizzard fans, regardless of how rabid (and possibly unkempt) they are.

And that’s it for now.  E3 Predictions forthcoming!

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Afterthoughts: Street Fighter IV

April 23rd, 2009

There’s a very good reason why my updates to this thing have been a bit sporadic as of late.  First and foremost, I have recently reattained employment in spite of the global economic crisis thanks to my friends Shariq and Jeff.  Additionally, I have been playing a lot of Street Fighter IV:  A mere two months out from release date has me clocking over 100 hours of playtime – a threshold of time that is normally reserved only for the most compelling of RPGs.  To say that I enjoy the game would be a massive understatement – as with so many other folks in the world, Hadokens and Flash Kicks and Focus Attack Dash Canceling consume my thoughts.  My daily routine now involves a visit to the Cammy forums at shoryuken.com in hopes of picking up some tips and tricks for my current character of choice.  And despite the fact that Street Fighter IV Cammy is considered underpowered and “low tier”, I still have a hell of a time playing her as my main character.  There’s just something about this game that continually keeps me interested.

At the same time, there is an almost nagging feeling that even though it does so much good, Street Fighter IV could have been so much better.  A recent skim through the SFIV Afterthoughts thread on NeoGAF has me thinking the same thing: what did Street Fighter IV do well and what can be done to make it a better game?

The Good:

1.)  The Characters – Capcom’s decision to bring back almost all of the old World Warriors from Street Fighter II in SFIV was a conscious attempt to harness good feelings of nostalgia from the early 90’s 16-bit era.  Countless memories from countless hours of playing Ryu, Ken, Chun Li, and others with friends or quartering up at the local arcade.  The return of the icons that ruled the era of the arcade fighter in high definition acts sort of like comfort food, giving old SFII players a known quantity to go back to and serving as a nice reminder of the good ol’ days.

2.)  The Art Style – Black ink sprays, splotches and broad paintbrush swooshes accentuate the focus attacks that define the latest generation of Street Fighter.  The new world warriors maintain their personalities, stylized to have an almost hand-drawn look.  The 3D-rendered environments are colorful and vibrant , capturing the full spirit of the franchise in 720p.  Simply put, Street Fighter IV is beautiful, well-polished, and a worthy successor to the best 2-D fighting game of all time.

3.)  The Fight System – At the core of the SFIV fighting system is the Focus System, represented by two simultaneously growing gauges – the Super Combo Gauge and the Revenge Meter.  Filling these meters allow the use of Super and Ultra Combo moves respectively, which always allow for the chance to snatch victory from the jaws of defeat.  However the real meat of the fight system is the Focus Attack – Whether its the simple elegance of an attack-absorbing, unblockable focus attack or dash-cancelling that to enable trickier, more damaging (and prettier looking) combos, the Focus System is a player-friendly combat system that has something for both the Street Fighter IV novices and veterans.

5.)  Challenge Mode – The skill gap between casual and tournament players associated with fighting games is leap that requires intense training and dedication.  While Street Fighter IV certainly doesn’t change that axiom, it does a lot to help players bridge that gap.  In addition to the standard Training Mode, SFIV introduces the Challenge Mode – an enhanced training stage which serves as a primer for players to learn basic moves and challenging combos typical to high level play.  Each challenge has a list of commands for the player to perform in such a way that when performed correctly is unblockable, i.e. a combo.  And if the player is successful, they earn some pretty nifty icons and titles to show off to the competition online.  Good stuff.

6.)  The Online Player Request System – One of the aspects of the arcade experience that is really missed is the phenomena of “quartering-up” – it’s a very unique experience having opponents interrupt your Street Fighter II game to challenge you.  Capcom made a wise decision by emulating the formerly arcade-exclusive experience on the home console.  In fact, the first time you play Arcade mode the game allows you to toggle this feature on and off, allowing “a new challenger to join the battle.”

The Not-so-good

1.)  The Characters -  While Capcom’s character choices and designs are for the most part excellent, there do exist a couple lingering questions.  If Street Fighter IV was supposed to instill a sense of nostalgia into the player, where are the two missing SFII characters?  Where are Deejay and T. Hawk?  Why aren’t there any SFIII: Third Strike characters?  And why do we have to jump through the obnoxious hoop of unlocking an astonishing 9 characters?  News flash, Capcom – Lock away the superficial stuff like costumes and icons and titles.  Don’t lock away items integral to core gameplay (cough characters) – that won’t extend the life of the game as much as you think it will.

2.)  Anime cutscenes in Arcade Mode – They are ugly, bad, and campy.  Street Fighter IV has a beautiful game engine – any movies should have utilized in-engine cutscenes instead.

3.)  Arenas – While it seems like there are a fair number of stages to play on, a lot of them are merely night-time versions of the same stage.  Conspicuously missing from Street Fighter IV are the majority character-specific stages.  While Chun Li and Blanka have their native homelands represented, where is Ryu’s iconic shotokan dojo?  Where are the elephants cheering in the background of Dhalsim’s stage?  Where are the Northern Lights twinkling in the skies of Cammy’s stage?  Where is the famous (and beautifully imagined) field from the first Street Fighter IV trailer where Ryu and Ken sparred?  Yeah this is a small complaint, but hopefully this will be remedied with DLC in the future.

