Showing posts with label Videogames. Show all posts
Showing posts with label Videogames. Show all posts

Tuesday, March 31, 2009

Finding our Voice

We have reached a transitional period in videogame analysis. Perhaps some of you have noticed it. Several years ago, it seemed enough to simply review a game based on the quality of its audio and visuals and whether or not the gameplay mechanics functioned correctly and consistently. Plot, if a game even had one, was never a major concern. Instead, enjoyment was paramount.

However, as voice acting and cutscenes started to be incorporated more and more into the presentation of videogames, many videogame writers began to view games as analogous to movies. At the time, it made sense: games are audiovisual experiences that – by and large – attempt to tell stories to the players. Increasingly though, we are finding that this is the wrong approach.

For one thing, treating videogames as simply movie analogues completely ignores the interactive aspect of the medium. I know I’m not the first one to make this observation, but it bears repeating. Movies are a static medium, meaning that the experience is essentially fixed from viewing to viewing. And while each person might view a film differently (e.g. seeing different meanings in the story), the action on screen is completely fixed. This is where videogames differ. Each player will experience the game differently, not only because of the different choices a player can make but because each player’s skill level is different. A game like Resident Evil 5, for example, might be decried by experienced players as too easy and therefore not particularly scary. However, the experience of these players gives them “expert bias.” A relatively inexperienced gamer might find the game very challenging, and that challenge will only heighten their sense of fear (as it does for me when playing Resident Evil 4 on anything but the Wii).

The limitations of this approach also come to light when we try to discuss “games as art.” More often than not, the games we try to lift up to “art” status are those that simply well-produced stories with copious cutscenes and voice-acting. The Metal Gear Solid series – though I love the games dearly – is quite frequently brought up in this context. The games are laced with messages and themes related to the danger of nuclear proliferation, personal identity, and nature vs. nurture, among others. However, the Metal Gear Solid games are primarily “games imitating film,” which should be considered its own category in this discussion. Very rarely do these games use the strength of their medium – interactivity – to further the themes of the game. The only time we are aware of these themes is in lengthy cutscenes, meaning that these storylines could just as easily be portrayed in a movie. And hence, because the games are so highly regarded, the idea of games as movie analogues has proliferated.

I do not mean to downplay the impact or importance of games like Metal Gear Solid; as I’ve said, I thoroughly enjoy them, in part because of their cinematic and cerebral storylines. However, the medium is capable of so much more.

I do not profess to have the answer, but I, like many others, are working to find that perfect approach to true game analysis. Film-based criticism still has its merits at times, given the audiovisual nature of videogames. One of my favorite games bloggers - Leigh Alexander - advocated using music as analogues, because of the subjective nature of both. Additionally, we need to focus more on the experience as a whole: how the audio, visual, interactive, and thematic elements coalesce. At least, that is how I intend to approach videogame analysis on this blog.

Consider this my charter for Save the Colossi.

Sunday, July 13, 2008

Mega Man 9 Gets An Official Trailer

I posted some leaked footage of Mega Man 9 the other day, but Capcom has released an official trailer for the game (posted below). No American release date is announced, but now we know that the game will be available for PSN and XBLA, in addition to WiiWare.



Thus far, it seems that the sound design, if nothing else, will be on par with the earlier Mega Man titles on NES. The level design, at least from what's been shown, looks to be a sort of "greatest hits" of design elements. I'm especially excited to see the bubble platforming from Mega Man 5's Wave Man stage has returned. We'll have to wait and see whether the entire levels look as good as the small pieces we're being shown now.



The one element that still seems lacking is the story. Considering the progress more recent Mega Man titles have made, I'm a bit disappointed that the setup for MM9 is sparse at best, and nigh-indistinguishable from the NES games of yore. I've been spoiled by modern videogame storytelling. I don't want an epic, but I want a plot setup that doesn't seem so... contrived for once, Capcom.



Overall though, I'm still totally psyched for this game!



