Showing posts with label PS3. Show all posts
Showing posts with label PS3. Show all posts

Tuesday, April 3, 2012

Deadliest Warrior: Legends Review

If, through some fluke of space and time, Genghis Khan and William Wallace had clashed on the battlefield, who would have won? Deadliest Warrior: Legends doesn't provide a definitive answer to this question, but it does suggest that the battle would have been bloody and possibly absurd. Khan might have broken Wallace's leg and chopped off his arm before twisting his neck with his bare hands. Or perhaps the two warriors would have slashed at each other for a few seconds before Wallace's sword miraculously passed right through Khan's body, instantly making Khan go as limp as a rag doll. Legends is a brutal and goofy game that's good for some guffaws. But the short and silly battles and technical problems of this fighter give it about as much longevity as Attila the Hun has after you've cut off a few of his limbs.



Legends lets you choose one of nine historic leaders to take into one-on-one battles with other such personages. Those nine characters are broken down into three categories. Guerrillas like Sun Tzu and Shaka Zulu lack armor but move quickly; champions like Hannibal and Alexander the Great are heavily armored and relatively slow; and berserkers like Hernan Cortes and William Wallace are powerful offensive fighters. Battles occur in three-dimensional space, and you're free to run in any direction. With the three attack buttons, you can perform strikes that target your foe's head, body, or legs. Strikes to the limbs can leave your opponent crippled, making him hobble on his feet or preventing him from wielding heavy, two-handed weapons. And a blow to the head is likely to kill your opponent instantly.



Each warrior can wield quick short-range weapons, slower medium-range weapons, and ranged weapons. There are no health meters in this fighting game; characters collapse when they've suffered a blow the game deems fatal, or when they bleed out from a severed limb. Matches often end within just a few seconds of starting, perhaps with an arrow through a warrior's eye or a sword strike to the head that sends a helmet flying off at a trajectory that makes no sense. You can also attempt to grab your opponent. If you succeed, both combatants must then hit the low, medium, or high attack button, and unless the defender makes the same input as the attacker, he suffers a broken leg, a broken arm, or death, depending on the area the attacker targeted. The finishing moves that play out when a warrior successfully performs a high attack in a grapple (or a medium or low attack to an already disabled area) are sometimes shockingly brutal. Vlad the Impaler's finisher, for instance, demonstrates how he earned his grisly nickname.



Because a single blow can bring the match to an end, there's none of the tension here that can evolve over the course of a battle in a traditional fighting game as combatants feel each other out and whittle each other down. A different kind of tension could have emerged from battles in which any hit could prove fatal, but Legends is too sloppy to generate much excitement. The game's instructional screens have information about different types of damage--slashing, piercing, and crushing--and the varying effectiveness of armor against these types of attacks. But the actual gameplay doesn't support the depth that this suggests. It's hard to see how such details could matter much when, during battles, weapons regularly clip right through people, swords and shields disappear from a warrior's hands when he tries to grab his opponent, and combatants sometimes collapse dead from attacks that didn't even appear to make contact. There's often no clear rhyme or reason to why one fighter falls while his opponent is left standing, and this makes it nigh impossible to become invested in the action.



So a realistic fighting game this is not. Your best bet for getting any enjoyment out of Legends is to approach it not as a simulation, but as the video game equivalent of a schlocky martial arts movie, complete with lousy fight choreography; cheap, bloody special effects; and hilariously bad dubbing. Before each battle, the warriors speak a few words or emit a fierce battle cry, and both the mouth movements and the timing of those movements are so mismatched to the sounds you hear that you may wonder if the game isn't intentionally evoking the stereotypical image of poorly synced dubbing from low-budget kung-fu flicks. It's funny at first, but, like nearly everything else about the game, it looks cheap and hastily slapped together, and the initial amusement wears off quickly.



Whether or not the poor lip-syncing is intended as a joke, Legends certainly has a sense of humor, and it shines most brightly when you turn on what the game calls Zombie mode in multiplayer combat. With this option in effect, fighters don't go down until every last limb has been hacked. A pair of legs, no longer attached to its upper body, might continue to speedily run around the arena, forcing the opposing player to give chase. These battles are a great source of physical comedy, reminiscent of the famous encounter with the Black Knight in Monty Python and the Holy Grail. But the underlying gameplay remains too chaotic and shallow to stay compelling once you've had your fill of laughter at this mode's sheer absurdity.



Legends has an Arcade mode in which you choose a warrior and progress through nine battles, and because fights can be so brief, you may spend nearly as much time on the between-match loading screens as you spend playing. You can also fight one-off battles against CPU opponents, or practice against dummy opponents. After you've completed the Arcade mode with each character, you unlock Challenge mode, where you can fight to survive against waves of opponents, engage in battles in which every hit severs a limb, or try to hack down a number of hanging pig carcasses before a timer runs out. The most interesting mode is the one with the least fighting in it. Generals mode is a simple war game inspired by Risk. You start out with a single territory and a home castle, and on a map, you assign armies to territories you control and direct them to other territories. When you target a neutral or enemy territory, a percentage indicates the likelihood of your victory, and as you claim more territories and entire zones, the number of bonus armies you receive each turn increases. The object is to conquer the enemy leader's castle, and when you attack it, you enter a one-on-one duel with that leader, which you must win to be victorious. Each general has attributes that affect his armies' chances in battle, such as bonuses to attack in mountain territories or bonuses to defense in the desert. But there's little actual nuance or strategy to this minigame. Brute force rules the day; build up a larger army, and an enemy's bonuses aren't likely to do him much good as you steamroll his forces.



