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Seiko's Gamer Base
This blog will cover my gaming exploits and reviews. Should you have a game you wish for me to cover, let me know.
27 June, 2013
10 May, 2013
Game Review XXVIII: Tekken Tag Tournament 2
Those who know me on this site and in real life knows that I'm a sucker for fighting games. And among one of my favorites is Namco Bandai's Tekken series. So, I was more or less stoked that I manage to play Tekken Tag Tournament 2, the long awaited sequel to one of the PS2 launcher titles. Much like the game before it, graphics were enhanced drastically. The difference here is that while Tekken Tag featured touched up figures which carried from Tekken 3, Tag 2 followed after 6, but with a more radical improvement in visuals, and features retained from the first Tekken Tag, as well as Tekken 6. While it contains a large roster with additions via DLCs, that were free, Tekken Tag 2, much like it's prequel, isn't canon to the storyline. This title saw the return of characters like Jun Kazama, and hidden characters/ palette swaps like Tiger (Tekken 3), and Violet (Tekken 4). Moreover, the customizing and Item Move aspects, as well as the Rage system from T6 is retained, though the latter has changes accommodating the Tag gameplay. Apart from the main game, a demo titled Tekken Tag Tournament 2 Prologue was bundled in the Blu-ray rom Tekken Hybrid, alongside the film Tekken: Blood Vengeance, and an HD remake of the prequel. Moreover, the Nintendo WiiU saw an exclusive version with unique costumes, powerups, stages, and features.
This time around, the game changes yet again. Those familiar with Tekken will notice a few tweaks. As mentioned earlier, the Rage System changes slightly here, as when you attack your opponent to a certain point, Rage kicks in for their partner, meaning that their damage output is increased for a brief period. This is also applied when you're attacked. Destructible environments is 1-uped with multi-platform stages. Those familiar with Dead or Alive or the Mortal Kombat series will be familiar with this, and when you knock your opponent to a different part of the stage, that is another chance to follow up with your partner, who already awaits the target at the bottom. Unlike TTT, you can opt to go it alone in 1 vs. 2 matches. Selecting the character is different this time around, too. Before, each costume was button assigned. However, this time around, picking them is almost similar to that of the latter Soul Calibur titles, with some different 2P costumes introduced from the norm. Ghost battles still exists, but there is also a Story Move in this one. Endings are unlocked in various ways. I experienced that such things, as well as items, can be gained via Ghost Battle when you play consecutive matches. Speaking of, you might encounter special versions of your opponents if you play long enough.
In short, those who love TTT would be sure to welcome the sequel with open arms, and juggle fanatics from T6 would still feel right at home. A few movesets are changed and/or customizable, but that's extra alongside the option of assigning music to a stage, even from your own playlist.
My impressions: Genius!
Tekken has never failed to impress me in growth, save the GBA port of Tekken 3, known as Tekken Advance, and TTT2 just ups the ante. Those that are polished in T6 can adapt easily to this one, though in some cases, veterans might need a slight changeup for their bread and butter combos. The music is nice, but personally, nothing TOO outstanding as a whole. The remixes to familiar songs are a nice touch, with the revising of familiar stages from past games, such as Moonlit Wilderness from the 5th game. Gameplay retains it's core from the last title, so like I said, those dwelled in T6 should adapt easily to the seemingly subtle changes. I was expecting a bit more, I'll admit, but I'm content with what I played. Also seeing the likes of Jinpachi, one safe haven to worry less over is that unlike T6, there are no large bosses to deal with, which means Azazel is completely omitted. Oh, did I mention that TTT2 Prologue had the devil character from Blood Vengeance? It was confirmed, but I couldn't find out which Devil from there was seen. Likewise, this probably marks the only game where you have Devil Jin, as well as the return of Devil Kazuya from Tekken 2, accessible via some conditions. Another plus is that much like T6, all characters, save the DLC ones released for free (dunno if this is still the case), are available initially, though unlike before, to my knowledge, Unkown isn't playable.
Still, never failed to impress me as a polished fighter, so I'm giving this one a heartfelt 9 of 10.
This time around, the game changes yet again. Those familiar with Tekken will notice a few tweaks. As mentioned earlier, the Rage System changes slightly here, as when you attack your opponent to a certain point, Rage kicks in for their partner, meaning that their damage output is increased for a brief period. This is also applied when you're attacked. Destructible environments is 1-uped with multi-platform stages. Those familiar with Dead or Alive or the Mortal Kombat series will be familiar with this, and when you knock your opponent to a different part of the stage, that is another chance to follow up with your partner, who already awaits the target at the bottom. Unlike TTT, you can opt to go it alone in 1 vs. 2 matches. Selecting the character is different this time around, too. Before, each costume was button assigned. However, this time around, picking them is almost similar to that of the latter Soul Calibur titles, with some different 2P costumes introduced from the norm. Ghost battles still exists, but there is also a Story Move in this one. Endings are unlocked in various ways. I experienced that such things, as well as items, can be gained via Ghost Battle when you play consecutive matches. Speaking of, you might encounter special versions of your opponents if you play long enough.
In short, those who love TTT would be sure to welcome the sequel with open arms, and juggle fanatics from T6 would still feel right at home. A few movesets are changed and/or customizable, but that's extra alongside the option of assigning music to a stage, even from your own playlist.
