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By N2H

 

Street Fighter IV?

Oct 18, 2007 in Video Games

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[gamevideo 15560 nolink]

Yes! It’s alive! After all those fun sessions of Street Fighter 3 with John Tam, Midland, Kyle, and Mike back at the old work place, learning how to parry, learning how to cry after losing, and probably 10 years after people started waiting for it, now there is a Street Fighter 4. I don’t even know why, seriously. Although, maybe it’s tied to the rumors of another Street Fighter movie (live-action), even though this itself was tied in to that movie (two rumors tied together).

At this point, does anyone care? Yes, I do care. But do millions of people care enough to buy this game? If this is coming to arcades again, who’s going to play it? Arcades have been dying both in the US and Japan over the last decade, so much so that Dave and Busters is the premier arcade in most areas. It’s not like the old days- Andy, William, Wing, and the whole gang would to go Mama Mia’s in Monterey Plaza to play Street Fighter 2 in 1992 on weekdays, Andy stealing money even from family to go play, or later in 1993 or maybe even up to 1994, we’d go to Keystone in Almaden Plaza for those bulk coin purchase deals to “save money.” Yet by 1996, those arcades were all done for, and now in Hanoi, I hope to stop by Vincom on a non-weekend day so I can finally go finish that Sega shooting game with Jimmy.

The home consoles are great, online networks like XBox Live will add fantastic multiplayer, but will 12 year olds care about Street Fighter the way I did when I was 12? Can this be another revolution in games? (I doubt it.)

Anyway, yes, I want to see more. Bring on all the Shoryukens (”All you can!”) and Hadoukens.

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Mortal Kombat: Shaolin Monks (XBox)

Oct 03, 2007 in Reviews, Video Games

A lot of gaming-related posts recently, wow.

Finished Shaolin Monks over the weekend (watch out for the oh-so-aggravating final boss sequence). The best way to think about the game is to take MK 1 and 2, put them in a 3D world, and add extreme combo happiness. Ah yes, and the game is good.

Shaolin Monks is a quality 3D beat-em-up (with sub-standard platforming/adventure and puzzle elements) in which you take control of Liu Kang or Kung Lao, two….Shaolin Monks. If you’re not familiar with MK mythology, you really don’t need me to get into it. The story is actually pretty reasonable, but it fits the standard template of outer world forces want to take over Earth and there are only a few people who can stop them. MORTAL KOMBAAAAAAAT (queue music)!

(Ah yes, as an aside for people who don’t know Mortal Kombat, find out more: Link!)

As for our monks, both have different move sets, but you’re going to take control of only one them to battle throughout the game, kicking major ass, spilling major blood, and doing all sorts of fatalities (which are still fun 10+ years after they were invented). Bloody carnage is still invigorating as an adult, who knew?

The ability to play co-op with a friend is nice, but for me, like in a lot of these types of games, I’d rather play by myself because I get confused on-screen all the time so I can’t really concentrate on playing well. Also, I have no friends to play with, but that’s another story.

Gameplay in Shaolin Monks is violent but positively so. Kicking people into chunks of body parts in wonderful, and as you travel through the levels you’ll find lots of interactive points of violence. Spiked ceiling? Man-eating Trees? Jaws o’ Death? TOASTY!

As you travel to different regions, you will encounter Scorpion, Shang Tsung, Johnny Cage, Kitana, Jax, Sonya Blade- all of the MK staples.The different locales will remind you of the other games, and there’s a lot of stuff that just makes you feel like it’s MK 1 and 2 all over again, but more fully fleshed out into the world. The graphics are pretty good, but what impressed me most is the art direction rather than fantastic animation or super hi-res textures- the design is fantastic. There are plenty of unlockable content and references to the mythology, though I was never a big fan of promoting replay through unlockable content.

For those who don’t really care about MK anymore, I’m in the same boat. Still, I enjoyed Shaolin Monks, and I think most people would like it too. It’s easy to get into, satisfying to kick major ass in, and short enough so you don’t get too annoyed with it (maybe 6-8 hrs).

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Def Jam: Fight for New York (XBox)

Jul 02, 2007 in Articles, Reviews, Video Games

Have you ever played a game that was so hard, it made you cry? Or as comedian Dane Cook says, “[Made] you want to punch a baby?”

