Thursday, November 22, 2012

Potential Podcast in the Makin'

Just thought I'd let everyone know that I'm looking into putting together a podcast about pretty much everything this blog is about.  We'll have guest-speakers and such, and have guided discussions on whatever topic the night may bring.  I'm hoping to host it on Youtube, but also have the links archived here, in case you're like me and don't actually have a Youtube account yet.
More information soon, I'll try to get a form up and running so we can get more of an idea what to expect from people.  I have to go carry my team as Janna again, brb.

Airdashers: A Primer

Howdy, folks.
So, with more of my friends getting into fighting games (that's to say, more of my friends playing Marvel and nothing else), I thought I'd write up a brief primer on different fighting games to check out and what sets them apart from the others.  Mind you, as I only play 2D fighting games, I'm not gonna talk about anything out of the realm of reason (i.e., won't talk smack about Tekken).
So, airdashers.  What does the colloquialism mean?  An airdasher is a fighting game that prides itself on fast-paced fighting.  I want to say that the first was probably Guilty Gear, which played like a pissed-off cocaine'd-out version of Street Fighter Turbo, with a much greater emphasis on anime themes.  It went through several iterations (GG, GGX, GGX+, GGXX, GGXX#R, GGXX^C, etc.), and is easily one of the most renowned fighters of all time.
Its spiritual successor, Blazblue: Calamity Trigger, came out in 2008, and, like its predecessor, has had plenty of iterations (almost yearly).  Its most recent will debut within the next couple of months, and some say that it's an improvement on Guilty Gear, while others say that it's a watered-down version of it.
A bit before that saw the release of Arcana Heart, which was probably the most unique to date, but we'll touch on that later on.  Originally released in Japan's arcades, it came to states two years later, and hit PSN with Arcana Heart 3 in 2011, I believe.  It featured a separate movelist for each character, and each Arcana you chose, but I've never played it at any competitive pace.
Then there was Skullgirls, which was supposed to be the most mechanic-emphasized airdasher, but I played it a small amount (enough to where I can make general statements without getting into the fine details).  It wasn't too popular, but it was more popular than, say, Aquapazza and Melty Blood, neither of which I've played to any extent whatsoever, and the former I've hardly even heard of before two months ago.  THIS GUY.
To finish off this list is Persona 4: Arena (or Ultimate), which came out last year, is a spin-off of the RPG from PS2, and is probably the most-played airdasher at the current moment.
You'll notice that Marvel isn't on the list.  Marvel is a chore.  Marvel is not a video game.  Stop calling it that.  Also, I'm sure that there are other games that aren't included, so to cover my ass, FEEL FREE TO INCLUDE YOUR FAVORITE IN THE COMMENTS YEAH.

