Showing posts with label X360. Show all posts
Showing posts with label X360. Show all posts

Friday, April 6, 2012

Samurai Shodown 2 Review

Putting four-button fighting games on a portable system that only has two buttons is never an easy task. The most popular method for using two buttons to execute different attacks is timing the length of each button press. This means you have to hold a button down a little longer than usual to get it to execute more powerful moves. The trouble with this method is that can hamper your reaction time, since moves don't come out the instant you push the button. While Samurai Shodown 2 for the Neo Geo Pocket employs this timed button press technique, it doesn't take too much away from the gameplay.



Samurai Shodown 2 adds three characters over the last game, which appeared on SNK's older, black-and-white handheld. The game also has a couple of interesting modes. Along with the standard versus mode is the survival mode, where you must defeat as many enemies as possible, receiving only small health recharges between bouts. This mode is tied to the collection of special cards, which add things like increased defense and special attacks. Each character has eight cards to unlock, which are split evenly between the two character modes, slash and bust.



The game uses one button to perform all your weapon attacks, and the other button is used for kicking and dodging. It's a decent enough setup, but using the A button for all your main attacks can get a bit confusing.



The card collection adds some longevity to what would otherwise be a short-lived affair. It would have been nice if it employed a more mission-style mode to it, rather than rely on simple survival matches as its secondary mode. This game doesn't have the universal fighting game appeal that King of Fighters R-2 has, and SS2 should be considered a secondary fighting game at best.

Thursday, April 5, 2012

Ultimate Marvel vs. Capcom 3 Reviews

Ultimate Marvel vs. Capcom 3 is going mobile. The PlayStation Vita version of this chaotic, 2D fighter features everything you'd expect from the console version, along with some welcome additions. These include replay support for online matches, as well as support for Heroes and Heralds mode right out of the gate. The Vita's direction pad, thumbstick, and face buttons all work well for a fighting game, and there's even touch-screen support. Of course, UMVC3 is just as challenging as before and can break your heart with a single combo. It's mean, it's flashy, but most importantly, it's Marvel, baby!



This version of UMVC3 runs just as smoothly as its console counterpart. The only sluggishness occurs when performing hypercombos, but it is minor enough to be negligible. All of the fighters are rendered in full detail and beautifully shown on the small screen. Of course, some concession had to be made when working on less-powerful hardware. This means all the special effects--fireballs, impact flashes, and the like--have been knocked down to a lower resolution.



The Vita's front touch screen can also be used in single-player or multiplayer. Movement is performed by swiping in a direction, while tapping the screens makes your character attack, usually with a basic combo that ends with an ultra. It's little more than a gimmick and can be filtered out when searching for online opponents.



The 12 new fighters from the console version are all included, and many of them personify the game's shift in focus between MVC3 and Ultimate. Together with the original cast, they raise the total to an impressive 48 fighters. Players who prefer to rush in aggressively will find Wesker's moveset to their liking, while those who relish keeping foes at a distance will appreciate Hawkeye and Ghost Rider. Additional tweaks to the fighting mechanics, such as scaling back X-factor and beefing up team aerial combos, carry over into this version as well.



You're not on your own to discover these changes. Mission mode, which teaches players basic techniques for the cast, has been updated to accommodate all of these tweaks. The 12 new characters have their own mission sets, while the missions for veterans have been updated. Unfortunately, this mode has issues in the way it presents information, so if you don't know your gram from your ragtime shot, then you constantly have to pause the game and dive into the menu to see the move's input. Being able to watch a demonstration of the current mission would also have been appreciated.



The Shadow Mode downloadable content from MVC3 is altogether absent. Its replacement is Heroes and Heralds mode. Heroes and Heralds has you collecting cards and assigning them to your three-person team to unlock new bonuses and abilities. The steady trickle of new cards, as well as the new abilities they confer, make this an addictive addition. But with so many radically different card abilities, it can be confusing to go up against enemy teams if you don't have all of the cards memorized.



One feature that fans were dying for in the original Marvel vs. Capcom 3 that made it into Ultimate is a spectator mode during online play. No longer are you confined to watching two sets of life bars tick down while awaiting your turn; now, you can see all of the action for yourself. Replay support is also included in the Vita version. From a replay-specific leaderboard, you can sort through replays based on region and even save them to your Vita's memory. When viewing replays, you can scroll through the action frame by frame, show input data, and even pull up an overlay that shows character hit boxes.



During our play sessions, online play did have some hiccups. Part of this was the aforementioned slowdown during hypercombos, but at other times, it was simply lag. Few games went by completely free of lag; however, what lag we did encounter was brief and didn't significantly detract from the experience. And just like on consoles, Ultimate Marvel vs. Capcom 3 for the Vita may feel inviting at first, but when you sink a little deeper, you discover a game in which victory and defeat hinge on a fine line. It's a high-risk, high-reward system that buries you in a brightly colored light show at the slightest misstep. This game makes a graceful transition to the handheld space while retaining everything from the console version.

Monday, April 2, 2012

Street Fighter IV Review

It's obvious that each iteration of the long-running Street Fighter series has been carefully tuned and tweaked to the finest degree, and nowhere is this more apparent than in Street Fighter IV. The lessons learned in the franchise's 20-plus years have been used to prune back the core fighting experience to create something truly special.Street Fighter IV is a resounding success not only because it's one of the most technically complex 2D fighters ever made, but also because it's also wrapped inside a layer of absolute accessibility. Never has the old "A minute to learn, a lifetime to master" adage been truer than it is here.