4.)  Character balance – You can’t really complain about the fact that most folks online play Ken and Ryu – after all, they are Street Fighter.  However, you can complain about Sagat’s exceptional range and overbearingly powerful moves.  You can complain about the grapplers and their inhumanly high priority command-throws.  You can also complain about the fact that most of the console-only characters feel somewhat unfinished.  While I think that the notion of tiers will always exist in fighting games, it’s Capcom’s job to try to keep that somewhat minimized – it’s clear that there’s a fair amount of tweaking to be done to the individual characters.  So far they’ve done a pretty good job.

5.) The Online – Street Fighter IV’s online play is where a lot of the complaints have been directed toward.  After the success of HD Remix’s online system, it boggles the mind why the same changes did not make the transition to SFIV.  There’s no lobby system for players to hang out and watch and “quarter up” – a must for any modern fighting game played online.  The lack of double-blind character selection in online versus mode, despite what Capcom’s Seth Killian said on the recent Kotaku Video podcast, is necessary – waiting for the opponent to pick a character so that the player can counterpick a character with a favorable matchup is a bit silly.  The biggest strike against SFIV’s online system is the lack of any penalty for disconnecting from ranked matches – I cannot even begin to count how many folks have disconnected on me during my ranked matches.

Despite its problems, Street Fighter IV will be at the top of my playlist for a long time.  We already know that the upcoming Champion Edition patch will address the disconnect issue online.  Hopefully it will address a lot more.

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Just Wow.

February 27th, 2009

As if LittleBigPlanet needed any further proof of its awesomeness, here is a rendition of the original Contra by the guys at NeoGAF.

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Most Anticipated Games of 2009 – Flower

February 9th, 2009
Flower
Floating through the fields of Flower

My first memory of Fl0w was that of a free flash game developed as a part of a college thesis that on the surface seemed to be a variant on the classic game of Snake.   A year later that same flash game would make its way to the Playstation Network, becoming one of the marquee downloadable titles on the Playstation Network and placing developer Jenova Chen and thatgamecompany on the game dev map.  While Fl0w didn’t exactly appeal to me (it seemed more like a tech demo than a game), I did appreciate the fact it was a different sort of ‘emotional’ gaming experience that paved the way for more artsy, bite-sized game experiences on both XBox Live Arcade as well as Playstation Network.

thatgamecompany looks to build on its goal of creating emotional gaming experiences with its next project Flower, a unique game in which the player rocks and tilts the Sixaxis to control the wind and carry petals to unbloomed flowers in the lush landscapes.  While Flower’s gameplay appears similar to that of a flight simulator, Sony is labeling it as the first in the ‘Zen Gaming’ genre – a calm, low impact, highly relaxing gaming experience that is in stark contrast to the high-impact, intense multimedia experiences that have characterized this console generation thus far.

Flower’s “chilled-out” almost casual gaming experience might seem a bit too targeted toward hipsters and peace activists.  After all, a game whose entire premise is to fly around collecting petals and make flowers bloom does not a hardcore gaming experience make.  Even so, this sort of emotional experience isn’t readily available in the interactive entertainment medium.  And if Flower succeeds in delivering that emotional experience, then it just may be the closest thing this generation to finally quieting naysayers about video games as a legitimate artform.

Next time:  Sexy Librarian-Goddess of War?  Librarian May Cry?  Hideki Kamiya’s next evolution of the action genre.

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Most Anticipated Games of 2009 – Street Fighter IV

February 3rd, 2009

I originally intended the forthcoming entry to serve as a bookend to my Best of 2008 series of posts.  Emphasis on intended.  Instead, the past couple of weeks was spent following up on the lives of the former 1up.com folks in the wake of the UGO buyout of the former Ziff-Davis web property.  While following the multitude of new twitter feeds, personal blogs, and podcasts of the former Ziff employees, I came to the stunning realization that I did not have a lot of insight into what new games were coming out in 2009.  Even so, that lack of knowledge isn’t going to stop me today!  I present to you, in no particular order and a month late, my most anticipated games of 2009!

Street Fighter IV - C. Viper vs. Chun Li

Street Fighter IV - C. Viper vs. Chun Li

Street Fighter IV

I played a hell of a lot of Street Fighter II and Street Fighter II Turbo during the heyday of the SNES era back in the mid 1990s.  I remember being completely stoked for SFII’s “extension” in Super Street Fighter II back in sixth grade,  featuring the debut Fei Long, T. Hawk, Dee Jay, and (gasp, another female) Cammy! With a memorable cast of players and the best competitive play during its time, the Street Fighter II series wound up consuming a significant part of my video game time for the entire console generation.

Then something happened in 1996: the port of Street Fighter Alpha 2 to the SNES.  No Guile?  No Cammy?  No Fei Long?  No thanks!  Even though Alpha 2 is widely considered a good Street Fighter game, there was just something disconcerting not being able to do Cammy’s Cannon Spike or a Thrust Kick in this new incarnation of the series.  My taste in fighters would eventually shift toward the Capcom Vs. fighters (due primarily to the Marvel Comics characters included), leaving the core Street Fighter games to the hardcore and the tournament players.

Capcom recognized that a lot of hardcore Street Fighter II players left during the transition from SF2 to Alpha.  With a less complex, more accessible fighting system and the return of most of the original cast of World Warriors, Capcom hopes to return the lost fans of Street Fighter II back into the fray.  And thus far SFIV looks like  a success, seemingly responsible for a small resurgence of arcade activity in Japan with the hype machine rolling for the home versions as well.  How excited am I for this game?  Let’s just say that it will be the first game that I will be purchasing an arcade stick for: the highly coveted and nigh-sold out Madcatz Tournament Sticks.

Next time: Floating through a field of Flowers.

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