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Entries in street fighter (8)

Tuesday
Jun072011

Time for a New Stage in Fighting Game History

Fighting games need to grow up.

They’ve had their moment in the spotlight. We’ve seen all there is to see of their current paradigm. I get it already, developers. Every female character is going to wear a slutty outfit. Schoolgirls in short skirts are fair game. Boobs are awesome. Violence is equally awesome. Long strings of complex commands completely unexplained by the game are the norm. Single player exists because it has to and is deserving of little to no focus.

I’m not saying the current state of fighting games is bad, I’m saying it’s time to move on. 

JRPGs get a lot of crap for being stuck in the past. Everything about them is stagnant. From character designs to save systems to menus to combat, all aspects of modern JRPGs could have come from a decade ago with almost no change.

The only reason fighting games aren’t getting the same level of shit for the same problem is that they’re not as popular. 

 

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Monday
Apr182011

Maniacal Microtransactions

I was once a strong proponent of downloadable content (or DLC). I loved the very concept. The lifespan of my favorite games could be extended, giving me more reason to play a beloved title. New ideas could be injected into a finished product. Fresh concepts could be brought to a game already solidified and stamped on a disc.

Increasingly I find myself disillusioned and disappointed with what the reality of this idea has become. I find myself struggling to find things to spark my excitement in a digital marketplace strewn with blatant examples of publishers using DLC in all the wrong ways. Even when it’s used in the right ways, which is rare enough these days, it still brings some troubling trends to light.

Perhaps it would help to begin by demonstrating what lies at the root of the problem: cost. DLC could have been a fantastic way to extend a gaming experience in a meaningful way beyond what was possible on the disc, and indeed you do occasionally see it used for this purpose. More often than not however, it seems to be little more than a way to increase the cost of the game without actually having to mark up the price tag in stores.

As one example, consider the fighting game BlazBlue: Continuum Shift. It is but one example of a game simply riddled with DLC that overcharges and under-delivers, complete with a side dish of greed and deceit.

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Thursday
Dec092010

Best of the Decade: Street Fighter IV

Street Fighter IV 

Platforms: Playstation 3, Xbox 360, Windows

Release Date: February 17, 2009 (PS3 and 360)

Publisher: Capcom

Developer: Dimps/Capcom

For a great many years, my heart belonged only to Soulcalibur. I dabbled with other fighting games from time to time, but I could never gather up the motivation to stick with any of them long enough to get past that initial awkward button-mashing phase that’s inherent to trying any new series in this genre.

Most of all I was mystified by the Street Fighter phenomenon. I’ve always had a love/hate relationship with Mortal Kombat, which is to say I hate the fighting but love the cheesy characters and world they inhabit, but the appeal of the series is clear enough: cheesy B-movie aesthetic and plenty of gore. Dead or Alive isn’t my thing, but it has lots of anime-inspired girls with giant floppy breasts in it so its success is easy to understand. 

But when I looked at Street Fighter I was never able to grasp the appeal. Everything looked too simple and too repetitive. And, as fighting games aren’t exactly known for their ability to ease in newcomers, every time I’d try to pick it up I’d get stomped on and write it off. I had no street fighting friends to convince me to stick with it. 

When Street Fighter IV came out, something clicked.

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Tuesday
May042010

Street Fighter IV iPhone Review

Street Fighter on the iPhone is something that by all rights should not even exist, much less in any form that actually resembles what a normal human being would consider a playable game. It should be a cheap cash in. It should be an abomination. It should have no redeeming value whatsoever.

I mean, come on. It's Street Fighter! On the iPhone! We are talking about a fighting game that represents the ultimate in precision controls, precise timing, and skillful input. Slapping a game like that onto a portable device with no physical buttons should be nothing short of blasphemous.

But yet, here we are. Street Fighter has been released for Apple's touchscreen device, and it doesn't suck. Color me surprised.

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Tuesday
Jan052010

Best of 2009 - Street Fighter IV

Some games have gotten recognition from me on this rather insignificant list because of how individually spectacular they are. There was something amazing or addictive or original about many of the games discussed so far that put them on a level above other products released this year.

Street Fighter IV gets the nod for another reason. Sure it’s a terrifically crafted, well-polished game, but the real reason it stood out to me in 2009 is because it marked the first time any fighting game other than my beloved Soulcalibur series had ever managed to truly hook me.

That’s quite an accomplishment.

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