Wednesday, July 9, 2008

Mega Man 9 Price Revealed

According to Ars Technica, who in turn received their info from Famitsu, it won't cost gamers an arm, leg, or kidney to experience the Blue Bomber's 8-bit revival. Mega Man 9 is set for release on WiiWare for the low price of $10, which is equivalent to the price of a Nintendo 64 game on the Virtual Console. From the website:

How much would you pay for a brand-new, 8-bit Mega Man game? Back in the new day an NES cart would've run you at least $50, but today Nintendo is charging just $5 for NES games on the Virtual Console. So where does that leave Mega Man 9?

According to the latest issue of Japanese gaming mag Famitsu, Capcom has found somewhat of a middle ground and will be charging 1,000 Wii Points for the game, or $10.
 
The news article then states that Downloadable Content, or DLC, is also planned for Mega Man 9, although no one - this author included - is really sure what this could entail. Alternate costumes/characters maybe?
 
Finally, Ars posted a short opinion yesterday focusing on Mega Man's return to NES-style graphics and why it's significant. It's worth a read for those interested in the game.

Monday, July 7, 2008

Persona 4 Coming to the US this Winter


It's official! According to Siliconera, who attended Anime Expo this past weekend, Atlus will release the latest game in the Shin Megami Tensei series, Persona 4, this holiday season. As frequent readers of this blog will know, I'm infatuated with Persona 3 and FES and have made a couple of posts detailing my progress in the game. Given my recent gaming habits though, I wasn't sure that I would be buying Persona 4; that was until I found out that Chihiro (one of the side characters in P3) would be making an appearance in the game. It seems that the P4 characters take a trip to Gekkoukan two years after the events of P3, so who knows what other cameos we may see.

On a related note, the opening movie is very cool: perhaps better than the movie from Persona 3.

Mega Man 9: First Footage (Short, but Sweet)

It's not long, but for old-school Mega Man fans this clip only adds to our excitement. Just listen to that 8-bit music. It's lovely!

Tuesday, July 1, 2008

Chrono Trigger DS: It's Finally Coming!

As someone who has only been able to play Chrono Trigger in emulation, I can hardly express how happy I am after reading this news. Chrono Trigger is coming to the Nintendo DS, after much clamoring from fans across the world. In addition to a leaked scan from the upcoming Jump Magazine, Square-Enix has also launched a countdown site, although no one can say for sure when the countdown will end (there are no real indicators; it seems to just be a clock).

Regardless, this "announcement" has me very excited for the coming year, which shall also be filled with multiple Dragon Quest releases on the DS.

Saturday, June 28, 2008

Sonic Unleashed, or How I Got It Right!

The video below is the latest gameplay trailer for Sega's upcoming "Sonic Unleashed," which is set to hit just about every system under the sun. The game, in my opinion looks super fun, and a return to form for the blue hedgehog.



When I watch these videos though, I'm remind of a blog post I made back in March of 2006 on the subject:
Sonic the Hedgehog, Sega's beloved mascot from the Genesis days and beyond, has been in a bit of a slump lately on the consoles, and even that is putting it lightly. This downward trend can be traced back to one drastic change to the Sonic formula: the transition from 2D to 3D. For some reason, Sonic has not been able to make the final leap to 3D graphics like other franchises. Mario, Zelda, Metroid: they may all be Nintendo franchises, but this trio also stand as an example of 2D franchises transitioning well (and at times exceeding predecessors) into the third dimension. RPGs also transitioned rather well into this new dimension. Sonic the Hedgehog is not alone in this struggle, as Konami's Castlevania franchise has also struggled with this transition; however, I would argue that Sonic's failure is perhaps a bit more saddening.

What I aim to do now is not so much point out what Sega has been doing wrong with the Sonic franchise but what they've done right, as well as the things that still can be done to restore the blue hedgehog to his former glory.