The Street Fighter fundamentals have remained consistent over the years; your job is to knock out the other guy or gal. All 12 of the classic world warriors--Ryu, Ken, Chun-Li, Blanka, E. Honda, Zangief, Guile, Dhalsim, Balrog, Vega, Sagat, and M. Bison--are back and playable from the outset, and they're joined by six brand-new and diverse characters. Abel, a mixed martial arts grapple-style character; Crimson Viper a female fighter with sweeping, airborne fire attacks; Rufus, a rotund fighter whose body makes him a bit of a sight gag despite his deceptive speed; and El Fuerte, a pro wrestler whose rushes and air throws make him a slippery foe. Ryu and Ken's sensei, Gouken, also makes his playable-character debut in Street Fighter IV. Naturally, he didn't teach the boys everything he knows, so when they meet again he has a few tricks up his sleeves, including a horizontal and vertical fireball EX move. The game's new end boss, Seth, fills the last spot and joins the list once you've unlocked everyone else. Character balance is spot-on across the roster, and as a result, you should never feel that you can't compete simply because you've chosen one character over another.



You'll need to finish the game multiple times and in special ways to unlock the complete character list. Doing so will make fan favourites Cammy, Sakura, Akuma, Fei Long, Rose, Gen, and Dan playable. Like previous games in the series, Street Fighter IV lets you perform powerful super combos, but it has removed air blocking and parrying completely. Developers Capcom and Dimps have added a completely new gameplay system: focus attacks, a new multipurpose offensive and defensive ability that can be charged to one of three levels by pressing and holding the medium punch and kick buttons simultaneously. There's no onscreen bar to show how charged your attack is, so you'll need to rely on the progressively darkening ink splashes surrounding your character model. Each character features a unique focus animation, so you shouldn't have any trouble working it out after a few rounds with each. Focus attacks make you vulnerable to damage because you need to be standing still to charge them (though you can dash forward or backward to cancel them), but the trade-off is that you'll absorb the first hit without the penalty of an animation reset, allowing for an instant counterattack if you land it. They can also act as armour-breaking moves, shutting down more-powerful attacks. Successfully landing a fully charged focus attack will deal damage and crumple your opponent to the ground, giving you the chance to follow up with an unblockable hit as he or she falls.



The new mechanic also lets you use part of your EX power-meter charge to exit animations early and chain bigger combos together. They take a little getting used to and some serious thumb dexterity, but once they're mastered, you can perform moves such as dragon-punch stalls directly into super moves or use them to juggle players in midair with multiple hits. Your revenge meter builds as you take damage, whereas the EX meter fills as you dish it out. EX power rolls over to the next round, but revenge must be built from scratch each time. This becomes a crucial risk-versus-reward mechanic. Do you take hits to build revenge and power up an ultra attack, or do you deal damage to burn your EX on improved moves, cancels, or save it for a super finisher? The flexibility of this system means that you're free to play according to your strengths and style. But just like reversals, EX power-ups, and ultra combo attacks, focus attacks serve to mix up the experience only for veteran players; such is the game's balance that they have never been required to win a match, and they act more as an additional weapon in the arsenal of a skilled player. They're waiting for you when you want to take a step up and learn how they work, but well-timed basic punches and kicks are just as effective.



The single-player mode is robust and has a lot to offer across several components. Arcade mode pits you against a set number of fighters from your unlocked-character roster and culminates in a showdown with Seth. Along the way to your goal, you'll always encounter a rival fight. These are regular fights accompanied by an in-engine exchange with your opponent. They're a welcome mix-up but often add nothing to the character's storyline because some fighters clearly don't even know why they hate one another. Each character's adventure is bookended by an anime-style cinematic movie that explains his or her motivations for attending the tournament. They're quite short and keep story to an absolute minimum, but they get the message across and do a reasonable-enough job of filling in the gaps. Given the amount of additional content shoehorned into this game, we were slightly disappointed to find that no bonus levels have been included, especially since we had high hopes of reliving our car and barrel smashing from Street Fighter II.



Regardless of whether you're down with busting out a tatsumaki senpukyaku at will or think it's some kind of egg-noodle dish, there's a difficulty mode here for you. Eight levels ranging from very easy to hardest are available, so you're sure to find one appropriate for your skill level. That said, even at the gentler difficulties, Street Fighter IV is no cakewalk because your opponents will occasionally mix things up with surprise super and ultra combos. First-timers will have no trouble picking up, playing, and learning as they go. Playing on the medium or above difficulty will also enable score tracking, letting you submit and compare to other players on the game's online leaderboards.


Sunday, April 1, 2012

Dragon Ball Z: Burst Limit Review

If you've managed to steer clear of the popular Dragon Ball Z anime for this long, you can be forgiven for thinking that Burst Limit is a game best ignored. Nevertheless, you'd be wrong. Though this 3D fighter is full of references for the fans, it's a good game in its own right and can serve as an easy point of entry into the DBZ universe.



Burst Limit goes out of its way to be accessible to newcomers with a thorough tutorial that walks you through all of the controls while introducing you to a handful of the characters that make up the game's roster. The fact that all of the PlayStation 3 controller's face and shoulder buttons have multiple uses can be daunting initially, but there are no complex combos or character-specific special attacks to memorize, and even the craziest-looking moves aren't much more difficult to perform than a straightforward punch to the face. You'll need some semblance of skill to time your attacks and to block those of your opponents, but after spending half an hour with the tutorial, you should have little trouble holding your own in a fight, regardless of which character you choose.