So, all these games, what makes them different?
We'll start with a comparison.  With Guilty Gear's newest iteration released on XBL, it's seeing more people playing, but it's also seeing a lot of people coming back to other games.  Because of its high learning curve, it's hard to get into.  It has a number of core mechanics that you have to get the hang of, such as Dust combos, Tension, Bursts, specific character damage scaling and defense, Instant Blocks, Faultless Defense, Dead-Angle Attacks, Slash Backs, different Hit Effects, and Instant Kills.  A lot of these are extremely hard to get the hang of (DAAs and SBs, for instance, were the bane of my existence when Accent Core came out), where some of them almost seem easy because of other fighting games out now (Faultless Defense, for instance, is extremely similar to Advancing Guard in Marvel).  Another aspect I've noticed is how oddly small the screen is when I go back; as it does hail from before HD consoles, the screen is square, which makes the arena and available space extremely narrow.  Wall-bounce combos, because of this, can be utilized easier, and I remember it being impossible for me to zone anyone because of it (but I was also like 14 when I played it).
Compared to Persona 4: Arena, it's much harder, for several reasons.  P4A has given rise to the "auto-combo," where you can tap one button for a default combo that will build your gauge fairly quickly and will actually get you through the first, say, 50 of your placement matches before you even have to worry about the other mechanics.  It also has a number of other mechanics, like Evasive Action, Furious Action, Burst, and All-Out Attacks that can be used to create space between you and your opponent.  All of these have armor-frames (where you're generally pretty invulnerable (a few exceptions, mind you)), and even your regular moves tend to have a much greater amount of invulnerability than other games.  It lacks chicken-blocking, though (which is a way to block low and high simultaneously by jump-blocking).  Because of the lack of explicitly strict timing, many, myself included, think that the mechanics are much easier to pick up.  It does, however, include some of the other mechanics, such as IBs, DAAs and IKs, with twists on each.
Still, some others believe that the difficulty curve of Guilty Gear and the easier mechanics of Persona find a nice mix in Blazblue, who has many of the staple mechanics but also boasts an impressive roster (but most tournaments typically boil down to, like, 4 characters).  It is far from the most balanced, but what I thoroughly enjoy about it is how there are obvious hard-counters to other characters, who then hard-counter other characters; it should be noted, though, that many tournaments discourage people from playing several characters.
As a complete departure from the others is Arcana Heart, whose latest iteration had something like 20 characters and I think just as many arcanas, who each had a separate moveset, so you could mix and match them together.  It was pretty nifty, but what I loved about it was the aerial combos because of the Homing Dash mechanic (where, you guessed it, you home in on them).  I never got very proficient at it because shortly after I bought it on XBL, my sister stole the 360 and went to college with it.  Hurrah.  Hit-stun combos were shorter than usual, which I enjoyed.
Lastly, the one I have least experience with, is Skullgirls.  Played either in 1v1 or 2v2, it's sort of like a tag-team airdasher, which allows for some pretty cool mixups.  It set out, as I said earlier, to be one of the most stringent on mechanics, but I didn't get to play that much.  I do know that it has some cool combos, and a system similar to the Homing Dash, and has a very interesting art-style (which is almost enough alone to buy the game).  It's different, I never see it played, but if you really wanna round out your experience in airdashers, this is definitely a must.  I've heard the comment several times that if you get good at Skullgirls, it'll directly transition into most other fighting games because it lacks crutches to fall back on (e.g., Persona's Furious Actions or Guilty's Level 6 attacks).  The armor-frames in the game are supposed to be lower, but I don't really know about all that, now.

I'll get deeper into this and analyze each game that I can, but I'M TIRED SO HAVE FUN BAI

Tuesday, November 13, 2012

Review: Asura's Wrath

I forgot to mention it, but whereas I'm not a music hipster, anime is an entirely separate story.  I've been watching it since I was probably around 7 years old, and I never quite remember a time where I've liked the typical American TV show as much (looking at you, Power Rangers).  Because of that, I have this infinite-draw to things that remind me of my childhood, much like everyone else does, but it just so happens that, instead of synchronized arm-movements in spandex, I like watching pissed-off-lookin'-white-guys-punch-shit-in-the-face, a la Fist of the North Star.
So, one night, I was drunk-cruisin' the PSN-webz, lookin' for demos, when I find something that looks silly.  White-haired guy punching shit until it explodes?  How good of a game can it be?  OH WAIT, I FUCKING LOVE STUFF LIKE THIS.

The easiest way I could explain how amazing this game is, is by comparison.  It's like S-Cry-Ed, Fist of the North Star, and Tenjou Tenge had a bukkake session on Gurren Lagann.
Let me back up.  The main issue that I just could not--for the life of me--wrap my head around Gurren Lagann was because for as manly as they all tried to be, the male lead is the most effeminate guy in any anime of the genre I've seen thus-far.  He has a lot to live up to: Kazuma, Kenshiro, Kyo (that's a lot of K's)?  I mean, they're manly.  They're drawn with manly proportions.  They have manly facial expressions.  They, very normally, punch people in the face so hard that things happen besides the face gets punched.
Now, I get that Gurren Lagann is all about robots and drills and stuff, but what was manly about that show was the emphasis on the theme, rather than the characters themselves.  Kamina pales in comparison--hell, I'd say he pales in comparison to Onizuka--but, it was still an over-the-top, hypermasculine anime because the presentation of the theme.
I'm not, by any means, knocking Gurren Lagann.  It's its own show, and whereas I haven't actually gotten around to watching it all (I skipped a lot of the middle--my friend was showing me the "highlight episodes"), I can tell that it just isn't really my cup of tea.