Currently, Legends is suffering a crippling blow at the hands of its own busted online multiplayer. There's a common issue causing a significant percentage of ranked matches to freeze up during their initial loading screen. Non-ranked player matches aren't suffering from this problem, but the opportunity to compete with human opponents (which you can also do locally) can't redeem Legends' basic, ugly combat. Last year's Deadliest Warrior: The Game was too unrefined to be entirely successful, but there was something promising about its attempts to simulate realistic, bloody combat. This sequel not only fails to build on that promise; it stabs a knife right through its heart.

Sunday, April 1, 2012

BlazBlue: Continuum Shift Review

Last year, the deep and wild 2D fighting of BlazBlue: Calamity Trigger made the game a favorite among those who like their characters crazy and their action complex. BlazBlue: Continuum Shift is more of a refinement of the original game than a full-fledged sequel. It introduces some great new modes that make the action more accessible to newcomers, and the new characters and balancing refinements ensure that this is the version of BlazBlue you should own.



As with Calamity Trigger, the greatest asset to Continuum Shift is its tremendously diverse roster of fighters. With 12 returning characters, two new ones available from the start, and a third who can be unlocked or purchased, BlazBlue doesn't have the largest stable of fighters to choose from. But what it lacks in number it more than makes up for in variety. Each fighter feels significantly different from the others, and they run the gamut from accessible characters with movesets that will feel quickly familiar to anyone who has spent time with fighting games, to characters with truly strange abilities that make them considerably more difficult to master. Among these are three new characters who fit right in. Tsubaki is a swordswoman with a shape-changing blade who has some effective combos that are easier to pull off than those of other characters, and whose special ability temporarily increases the power of her special moves. Hazama is a snappy dresser and one of the tougher characters to play effectively. He can unleash a snake-like tentacle called Ouroboros which lets him close the distance between himself and his opponents very quickly. Mu, the unlockable character, is an outlandishly armored fighter whose special ability is placing turrets that blast her opponents. If placed strategically, these can make for some very effective traps, and make her a force to be reckoned with in the hands of those who can use this tricky mechanic well.



Each character has weak, medium, and strong attacks, and a drive, which is a special ability. Those unique abilities are the most dramatic thing that sets BlazBlue apart from other fighting games. On top of that, there are a large number of other mechanics in BlazBlue that can be daunting for newcomers. Heat gauges, barrier gauges, guard primers, and more are on the screen at all times, and making sense of all this is not easy. Making things more difficult is that BlazBlue's fighting system is technical, placing a heavy emphasis on cancels, juggles, and long combos that cannot be escaped. Those who spent a lot of time with Calamity Trigger may notice Continuum Shift's adjustments, but one the whole the refinements are quite subtle. There are new moves for each character, as well as changes to the way the game handles some of the more advanced techniques, yet Continuum Shift's core mechanics feel very much like those of its predecessor, which is no bad thing. It does mean that BlazBlue remains one of the more inaccessible fighters out there, though, and it can be intimidating, even for those who have spent lots of time with other fighting games. Thankfully, Continuum Shift introduces a few modes that make learning the ropes somewhat easier.



The Tutorial mode goes over everything, from the most fundamental basics of character movement, to detailed information about each character's specific movesets and combos, letting you select only those lessons you think might be of use to you. The lectures about all of the various game mechanics are a bit dry and long-winded, but the Tutorial mode is nonetheless a welcome addition. It's also nicely complemented by another new addition, the Challenge mode, which which makes you perform a series of increasingly difficult combos with your selected character. You can display the command inputs on the screen and watch a demonstration of the moves if you're having difficulty nailing the timing. Together, these two modes make an effective and full-featured training tool.



In the end, though, the only way to really learn how all the pieces fit together is to get down to the business of fighting, and BlazBlue gives you a number of ways to jump into the fray. There's a standard Arcade mode that lets you fight it out against a series of opponents with a hint of a story for each character. There's also a much more elaborate Story mode, in which you play as all 14 of the initially available characters. The tale is nearly impenetrable, and it's told in such a bland, uninvolving way via conversations between character portraits that it's impossible to care about it, which seems strange given how much anime-influenced over-the-top intensity is present in the fighting. A good story isn't a necessity in a good fighting game, but BlazBlue puts so much emphasis on its own story that the game definitely would have benefited from some more dramatic flair in the telling.



There's also a pure Versus option for battling the computer or your friends, a Score Attack mode, and a mode called Legion, which is essentially a survival game type in which you move from space to space on a map, recruiting new fighters to your army from the ranks of the armies you defeat. It's a neat idea, but it feels underdeveloped, and since it can be played only against the computer and it never changes, there's little reason to come back to it time and again. Like just about any fighting game worth its salt, this game is at its best when played against human opponents, and like its predecessor, Continuum Shift boasts excellent online play. You can jump into player matches or ranked matches or create your own lobbies for up to six players. Matches can be configured with a variety of options, and while lag can be an issue in some matches, the game lets you filter searches by connection speed, which proved in our experience to be a useful way of seeking out opponents we could battle without any noticeable lag.