Only three combatants are available at the outset, but as you progress through the lengthy Z-Chronicles story mode, you'll unlock the rest of the roster for a total of 21. In Z-Chronicles mode, you get to play through three of the five Japanese Dragon Ball Z sagas, and you experience some of their most memorable battles from the perspectives of both good and evil characters. The Saiyan, Frieza, and Cell sagas as they're told here represent only a tiny fraction of the anime material, but there's generally enough dialog between characters to at least let you know why they're fighting, and that's all you need.



As you play through the 50-plus battles of Z-Chronicles mode for the first time, you'll inevitably unlock most of what Burst Limit has to offer, including a good number of the game's "drama pieces." These brief cutscenes are triggered by events during a fight and invariably benefit the character to which they're relevant in some way. For example, drama pieces can increase one or more of your attributes for a short time, restore some health, or call upon a partner to get you out of trouble. Drama pieces also go a long way toward making Burst Limit feel more like the anime that it's based on by employing quick camera cuts and dramatic close-ups that wouldn't be practical during normal gameplay. By unlocking and subsequently equipping up to three different drama pieces, you can customize a character to suit your play style, and to unlock all of them you need to play through the Z-Chronicles several times. New partners, attacks, and character transformations can also be unlocked in this mode, so you'll probably want to beat it at least once before venturing online to really put your skills to the test.



Like any fighting game, Burst Limit is best when played against unpredictable human opponents, largely because they're less likely to fall for some of the cheap tricks that you can get away with against the AI on easier difficulty settings. In Versus mode, you can do battle either with a friend who is sitting next to you or with other players from all over the world. Battles against players from other continents often suffer from noticeable lag, but if you successfully search for an opponent nearby, then silky smooth matchups are certainly possible. Incidentally, online leaderboards track and grade your performances anytime you choose to fight in a ranked match, and you can use that information to search for opponents of a similar skill level.



In addition to the Z-Chronicles and Versus modes, Burst Limit features a training mode in which you can hone your skills against programmable opponents, and three different Trial modes designed to test different aspects of your fighting prowess. For example, Survival mode tasks you with defeating 100 opponents one after another, which forces you to block or evade incoming attacks whenever possible because only a portion of your health is restored between fights. Time Attack mode challenges you to beat a series of 10 opponents as quickly as possible, and in Battle Point mode, you're awarded a score based on the different moves that you use to win a series of fights.



Regardless of which mode you're playing, Burst Limit is a game that makes an impact with its fast-paced action and a sense of style that's lifted straight from the anime. The colorful visuals and occasionally frantic animation will feel familiar if you're an existing fan of the series, and will impress even if you're not. The environments you fight in are bland, and the edges of the characters aren't always as crisp as they should be, but the overall look of Burst Limit is definitely greater than the sum of its parts. On the other hand, the upbeat soundtrack is something of an acquired taste, and the English voice acting isn't nearly as convincing as that of the Japanese, which is available with subtitles and was clearly the only language used for lip-synching.



Dragon Ball Z: Burst Limit is a fighting game that can be enjoyed not only by DBZ fans but also by those of you who don't know the difference between an aura spark and a Super Saiyan. You'll undoubtedly get more from the game if you're familiar with your favorite character's storyline, but understanding the complex relationships between some of the key characters simply isn't necessary to derive pleasure from taking control of one and beating up another.

Street Fighter X Tekken Reviews

Capcom loves crossovers. Its world warriors have faced down the X-Men, the Avengers, the King of Fighters, and many others. With Street Fighter X Tekken, the stylish cast of Tekken fighters is next in line to go blow for blow with Ryu and company. It's an interesting transition for the Tekken members, who are leaving their native 3D arena for a 2D battlefield. But their adaptation is just one of the many surprises waiting in this complex fighter. With a host of new mechanics and modes, Street Fighter X Tekken has a lot to offer fighting fans of all skill levels.



Street Fighter X Tekken is a 2D fighter with two-on-two combat. Each side is in control of two fighters and can swap between them on the fly. Players can even team up cooperatively and fight on the same team, just like in last year's Mortal Kombat. This means up to four players can take part in a fight. However, when one fighter on a team is knocked out, that team loses the round--regardless of how much health the remaining fighter has. Therefore, you must treat your two fighters as one unit. There are numerous ways to switch between your fighters, and mastering good synergy between them is the key to building devastating combos and winning matches.



The game includes many of the fighting mechanics seen in Super Street Fighter IV, with several new additions. It has a six-button layout, with three punches and three kicks, and a three-section energy meter with numerous functions. This meter is earned quickly and spent quickly on devastating super arts, EX special moves, and more. But one of its most important functions is cross-canceling. For one block of meter you can tag in your partner mid-combo to continue the assault. At first this "two-as-one" style can be difficult to put into practice. It's much easier to fight with one character until his or her health gets low, switch characters, and repeat. However, in doing so, you lose a lot of what makes this game unique, as well as sacrifice an edge in combat.



Early on you play the system, rather than the characters. This is because several types of moves are performed the same way no matter whom you're controlling. Every character can perform a simple combo of light-medium-heavy-heavy, and execute the two-in-one cross-arts attack the same way. This standardization across the cast lowers the initial barrier to entry by providing a simple, effective foundation, no matter which character you choose. There is still plenty of individual character complexity, but you don't need to know it all to feel competent. By leaning on the fundamentals, you are free to discover character-specific techniques at your own pace.



Additional design choices let you simplify the game and shrink the skill gap between more- and less-experienced players. Certain combos can be automatically executed by pressing two buttons. Attack inputs can be reduced from a 360-degree motion to a tap of the up button. But these shortcuts come at a cost. They may cost meter or lower your fighter's attack power. For those in the intermediate skill range, these options promote an even playing field by offering some extra assistance to those who need it.