Def Jam: Vendetta was a game that made me cry. It was good, fun, and highly addictive, but it was also just ridiculously difficult. The game’s tutorial/in-game learning curve was a joke and I never got the hang of the fighting mechanics. I came to a point that, no matter how sore my hands got from playing or how often I cursed at my Teddy Bear, I couldn’t advance further, so I quit, bitter.

Def Jam, Fight for New York (FFNY) is the sequel to the wrestler/brawler. It derives most of its content from its Def Jam license, including its characters and soundtrack. If you liked the source material of Vendetta, you’ll like FFNY. As you might expect in a sequel, there’s more of everything- more girls, more rappers (40+), more venues (20+), more fighting styles (5), more character customization, more moves, and fortunately, these are all good things.

If you’re not familiar with the Def Jam world, you can take a quick test whether you’ll like the source material by watching some Hip-Hop/Rap music videos on MTV one afternoon. If you enjoy what you see (the emphasis on money, women, and style), chances are, FFNY will hold some interest for you.

The gameplay is conducted through the Story and Battle Modes. Battle Mode is more for multiplayer or practice; in it you can customize a fight any way you like. You can earn points by winning fights, and these points can then be used to unlock fighters and stages for use in the mode. In Story Mode, you’ll be to create your own character. As you progress in the story line by winning fights, you’ll earn money and attribute points. Money can be used to purchase and change your clothes, hairstyles, jewelry, and even tattoos. Looking nice actually has an affect on your fighting, as the better you dress (essentially the more expensive the jewelry you wear), the better you’ll interact with the crowd and gain momentum during fights. The create-a-player mode is really comprehensive, and the number of options you have to customize your character is staggering. When you first create your character, you’ll even get to pick your voice type! One thing that bothered me about the initial part of the character creation tool is that the facial structures tend to be the same despite all the variations. For example, if you want to match your character’s face to a real person, you probably won’t get anything close to it. Going through the creation process multiple times, I always felt like I was creating the exact same guy each time no matter how much I changed things.

When FFNY came out I was initially leery of playing it because I didn’t want to relive Vendetta. When I did start playing it, some of the beginning fights were reminiscent of my experience with Vendetta; I didn’t feel like I understood what was going on nor did I feel like I was slowly learning how to play the game better from fight to fight. In fact, I was half-way through Story Mode before I really started to understand how things worked. The big key difference between the two games is that if you keep trying in FFNY, eventually, you’ll win the fight, even if it’s through random button mashing or luck. There aren’t too many penalties for losing in FFNY- lose, and you can still retry the fight most of the time. In Vendetta, if you were in a tournament, you would have to retry the whole tournament, leading me to reset the game instead of losing because it would be so difficult just to win one fight, let alone three or four in a row. This key adjustment for FFNY makes the gameplay much more reasonable.

In Story Mode, you’ve just joined a gang and been given a chance to establish yourself. By winning fights all over New York, you’ll cement your gang’s reputation and power all over the city, and create your own reputation as a fighter at the same time. The story centers on a turf war involving your gang, with Hip-Hop artists and other celebrities as characters in the drama. You’ll find yourself teaming up with or fighting against Hip-Hop stars including Ludacris, Ice-T, Method Man, Snoop Dogg, Fat Joe, and David Banner, but you’ll also encounter “regular” celebrities such as Danny Trejo, Carmen Electra, Omar Epps, and Henry Rollins as well. You’ll spend Story Mode going from fight to fight, building your character and changing your appearance and skills between fights with the money and attribute points you earn. Along the way you’ll pick up a girlfriend and your music video lifestyle will gradually become more and more complete.

FFNY is completely linear, but this doesn’t affect the actual quality of the game. The fighting is really what matters.

For your fighter, there are five different fighting styles (kickboxing, street fighting, martial arts, submission, and wrestling) you can pick from, each with its own distinct move set. While you’ll pick one style when you first create your character, you may pick up to two more as your progress through the game. No matter what style you choose, you’ll always be able to block, counter, grapple, kick, and punch. The fighting style you choose determines the special moves you can do with each type of action but also adds special bonuses to specific attributes.