BlazBlue's distinctive and beautiful visuals make it almost as interesting to watch as it is to play. The two-dimensional characters are gorgeous, with intense colors and a level of detail that makes them practically pop off the screen. The backgrounds, which combine two-dimensional and three-dimensional elements, fuse the old-fashioned and the futuristic to fascinating effect and provide a lovely and memorable backdrop for the action. The action may actually be overstimulating at times, with so many dramatic effects accompanying so many of the attacks, but all that visual craziness lends BlazBlue its own unique flavor of intensity among fighting games. The sounds are similarly bold and energetic, with the announcer frequently shouting "Counter!" and the combatants exchanging compliments and insults throughout each fight, while the stirring score matches the exuberance of the visuals.



With Super Street Fighter IV and now BlazBlue: Continuum Shift, $40 seems to be the going rate for fighting game follow-ups that add enhancements and refinements rather than provide the amount of new content that would justify full price. With only three new characters, this is a tougher sell than Super Street Fighter IV, and given its unabashedly technical mechanics, some players will still find it too arcane for their tastes. But if you are looking for a fighter that's distinctly different from the Street Fighters and Mortal Kombats of the world, Continuum Shift makes it easier to get into BlazBlue than it was before. And if you're already a BlazBlue fan, the new characters and balance tweaks make this the better version of the game.

Dragon Ball Z: Ultimate Tenkaichi Review

No ordinary human could ever perform the kinds of tremendously devastating and destructive attacks that the characters of the Dragon Ball Z universe regularly pull off. But even for Goku, Vegeta, Piccolo, and the rest of the gang, such abilities take dedication, training, and a great deal of energy and effort. In Dragon Ball Z: Ultimate Tenkaichi, however, sending opponents flying through the air with a kick is as easy as pushing a button, and firing off a kamehameha takes only a press of the right thumbstick. In fact, combat requires so little effort on your part that, despite the explosive display of power and fighting skill happening onscreen, it's hard to feel invested in what's taking place. Ultimate Tenkaichi is all spectacle and no substance.



Battles in this fighting game pit characters against each other in three-dimensional environments. When close to your opponent, you can dish out a flurry of melee attacks by tapping a button repeatedly, or press another button for a slower, more powerful attack. If you land a string of attacks, the action stops for what is called an attack clash. At this point, you and your opponent select one of two options; if you each choose different options, you win the clash, dealing damage and potentially sending your foe soaring through the air, giving you the opportunity to keep a chain of attacks going. If the defender chooses the same option that you do, he or she breaks your combo and performs a counterattack. There's no sense of timing or skill involved in unleashing the chain of attacks that triggers the clash; the stops the clashes bring about interrupt the flow of battle; and the continued success or failure of your attacks comes down to a 50-50 chance rather than to any actual prowess or technique on your part. It's a shallow and uninvolving melee combat system, and one in which the sight and sound of combatants being knocked hundreds of feet through the air is so commonplace, it quickly becomes tiresome.



If you have sufficient ki (energy that you can charge up by pressing down on the D-pad), you can perform a breakaway attack, which again presents you with two options that result in either dealing damage or taking damage. After the breakaway, you're at a greater distance from your foe. From here, you can fly in all directions and can fire ki blasts, but combat at this range plays out almost identically to melee combat. Landing a string of ki blasts triggers an attack clash, and once again, both you and the recipient of your blows choose from two options that determine how things play out.



Performing the dramatic signature moves of these characters is even less exciting than everything else about the combat. When one combatant's health is running low, the fighters gain access to their spirit gauges. At this point, firing off a galick gun, a spirit bomb, or any other super attack is done with a press of the right thumbstick. The visuals that accompany these attacks are appropriately intense--waves of energy tear up the earth, and massive explosions are viewed from orbit--but the simplicity with which they're performed makes them unsatisfying and anticlimactic. If you're on the receiving end of such an attack and you have enough ki stored up, you have a few options. You can guard, which automatically reduces the amount of damage you take. You can evade, which requires that you pull off a sequence of timed button presses; if you succeed, the attack does no damage, but if you fail, it does more than it would otherwise. Finally, you can intercept the attack. This leads to a button-mashing contest, and if you win, your attacker takes damage from his or her own super attack. These options balance risk and reward nicely, which makes being the target of a super attack one of the few mildly engaging situations you might find yourself in while playing.



There are a number of ways to experience the shallow combat of Ultimate Tenkaichi. Story mode has you playing through a series of battles based on events from the anime. Sometimes the story is advanced by cutscenes, but far more often, all you get is a wall of text summarizing events. In addition to the standard one-on-one battles, Story mode has chase battles, which are boring sequences in which you just move your character around to either shake off a pursuer or catch up with someone you're pursuing. But the worst aspect of Story mode is the boss battles with massive enemies. These towering opponents repeat the same simple attacks over and over again, as you dodge their assaults and chip away at their health. Eventually, you must complete a quick-time event to win. A delay between the moment you press the button and the moment your press registers makes some of these needlessly tricky, and the amount of damage you sustain if you fail is so huge that one or two mistakes are enough to finish you off and force you to repeat the entire tedious process from the beginning.