One of the best ways to adjust your experience is with gems. Gems make your character stronger and can be tailored to suit any fighting style. If you're offense-oriented, then the attack-boosting Immense Power gems are for you. Conversely, if you plan on getting hit a lot, the Iron Wall gems, which grant damage reduction, would be best. Each character can hold three gems maximum, and while several gems offer the same benefits, what distinguishes them are their activation conditions. You do not acquire gem bonuses for free; they must be earned. But for all the good they do, gems cannot be solely relied upon. They are a subtle complement that can enhance an already lethal player, or shield someone less experienced from a beating.



In addition to its numerous combat mechanics, Street Fighter X Tekken has a robust game mode selection. Arcade mode is up first and opens with an introductory short for each official tag team. As matches are won, there is some post-bout banter that adds color to the adventure. A bout between each team and its rival team occurs near the end and includes its own introductory cinematic, followed by an ending cinematic showing what the winning team did with Pandora's Box. Together these story bits dress up arcade mode, and their funny, lighthearted delivery is fitting for an already outrageous game.



Next is challenge mode, which includes the tutorial, trial, and mission modes. Tutorial mode is where new players should start. Hosted by the jocular Dan Hibiki, this mode talks you through the game's numerous mechanics. It's a definite improvement over the complete lack of an introductory mode seen in most fighting games. Trial mode includes 20 character-specific trials for the entire roster. These trials range from performing basic special moves to pulling off advanced combos. Mission mode rounds out the set. In this mode you pick any character you like and battle against the AI with various battle conditions.



Two of the game's best teaching tools are not found in the challenge section. These are replays and practice mode. Replay mode lets you filter reaplys by character, player skill, and other factors. Studying the tactics of superior players is a great way to improve your own abilities. Training with a friend online also helps. With a partner in tow, you can hit up the briefing room and spar with, or against, him in practice mode.



Unfortunately, online stability is inconsistent. Even against players in the same region, and with the maximum connection rating, it was still a toss-up whether we'd experience lag or not. Against players below those conditions the match would often slow to a heavy crawl. Hopefully this lag will be reduced over time, but for now it's an unfortunate blemish on an otherwise pristine game.



Street Fighter X Tekken provides complex combat in an inviting package. The fighting genre needs to become accessible to a wider range of players, and this game takes an important step in the right direction. Accessibility that doesn't come at the expense of variety is a smart move and sets this fun and flashy fighter apart from the pack.

Thursday, March 29, 2012

BlazBlue: Calamity Trigger Review

For many years, Arc System Works quietly earned a fan following with the flashy 2D fighting action and totally over-the-top characters of the Guilty Gear series. The studio has started anew with BlazBlue: Calamity Trigger, a new game with new characters and an evolved fighting system that adds to Guilty Gear's basics. Unfortunately, there are only 12 playable characters in this one--a smaller number than most conventional fighters. Still, they're all very different from each other--and as you might expect from Arc System Works, a few of the characters are completely insane. While you may have trouble wrapping your head around the game's crazy cast and its many different gameplay nuances, which have such esoteric names as "drive attacks" and "guard libra," you'll find plenty to do with the many different offline play modes--plus robust online play that works great. BlazBlue may not be the easiest fighting game to get into, but it still has a lot to offer.



Like the Guilty Gear games, BlazBlue is a fast-paced 2D fighting game with multiple attack buttons--three are for standard attacks of varying strength and the fourth is the drive attack, which produces an entirely different effect for each character. The character Jin's drive attack freezes his enemy solid; Ragna's steals his enemy's health with each strike. Every character also plays in a totally unique fashion, though there are callbacks to Guilty Gear's roster. The game's protagonist, the spiky-haired, sword-wielding bad boy Ragna takes cues from the spiky-haired, sword-wielding bad boy Sol Badguy. There's also a "big strong grappler who can't run" character in Iron Tager, who is similar to Guilty Gear's Potemkin. Then again, BlazBlue also features a grinning hooded catgirl with gigantic paws; an evil vampire child who hurls exploding, whoopee-cushion-shaped bats; and a masked blob that oozes its way into battle.



It's clear that the developer specifically intended for the characters to look totally different, as well as play differently, from each other. While this definitely makes the game seem new and makes each character seem distinctive, this uniqueness makes it harder for your skills to transfer from character to character, especially if your frame of reference is more-conventional fighters like Street Fighter or The King of Fighters.



However, if you're a Guilty Gear fan, or just a fan of sci-fi anime cartoons that have really strange characters, BlazBlue will feel like coming home. In fact, much of the fighting system is clearly based on an improved, faster version of Guilty Gear. Like in that series, BlazBlue lets you chain together multiple standard attacks, start juggle attacks that propel your opponents up in the air, and dash forward or backward both on the ground and in the air (with the exception of the aforementioned Iron Tager). There's a decent variety of strategies that work among the different characters--some have fairly strong defensive games, but more often than not, being able to mount a strong offense will serve you well. Fortunately, the game supports a strong offensive game with the standard chain combos (strings of normal attacks, or revolver action as they're known here), as well as extensive air juggling and a defensive blocking meter (known as guard libra, in this case), which determines how long you can block incoming attacks before your defense simply fails.



Thankfully, there are also many defensive counter options based on enhanced versions of previous Guilty Gear mechanics, such as the ability to use a well-timed defense to reduce the amount of time your character stays in blocking animation (known as instant guard); an active defense system (known as barrier); and a defensive counterattack setup that lets you turn the tide of battle (known as barrier burst). BlazBlue moves fast--sometimes dizzyingly fast--but if you can keep up, you'll find a good balance between offensive and defensive tools in your arsenal and tight, responsive controls.