Why Portable Sonic Worked!
If any of you own a Gameboy Advance or the Nintendo DS, do yourself a favor a pick up one or more of the Sonic games on these systems. On the GBA side, there is Sonic Advance 1-3, while the DS has Sonic Rush. While Sega's blue mascot has been struggling on current consoles, his handheld adventures are flourishing, with Rush and Advance 3 being must-haves for their respective systems. But why is that? Sure, they bring sonic back to his native 2D mechanics, but I'm sure there is more to it.

First off, there are the graphics. Looking back at the original Sonic titles (using Sonic Mega Collection as reference), the current models used for consoles are a logical evolution. However, the handheld graphics are quite a different beast. They ashew the old style and instead aim at the more "animated" look we're used to on current sprite-based games, such as the Guilty Gear series. Even with Sonic Rush, which ditched the sprites in favor of 3D polygon models, the style remained thanks to cel-shading. I can't see why this hasn't carried over to the console games, since to me they better capture Sonic and his crew than the more "realistic" models. Sometimes a cartoony look is just what the franchise is about. The Mario series, in all its offshoots, has embraced the style (though not with cel-shading) even though the power of the Gamecube could easily make Mario more of a real person (graphics wise). Besides, with the popular Sonic X cartoon, the cel-shaded graphics just make sense as a possible tie-in of styles.

There's also the aspect of Navigation. To my knowledge, the recent console Sonic games have all used a free-roaming world to explore and find the next area. This is all well and good, but often it just isn't that fun. Sonic doesn't have the moveset to make these sort of areas compelling. Even in two-dimensions, when Sonic Advance 3 added an explorable hub for each Zone World, the navigation got tedious. The only advantage it offered was the occasional extra bonus stage and possibly teaching players a new mechanic that would be used in stages. With Sonic Rush was released, it featured a much more user-friendly option: a simple world map (I believe this has been done before in earlier Sonic games as well). It is my belief that this is how Sonic games should navigate from now on. It has worked for many other franchises, from Donkey Kong Country and Super Mario World, to the more recent Klonoa games on both the GBA and PS2. It may not be as graphically impressive, but sometimes streamlining an experience goes a long way.

Finally, there is the classic 2D mechanic inherent in these games. Sonic the Hedgehog works best when confined to a single direction, and speed is a key element in his former (and current handheld) success. Sega even has a timer built into the interface so that players no how long it took them to finish a stage or even to try and best that time. When Sonic and his friends run around in a console game, they lack the sense of speed that's present in 2D. Some might suggest it's due to an inability to portray speed in 3D, but I don't believe it. Achieving a sense of high speed has been easy, even for Sega. When they developed F-Zero GX for Nintendo, their game engine made players feel like they were on a white-knuckle ride. No, speed alone is not the problem; it's that Sonic can never go too fast in 3D while still being able to perform the platforming aspects from the 2D adventures. It is too easy to overshoot a landing or pass by a crucial area when moving at high speeds through a 3D landscape. Sonic just wasn't made for a free-roaming, 3D environment.

How Sonic the Hedgehog should be!
or how I learned to love Rails!

While contemplating Sonic's future, two other games come to mind that face a similar dilemma: Klonoa and Kirby. Kirby's gameplay mechanics were built around the 2D engine and would have been difficult to translate in 3D environments. Klonoa's basic gameplay, like Kirby, simply would not have worked as well in a 3D. With this in mind, their respective developers opted for what has been dubbed as 2.5D, or using 3D environments with characters moving along a 2D plane. In other words, these characters have their paths mapped out for them and are essentially on rails. The engine for this type of game would need changing for Sonic (we still want an exploration aspect after all), I believe this is the direction Sonic must be taken. Sega has already flirted with the style in Sonic Rush, using polygon models in 2D environments and featuring boss battles strikingly similar in gameplay to those of Klonoa 2 for the PS2. It might take a few years to iron out the specifics, but I can definitely see Sonic the Hedgehog producing some great titles if Sonic Team switched to a 2.5D engine.