Your fighting skills don’t solely depend on your attributes, however. Fights will take place in many different types of environments and situations. For example, you may find yourself in team battles, free for alls, or one on one’s. At the same time, these battles may take place in bars, wrestling rings, junkyards, or even underground subway stations, where you’ll be able to throw another fighter onto the track to get run over by a train! Each environment has its own characteristics which you can use or can be used against you. The crowd is also an active part in the fighting. You can use the crowd to hand you weapons or appeal to the crowd to increase your momentum and you may also enlist a crowd member to participate in team attacks as well.

Every real-life based character has the distinct look of his real life counterpart (This means that Snoop Dogg in FFNY really looks like Snoop Dogg in real life). Fighting animations are very fluid, and overall, there isn’t much to complain about. The pace of the fights is very quick and graphically, the game keeps up. The animations make FFNY fights look like “real” movie fighting, which is perhaps an oxymoron, but I say that to suggest that the fighting looks great in that it’s similar to the choreographed fighting scenes in movies. Whether that also corresponds with realistic fighting, I really can’t say. Physical damage is modeled well, and when you customize your character, these modifications show up when you fight. Any changes in clothes, hairstyles, jewelry, tattoos- you’ll see them all while you’re fighting.

Perhaps it’s the combination of ultraviolent moves, responsive control, fluid animation, and Hip-Hop that make it all work, but simply, FFNY is unbelievably addictive. FFNY is a game that’s easy for someone to pick up to play for a few minutes, and then that someone will find himself in disbelief when it’s three in the morning and he’s trying to decide whether he wants Lil’ Kim or Kimora Lee Simmons to be his girlfriend.

That said, it’s safe to say that FFNY is definitely slanted towards a younger male audience.

If you’re interested in Def Jam license already, then you’ll probably enjoy the large assortment of music tracks that play throughout the game. If not, you can always turn the music down, but custom soundtracks are not supported. Hip-Hop stars do much of the voice acting in the game, and the results are good. The story certainly doesn’t mandate any serious acting ability, but the acting is effective and properly reflects the atmosphere of the game. FFNY does support surround sound, but it’s not really noticeable in the game, and the sounds effects are solid.

An initial run through Def Jam takes about 10 hours. Even after you’ve completed Story Mode, there’s plenty of replay value. While the story may be nothing worth remembering, it moves the game along well in the context of its source material. The fighting is fun enough in that you may want to create a new character to try out new fighting style combinations, or you can simply use your character in Battle Mode to open the rest of the unlocks. You may have some difficulty with getting a true grasp of the fighting system, especially if you pick the wrestling or submission styles, but FFNY’s difficulty is balanced enough to keep you from getting too frustrated. FFNY is definitely not for everybody, but if the concept interests you, this is a game worth purchasing. A fun brawler with extensive create-a-player options and an extensive roster of Hip-Hop celebrities, the problems of Vendetta are fixed in creating a much more balanced, and thus enjoyable, game for the sequel.

(originally published in GamersInfo.net)

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Street Fighter 3 (XBox)

Jul 02, 2007 in Articles, Reviews, Video Games

Capcom is celebrating the 15th anniversary of their Street Fighter franchise with the release of Street Fighter (SF) Anniversary Collection, a set that includes Hyper Street Fighter 2, a remix compilation of the various SF2 numbered games, and Street Fighter 3: Third Strike (SF3), the game featured in this review. There is something very old school about SF3, and it’s not just because the game hit arcades over 5 years ago, or that on a technical level, it’s lackluster. SF3 feels old school because it presents 2D fighting at its best and that is all it does. No more, no less. That said, while SF and fans of the genre will enjoy this well-done arcade port, others may find the game’s learning curve to be a little intimidating and the game doesn’t do much to encourage continued playing.

SF3’s game play will still be familiar to veterans of the series, but the game is a somewhat of an acquired taste. The timing mechanics and hit priorities are much different than they are in other SF games and the gameplay may feel slightly slower than the gameplay in other games. This, however, doesn’t actually mean SF3 is slow or sluggish. It merely has a different feel to it. Even with 20 different fighters to choose from, the gameplay mechanics are incredibly deep and balanced no matter which character you choose, and the game feels like it is the most balanced of the series.