In any case, BlazBlue is an attractive game with big, well-animated characters set against colorful background stages and flashy special effects. As you might expect from a Guilty Gear successor, BlazBlue has a wailing rock guitar soundtrack, and in any given match, both combatants are generally flying around shrieking the names of their mighty fighting styles while the game's announcer calls out successful defensive maneuvers and counterattacks. When matches get very intense between two characters with especially flashy moves, there's a great deal of loud noise, bright flashes, and ballyhoo onscreen that the scene borders on being confusing, especially to beginners who aren't already fighting game experts.



However, you'll be able to get the hang of it if you understand the basics of performing combination attacks, juggles, and defensive counters--and if you can tune out some of the fireworks. It'll also probably help if you tune out the game's needlessly elaborate terms for gameplay features (guard libra, barrier burst, revolver action, and so on) and its completely superfluous story, which puts Ragna in the center of some kind of futuristic postwar conflict among a bunch of different factions that never really affect the game.



However, the story does play into BlazBlue's offline Story mode, which offers an interesting new experience for newcomers and veterans alike, since it branches in different directions and offers different unlockable content depending on whether you win or lose to different opponents. The game also has Arcade, Score Attack, Versus, and Training modes, plus an unlockable gallery. There's also a replay option to save and watch offline and online matches, including matches from the leaderboards, which you can peruse for your entertainment, or study carefully to learn to be a better player. And BlazBlue has extremely strong online multiplayer that makes it easy to jump into ranked and unranked matches. The online lobby uses an icon-based interface that lets you quickly find other players with good connections, as well as players of similar experience levels in the game. Actual online play is quite popular at the time of this writing--there's plenty of competition out there, and if you're on a good connection, you'll probably experience very little lag, if any, during an actual match.



BlazBlue is weird, bright, and loud. The colorful artwork, wild action, and totally unique characters may intrigue you, assuming they aren't too much for you to handle. If you can get past the noisy presentation and bizarre characters, you'll find a very solid fighting game with plenty of offline options and excellent online play.

Wednesday, March 28, 2012

Marvel vs. Capcom 2 Review

The versus series has always been about pure 2D insanity. Capcom's long-running line pits Street Fighter characters against all manner of fighters, including Marvel comic-book characters and other Capcom characters. But the over-the-top nature of Marvel vs. Capcom 2 makes the other versus games look subdued by comparison.



Capcom has shaken things up a bit with Marvel vs. Capcom 2. For starters, the six-button, three-strength system that has served all of the Street Fighter games for the last decade has been replaced with four buttons, with two punches and two kicks. The buttons that used to serve as fierce punch and roundhouse kicks are now used to call in your offscreen characters for helper attacks, which leads us to the other major change in MVC2 - you now select three characters instead of two. Also, your super combos can be linked together. If you pick the right three characters and link your supers together just right, you can get combos that range in the hundreds of hits. Beyond that, it's roughly the same collection of fighters from the first Marvel vs. Capcom with a few new characters, such as Cable, Jill Valentine, and Amingo thrown in, and some old characters, like Iceman, brought back from previous Marvel-licensed fighters. The gameplay is still very similar to that of the previous Marvel vs. Capcom, with a focus on screen-filling fireballs and ridiculous button-tapping air combos. Like its predecessor, it isn't the most balanced game in the world, but that doesn't keep it from being a great deal of fun.



To go with the updated gameplay, the graphical style of the game has been similarly updated. While the characters are still made up of 2D sprites, the backgrounds are pretty amazing 3D scenes, full of movement and vibrant color. The only real problem with the graphics is only noticeable if you're using a nice TV with an S-Video connection. The cleaner your connection, the more you'll notice how pasted-on the sprites look on the 3D backgrounds, and the characters are a little on the blocky and pixelated side, as well. Again, this isn't really detectable on most normal TV connections, so if your A/V equipment isn't terribly nice, it won't be a problem at all, except for the last form of the final boss, who looks blocky on just about any TV set.



The soundtrack is also worth mentioning. While the sound effects are of the same great quality that you've come to expect from Capcom's fighters, the music is anything but what you'd expect from a fighting game. While previous games have been accompanied by the typical style of rock and techno that make up most game soundtracks, MVC2 features a strange sort of jazzy lounge music. You'll either love it because it's so hilariously out of place or be annoyed to death by its happy, upbeat rhythms.



The Japanese version of MVC2 had an online feature, which let you battle against other players over a specialized network, and you could also hook up your VMU to the arcade version of the game. These options were used to earn points that could be used to unlock characters, stages, and new costume colors. Both of those options were removed from the US version of the game, and now there is only one type of point, and you earn points simply by playing the game in either arcade or versus mode. Aside from unlocking characters with points, you can also trade points with other players by hooking two VMUs together.



Fans of the off-kilter action found in the previous versus games will surely be pleased with Marvel vs. Capcom 2, as it represents the first major set of changes the series has ever seen. It's just a shame that the network battle from the Japanese version couldn't have been carried over to the US release, as online play would have really added a lot to the game's appeal.

Tuesday, March 27, 2012

Marvel vs. Capcom 3: Fate of Two Worlds Review

After a decade of anticipation, and a few long months of speculation, Marvel vs. Capcom 3: Fate of Two Worlds is upon us at last. This venerable fighting series, renowned for its structured insanity, has finally returned with the same fire and intensity that was its hallmark. However, not all the characters from the previous game have returned this time around--but not without good reason. Marvel vs. Capcom 2 was a game so completely dominated by a handful of characters and strategies that the majority of its design was rendered moot. Developer Capcom has since learned from this, and the changes made help distill this game's combat into a more well-rounded experience than ever before. The result is not the most technically demanding of fighters, but is certainly one of the most enjoyable. The white-knuckle intensity is still here--but this is not the same game you remember from 10 years ago.