Sega's mascot needs his glory back. Some of the recent console games are fun, but if Shadow the Hedgehog showed us ANYTHING, it's that Sega is struggling to make Sonic relavant to the current generation of gamers. Between cel-shaded graphics (maybe a possible Sonic X tie-in), a simple world map, and a revamped engine for 2.5D graphics, Sonic the Hedgehog might once again stand among the great platformers of our time.
This last part is key: if you didn't notice in the video, Sonic Unleashed is a heavily modified 2.5D game, just as I described it over two years ago. Thus far, Sega has taken the elements perfected in the handheld games (namely Rush) and mixed them together with those of Sonic and the Secret Rings, last year's Sonic game for the Wii. I'm hoping the game will be as good as it looks, not just because I want a restoration of Sonic to his former glory, but because how often do you really get to say "I called it"? =P

Thursday, June 26, 2008

Afterthoughts: Metal Gear Solid 3

I was skimming through an old personal gaming blog I used to run over on 1up, and this post in particular seemed worthy of reposting. I think my statements at the time still hold up today. Here are the highlights of my review:
25 hours, 5 minutes, and 23 seconds.

That's what Metal Gear Solid 3 took out of my life (and then some, since I restarted parts a few times) and what it will probably take several times over in the coming months and years. There are games that I can play through and revisit on a rainy day (or so I tell myself), and then there are games that demand to be played again and again. Final Fantasy X, Zelda Ocarina of Time, Metroid Fusion, Tales of Symphonia; where MGS Twin Snakes once stood among these games, now Snake Eater stands proud. It shines as an example of perfect packaging (particularly with Subsistence) of gameplay, graphics, sound, ambiance, and storyline. This is what videogames are all about.

The storyline, while maybe not thematically as great as the original MGS, still draws me in like few others have. I'm not afraid to admit that the final cutscenes, in which you learn the truth about your mission, drove me to tears. Call me a sissy if you want (my girlfriend certainly had no problem), but it truly is a tragic tale. The characters were definitely a highlight of the whole experience. Between the bonding of Snake and Sigint; Para-Medic's constant movie talk (which actually made me want to watch some of the movies mentioned); The Boss's devotion both to her mission, Country, and Snake; and Ocelot's foibles: there was never a dull moment. In fact, I'd have to say that Snake Eater is one of the funniest and heart-wrenching tales ever told on a videogame.

While Metal Gear Solid had some outstanding gameplay (more so with the Gamecube remake), Snake Eater ups the ante considerably. The game doesn't make getting through the mission simple, which is something I really appreciated. Very infrequently would it directly give you a needed item (like the Scientist uniform), so exploration was a necessity in a title that, on the surface, discourages such behavior. However, it's the non-linearity of the gameplay that's really appealing. Choices concerning how to tackle a given situation is left up to the player entirely. Kill every guard you come across if you want, tranquilize them to make speaking by simpler, be completely stealthy without the use of guns, or tranquilize guards and then knife them to death. These are but a few options given to the player, and we haven't even touched upon the new additions to MGS3.

I'd also like to add that because of the ambiance of Snake Eater, I may never again look at birds, snakes, rabbits, and the great outdoors again the same way. Just today, I was outside and saw a bird in a tree. I'm not joking that I thought about how it would taste if I shot it (and I don't even have a gun). Thanks a bunch Kojima.

A New 8-bit Mega Man?! I Must Be Dreaming!

I had planned to post last week about the rumored existence of Mega Man 9, which was reported by Siliconera almost two weeks ago. Apparently, a foreign ratings board rated Mega Man, which no one even knew existed. The platform was listed as "multiplatform," leading most (myself included) to suspect a download service. I personally was hoping for a WiiWare release because (1) Mega Man games seem to perform best on Nintendo consoles (see: the recent Mega Man PSP games), and (2) I don't own a PS3 or 360. Whatever platform it landed on, I think everyone was expecting a 2.5D in the style of Mega Man Powered Up.

Well, now it's official: Mega Man 9 does exist, and it's coming to WiiWare...