Such boss battles also appear in Ultimate Tenkaichi's Hero mode. Here, you create a character from a very limited number of options and make a name for yourself in a parallel version of the DBZ universe. The idea of creating your own character whose skills increase as you progress is an interesting one, but because the underlying combat mechanics are so shallow, there's no rewarding sense of growth to be had. That shallowness also saps the fun out of online combat. Human opponents are more unpredictable and more fun to fight than AI combatants, but Ultimate Tenkaichi's focus on mashing buttons and winning games of chance over skill and technique makes it a dull fighting game regardless of whether your opponent is human or artificial. There are also tournament options and the ability to create battles between teams of up to five characters (though only one character per team is fighting at any one time), but there's nothing you can do to infuse the action with the energy it appears to have.



The combat certainly captures the intense look of the anime it's based on. Attacks appear to possess incredible power, and stylish camera angles strive to create a sense of impact as characters collide in midair or hit the ground with enough force to shatter the earth around them. But this appearance of excitement rings hollow; the characters grunt and sweat and fire massive beams of destructive energy, but the dull gameplay leaves you feeling disconnected from their struggles. If you're looking for an engaging Dragon Ball Z experience, you're much better off watching the anime than playing this game.

Tuesday, March 27, 2012

Mortal Kombat Review

As fighting games go, Mortal Kombat has always held a distinct place in the history of the genre, shunning the often cartoonlike style of its contemporaries in favor of gore and guts. Its latest incarnation is no different, pushing the boundaries of taste to the extreme with ludicrously over-the-top attacks that see you ripping your opponents in half, impaling them on spikes, and stamping on their chests while their internal organs bounce around like tetherballs. Subtlety and sophistication are not Mortal Kombat's strong points, but beneath its bloody exterior lies an engrossing 2D fighting game that manages to capture the feel of its forebears, while also offering new experiences for longtime fans.



Most fighting games have some kind of narrative backing up the action, but few do more with it than bookend their arcade modes with a few cutscenes. Not so in Mortal Kombat's Story mode. Each fight you have is punctuated by in-engine cinematics, taking you on a journey that reboots the narrative from the first three Mortal Kombat games. The story picks up where Mortal Kombat: Armageddon left off, with Thunder God Raiden under attack from Shao Kahn, an evil emperor hell-bent on merging Outworld with Earth Realm--a process that threatens to end all life on the planet. Raiden sends a message to his past self in order to prevent that outcome, which manifests itself as a series of visions. Though he's not entirely sure what the visions mean, Raiden proceeds to help the people of Earth Realm compete in the Mortal Kombat tournament, which decides the fate of the two worlds. By using the time travel mechanic, the story does a great job of introducing new players to the series, while also giving long time fans a new perspective on events. Be warned if you're not a fan of cut scenes, though. You can't skip them, even if you've already watched them when you resume a game. You also can't choose to replay specific sections of Story mode, even after you've conquered it; you either resume from your last save or start all the way from the beginning.



You initially take on the role of the actor Johnny Cage, whose arrogant personality and inordinate sexism make him something of a chore to listen to. Fortunately, you play as different fighters as you progress, most of which made an appearance in the first three games. They include classics such as Scorpion, Sub Zero, and Liu Kang, through to later additions such as Kabal, Smoke, and Sindel, who are unlocked from the start. You're also taken through a range of different environments, which look great. They're full of detail, re-creating some of the classic environments from previous games. One moment you're fighting beside a river of blood or in the fiery depths of the underworld, and the next you're being transported to an arena filled with giant monsters and chained-up slave girls. PlayStation 3 users have the option of playing in stereoscopic 3D, and also get a bonus character in the form of Kratos, complete with his Blades of Exile. Each time you switch characters in Story mode you learn about their origins and motivations for joining the tournament, whether that's revenge, bravery, or simply being in the wrong place at the wrong time. Though it would be inaccurate to say the story is particularly deep, it is entertaining, with tongue-in-cheek dialogue and a number of twists that keep you guessing--even if it gets a little absurd at times. Each character is well voiced, though, and because there's some motivation for the fighters' actions, there's more than just gameplay to keep you invested through until the end of the five-hour-plus narrative.



That's not to say the gameplay isn't enough to keep you entertained--far from it. Mortal Kombat makes a return to the single-plane 2D fighting that the series is known for, albeit with 3D models in place of digitised sprites. Your goal is to knock out your opponent using a range of kicks, punches, and special moves, such as knife throws, acid spit, and fireballs. You can chain moves together to perform combos, and also juggle your opponents by knocking them into the air and following up with additional attacks. Pulling off such moves is tricky, but things are made a little easier with a stripped back control scheme that harks back to the simple controls of the arcade originals, albeit with some tweaks. There are still four primary attack buttons, but rather than launching high and low attacks, each button now corresponds to a limb--similar to the control scheme from the Tekken series. Separate buttons perform blocks, while another performs throws. Though longtime fans may lament these changes, they actually make things a little easier, particularly if you're new to the series, as it's much more intuitive to perform low attacks by pushing down on the D pad or analogue stick.