In the extravagant world of Marvel vs. Capcom 3, there is rarely a dull moment. You and your opponent each have a team of three characters to battle it out in one frantic, continuous round accented by dazzling finishing moves and triple-digit combos. But beneath all its style, the game's core combat mechanics have been simplified and work harmoniously to drive you, and the action, forward. Locomotion plays a large role in this, even if the characters are slower than before. This change feels natural in the game's large arenas and affords you the time to plan out your next move without having to rely on blindly overwhelming your opponent. But even if you are slower, you never want to stop moving. There is safety in mobility when every character can clear the length of the arena in a single bound or pepper you with projectiles from a screen away. Stopping only makes things easier for your opponent.



Movement keeps the battle flowing and changing as you duck in and out of your opponent's reach, each side frantically searching for that break in the other's defenses. Sometimes opportunity is easy to spot. Other times you have to make your own luck. In either case, when it's time to strike, the number of tools you have in your arsenal is intoxicating. You might unleash a fierce flurry of blows, summon another character to take a quick shot, or employ a snap back attack for a more favorable match-up. When on the defense, a well-timed advancing guard can punish a nasty rushdown player, while a crossover counter can rescue a teammate under fire. Regardless, after each encounter you take away a little something to add to your repertoire--be it practice with your favorite go-to combo or knowledge that a new assist isn't all that great. There's a constant sense of progression as you endlessly experiment with new tricks and new combinations.



From beat to beat and blow to blow, it's the little touches that sell the experience. It's that slight pause at the start of a hyper combo--a breath just wide enough to fit a single expletive before the hammer falls--or the feeling of weight right as you launch someone into the air. It's the fact that combat can just as easily take place vertically as it can horizontally. The addition of the new launcher button helps expedite this process. And once you're airborne, a few quick hits lead you to an important crossroads: either end the combo safely or press your luck. If you go with the latter, you can bounce your opponent in one of four directions, after which you switch characters and continue the combo. That is, unless your opponent inputs the same direction as you, in which case you're the one who's sent tumbling down. It's a gamble, and one that keeps both sides of the beatdown engaged.



All of this would be enough, but then there's the x-factor. True to its namesake, the x-factor is your wild card in any match. Activated by pressing all four attack buttons, this ability temporarily increases your character's attack power and speed--and resets his or her current animation. Its potency and duration are determined by the number of team members you've lost, making it an excellent last resort to turn the tables on your opponent. But its applications run deeper than that. The simple animation reset lets you chain together moves that would otherwise be impossible, such as two super moves back-to-back. Or, if an opponent manages to flank you while you're caught helpless in a big attack, you can burn the x-factor to cancel that attack and face your opponent. The amount of diversity gained for something so simple makes this new feature a valuable tool rather than a mere gimmick.



Combat in Marvel vs. Capcom 3 is an enjoyable blend of violence and intimacy. Surmounting your opponent is just as much about getting in his head as it is about getting around the controls. Some people like to mix things up and have fun, while others just want to win no matter the cost. Whatever your calling, finding characters who fit your style of play is paramount. This game offers a wide array of variations on a single character theme, as most of the rosters' techniques are executed in the same way. Several of the basic moves and combos you learn for one will easily transfer to several others. However, while these inputs may be similar, their outputs are wildly different. Every character brings something unique to the experience, and the game quickly moves from the tedium of learning individual commands, to the joys of mastering their timing and situational uses.



At the heart of the game is Ryu, whose iconic trio of moves--the fireball (hadoken), the uppercut (shoryuken), and the hurricane kick (tatsumaki senpukyaku)--serve as the foundation for many others. Some characters, such as Morrigan and Zero, emulate this style closely while adding their own variations to the execution. Arthur and Chris are characters who explore a single aspect of this style, the fireball, with a variety of different projectile attacks. Dante takes it to the extreme with a staggering lineup of 32 unique attacks. If you've ever had trouble perfecting the motions for these moves, the game address this with a new simplified control option. This aptly named simple mode condenses each character down into a few key moves which can be executed at the press of a button. While this severely limits your offensive options in battle, simple mode's simplicity makes it ideal for series newcomers.



Is this game's roster perfectly balanced? No. If it were, it would have only two characters who each played exactly like the other. Battles aren't won on spreadsheets using numbers and averages. They are won with experience, mind games, and a bit of luck. Capcom delivers a roster where every character feels powerful and fun to play. In a game this over-the-top, there's a way around everything. One strategy isn't going to work in every situation. The deadly trio of Storm, Sentinel, and Magneto is still a mighty combination. But this time so is everyone else.


Monday, March 26, 2012

The King of Fighters XIII Review

When we last left The King of Fighters, things weren't looking good. The King of Fighters XII, which was released in 2009, looked beautiful and had a solid fighting system, but its dearth of single-player content and busted online functionally killed it for many players. Now, The King of Fighters XIII is here, and it addresses all of the issues the previous installment faced. XIII is an immensely robust game that adds a lot a new content to XII's solid mechanics, and it easily earns this series the right to stand alongside other fighting giants in the genre's spotlight.