..as an 8-bit title! (Screenshot below)



Now, I make my love of Mega Man no secret. I grew up playing the classic NES cartridges which starred the Blue Bomber, and replaying these games on the Mega Man Anniversary Collection never fails to bring a smile to my face. And though I've enjoyed the later titles in the series - namely Mega Man 8, Mega Man X, and Mega Man Zero - I always felt that the 8-bit titles got something right that was never quite replicated later on. That said, I can't express how excited this news has me. I'm eagerly awaiting to see what Inafune has in store for this 8-bit revival. Capcom seems to be reviving many of its classic franchises in a big way this year (see: Street Fighter IV, Bionic Commando Rearmed), but this title by far has me all atwitter with anticipation.

... Now where's Megaman Legends 3?!

News and Image VIA Siliconera

Sunday, June 15, 2008

Another MGS Post?! I Know; I'm Sorry...

This should be the last one until I start playing the game. I just felt like I should comment on something, namely the Penny Arcade strip that was posted on Friday:I could not agree more with the sentiments expressed in this comic strip. As of late, I've been very frustrated by the videogame journalism. Most of the time, it stems from the always ridiculous 100 point scale that websites like IGN insist on using, or habit of watermarking the crap out of any media posted on their site, despite that fact that the website does not, in fact, own the art assests, screenshots, and videos which they watermark. However, the review in question was fair, as near as I can tell, and 9.3 is a perfectly legitimate score. Note to the fanbase: as much as we all love Metal Gear, we must admit that the series has its flaws.

I've been disappointed with review scores in the past as well. I've always felt that Tales of Symphonia for the Gamecube was underrated by Electronic Gaming Monthly when it was released, and the following the game has garnered since its release only reinforces this notion. But it didn't begrudge EGM for it. In the long run, what matters is whether you yourself enjoy a game, and not whether it earned a perfect score on a gaming website. Lighten up, gamers!

Also, fans of Metal Gear Solid 2 should give this analysis a careful read. It's a very intriguing take on the controversal and often convoluted plot of MGS2.

Thursday, June 12, 2008

MGS4: The Unboxing

It arrived today! I am now officially the proud owner of Metal Gear Solid 4: Guns of the Patriots. Why am I sitting at my laptop instead of playing the greatly anticipated game? Well, as I noted last time, MGS4 is a videogame that I am completely unable to play, due to my lack of Playstation 3. The important thing though is that my collection of Metal Gear games is nearing completion. All I need now is to possibly grab a used copy of Metal Gear Solid 1 from the recently released collection. I'd really love to play the original PS1 version of Metal Gear Solid to complement my copy of The Twin Snakes.


Below are some pictures of unwrapping of MGS4, along with the preorder goodies and my MGS collection.

MGS4 + the Pre-order Goodies

From the artbook: A short synopsis of the MGS plot thus far

Looks like there's also nice content to read in the artbook

From the artbook: the Beauties/Beasts

The open blu-ray case: showing the disc and manual

From the manual: How to play MGS4 (told through comic panels)

The two Metal Gear Saga bonus DVDS (the first came with MGS3: Subsistence)

My Metal Gear Collection: Possibly Incomplete?

Sunday, June 8, 2008

Metal Gear Sucker

Well, today I pre-ordered a game for a game console that I don't own and probably won't own for two years. Yes, I'm talking about Metal Gear Solid 4: the final chapter in a game series I've been hopelessly following for years. Why did I spend money on a game I won't be able to play. The answer in four-fold:

1) My local Gamestop had the pre-order bonus DVD: Metal Gear Saga, Vol. 2
2) I was promised an art book with my copy of the game when it arrives on the 12th.
3) I had spent the morning watching a retrospective (courtesy of GameTrailers) on the entire Metal Gear franchise.
4) I'm an effing GEEK!

I was powerless to resist; really, I was! I went to the counter to ask whether they still had copies of the DVD. I honestly believed they would not - other stores had long since sold out. I would have left then, but the clerks told me that yes, they did have a couple copies left. They pulled one out and set it on the counter. Still I faltered. Then two words crossed their collective lips that rendered me unable to resist: art book. Before I knew it, my wallet was in one hand, the special DVD was in the other, and - left with no third hand - the receipt was sandwiched firmly between my lips. I felt like a dog, heeling to the call of my master: Hideo Kojima.