My impressions: Genius!
Tekken has never failed to impress me in growth, save the GBA port of Tekken 3, known as Tekken Advance, and TTT2 just ups the ante. Those that are polished in T6 can adapt easily to this one, though in some cases, veterans might need a slight changeup for their bread and butter combos. The music is nice, but personally, nothing TOO outstanding as a whole. The remixes to familiar songs are a nice touch, with the revising of familiar stages from past games, such as Moonlit Wilderness from the 5th game. Gameplay retains it's core from the last title, so like I said, those dwelled in T6 should adapt easily to the seemingly subtle changes. I was expecting a bit more, I'll admit, but I'm content with what I played. Also seeing the likes of Jinpachi, one safe haven to worry less over is that unlike T6, there are no large bosses to deal with, which means Azazel is completely omitted. Oh, did I mention that TTT2 Prologue had the devil character from Blood Vengeance? It was confirmed, but I couldn't find out which Devil from there was seen. Likewise, this probably marks the only game where you have Devil Jin, as well as the return of Devil Kazuya from Tekken 2, accessible via some conditions. Another plus is that much like T6, all characters, save the DLC ones released for free (dunno if this is still the case), are available initially, though unlike before, to my knowledge, Unkown isn't playable.
Still, never failed to impress me as a polished fighter, so I'm giving this one a heartfelt 9 of 10.
11 December, 2012
Game Review XXVII: Persona 4 Arena
Hey guys, Seiko Wolf here again with a post in what seems like forever. Forgive me for my time away, but here I am, ready to talk of another title I managed to get my hands on.
Frankly speaking, I heard many good things about the Megami Tensei franchise, notably regarding the spinoff series Shin Megami Tensei: Persona, though I never got my hands on any of the games... until recently. From my Tigercon exploits, another con group Magfest set up a number of games, one of which happened to be P4A, that is Shin Megami Tensei: Persona 4 - The Ultimante in Nayomaka Arena. Stateside, it's known as Persona 4 Arena, hence the aforementioned acronym. To my surprise, the companies behind this are Arc System Works, who are notably known for Blazblue (which is about to hit trilogy status), and ATLUS, a company that worked on titles like Arcana Heart, Catherine, and SNK Playmore's King of Fighters XIII. The latter company is mainly responsible for the development of not only Persona, but many of the Megami Tensei titles. Unlike the Persona titles before it (which were RPG/Simulation games), this is a fighting game that's made in a similar fashion to the visual novel Tsukihime and it's fighter spinoff Melty Blood by ECOLE.
Moving on to the game, the plot involves the P-1 Grand Prix. Following the events of Persona 4, the story takes place 2 months following this games conclusion, and the P4 characters are forced to fight one another with the use of their Persona, all with the intent on finding the host of this event. However, they're not the only ones, as characters from the preceding Persona 3 title join the fray. What's more, there is an android similar to P3's Aigis debuting this title. Originally the arcade version's boss, Labrys is without a Persona, and suspected to be the one behind the tournament... or a hidden side of herself... Other cheracters from the series are involved, some as combatants, some as navigators, and some just for the sake of being there.
This product is the collaboration of ATLUS and Arc Systems, the former providing the story. That means the gameplay was done via Arc Systems, so those who know inside and out the Blazblue series may have an easier time adapting, since the core gameplay is almost similar. It's a mix of that and Arcana Heart, in a sense, with the use of Personas in battle. The stage views and gameplay are designed well, courtesy of Arc Systems. Shoji Megure once again took helm as the music composer. The roster isn't much, though your navigator is selectable. Unlike the RPG titles, you're limited to only one Persona, which is preset, but you can mix and match the color scheme of your character/Persona before battle. During battle, you have 4 cards, which act as a gague for your Persona. Should it get attacked all 4 times, it "breaks", and it's inactive for a short time, similar to Melty Blood's "Circuit Break" trait. Like Blazblue, some attacks can carry a status element, commonly poison, which drains health over time. This is indicated by the coloration of the character sprite. P4A also has Instant Kill moves, which work when the SP Gague is at it's peak level. IT can be refilled with the use of your Persona, or if damaged enough, via the characters "Awakening State when the HP is low (shown by turning orange). If it connects, the move ultimately ends the battle in cinematic fashion, much like the Blazblue series' "Astral Finish". Another noticable trait, aside from featuring an Online Mode, is the Arcade Mode, which is a campaign of sorts. In the beginning, you can only select from 1 of 4 characters, and choices made in the character's campaign can affect the ending to their story, something Persona is known for, as well as Arc's Blazblue. Completion of a character's story will give access to more characters to use.
I have to say that even though I'm coming from under a rock in regards to Persona in general, I grew onto this title rather quick. Characters are designed well, and there are choices a plenty to how you wish to fight. The choice making trait in the game I wish to see more of in some fighters in general, for I only know of this, Namco Bandai's Soul Calibur III, the original Melty Blood, and the Blazblue titles to have this. Beautiful as it is, the only thing I'll say not in favor is how, at face value, it can be possible for a character to be broken, which is something I see common with fighters these days. Right now, I've yet to see this happen, but there's always a possibility, and I'm using past fighters, even Blazblue: Continuum Shift as proof on this. Other than that, there isn't much ill things I can say
about P4A at the moment. Like most games, DLC is available in the forms of glasses, navigators, and color schemes. The X360 version carries a lag, but I want to say a patch was made to fix this, can't verify that yet.