So, this game.
Put it this way: you're fighting you old master on the moon, when he takes his sword out and slashes so hard at you that it cleaves the moon in half.  After a tussle, he thrusts!  You grab the tip of the sword with your 8 hands, but he lifts you up with it like a pole-vaulter and runs, jumps, and plunges off the moon, down towards the Earth to impale you on a sword that only extends further.
Upon entry, your arms blow off, until you're impaled between the crater you've made, with one hand still grasping the sword.  DO YOU GIVE UP?!  HELL, NO, YOU GET ANGRY!  YOU PUNCH THE SWORD (which has extended so far it's broken through the other side of the earth) SO DAMN HARD IT SHATTERS, ALONG WITH YOUR HAND, YOU KICK THAT FUCKER OFF YOU, GRAB THE SWORD IN YOUR MOUTH, AND CUT THAT FUCKER'S GUTS OUT.
THIS SHIT HAPPENS.
Next scene?  You find your old rival and he's trying to kill you.  You have no arms, but you're not going down without a fight!  You headbutt him so hard that the kinetic force blows THROUGH HIS HEAD AND CREATES A SHOCKWAVE THAT CLEAVES A ROCK AT LEAST A KILOMETER BEHIND HIM IN TWO
AAGGHAGHAHGAHGHA MANLY

So, I downloaded the demo but didn't pick the game up immediately, because I heard some horrible things about the endings (being a Capcom game and all), and I'd like to address some issues that I've ran into thus-far:
  • After beating the game, you're given the task of finding the "True Ending," which leads you to believe that there's SOMETHING MISSING THAT IS VITAL to the canonical story.  It isn't.  It's actually a set-up for the DLC that Capcom released two months after the game, "Nirvana," which tells a purely auxiliary story.  Now, I've always had an issue with the gamers in this right.  The complaint is that Capcom intentionally withheld the ending and that you need to pay $6 to find it.  Personally, I feel like it's an expansion-pack: you don't NEED to play it, and the story wraps up extremely well without it (I actually liked the normal ending much better than the "True Ending," because the "True Ending" wasn't a "True Ending" at all--it was an "expository ending for the DLC").  Expansion pack.  Not completely canonical to the story at all.  Play through and you'll see exactly what I mean.
  • The gameplay is too short, and there are too many cutscenes.  Essentially, some of the gamers who played it say that the 6-minutes of gameplay in the 20-minute episodes are too short, and they get tired of watching it.  Lemme preface the rest of this with the statement that this is less of an action-RPG (as some have tried to liken it to) and more of a graphic novel.  You will watch events unfold, and you will watch people get beat up.  There are quick-time events that aren't pivotal at all to the storyline, and don't change anything if you fail, but you do get rated based on it, and the higher rating you get, the more you unlock (art and different perks), and you need 5 S-ranks in order to unlock the "True Ending" (it took me a play-through and one more episode to achieve that, so it's not entirely hard).
  • The fighting can be repetitive.  I mean.  I won't even get on this one.  It's a simpler system but it's a fun and fast-paced system.  Plus, you get to see people get punched in the face.  I'd liken it to the Naruto fighting games if I could, but I've never played them (only watched).
  • $60 is steep for a 6-hour game.  That was, anyway, the original complaint a lot of people had.  It's $16 now.  Go get it.
So, let's actually talk about the game.
Much to the disavail of many a Hindu, the game is a bastardization of the telling of some story or another.  Essentially, though, Asura and seven other generals comprise the generals of some super-army that's meant to stop the Will of the Planet from destroying humanity.  It keeps coming back.  It really hates us.  Anyway, so it opens up by you killing Vlitra (the Will thing), and then a convoluted scheme turns into a betrayal when they frame you for the murder of the emperor, kill your family, then straight-up wreck yo' shit.  Essentially, anyone would get angry, right?
Well, Asura gets really angry.  12,000 years later, he wakes to find that the other seven generals have rose to power as "deities."  They feed off people's prayers (or Mantra) for their power, and they really don't like Asura.  The feeling is mutual, however, he goes on a giant, fist-for-words tirade all up on dey asses.
The game itself, as I said earlier, plays like a movie with QTEs, with fighting (beat-'em-up-style, but...camera behind you), and with rail-shooter segments that seem like a pissed-off version of Rez.  You're judged on the time it takes to complete different parts, your style in battle, and your "synchonicity" with Asura (I'd fail because I'm not nearly as mad as him).  The combat is extremely stylish, in a way that only Capcom can present it (DMC-esque but much more brawler-type).
The audio is splendid, the music being a compromise between Chinese folk music, Japanese anime music, with Indian instruments thrown in for motif.  The sound effects get pretty old, because most of them consist of punches landing and a bunch of different shouts (seriously, I'd say that there are probably around 40 for him, so it is varied, but it's also still just a bunch of shouts).  The voice-acting is probably the best I've heard in a video game, and suits everyone extremely well.
Let me reiterate something that everyone has already said, though.  It's hard to compare this game or judge it because it's really like nothing I've ever played.  It's like I'm playing an anime.  Main point here.