The new controls are pleasingly responsive, with a feel that's very much reminiscent of Mortal Kombat II--that is, very fast. You need quick reflexes to dodge your opponent's attacks, as well as for finding those small openings in fights where you can squeeze in a punch and follow up with a devastating combo. Many of the button combinations for moves have been simplified. You still need speedy thumbs to enter in the button commands at the right time, but with less to remember it's easier than ever to pull off some impressive looking attacks. If you're used to playing the likes of Super Street Fighter IV, then the feel of Mortal Kombat will take some getting used to because the animation is less fluid. Moves don't string together as smoothly, so if you try to perform a combo that isn't in your character's repertoire, there's a delay between each attack, which feels jarring if you're not used to it. This doesn't make the game any less fun, though; it's just a different approach.



While the basic controls have been stripped back, a super meter has been introduced that gives you a few more options during a fight. As you receive and land hits, the meter builds up through three levels. The lowest level gives you access to enhanced moves. By holding down the block button while performing one of your character's special moves, that move becomes faster and more powerful, making it much trickier for your opponent to dodge. Fill the meter up to the second stage, and you can perform breakers--a type of counterattack. Tapping a directional button while holding down the block button breaks up an opponent's combo, letting you unleash a satisfying counterattack of your own, though getting the timing right does take some practice. Max out the meter, and you can perform devastating super combos called X-ray moves. These vary depending on your chosen character, but all are performed the same way, by holding down the block and stance buttons.


Monday, March 26, 2012

Super Street Fighter IV Review

In a world where downloadable content keeps games fresh long after their shine has started to fade, fighter fans may perceive the retail release of Super Street Fighter IV as a way of double-dipping into the pockets of series devotees twice in consecutive years. But that's not the case here. While the game expands on the solid base established by its precursor, Street Fighter IV, brawlers who dismiss this as merely a lick of paint and a roster update will do themselves a major disservice by passing on its excellent features and gameplay.



Some of the changes, such as the introduction of a second user-selectable ultra combo per character, new online battle modes, and fresh animated cinematics that bookend each storyline, are obvious, but plenty of work has also been done under the hood, away from prying eyes. Each character has been rebalanced to maintain a level playing field; for example, Sagat's Tiger Shot damage has received a minor reduction, while Ryu's fierce Shoryuken now lands two hits instead of one. For a game as ferociously contested online and offline as Street Fighter IV, these fine adjustments are just as important as introducing new fighters to the already well-populated roster.



Super Street Fighter IV adds 10 new playable characters: eight from previous Super Street Fighter, Alpha, and Street Fighter III games, and two brand-new ones. This brings the total roster up to 35 playable characters. The game's complete character roster--which is now available in its entirety from the outset and no longer requires multiple completions of Arcade mode in order to be unlocked--includes the 12 classic world warriors: Ryu, Ken, Chun-Li, Blanka, E. Honda, Zangief, Guile, Dhalsim, Balrog, Vega, Sagat, and M. Bison. All of the Street Fighter IV characters return: Cammy, Fei Long, Sakura, Dan, Rose, Gen, Abel, Crimson Viper, El Fuerte, Rufus, Gouken, Akuma, and Seth. New additions to the lineup are ninja schoolgirl Ibuki; young martial arts entrepreneur Makoto; Muay Thai kickboxer Adon; heavy-hitting Native American T. Hawk; Final Fight characters Guy and Cody; beat-crazed dancer Dee Jay; and gentlemanly pugilist Dudley.



Turkish oil wrestler Hakan and taekwondo Shadaloo agent Juri also make their debut. These two handle very differently from each other. While the comical appearance of the bright red Hakan and his body-oil-bathing routine are a bit strange, it does give him a competitive advantage; he uses heavy hits and slides in tandem with his grapple abilities to send opponents crashing into walls or looping in orbit around him like a hula hoop. By contrast, Juri's speed makes her nimble and deadly, perfectly suited to chaining together midair combo kicks, while her twirling EX Senpusha provides wide-reaching antiair defence.



Whether this is your first foray into the series or you're a seasoned vet, there is plenty of help available to get you up to speed with the characters and their abilities in Training and Challenge modes. Training is a free spar area to practice your moves with an AI-controlled opponent, while Challenge walks you through 24 must-know attacks and combos per character. While last year's game forced you to complete a challenge before being allowed to move on, accomplished and impatient players can now work their way through sequentially or skip the basics to tackle more difficult tests. The Survival and Time Attack modes have unfortunately been removed, but they've been replaced by the fun and nostalgic car and barrel destruction bonus stages, which can be played in isolation or woven into Arcade mode.



The game's story loosely holds your hand as it guides you through the fighting tournament the characters are taking part in. The attractive anime-style cutscenes in SFIV have been refreshed and give you another glimpse behind the gloves at the usually ridiculous motivations of the combatants. In true Street Fighter style, cutscenes ask as many questions as they answer, and though the characters' relationships with one another carry on from previous games in the series, first-timers and returning fans should have no trouble following along as the shallow story unfolds and steers you through the short Arcade mode.



All of the gameplay mechanics introduced in SFIV (such as focus attacks and rival matches) make return appearances, and you can now choose one of two ultra combos per fighter. This grants the choice between a ranged attack or close quarters combo to suit your play style. The ultras are listed only by name, and while they're easy to distinguish for all of the returning characters who were in SFIV (since all the new combos are marked in purple as Ultra II), expect some experimentation to work out which one you want to use for less frequently played characters.