I only had one day with this, but I'll grade it as a 9 of 10. Omitting my earlier statement, I see high potential for this title, and wouldn't be surprised if EVO featured this title numerous times. I hope to play this again relatively soon, even more to own an actual copy.
Frankly speaking, I heard many good things about the Megami Tensei franchise, notably regarding the spinoff series Shin Megami Tensei: Persona, though I never got my hands on any of the games... until recently. From my Tigercon exploits, another con group Magfest set up a number of games, one of which happened to be P4A, that is Shin Megami Tensei: Persona 4 - The Ultimante in Nayomaka Arena. Stateside, it's known as Persona 4 Arena, hence the aforementioned acronym. To my surprise, the companies behind this are Arc System Works, who are notably known for Blazblue (which is about to hit trilogy status), and ATLUS, a company that worked on titles like Arcana Heart, Catherine, and SNK Playmore's King of Fighters XIII. The latter company is mainly responsible for the development of not only Persona, but many of the Megami Tensei titles. Unlike the Persona titles before it (which were RPG/Simulation games), this is a fighting game that's made in a similar fashion to the visual novel Tsukihime and it's fighter spinoff Melty Blood by ECOLE.
Moving on to the game, the plot involves the P-1 Grand Prix. Following the events of Persona 4, the story takes place 2 months following this games conclusion, and the P4 characters are forced to fight one another with the use of their Persona, all with the intent on finding the host of this event. However, they're not the only ones, as characters from the preceding Persona 3 title join the fray. What's more, there is an android similar to P3's Aigis debuting this title. Originally the arcade version's boss, Labrys is without a Persona, and suspected to be the one behind the tournament... or a hidden side of herself... Other cheracters from the series are involved, some as combatants, some as navigators, and some just for the sake of being there.
This product is the collaboration of ATLUS and Arc Systems, the former providing the story. That means the gameplay was done via Arc Systems, so those who know inside and out the Blazblue series may have an easier time adapting, since the core gameplay is almost similar. It's a mix of that and Arcana Heart, in a sense, with the use of Personas in battle. The stage views and gameplay are designed well, courtesy of Arc Systems. Shoji Megure once again took helm as the music composer. The roster isn't much, though your navigator is selectable. Unlike the RPG titles, you're limited to only one Persona, which is preset, but you can mix and match the color scheme of your character/Persona before battle. During battle, you have 4 cards, which act as a gague for your Persona. Should it get attacked all 4 times, it "breaks", and it's inactive for a short time, similar to Melty Blood's "Circuit Break" trait. Like Blazblue, some attacks can carry a status element, commonly poison, which drains health over time. This is indicated by the coloration of the character sprite. P4A also has Instant Kill moves, which work when the SP Gague is at it's peak level. IT can be refilled with the use of your Persona, or if damaged enough, via the characters "Awakening State when the HP is low (shown by turning orange). If it connects, the move ultimately ends the battle in cinematic fashion, much like the Blazblue series' "Astral Finish". Another noticable trait, aside from featuring an Online Mode, is the Arcade Mode, which is a campaign of sorts. In the beginning, you can only select from 1 of 4 characters, and choices made in the character's campaign can affect the ending to their story, something Persona is known for, as well as Arc's Blazblue. Completion of a character's story will give access to more characters to use.
I have to say that even though I'm coming from under a rock in regards to Persona in general, I grew onto this title rather quick. Characters are designed well, and there are choices a plenty to how you wish to fight. The choice making trait in the game I wish to see more of in some fighters in general, for I only know of this, Namco Bandai's Soul Calibur III, the original Melty Blood, and the Blazblue titles to have this. Beautiful as it is, the only thing I'll say not in favor is how, at face value, it can be possible for a character to be broken, which is something I see common with fighters these days. Right now, I've yet to see this happen, but there's always a possibility, and I'm using past fighters, even Blazblue: Continuum Shift as proof on this. Other than that, there isn't much ill things I can say
about P4A at the moment. Like most games, DLC is available in the forms of glasses, navigators, and color schemes. The X360 version carries a lag, but I want to say a patch was made to fix this, can't verify that yet.
I only had one day with this, but I'll grade it as a 9 of 10. Omitting my earlier statement, I see high potential for this title, and wouldn't be surprised if EVO featured this title numerous times. I hope to play this again relatively soon, even more to own an actual copy.
07 August, 2012
Game Review XXVI: Street Fighter X Tekken
Returning from Otakon, I experienced many things: the Masquerade, meeting the Green Ranger... oh yeah, and playing Street Fighter X Tekken. The game was made as the crossover battles of Capcom's Street Fighter and Namco Bandai's Tekken franchises, though it's not to be confused with the Capcom Vs. series, which pit them with those of SNK Playmore (Capcom Vs. Snk), Marvel Comics (Marvel Vs. Capcom), and Tatsunoko Productions (Tatsunoko Vs. Capcom). Street Fighter X Tekken is a fresh new face which brings those of the Street Fighter and Final Fight games, and pit them against those of the Tekken roster in 2-on-2 matches.