The most important part of the gameplay that distinguishes the game from its predecessors is the parry move, which allows you to counter someone’s move and conversely, leave him open for a counter attack. The move itself follows the clichéd rule “easy to learn (parrying a fireball) but difficult to master (parrying a multiple hit super move).” Parrying requires a quick movement press towards the direction of the incoming hit. You have to time the parry so that you do it right as the opponent’s move is about to hit you. For example, if the player punches you, you press forward into the hit just as it’s about to hit you. Also new in SF3 is the dash move, which is performed by two quick forward or backward presses. Both moves are especially helpful for slower characters because now they are able to do more defensively (and conversely, offensively) to avoid getting into problems that they would have had trouble dealing with in previous games because of their slow speed. The moves do a lot for all the characters, however, in that you have a lot more options in choosing how you want to fight. Parry play is encouraged with the addition of a stun meter. Every time you get hit or block a hit, your stun meter goes up. If the stun meter fills up completely, you will find yourself stunned and vulnerable for a few seconds.

The SF3 controls work well with the PS2 Dual Shock Controller, though you may want to buy an arcade-style joystick if you’re looking for the most authentic experience. There are advantages to both types of controller. I find that it is much easier to pull off super and special moves and do so more quickly on a Dual Shock directional pad, but performing moves that require more than 1 button press (EX moves) simultaneously or that require a 360 degree rotation on the directional pad will be much easier with a joystick. Of course, if you’re accustomed to playing in the arcades, you will likely prefer going the joystick route as well.

Unfortunately, Capcom has done very little to SF3 for its PS2 release other than make a good arcade port. There are three gameplay modes: arcade, versus, and practice. In the practice mode, you can either choose to fight against a dummy or you can choose parry practice, in which you program a dummy to do certain moves, and then you switch to your character and try to parry the dummy’s program. Disappointingly, there is no online option, which means multiplayer will have to come from a friend playing with you in the same room. There isn’t even a tournament mode, which would have been useful for times when you have a lot of friends over who want to challenge each other. You also won’t find unlockables or an engaging storyline for the characters. While the fighting aspect of the game is well refined and very enjoyable, you may find yourself tiring of single player after you’ve defeated a certain difficulty level.

If you take a look at the screenshots that accompany this review, you won’t find them visually arresting. From screenshots, you’ll notice the game features low-resolution, albeit large, sprites on a low resolution background. It’s one of the rare games that will not look much better no matter how good the television display is. In fact, it will actually look worse on a HDTV. Yet, this game undeniably looks impressive. It’s a game that must be seen in motion to be fully appreciated. The animation in SF3 is unquestionably the best in the genre, incredibly fluid and cartoon-like, and the character sprites are well detailed. Together, these two aspects create the sense that you’re looking at 3D characters fight, only you happen to be watching them from a side perspective. With other 2D fighting games, you know that you’re simply looking at flat characters. The artistic style of the game is very beautiful despite the game’s technical flaws, in the same way that a painting of a sunset can look as good as a photograph of one, even though the painting is obviously inferior to the photo in detail and clarity.

SF3’s sound is a lot like the game itself. It’s solid, with few frills. The sound effects are clear and the voices are distinct among the different characters. The effects chosen to represent a specific move or the amount of damage the move creates sound like they should. The music is more of a mixed bag. There is the normal background music during the actual fights that sounds fine, if not particularly memorable. When you’re not fighting, you’ll hear a few songs that feature vocal tracks. They may sound cheesy at first, and there’s even a rap song that’s a theme-of-sorts for the game, but with time I actually grew to like them.

If you’re a 2D fighting game fan or a Street Fighter fan, this collection warrants purchase. At $30, Third Strike by itself is a good deal, and with the inclusion of Hyper, the Anniversary Collection is an excellent value. For everyone else, though, you’re better off renting it first. If you don’t have any friends to play the game with, you may tire of it quickly and its gameplay may not suit you. It’s not easy to learn to play if you’re a beginner and with SF3’s not having an engaging single player mode, you may become frustrated with the gameplay and quit early before you really get a feel for the nuances of the game. If you have an XBox, you may want to wait for the Xbox version that is due out early next year. It will be priced at $30 as well but also feature online play.

(originally published in GamersInfo.net)

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