It's not without its flaws, though, and some of them are really big flaws.  On more than one occasion have I been unable to time something because there's so much going on on-screen that the PS3 lags out for me.  The rail-shooting sequences can get extremely busy, and the beam-weapons are especially hard to figure out where they're actually firing on screen.  For the most part, neither of these are bad.
Until the DLC.
Don't get me wrong, I just beat the DLC, so I wanna rest on it before I mention anything about it (get off the high), but if you so happen to grace yourself by the amazingness of this game and its DLC, wait until the fight towards the end with Yasha.  OH LOL YOU LIKED SEEING THINGS NAH.
All-in-all, buy this game.  It'll take you a day to beat, which, if you're a college-kid, you'll love.  Maybe a week to perfect everything.  I won't say there's a lot of replay value, but there is a lot of feels falcon-punched.

Seriously, though, did anyone else see that?  I totally just falcon-punched his head in half.

Introduction

Hi.  I'm Travis.  I play video games and form opinions on, essentially, everything I can.
I know there are plenty of blogs out there, but I've decided to start one myself for the sheer self-gratification.  It's a good time, you should try it!  What's this blog to consist of?  Currently, I'm thinkin' reviews and whatnot, but we'll see where we wind up.
Little about me.  Let's see...I'm a math- and physics- double-major, currently going to a Florida state-university.  I need to graduate--college is such a bore now.  My girlfriend's the breadwinner for the future, she's doin' Chemical Engineering.  We have a hedgehog who hates us, but knows we love him.  If I had to throw a label on the relationship, I'd say we're quirky, but I feel like everyone says that.
I drink pretty heavily every now and again (when I can afford to, mind you), and play League of Legends a lot more than what's really necessary (main Anivia and Diana, hate Master Yi because fuck that guy).  Don't ask me about Elo, because it's completely arbitrary to me ALSO IT'S THE FUCKING ELO SYSTEM ON A TEAM-GAME WTF.  I played DotA, don't get me started on that, because the whole "MOBA/ARTS/AoS/DotA" genre is like a circlejerk of angry.  My primary love is airdashers and RTS', with a little RPG thrown in.
I'm a big purveyor of music, but not a big hipster.  It's too much work to find underground bands for me to be bothered with it, and to be perfectly honest, drunk-Travis likes dancing around to Ke$ha anyway.
And with that, I'm gonna start writing my first review.  Lalala.