On the bright side though, I'm getting Metal Gear Solid 4 on Thursday. ^_^

Sunday, November 18, 2007

King of Fighters XI is on the Way!

You've all heard my rave about King of Fighters XI before and how much I went through to play it. Well, now SNK has released the title in America for a mere fraction (see: $15) of what I paid originally. Oh but that's not all: sucker that I am, I've ordered this version off of Amazon and it is in the mail as we speak. It should arrive sometime this week. Why would I buy a videogame I already own simply because it's now in English? Well (1) it's in English, (2) the Developer SNK needs to know they have fans and support in the States, and (3) I am that effing HARDCORE!

In Addition:

Capcom is releasing a version of Okami on the Wii
. I own it for the PS2, but I'll be getting this version too. I don't even own a Wii yet!

Persona 3 FES is rumored to be coming Stateside. I haven't even finished the regular, vanilla version of Persona 3, but I'm grabbing FES for sure.

Tuesday, August 21, 2007

On Internet Watermarking...

As I was watching some videos on my Laptop the other night, I started thinking about a common practice on the internet with regards to media: watermarking. Many websites (especially video game sites) watermark any video or screen-shot on their site, and at times I don't mind. If the editors are posting a video or image that they themselves have captured during a playtest or what have you, that fine in my book; after all, they spent effort to create this media, and they should have the right to claim some ownership of it. However, I'm much less forgiving when the media in question is provided by the game publisher/developer themselves, such as a trailer. How can someone reasonably claim ownership of something that's freely distributed online? They did not create this media, so it makes little sense to plaster your logo all over it simply because it's on your site.

Maybe I should start watermarking all the images I post on my blog. That way, anyone who saves an image will always know where it came from. It's not like these watermarks are eyesores. Oh wait...

Sunday, August 19, 2007

What's the plural of "Persona"?

I came for the teenage-suicide mechanic, but stayed for the dating simulator...

The above words could not describe my feelings about the Playstation 2 "Persona 3" any better. When the game was originally announced for Japan over a year ago, I was more than intrigued by the game's battle system; specifically, the method in which you summon your Personae (creatures that act as the game's magic system), i.e. shooting themselves in the head with a gun. Sure, they call it an "evoker" and it doesn't actually fire any ammunition; however, when the damn thing looks like a gun and all the characters (all teenagers, I might add) are pointing the muzzle against their temple/mouth/between the eyes, it's hard not to suspect that a little controversy is bound to follow this game to America. After a good 17 hours of play, I'm finding so much more to enjoy about this game.

There are many things that keep me playing Persona 3, but the biggest reason is what has been dubbed by some as the "dating-sim" portion. Essentially, when you're not fighting through the game's main dungeon, you attend school and form relationships with other people, including trying to score yourself a girlfriend. Right now I'm working on winning over the bookish Chihiro. What can I say? Guys make passes at girls who wear glasses :P

I should also note that the music is FANTASTIC! I got a copy of the soundtrack (part of it anyway) just for buying the game, and I'm so glad I did. This is the type of stuff I want on my iPod, and it's a relief to to have to look for a copy online.

Updates to follow in the coming days/weeks.

Ja ne!

Wednesday, July 4, 2007

Mom on Garou MotW

"Your game sounds like little kids torturing each other."

Tuesday, July 3, 2007

Garou MotW > King of Fighters XI

I've sung the praises of King of Fighters XI before, but today I feel that King of 2D Fighting Games, in my estimation, has been dethroned by my recent adventure into the library of SNK. What game could possibly accomplish this feat? Why, none other 1999's Garou: Mark of the Wolves.