A handful of new environments have been added to the mix and give you the chance to exchange your flurry of punches and kicks in a busy marketplace, atop a Metro City skyscraper construction site, and beside a river in an African landscape during a solar eclipse. They're varied and vibrant, and subtle touches, such as approaching hippopotamuses, cheering crowds, and clay vases that topple and smash as you pummel your opponent, give each locale a lively feel.


Saturday, March 24, 2012

Cartoon Network: Punch Time Explosion XL Review

Punch Time Explosion XL doesn't just take inspiration from Nintendo's Super Smash Bros. series. Rather, it's as if Dexter, Samurai Jack, and a bunch of their Cartoon Network buddies staged an invasion to oust Mario, Link, and the rest of the Smash Bros. gang from the land of zany multiplayer brawlers and claim the territory as their own. The Cartoon Network crew makes a spirited effort, and they give Punch Time Explosion plenty of personality. But once the superficial and short-lived pleasure of seeing Blossom and Ben Tennyson battle each other in Foster's Home for Imaginary Friends wears off, the shallow combat and frustrating platforming quickly grow tiresome. Though this updated version for consoles adds a few new modes and a number of new playable characters and stages to those featured in the original 3DS release, these additions don't make the gameplay any more exciting.



Like the games that it imitates, Punch Time Explosion XL is a fighting-focused party game in which up to four characters clobber each other on a 2D plane. There are a total of 26 playable characters; eight of these, including fan-favorite Johnny Bravo, are new to this version. As you take damage, a number displayed as a percentage increases, and the higher this number gets, the farther you're liable to go flying when hit. You lose a life when you're knocked from the stage or fall from it. Each character has standard attacks and a number of signature moves at his or her disposal, as well as a special attack that can be performed once a meter is full. A variety of weapons--flyswatters, magic wands, and so forth--spawn frequently, and if you're quick enough to grab them before an opponent does, they can significantly increase your power. In addition, special items show up that, when collected, summon non-playable Cartoon Network characters like Panini and Valhallen to lend you a hand for a short time.



The playable characters exude all the charm of their TV selves; Flapjack's absent-minded, goofy grin is infectious, and Buttercup's glare tells you she means business. But a small number of voice samples that repeat much too frequently make the game's sound design grate; hearing Ben Tennyson exclaim "I should have picked a flying alien!" for the umpteenth time as he's sent soaring off the field in defeat may push you to turn the voices off altogether.



The environments in which you do battle contribute to the craziness. One arena has you fighting on the rooftops of Townsville while a giant robot smashes the buildings under your feet. Another finds you in the mouth of a giant whale who sometimes belches huge amounts of water and dead fish into the sea, threatening to expunge you as well. The result of all this is a chaotic game in which the unpredictability and zaniness generate some short-term fun as you discover what happens on the various stages and what the various items and supporting characters do. But whether you're playing against CPU opponents or friends, this chaos also makes it difficult to take much satisfaction in victory; so much happens all the time that the ultimate outcome seems as dependent on chance as on skill. You can opt to play with fewer items or no items at all, but stripping away these distractions only makes it more clear that the underlying combat is shallow and that attacks have no sense of impact. Characters tend to come together and dish out their attacks willy-nilly until one is sent flying.



XL has a few modes that weren't in the original 3DS release. Arcade mode lets you compete in a series of brawls against computer-controlled opponents. It sometimes pits you against overwhelming odds--you may need to fight all three Powerpuff Girls at once, for instance--and these battles are more frustrating than fun. As in so many fights in the game, victory here is at least as much about luck as it is about skill. PTE mode and Drones mode put the focus on something other than clobbering each other. In the former, the winner is the player who collects the most energy cubes; in the latter, it's the player who destroys the most robotic enemies. But you'll likely still spend much of your time in these modes fighting your opponents to prevent them from accomplishing their goals, so these variations don't significantly change or improve upon the Standard mode.



Punch Time Explosion is at its best in Story mode, but even here it has some serious problems. An evil force is corrupting the universes of numerous Cartoon Network characters, providing a fine excuse for the Powerpuff Girls, Numbuh One, Dexter, and a bunch of other CN stars to band together and battle evil. The enthusiastic and funny narration by a CN voice-over guy who just wanted to relax and enjoy some cartoons on his day off lends the story an authentic Cartoon Network soul.



Platforming takes priority over punching here, and bounding across chasms and over hazards with each character's double jump is pleasant enough. Or at least it usually is; some sections crank up the challenge in ways that only result in frustration. For instance, at one point you must make your way across a series of floating barrels that have a tendency to spin when you land on them, making it overly difficult to get your footing and make the leap to the next barrel. What makes this and situations like it doubly irritating is that losing all of your lives often results in a significant setback, requiring you to repeat minutes of easy gameplay to get back to the tricky bit.