If fighters weren't supposed to have stories, then this game broke that rule, and pretty hastily at that. Apparently, the plot this time around involves a box named Pandora (how original...), and it has caught the interest of everyone from both sides. In a race to Antartica, two fighters you choose duke it out against two others, all the way to the box, and pending on who you choose, a certain baddie from either franchise awaits you, though you can also play as them. Hence the early part of the game's title, it plays like Street Fighter IV, but it's not a copy-and-paste scenario, as there are some debuting elements as well. Tekken characters adapted to this system with familiar moves performed in the similar fashion. It's charm comes from the Cross Arts (a 3-meter extended Super Art) and Cross Assault (2-on-1 beat down.)
The controversies surrounding this comes from the on-disk DLC and the lack of 4-player functionality for Xbox 360, despite being advertised beforehand that it was possible. So in essence, with the inclusion of exclusives (which I'll go into in a little while), Microsoft got sold short while Sony gained much to work with. Currently, Microsoft Xbox 360 and Sony's PlayStation 3 and PlayStation Vita (handheld) can play this game. Just as well, PC has theirs which is essentially the Xbox 360 version condensed. The Apple iOS is getting their own version for the iPhone/iPad, following in the footsteps of Street Fighter IV. The exclusives for the PS3 and Vita versions features Cole McGrath of Sucker Punch's Infamous series (which has exclusively worked with Sony in the forms of Infamous and Sly Cooper), the Japan-exclusive PlayStation mascots Toro and Kuro (who fights akin to Ryu and Kazuya Mishima respectively), Pac-Man from the arcade game Pac-Man (appearing on Mokujin in a redesigned Pac-Man World form) and Bad BoxArt Mega Man (added as humor or some other reason, it pissed a lot of customers off.)
It played pretty soundly for the most part, despite I only played the X360 version. Some features like the Quick Combos weren't necessary (performed by pressing down on the left/right stick.) And what I played wasn't the COMPLETE set, omitting those of Cody, Guy, Lei Wulong, and Christie Montiero, among other noteworthy characters. The DLC for them should be out about now (I could be wrong, though...) Of course, this is just Capcom's version, with Namco Bandai involved in terms of licensing their characters. Whether it's being worked on now or not, but the latter company is making their own version titled Tekken X Street Fighter, and I'll cover that as more info comes in.
For the most part I'll call it a 7 of 10, 7.5 max. Maybe down the road, when I see and play the others, I'll give you my final verdict.
If fighters weren't supposed to have stories, then this game broke that rule, and pretty hastily at that. Apparently, the plot this time around involves a box named Pandora (how original...), and it has caught the interest of everyone from both sides. In a race to Antartica, two fighters you choose duke it out against two others, all the way to the box, and pending on who you choose, a certain baddie from either franchise awaits you, though you can also play as them. Hence the early part of the game's title, it plays like Street Fighter IV, but it's not a copy-and-paste scenario, as there are some debuting elements as well. Tekken characters adapted to this system with familiar moves performed in the similar fashion. It's charm comes from the Cross Arts (a 3-meter extended Super Art) and Cross Assault (2-on-1 beat down.)
The controversies surrounding this comes from the on-disk DLC and the lack of 4-player functionality for Xbox 360, despite being advertised beforehand that it was possible. So in essence, with the inclusion of exclusives (which I'll go into in a little while), Microsoft got sold short while Sony gained much to work with. Currently, Microsoft Xbox 360 and Sony's PlayStation 3 and PlayStation Vita (handheld) can play this game. Just as well, PC has theirs which is essentially the Xbox 360 version condensed. The Apple iOS is getting their own version for the iPhone/iPad, following in the footsteps of Street Fighter IV. The exclusives for the PS3 and Vita versions features Cole McGrath of Sucker Punch's Infamous series (which has exclusively worked with Sony in the forms of Infamous and Sly Cooper), the Japan-exclusive PlayStation mascots Toro and Kuro (who fights akin to Ryu and Kazuya Mishima respectively), Pac-Man from the arcade game Pac-Man (appearing on Mokujin in a redesigned Pac-Man World form) and Bad BoxArt Mega Man (added as humor or some other reason, it pissed a lot of customers off.)
It played pretty soundly for the most part, despite I only played the X360 version. Some features like the Quick Combos weren't necessary (performed by pressing down on the left/right stick.) And what I played wasn't the COMPLETE set, omitting those of Cody, Guy, Lei Wulong, and Christie Montiero, among other noteworthy characters. The DLC for them should be out about now (I could be wrong, though...) Of course, this is just Capcom's version, with Namco Bandai involved in terms of licensing their characters. Whether it's being worked on now or not, but the latter company is making their own version titled Tekken X Street Fighter, and I'll cover that as more info comes in.
For the most part I'll call it a 7 of 10, 7.5 max. Maybe down the road, when I see and play the others, I'll give you my final verdict.
Game Review XXV: Tekken 6
Tekken is a fighting series that has been around since the first PlayStation. Who would have thought that it would see numerous titles since then. One of the latter entries is Tekken 6, which makes it's first Tekken debut on Microsoft's Xbox 360.