As with its predecessors, The King of Fighters XIII features one-on-one fighting between two three-person teams. When one fighter goes down, the next is subbed in--after a brief but frequent loading screen--until one side's team is exhausted. In the ring, gameplay feels similar to Street Fighter III: Third Strike Online Edition. Though quicker than Third Strike, XIII shares the same fundamentals of smart positioning and timing. Positioning comes from proficiency with the game's movement options. With four types of jumps and a roll that can pass through anything but throws, it takes practice to navigate the battlefield quickly and efficiently.



When used well, these movement techniques make you feel nimble and keep the action focused on offense. You always want to be building momentum with fancy footwork and calculated strikes. But even at its most chaotic, the game still allows you time to think. There's a satisfying tension in planning your next strike or in deciding how to break the enemy's stride. XIII has its own rules of engagement, and understanding these rules--and when to break them--lets the game's personality shine. As with any strong fighter, the ebb and flow of advanced play is as much about strategy as it is about execution.



There are three main gauges to manage in the game: power, hyperdrive, and guard. In broad strokes, the power gauge focuses on offense; it is used for enhancing special attacks and desperation moves. Next, the hyperdrive gauge is for being stylish. You can burn this meter to cancel certain special attacks into others or activate hyperdrive mode. In this mode, your character can link together moves and build combos that aren't otherwise possible. Finally, the guard gauge depletes as you block attacks. If you let it run out, your character enters a vulnerable crumple state--so be careful.



The entire system feels very flexible. Each character has the tools for building devastating combos and quickly navigating the field. This uniform character design also carries over to vitality. Unlike in many fighting games, characters in XIII have the same amount of health, which means an attack will deal the same amount of damage no matter whom it hits. Each character's health gauge is broken down into sections for additional clarity. Once you learn how many sections a certain combo shaves off, it's easy to see when to cash it in and finish the match.



You can test your skills in Story mode, though if you're not familiar with Elisabeth Blanctorche, Ash Crimson, or why that one guy from Fatal Fury is here, then you're going to feel a little lost. This mode lasts only a few hours, but it has multiple routes and endings. Once "completed," a massive storyboard becomes available. From there, you can revisit different points in the tale and select alternate routes through it. There's also an Arcade mode that's heavier on the action and is where you can unlock the game's two secret characters.



For new players, the game has various teaching tools designed to introduce the basics. The tutorial and mission modes do a fine job of this, but they don't explain why these moves are important. Knowing the tactical merits of a hop versus a hyperjump is just as vital as their execution. This problem not only exists in XIII, but also in fighting games in general. For combo training, XIII's combo trials are well implemented. They display their inputs clearly, as well as feature demonstrations to aid execution and timing. In addition, characters have their own Time Trial and Survival modes to further hone your skills.



All of this preparation would be for naught if it didn't support a solid online offering. Thankfully, XIII does not repeat XII's mistakes. It offers an online experience that's smooth and stable, provided you find an opponent in the three-to-four green-bar range. If you fall below that, you'll encounter noticeable (though not unplayable) performance dips. When you finish, you can choose to save that match's replay for future viewing. While it's a nice touch, there is not a system in place for sharing or viewing other's replays. Sadly, Spectator mode is also absent in online play, which leads to a lot of bored players during group games.



Whether you're online or off, the game's presentation is simply gorgeous. The 2D character sprites fill up the screen with astonishing detail, such as the way their clothing flutters. The numerous stages are equally impressive--and infinitely more detailed--featuring hordes of overly excited spectators or a pack of elephants encircling the ring. There's even a color edit mode where you can alter your fighter's color scheme to your liking. All of these features, combined with the tightly balanced fighting mechanics, make The King of Fighters XIII a fantastic game that can easily go toe-to-toe with the heavy hitters in the fighting game genre.

Dragon Ball: Raging Blast Review

Dragon Ball: Raging Blast is the latest in a long, long series of games that try to take the superpowered fighting action of the popular anime series and adapt it into a compelling fighting game. The results here prove to be mixed. The visuals ably reproduce the lightning-quick speed and tremendous power that make the battles in Dragon Ball exciting. However, the fighting system lacks the depth and nuance to actually capture that excitement, making Raging Blast a game that Dragon Ball fans may enjoy for its breadth of content but one that has little to offer the uninitiated.



The fights in Raging Blast take place in huge environments throughout which characters can dash and soar in any direction. Movement is handled simply, with the left stick hovering you forward, backward, and to the sides, while the shoulder buttons are used to fly up or down. The camera is situated behind your character and generally manages to keep both you and your opponent on screen, except in situations when you are on different vertical planes. In moments like this, you're given a great view of your fighter's head or feet while your opponent is nowhere to be found. It's easy enough to locate your opponent again--the tap of a button will make you immediately rocket toward your rival--but it happens frequently enough to be a nuisance. And while at first glance the environments look as if they go on forever, this illusion is shattered the first time you find yourself impeded by one of the invisible walls that surround them.



The actual fighting offers a fair amount of complexity but very little depth. There's a comprehensive training mode in which Goku familiarizes Gohan with all of the techniques, and it takes some time to progress through it all. You'll practice dash attacks, charge attacks, smash attacks, and numerous other attacks, as well as defense maneuvers. It's quite a bit to take in, though unlike many fighting games, there are no tricky inputs to memorize for any attacks here. Some actions require a precisely timed button press to pull off, but at most, you'll need to push a thumbstick in one direction and tap a button to perform even the most powerful of attacks.