Your side-scrolling escapades are also frequently put on hold when you're required to defeat a number of small-time bad guys or a single, more powerful cartoon character. These turn out to be some of the worst moments of Punch Time Explosion's Story mode, since they can almost always be won by repeating a specific signature move over and over. On occasion, you're required to protect a character as you defeat 25 enemies, a situation that encourages you to rely on this tedious but effective approach to knock the bad guys away from the clueless and vulnerable character you must keep safe. Other diversions also crop up from time to time in the form of basic turret shooting sequences, mine cart levels, and the like, and these are more welcome, preventing the platforming from growing stale. New in Punch Time Explosion XL is the opportunity to tackle Story mode with up to three friends, playing locally. Of course, sharing the adventure with friends makes it more enjoyable, but the game doesn't always make the experience an accommodating one. If one player runs out of lives, he or she may be sitting things out for several minutes.



Frustratingly, many of the playable characters and battle stages are locked at the start, so there's a good chance you'll need to sink in some time before being able to beat up your friends with your favorite character or in your favorite Cartoon Network locale. Since the gameplay gets old fast and the characters are the game's greatest asset, it's disappointing that so many of them are unavailable from the beginning. Punch Time Explosion has a host of cool characters, but without the support of exciting gameplay, their presence can only benefit the game so much. This XL version is crammed with even more fan service than the original, but it still fails to create an enjoyable experience that makes the most of its terrific cast.

Monday, March 19, 2012

Street Fighter III: Third Strike Online Review

Street Fighter III has long been a favorite of the hardcore crowd, but it's a game that never managed to match the wild mainstream popularity of its predecessor. Deeply technical and complex, SFIII was, for the most part, underappreciated when it was first released in the late '90s, but it nonetheless found a place as a favorite amongst tournament-level players. Street Fighter III: Third Strike was the last arcade update of the game, and it now makes its way onto current-gen consoles. This Online Edition is a practically flawless port of the arcade game, bringing with it all the nuance, complexity, and sheer fun of the original, as well as its various character balance issues.



It's easy to see why Street Fighter III never reached the stratospheric heights of Street Fighter II. Street Fighter III ditched the majority of the characters that players had grown to love, replacing them with an eclectic group of newcomers who, for the most part, looked and played little like the Street Fighter II and Alpha series alumni. The game also required you to have a high level of technical proficiency to master it and introduced some mechanics and concepts that were new to the genre at the time. EX moves--supercharged versions of normal supers--were first introduced here, but SFIII's biggest gameplay innovation was the parry system, a high risk/reward mechanic that let you negate attacks by pressing forward (or down for low attacks) the instant a hit landed. The parry system completely changed the way Street Fighter played, forcing you to significantly lift your skills to stay competitive in a world where any attack could be parried for no penalty.



Because of its intricacies, the game may not immediately appeal to those used to the accessibility of newer fighting games. Street Fighter III has a steep learning curve and certainly isn't as accessible as Mortal Kombat, Marvel vs. Capcom 3, or even Street Fighter IV. Third Strike Online is a game that demands dedication, but the payoff is a tight, exciting experience that rewards skill, timing, and strategy.



Those used to Street Fighter II or IV will find III's cast tough to come to terms with initially, but spend enough time with them and it becomes clear that the roster is the most diverse in the entire Street Fighter series. Ryu, Ken, and Chun-Li are the only representatives of the original World Warriors, while III introduced characters like Makoto, Dudley, Ibuki, and the Hong Kong twins Yan and Yung. The other brawlers who make up the full roster of 21 characters range from the familiar (French fighter Remy, capoeira fighter Elena, and Ken trainee Sean) to the downright strange (the one-armed Oro, the flexible Necro, and the batty Twelve), giving the game an impressive level of fighting-style diversity.



If you played Street Fighter III: Third Strike in arcades, then you'll be immediately comfortable with Online, because it captures the feel of the arcade version well. Characters, timing, and inputs all feel right, so those with proficiencies on a real-world cabinet will find their skills transferring easily. But accurately emulating the arcade experience also has its downsides, specifically with character balance. As in the arcade version, some characters in Street Fighter III: Third Strike Online are overpowered compared to their counterparts, with no new balancing implemented in this latest version of the game. Chun Li, Yun, and Ken have long been known to be the beasts of Third Strike, and it's the same situation here. Tournament-level players have had more than a decade to get used to this, but newcomers may get frustrated once they start to encounter the beasts in online play.



To the game's credit, Third Strike Online features a decent number of offline training options to get new players up to speed on its intricacies. Apart from the stock-standard free sparring mode where you can set your AI opponent's basic moves, there's a specific mode just for parry. In this extremely helpful mode, you can "record" the moves of an AI character, before switching back to your own fighter to see if you can parry the attacks. Third Strike Online also features a trial mode, which is essentially a way for you to become comfortable with some of the more complicated combos. Each character gets only five trials, however, which means you're only scratching the surface of the offensive manoeuvres available. The trials also aren't that user-friendly. You're given a list of moves to perform, but there's no way to figure out the correct timing of the inputs since there's no option to view what the combos should look like when executed. The parry trials are the most interesting of the lot, culminating in the near impossible task of emulating the famous EVO Moment #37, one of the most amazing events in pro-gaming history.