Set after the events of Tekken 5: Dark Resurrection, Jin Kazama has defeated his great-grandfather Jinpachi Mishima and took control of the Mishima Zaibatsu. His first act: ignite a war on the world. The only one opposing him is his father Kazuya Mishima, who places a bounty on him after taking over G Corporation (the company that "revived" him in Tekken 4.) In response, Jin launches the 6th King of Iron Fist Turnament, in which naturally many fighters take part, some of them new entries. However, the game's story doesn't deal with the tournament, but rather a Tekken Force rebel who goes against them. The leader of this rebellion is the mysterious Lars Alexandersson, who ends up losing his memory during a raid in a Zaibatsu lab. There he meets the android Alisa Boskonovitch, made as the daughter of Dr. Boskonovitch from the earlier games. The story is fleshed out in the Scenario Campaign mode, that was made from that of Tekken Force (Tekken 3/Tekken 4). While you can choose anyone to play as, the story revolves around these 2 characters. Aside form the skills of the fighters, you can use weapons to plow through the masses of opponents. With an update, it can become an online Co-Op Campaign.
Aside from Alisa and Lars, a few other new faces join the fray. To start, while not NEW, Jack-6 enters in after it's predecessor Jack-5 from the previous tournament. An actual new comer is Leo, who has a bone to pick with Kazuya as to what happenes to Leo's mother. Speaking of a bone to pick, because of the death of his sister as a war casualty, Miguel Caballero Rojo seeks to destroy Jin for his injustice. Bob enters to shock the masses show his massive weight and dazzling skill. Zafina is introduced as the guardian of a family grave. Inside that said grave is the giant Azazel, the game's non-human antagonist and final boss. With the exception of Alisa and Lars, they surfaced in the arcades of this game. Later, Tekken 6: Bloodline Rebellion came out with the two on the roster. The console game is more or less the full package.
New features came in with this one. To start, the destructive environment that opens a new area of the stage. If timed right, it can extend combos. The "bounce" trait in juggles also enters as another extension of damage output. So after being slammed to the ground, you can still beat down your opponent. Item Moves are equipped via customization, and can be used to hit an opponent. Some of those are done as match-enders.The customizing has also been 1-upped, as you can configure what your fighter wears to a fight. Speaking off, there are a few new alternate outfits in here. Jin's 3rd outfit was made with the help of CLAMP, while Lars features a different outfit created by Masashi Kishimoto, well known author for the Naruto series (which he wore as a guest character appearance in Naruto Shuppuden Ninja Storm 2.) T-shirt company TapouT also game a little something to Bryan Fury, King, Craig Marduk, Armor King, and Ling Xiaoyu as their 3P costumes.
Tekken 6 had it's bashings, but once again, a solid fighter and one to easily immerse into. I give it an 8 of 10. Could go higher, but on the Xbox 360, execution is rather difficult (though I personally have no issues with it.)
Set after the events of Tekken 5: Dark Resurrection, Jin Kazama has defeated his great-grandfather Jinpachi Mishima and took control of the Mishima Zaibatsu. His first act: ignite a war on the world. The only one opposing him is his father Kazuya Mishima, who places a bounty on him after taking over G Corporation (the company that "revived" him in Tekken 4.) In response, Jin launches the 6th King of Iron Fist Turnament, in which naturally many fighters take part, some of them new entries. However, the game's story doesn't deal with the tournament, but rather a Tekken Force rebel who goes against them. The leader of this rebellion is the mysterious Lars Alexandersson, who ends up losing his memory during a raid in a Zaibatsu lab. There he meets the android Alisa Boskonovitch, made as the daughter of Dr. Boskonovitch from the earlier games. The story is fleshed out in the Scenario Campaign mode, that was made from that of Tekken Force (Tekken 3/Tekken 4). While you can choose anyone to play as, the story revolves around these 2 characters. Aside form the skills of the fighters, you can use weapons to plow through the masses of opponents. With an update, it can become an online Co-Op Campaign.
Aside from Alisa and Lars, a few other new faces join the fray. To start, while not NEW, Jack-6 enters in after it's predecessor Jack-5 from the previous tournament. An actual new comer is Leo, who has a bone to pick with Kazuya as to what happenes to Leo's mother. Speaking of a bone to pick, because of the death of his sister as a war casualty, Miguel Caballero Rojo seeks to destroy Jin for his injustice. Bob enters to shock the masses show his massive weight and dazzling skill. Zafina is introduced as the guardian of a family grave. Inside that said grave is the giant Azazel, the game's non-human antagonist and final boss. With the exception of Alisa and Lars, they surfaced in the arcades of this game. Later, Tekken 6: Bloodline Rebellion came out with the two on the roster. The console game is more or less the full package.
New features came in with this one. To start, the destructive environment that opens a new area of the stage. If timed right, it can extend combos. The "bounce" trait in juggles also enters as another extension of damage output. So after being slammed to the ground, you can still beat down your opponent. Item Moves are equipped via customization, and can be used to hit an opponent. Some of those are done as match-enders.The customizing has also been 1-upped, as you can configure what your fighter wears to a fight. Speaking off, there are a few new alternate outfits in here. Jin's 3rd outfit was made with the help of CLAMP, while Lars features a different outfit created by Masashi Kishimoto, well known author for the Naruto series (which he wore as a guest character appearance in Naruto Shuppuden Ninja Storm 2.) T-shirt company TapouT also game a little something to Bryan Fury, King, Craig Marduk, Armor King, and Ling Xiaoyu as their 3P costumes.
Tekken 6 had it's bashings, but once again, a solid fighter and one to easily immerse into. I give it an 8 of 10. Could go higher, but on the Xbox 360, execution is rather difficult (though I personally have no issues with it.)