About a month ago, I noticed that a version of the old Dreamcast game was soon to be available of the PS2 in Japan via Play-Asia, and having heard that it was one of the best 2D fighting games around, I figured for $30 I could hardly go wrong with importing it. Besides, it featured my favorite character from KoFXI, B. Jenet, which was practically enough to seal the deal. So last Wednesday the game arrived in the mail and I quickly booted up the disc for a quick play session after work. My impressions during that initial play session were less than favorable compared to KoFXI, mainly because I could no longer control characters via the analog stick, as I am wont to do after a year of playing the aforesaid game. Being forced to use the d-pad presented a bit of a learning curve at first, one which somewhat negated my familiarity with the controls and moveset of B. Jenet (who was my obvious choice when selecting a fighter in story mode). I found that I could hardly move beyond the first challenger without losing, which I suppose contributed to my negative first impressions. However, I resolves to overcome these difficulties given the overwhelming positive reception the game received from reviewers.

So this past weekend I invited my friend and fellow fighting game fan Hector over for a play session. We had previously enjoyed the likes of Super Smash Bros. Melee, Naruto Clash of Ninja, Soul Calibur 2, and (of course) King of Fighter XI. We popped the game in my PS2 and started playing, and it was then that I learned why Garou MotW is so highly praised in the fighting game community. Besides the excellent balance between fighters, the game is easy to play, challenging to master, and fun as hell. I say it's easy to play because Hector, who had not yet learned of the "quarter turn," was still able to best me at several rounds in the game. We discovered together the purpose of the TOP set bar, how to pull of specials (both light and strong types), adjusting the handicap to maximize play time, and just how catchy that old-school level select music is. The more we played, the better we each got, and though he lost more often than not, he was still holding his own and maintaining a relative status quo compared to my progress. I think if we make these play sessions a habit, we both could easily become fairly high-level players. I've already noticed marked improvement in my own skills (thanks in part to a mastery of the d-pad setup) when playing the single player mode.

As much as I enjoy King of Fighters XI, I'll readily admit that certain aspects of the design make it a bit complicated for a beginner, especially one who doesn't own the game themselves (like my friend Hector). For starters, the 3-character team setup really hinders novice play. It take time to find a character that suits your play style and master their moveset, let alone three. It took me at least a month to finalize my standard team if KoF, and that was only after many play sessions and many team combinations. With Garou, Hector was able to cycle through the small cast of fighters and find one he found enjoyable, then proceeding to learn his moveset. The process was no more complicated than that, and in the end it helped keep the two of us on a fairly equal level of skill. Admittedly, the graphics and audio in Garou aren't near as polished as in KoFXI, but they hardly detract from the experience. If I need to play something with some extra depth and style, I can play KoF, but if I've got a friend over and want a simpler experience, Garou MotW is definitely the way to go.

The one thing I've learned from playing these SNK fighting games though is that now I really require more depth from the controls in a fighting title. Whereas I used to thoroughly enjoy the simplicity of Naruto Clash of Ninja, I now find it to basic. They aren't really a game of skill, but rather an exercise in button-mashing. There are no combos to speak of, and the lack of control depth is ultimately frustrating in the face of Garou or KoF or even other 3D fighters like Soul Calibur or Virtua Fighter. I've also learned that Fighting games are one of my favorite genre's of video games (along with Rhythm, Action, and RPG). I hope it sees a revival in the near future, as aside from the big name franchises there aren't many available on the US market currently.

Wednesday, February 21, 2007

Retrospective: King of Fighters XI

Five years ago, when I was still a fledgling member on the internet gaming community, the idea of importing games directly from Japan seemed like a practice reserved only for the hardest of hardcore gamers. At that time, I only knew one person who imported games, but he was a huge Bemani fan so it made sense for him. Maybe times were different back then, but as I got older the practice seemed to become more prevalent. By the time Nintendo released the original DS, websites like (the now defunct) Lik Sang had become common knowledge among gamers I knew. Still, the thought of importing a game was not one I considered often, what with the risks.

That was before King of Fighters XI though.