Saturday, March 17, 2012

Super Street Fighter II Turbo HD Remix

If Street Fighter II Hyper Fighting tickled your quarter-popping nostalgia with its Xbox Live Arcade release in 2006, then Super Street Fighter II Turbo HD Remix will light it on fire with a fierce dragon punch. The arcade classic's fast and fun one-on-one fighting translates brilliantly into HD Remix, seamlessly blending with the beautifully redrawn and wonderfully balanced cast of classic Capcom characters. The challenging single-player story mode and refined online multiplayer are both playable with the classic Super Turbo rules or in the entirely revamped Remixed mode. By tweaking the attack damage and move sets of each character, Remixed makes for a wholly refreshing gameplay addition that changes the way you'll play the timeless 2D fighter.



The straightforward concept of punching and kicking people on a 2D plane is easy to grasp, but the addition of complex combos, special moves, and devastating super combos brings depth to the satisfying gameplay. Because longtime fans have already known the mechanics of Super Street Fighter II Turbo inside and out since 1994, the alterations to each of the 17 uniquely powered characters' move sets within the Remixed mode gives them a fresh feel almost 15 years later. For example, attack enhancements encourage you to use moves that you might have otherwise ignored: Chun Li's ground spinning bird kick has a new movement arc, allowing her to escape corner traps or fireballs. Similarly, Guile?s flash kick now travels forward rather than straight up. Other notables include E. Honda's ability to dive through energy attacks, as well as Ryu's fake fireball and M. Bison's psyche-out sliding kick, both of which can dupe an opponent into jumping or opening themselves up.



With superior gameplay comes advanced AI, and casual players will be obliterated by the professional-level computer opponents on any of the three difficulties above beginner. You'll have to learn the speed and specials of your favorite fighter if you're going to stand a chance against the brutally tough opposition. The challenge is worsened because the controls simply aren't precise enough with a control pad. Sure, you can use the D pad or analog stick to brawl, but neither--especially the Xbox 360's lousy directional pad--is preferable to an arcade stick. Remix attempts to compensate for this by simplifying many of the attack inputs; some complicated super combos have been reduced from frenetic arcade-stick waggling to painless analog arcs. This accommodation is something you'll appreciate if you're using a controller or are easing yourself into the series for the first time, but veterans will probably be irked by the ease of executing some of the bigger attacks.



But it's this batch of dedicated Street Fighter nuts that will absolutely adore the deeply customizable Dip Switch settings. These allow you to tune the game's minutiae to suit your personal preference by enabling or disabling a seemingly innumerable list of options, in addition to regulating variables. For example, if you don't like the idea of your opponent tossing you again after a throw-induced daze, you can restrict it. The Dip Switch settings even go as deep as letting you adjust the percentage that dictates whether or not the first frame of an attack can be blocked or not. Obviously, these thoroughly thought-out features won't serve you any purpose if you're not rooted in the game's core mechanics, but picky players will love tinkering with the finer points of Street Fighter's foundation.



Even the most hardcore purist can't deny the smoking-hot widescreen, high-definition visuals. Each character sprite has been crisply redrawn by comics publisher UDON, who manages to make them look terrific. The stage backgrounds were also subject to an artistic overhaul; the memorable Brazilian shanty huts, moonlit Japanese dojo, and chicken-choking merchant are all radically repurposed with vibrant colors and wonderfully painted textures. As an added bonus, you can disable the 1080p bliss of the anime-style fighters in favor of their old, pixelated sprites if you're looking for a blast from the past. Adding to the phenomenal visual delight is an energetically enhanced soundtrack. A fusion of heavy metal guitar riffs and groovy electronica will pump you up with retooled versions of classic jams in the menus and during fights. While the clear star of HD Remix is the audiovisual upgrade, the smaller touches give developer Backbone a reason to gloat about its attention to detail--the annoying announcer from Turbo been kindly redubbed; Guile's laughable Turbo voice has been replaced by an older, better version; and the training mode lets you look behind the curtain and scope out the hitboxes that accompany the collision detection.



The three online multiplayer modes--friendly/unranked fights, leaderboard ladder matches, and bracketed tournaments--are packed with potential opponents, so at the time of this review you'll have no problem finding somebody to play with. There's no way to get matched up against similarly skilled opponents online unfortunately, so depending on your skill level you might get destroyed or struggle to find challenging opponents. Mercifully, the lag that plagued Hyper Fighting is practically nonexistent in both the Xbox 360 and PlayStation 3 versions. You'll find yourself totally engaged during your buttery-smooth matches, and completely captivated as the rotating roster of up to eight players puts you in the spectator seat between bouts. In traditional arcade fashion, you'll be booted to the back of the line while the next player tests his or her mettle against the current champ, but you'll never be bored because Super Street Fighter II Turbo HD Remix is almost as entertaining to watch as it is to play. The amazing combat makes for quick, entertaining matches that are filled with ecstatic cheering, intense comebacks, and shameful defeats.



It's hard to gauge whether the characters are as meticulously balanced in the Remixed variant as they are in Turbo, simply because there hasn't been enough time to test the tweaks. Still, the overload of edits are welcome additions to an already great game--and since you can drop back into the original Turbo at any time, you aren't forced to relearn your preferred fighter. The extensive alterations are wonderful, giving HD Remix the feel of a straightforward 2D brawler with all the sheen of a brand-new game that's capped off with Street Fighter's venerable depth and lavish presentation. Despite its minor issues, this is one of the finest iterations of Street Fighter to date, and one that any fan of fireballs and fisticuffs shouldn't miss.