16 March, 2012
Game Review XXIV: Angry Birds
I know some of you are possibly thinking "Why in the hell is this joker posing about Angry Birds?" Reasonable question, I admit. Until recently, the though of playing such a widely received app never even dawned to me. Alas, I somehow got into it, and the game is kinda fun, once you sit down to play it. There are many versions of this, even an Angry Birds Space was recently announced. And some people actually parody the concept.
I don't know much of the Angry Birds background, but to my understanding, hence their name, the birds are PISSED that some green pigs would just swoop in and swipe their eggs for their own. Naturally, when people steal from you, it's obvious you would get upset, and these birds are no exception... except these flightless buzzards make those pigs PAY! And that's where you, the player, come in. Using 5 different birds at your disposal, you bust down obstacles and give those pigs what they deserve!
The interesting part about it all is that save for the default red bird, you get various abilities with them, with the click of a button. The score system tallies up on how much property is destroyed, the killing of the pigs, and just how many birds left unused. While the premise is simple, later in the levels it requires strategy... and a bit of luck. This is one of those games where motor skills can come in handy, and that's especially true given that in each level, you're given the birds to use, as well as how many are allowed to be used. If a pig still remains, you fail the level. Even the social site Facebook has an Angry Birds game, with power-ups, avatars, and an exclusive level. Chrome, a browser from Google, also feature this as an app. Taking it on the go requires either of these platforms: the Apple iPhone, Apple iPad, or an Android phone and/or tablet (I've yet to see it on android tablets yet, but I'm sure it's possible.) The handheld devices can play the original game, Angry Birds Rio (a tropical take on the game, made from the Disney/Pixar film Rio), and Angry Birds Seasons (A game that was originally Angry Birds Halloween, but was constantly updated, and even features the Year of the Dragon with the Mighty Dragon available.)
From Finland to US, I would never expect a foreign game such as this would become so addicting, and with good reason. I place this title as a mighty 10 of 10, seeing as how that like most games that's on such platforms, it's a must grab. That said, it's obvious as a game, it's a pretty damn fun one to play.
I don't know much of the Angry Birds background, but to my understanding, hence their name, the birds are PISSED that some green pigs would just swoop in and swipe their eggs for their own. Naturally, when people steal from you, it's obvious you would get upset, and these birds are no exception... except these flightless buzzards make those pigs PAY! And that's where you, the player, come in. Using 5 different birds at your disposal, you bust down obstacles and give those pigs what they deserve!
The interesting part about it all is that save for the default red bird, you get various abilities with them, with the click of a button. The score system tallies up on how much property is destroyed, the killing of the pigs, and just how many birds left unused. While the premise is simple, later in the levels it requires strategy... and a bit of luck. This is one of those games where motor skills can come in handy, and that's especially true given that in each level, you're given the birds to use, as well as how many are allowed to be used. If a pig still remains, you fail the level. Even the social site Facebook has an Angry Birds game, with power-ups, avatars, and an exclusive level. Chrome, a browser from Google, also feature this as an app. Taking it on the go requires either of these platforms: the Apple iPhone, Apple iPad, or an Android phone and/or tablet (I've yet to see it on android tablets yet, but I'm sure it's possible.) The handheld devices can play the original game, Angry Birds Rio (a tropical take on the game, made from the Disney/Pixar film Rio), and Angry Birds Seasons (A game that was originally Angry Birds Halloween, but was constantly updated, and even features the Year of the Dragon with the Mighty Dragon available.)
From Finland to US, I would never expect a foreign game such as this would become so addicting, and with good reason. I place this title as a mighty 10 of 10, seeing as how that like most games that's on such platforms, it's a must grab. That said, it's obvious as a game, it's a pretty damn fun one to play.
02 March, 2012
Seiko's Message in Response to the Controversy of FGC
Seiko Takeda-Wolf here again, with another post. This isn't like the post I normally do, but I feel as that, as the problem has raged on for this long, I must address my two
cents on the FGC, that is Fighting Game Community,
and the bully-like, sometimes sexist remarks normally said by others,
but not at all condoned by important figures of it. I've posted it before in my main blog Seiko's Otaku Pad, and eventually will go vocal about it on the Wolf Vlogger, but I feel as though with this one, it fits right at home. So without delay, let's talk.
The Problem:
Though it has gone on for a while, it recently came to my attention that the FGC is in disarray over some remarks said at 2 events streamed for the said community. The spark of this came from the streaming series Cross Assault, a a live event series broadcast on the net that promotes the upcoming game title Street Fighter X Tekken, which releases this month and made by Capcom. Now then, apparently on that show, there was a little talk going on involving Team Tekken's Coach, Aris, and one of the players of the said team Miranda, or Super_Yan, as she's called. Aris made some rather... distasteful remarks, such as guessing her bust size during a broadcast (which already warrants a red flag for most people), which ultimately made her forfeit a match in which her supposed opponent gave her prizes out of concern (how thoughful of him.) Natrually, Aris' words sparked an ongoing controversy that erupted within the FGC, following an article on Kotaku which covered the whole incedent. While she felt that the community was responsible, she directed her aim of guilt towards her team coach, who is, as described by people within the community, naturally like that with anyone. Debatable statement maybe, but since then Capcom has since apologized, despite the people of Cross Assault not representing the company themselves. It's also surmised that Aris, too, has apologized for his actions, but this is just as well debatable based on his exact wording in that apology.