Gaming Blog Kotaku had just posted an article and interview with SNK character designer Falcoon about the future of the company and the King of Fighters series. Of course, I had heard of KoF, but being a child of Street Fighter 2 I never really paid much attention to SNK's offering. Well, for whatever reason, the article prompted me to look into the series. The more I read, the more interested I became and the more I wanted to play a KoF title. Low and Behold, a couple months prior SNK Playmore had released a PS2 port of arcade hit King of Fighters XI. I considered waiting for an American release, but upon further investigation come to the conclusion that such a release was unlikely. That left only one option left: importing. At the time, I was understandably reticent:

The problem is, word has it that this most recent title is unlikely to reach American shores. If the last few games were any example, this will probably be true (KoF 2003 arrived here in 2005, I believe). With this in mind, I'm considering (seriously) importing these titles and modding my PS2 to play them (via Swap Magic).

I'm still debating the whole issue, since right now the $100 endeavor (which includes the cost of the game) is essentially for a single fighting title. However, I should also consider that I don't know what other games from Japan I'll want down the road. Something like Ikaruga (Gamecube) probably shouldn't have ever been released in the States, so who knows what other niche titles may come along. For now, my plan is to get the opinion of a couple other people, and then thoroughly think about the subject this weekend. If by Monday it still sounds like a good idea, I'll do it.

And by Monday, the idea still sounded good, so I purchased the game and the necessary equipment. Six months later, I've never been happier with my decision. KoF XI turned out to be better than I could have ever hoped. The 2D graphics, while not as detailed or fluid as Guilty Gear, are still very attractive and have a very classic look in my opinion. The character roster is numerous and varied. Best of all tough, the fighting system is so finely-tuned that it's difficult sometimes to play other fighting games. As enjoyable as something like the Naruto Clash of Ninja series is, the games lack the depth and require less skill than KoF, which makes them boring to play for extended periods.

SNK announced this past Fall that they're working hard on King of Fighters XII, which among other things will include completely redrawn sprites (for the first time in ages). I don't know about anyone else, but I'm really excited. At this moment, there is absolutely no information, screenshots, or release date for the title, but hopefully soon some info will come to light.
Until then, if you haven't ever seen KoF in action, be sure to watch to YouTube video below and see what American gamers are missing out on.

Tuesday, February 20, 2007

Rez and the Forty Dollar Dilemma

A few games hold coveted status among the hardest of hardcore gamers. Rez, the Rhythm-Action-
Shooter game from Sega, is one such title. Best summarized as a visual, audio, and tactile explosion in videogame form, Rez is a game so unlike anything else available on consoles that it inspired its own vibrator. Last July, I bought the game at my local GameStop, and here were my impressions of the whole situation:
This last Wednesday, I picked up a copy of Rez for the PS2. After hearing good things for months, and seeing it featured in G4's Gamemakers episode "Music Games," I decided a trip to Gamestop was in order. Sure enough, they had a copy, but it was $40 in the Used section. Against better judgment, I decided to buy it.

Now, I can certainly see why this game is critically acclaimed. The audio-visual experience is above and beyond anything I've ever played before. However, given the price and fairly short experience, to say I have buyer's-remorse is an understatement. Put simply, the challenge isn't there to keep me playing. Sure, I haven't unlocked everything, but in less than 5 play sessions I have unlocked all the areas. It's very disappointing.

On the upside, I have recourse for taking the game back for a refund. As long as I go back to Gamestop by Tuesday, They'll give me a refund if there is something wrong with the game. Now, it's not a huge deal, but Rez is supposed to feature vibration elements, and my copy refuses to activate these settings. So I think that's what I'm gonna use to get my money back. Even if they don't give me cash (I doubt they will), I can still put that forty-some odd dollars towards a more lasting experience, like Disgaea 2.
Over six months later, I stand by this statement. I think my largest problem with them game wasn't the short length, but low difficulty. Once I got the hang of the game mechanics, I was able to breeze through all the levels in about an hour. Ikaruga only takes about an hour to finish, put the steep difficulty makes actually accomplishing this tough as all hell. Best hour of my life? Probably not.