You would think with that done, the issue would be put to bed, but no, not so fast. Wednesday Night Fights, or WNF, a streaming podcast produced by Level|Up, and sponsored by FGC website Shoruyken (SRK) was another venue in which distasteful commentary was made. After pointing out what was said, through various areas, especially one involving the women of NOS (a type of energy drink, if I remember right.) Regardless, when statements were said, the community once again fumed on both sides of the issue: those trying to brush it off, and some that feels it's wrong (to which most of the time, it normally IS wrong.) The two commentators that were in the episode from 2 nights ago (yes, this was pretty recent) were pulled from commentating anymore WNFs, or any event in which are done under Level|Up. To add, the commentators, Marn Phan and Christan Cain, have apologized as well for their statements in the episode 2 nights ago.
The Uproar:
With both of these, there were people on both sides voicing their opinions on the matter. Now, quoting something I hear often, though not sparking any controversy much like the one I'm referring to: "An opinion is like an asshole, in which everyone has one." That said, I'm afraid that some opinions just go a little out there, demeaning those of the FGC like myself. First, I'll get into the comments made in response to the respective articles. One such article, involving the Cross Assault scandal, someone mentioned her possibly staging the whole thing, or allowing it to continue, then getting mad off camera. To that I say a few things. To start, what I heard from one guy held a grain of truth. With Aris saying all those things, Miranda could have told him to ease up. But instead of causing a scene on camera, she tries to play it all, which is commendable. And frankly, that's a hell of a lot better than the shots I see take place on actual local news segments. To conclude, she voiced her disapproval over her Twitter (the post themselves now deleted), but as she was offended, to which one should be, I find her actions expected and I do not criticize her for it. But she didn't ultimately reject the FGC, which she initially felt they did to her. That said, reading all of this gave me a lot to think about, especially since I hear sexism shots taken often, but on that note, it doesn't make it any less or any more ignorant as it is already, therefore uncool. There were even talk about alienating females from the FGC, which would normally throw me into a rage (don't ask why it would...), but for the sake of this post, I'll try to say this as calm as I can, without blowing up: Granted in the FGC, there is so few women FGC players over a mainly male-dominant community. This is kind of sad, given the fighting characters in games are diverse in gender, orientation, race, and fighting styles the world over. But with remarks like this popping up, it comes as no surprise that heard in the wrong ears, something said as a "means of passion" could be taken too far. Inkblot of SRK did a few posts pertaining to such behavior, saying things such as:
AS AN FGC FAN, MY FINAL THOUGHTS:
The actions are deplorable, the fact that such beings represents what we are as gamers is insulting, yet some of us thinks its okay to say such things, making light of how hurtful they can be. Well wake up: regardless of what is said, how it's said, where it's said, and who it's said to, some things, Freedom of Speech or not, AREN'T okay to say, and if you think otherwise, and feel that saying things like "Rape that Bitch!" or whatever they say (that CAN and WILL be hurtful) is alright, then it's time for you to put down the controller, because it's making other FGC voices/faces look bad. It's enough that the community is mixed with newcomers and pros, spectators and enthusiasts the wold over, waiting to see the next big phenom in the gaming world, or to hone their skills to fight and surpass the best. Even with those, newcomers are sneered, but not to the point where it's outright bullying. Some play for fun, some play for keeps, and some play to get better at what they do. What it comes down to is that whether you're a winner, loser, or some bystander looking onward, we should treat one another with respect. That applies to face-to-face match-ups, as well as online battles. That's not to say act like the days of old and kiss someone's hand like in The Godfather, but don't be arrogant, disrespectful, and (above all else) sexist to fellow gamers. It demeans character, regardless of whether it's by word or action. As gamers of FGC, we need to change, so that it's an even playing field for everyone. If you're a newcomer, don't come in just to start beef, and if you're a pro, don't be such a snobbish jerk and play with fairness. And if you're a commentator, watch what you say. But then again, the latter could apply to everyone.
Before I rag on forever (this post is becoming way too long) I leave one final message, accept it or not, it's up to you: Grow up, Step up, and Change up, or put your controller up and go elsewhere. This is Seiko Takeda-Wolf, signing off and saying:
"To FGC fans, prepare for the next battle!"
The Problem:
Though it has gone on for a while, it recently came to my attention that the FGC is in disarray over some remarks said at 2 events streamed for the said community. The spark of this came from the streaming series Cross Assault, a a live event series broadcast on the net that promotes the upcoming game title Street Fighter X Tekken, which releases this month and made by Capcom. Now then, apparently on that show, there was a little talk going on involving Team Tekken's Coach, Aris, and one of the players of the said team Miranda, or Super_Yan, as she's called. Aris made some rather... distasteful remarks, such as guessing her bust size during a broadcast (which already warrants a red flag for most people), which ultimately made her forfeit a match in which her supposed opponent gave her prizes out of concern (how thoughful of him.) Natrually, Aris' words sparked an ongoing controversy that erupted within the FGC, following an article on Kotaku which covered the whole incedent. While she felt that the community was responsible, she directed her aim of guilt towards her team coach, who is, as described by people within the community, naturally like that with anyone. Debatable statement maybe, but since then Capcom has since apologized, despite the people of Cross Assault not representing the company themselves. It's also surmised that Aris, too, has apologized for his actions, but this is just as well debatable based on his exact wording in that apology.
You would think with that done, the issue would be put to bed, but no, not so fast. Wednesday Night Fights, or WNF, a streaming podcast produced by Level|Up, and sponsored by FGC website Shoruyken (SRK) was another venue in which distasteful commentary was made. After pointing out what was said, through various areas, especially one involving the women of NOS (a type of energy drink, if I remember right.) Regardless, when statements were said, the community once again fumed on both sides of the issue: those trying to brush it off, and some that feels it's wrong (to which most of the time, it normally IS wrong.) The two commentators that were in the episode from 2 nights ago (yes, this was pretty recent) were pulled from commentating anymore WNFs, or any event in which are done under Level|Up. To add, the commentators, Marn Phan and Christan Cain, have apologized as well for their statements in the episode 2 nights ago.
The Uproar:
With both of these, there were people on both sides voicing their opinions on the matter. Now, quoting something I hear often, though not sparking any controversy much like the one I'm referring to: "An opinion is like an asshole, in which everyone has one." That said, I'm afraid that some opinions just go a little out there, demeaning those of the FGC like myself. First, I'll get into the comments made in response to the respective articles. One such article, involving the Cross Assault scandal, someone mentioned her possibly staging the whole thing, or allowing it to continue, then getting mad off camera. To that I say a few things. To start, what I heard from one guy held a grain of truth. With Aris saying all those things, Miranda could have told him to ease up. But instead of causing a scene on camera, she tries to play it all, which is commendable. And frankly, that's a hell of a lot better than the shots I see take place on actual local news segments. To conclude, she voiced her disapproval over her Twitter (the post themselves now deleted), but as she was offended, to which one should be, I find her actions expected and I do not criticize her for it. But she didn't ultimately reject the FGC, which she initially felt they did to her. That said, reading all of this gave me a lot to think about, especially since I hear sexism shots taken often, but on that note, it doesn't make it any less or any more ignorant as it is already, therefore uncool. There were even talk about alienating females from the FGC, which would normally throw me into a rage (don't ask why it would...), but for the sake of this post, I'll try to say this as calm as I can, without blowing up: Granted in the FGC, there is so few women FGC players over a mainly male-dominant community. This is kind of sad, given the fighting characters in games are diverse in gender, orientation, race, and fighting styles the world over. But with remarks like this popping up, it comes as no surprise that heard in the wrong ears, something said as a "means of passion" could be taken too far. Inkblot of SRK did a few posts pertaining to such behavior, saying things such as:
"If we continue to let the worst elements in the scene speak for us or excuse their bad behavior, we deserve whatever criticism we get. It’s everyone’s responsibility: the players, the content producers, the tournament organizers, and the fans. We need to be just as serious about the way we treat each other and how we reach out to others online as we are about the game."Now while I don't necessarily agree with him all the way, he is right. We do need to seriously consider how we not only engage our fellow fans, but also how we attract others into our world. And making remarks such as the ones said by those 3 individuals (which I will not post here, the articles on Kotaku and SRK were nice enough to provide them) are not doing the job. They're just causing trouble, some belittling the type of people we of the FGC really are. It shouldn't do so, but that one saying "One rotten apple ruins the bunch" seems to apply here as well.
Inkblot, Hurtful Speech: Time To Take a Good Look in the Mirror, Shoruyken
http://shoryuken.com/2012/03/01/hurtful-speech-time-to-take-a-good-look-in-the-mirror/
AS AN FGC FAN, MY FINAL THOUGHTS:
The actions are deplorable, the fact that such beings represents what we are as gamers is insulting, yet some of us thinks its okay to say such things, making light of how hurtful they can be. Well wake up: regardless of what is said, how it's said, where it's said, and who it's said to, some things, Freedom of Speech or not, AREN'T okay to say, and if you think otherwise, and feel that saying things like "Rape that Bitch!" or whatever they say (that CAN and WILL be hurtful) is alright, then it's time for you to put down the controller, because it's making other FGC voices/faces look bad. It's enough that the community is mixed with newcomers and pros, spectators and enthusiasts the wold over, waiting to see the next big phenom in the gaming world, or to hone their skills to fight and surpass the best. Even with those, newcomers are sneered, but not to the point where it's outright bullying. Some play for fun, some play for keeps, and some play to get better at what they do. What it comes down to is that whether you're a winner, loser, or some bystander looking onward, we should treat one another with respect. That applies to face-to-face match-ups, as well as online battles. That's not to say act like the days of old and kiss someone's hand like in The Godfather, but don't be arrogant, disrespectful, and (above all else) sexist to fellow gamers. It demeans character, regardless of whether it's by word or action. As gamers of FGC, we need to change, so that it's an even playing field for everyone. If you're a newcomer, don't come in just to start beef, and if you're a pro, don't be such a snobbish jerk and play with fairness. And if you're a commentator, watch what you say. But then again, the latter could apply to everyone.
Before I rag on forever (this post is becoming way too long) I leave one final message, accept it or not, it's up to you: Grow up, Step up, and Change up, or put your controller up and go elsewhere. This is Seiko Takeda-Wolf, signing off and saying:
"To FGC fans, prepare for the next battle!"
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