This focus on easily performed, extremely powerful attacks helps make the battles feel tremendous, with characters constantly being sent flying backward through the air with such force that any mountains or buildings in their way get obliterated. But it also prevents the core action from being very involving. Performing these devastating attacks that are the staple of every warrior's arsenal requires "ki," which you build up by landing relatively weak punches and kicks. There's no nuance to these standard attacks; they're all performed with just one button, which you can tap to unleash combos or hold down to charge up a more powerful attack that will send your opponent soaring. But these attacks do so little damage to your opponent that they're not very useful. The only reason to use these weak attacks is to build up your ki, which makes the majority of fights feel overly simplistic and downright predictable. Ki can also be accumulated by holding down on the D pad, leaving you temporarily vulnerable to attack, but this comes with its own set of problems. For a game whose focus should be intense fighting, Raging Blast requires you to spend too much time slowly building your ki power, drawing attention away from the more interesting aspects of combat.



Raging Blast has a wide variety of modes, the most interesting of which is Dragon Battle Collection. Here, you play through many story arcs from the series, such as the Saiyan Saga, the Frieza Saga, and the Androids Saga, as well as a number of what-if scenarios. Those familiar with the lore will likely enjoy reliving some of their favorite moments here, but the unfamiliar will find the storytelling so poor that they'll have a hard time making sense of what's happening, much less finding it interesting. There is some incentive to playing through these sagas because you'll unlock characters, special moves, and items that you can equip to improve a fighter's attack power, defense, health or some other characteristic. The grand total of more than 70 characters seems impressive at first, but that fades fast as you realize that they all feel pretty much the same in action.



In addition to the stories, Raging Blast has a standard assortment of fighting game modes, such as Arcade, Survival, Time Attack, and a Tournament option that allow up to 16 players to fight it out for supremacy. Unfortunately, competing against friends on the same console is tough to enjoy because the screen is split down the middle, which severely limits your view of the action. Online combat is a better option, but it's plagued by a significant percentage of competitors who won't hesitate to disconnect if things aren't going their way.



The visuals capture the look of Dragon Ball with striking success. The characters look as if they've stepped right out of the anime, with the smoothness and speed of the action found in the series faithfully reproduced here. The music is upbeat and catchy but much too repetitive. And while the voice actors bring the same steadfast enthusiasm to this material as they bring to the anime, you'll quickly grow tired of hearing the same few taunts.



The huge assortment of characters, stories, costumes, and other aspects of Dragon Ball lore cannot hide how shallow and uninspired the fighting mechanics are. There is no depth to your actions, making it a slow-paced race to be the first person to build up your ki power, which quickly becomes monotonous. With the wide assortment of deep and varied fighting games already on the market, it?s impossible to ignore the many faults present in this often-dull anime-inspired brawler.

Friday, March 23, 2012

Ultimate Marvel vs. Capcom 3 Review

Alas, Marvel vs. Capcom 3: Fate of Two Worlds, your time is spent. We had some fun times--remember when Sentinel was steamrolling everyone?--but now it's over. Developer Capcom has dug you an early grave to make way for Ultimate Marvel vs. Capcom 3, the $40 follow-up that, for some, has come much too soon. Regardless of how you feel, the game is here, and it is the superior version, with new characters, stages, and rebalanced gameplay. Of course, it's also just as challenging as before and can break your heart with a single combo. It's mean, it's flashy, but most importantly, it's Marvel, baby!



Watch enough high-level matches in Marvel vs. Capcom 3, and you see a few definite styles emerge. Players gravitate toward Wolverine, Wesker, She-Hulk, and others for their ability to relentlessly assault opponents and lock them down in close-range combat. Even Dormammu, with his fancy black holes and energy pillars, spends most of his time teleporting into melee range. The rush-down game has stolen the spotlight, and now Ultimate wants to make it share. The game has dedicated almost half of the new roster to favor zoning, or fighting at a distance, in the hopes of cracking the original's single, all-encompassing strategy.



Joining the roster are 12 new fighters, many of whom personify the game's overall shift in focus. Together with the original cast, they raise the game's collection to an impressive 48 fighters--just eight shy of Marvel vs. Capcom 2's total. Some of these newcomers, such as Iron Fist and Nova, are hard-hitting, straightforward brawlers. However, roughly half favor fighting at a distance or with unorthodox tactics. Consider Doctor Strange, the sorcerer supreme whose numerous projectiles range from homing disks to a fireball that can ricochet across the screen before striking its target. His long-range antics aren't new to the series, but they were rarely used in the previous game during competitive play.



Of course, this shift won't happen overnight; players naturally stick to what they know. But as the game and the community grow, hopefully these new styles will take root. In the meantime, there are some other core design changes to explore. Team aerial combos, another rarely used mechanic in MVC3, have been granted extra incentive. Now, the direction in which you tag out your character causes different effects, such as giving you an additional super meter. X-factor, the game's comeback mechanic, has also been scaled back in power and normalized across the cast. It can even be activated in the air.



The returning characters received a lot of love in this new release as well. The strongest characters haven't been brought down; instead, the rest of the cast has been brought up to match their strength. These changes manifest in new moves for some characters and new properties for existing moves for others. For instance, Magneto has a new move that physically drags his opponent around the screen, while Shuma-Gorath's throw now drains super meter from its opponent. Take a look at your old favorites, and chances are you'll discover new tricks that weren't possible before.



Luckily, you're not on your own to discover these changes. The game's mission mode, which teaches new players the basic moves and combos for the cast, has been updated to accommodate all these changes. The 12 new characters have their own mission sets, while the veterans' missions have been updated. Unfortunately, this mode still has issues in the way it presents information, so if you don't know your Gram from your Ragtime Shot, then you'll constantly have to pause the game and dive into the menu to see the move's input. Being able to watch a demonstration of the current mission would also have been appreciated.



Aside from the tweaks to mission mode, the gameplay offerings in Ultimate are nearly as limited as in its predecessor. There's a new Galactus mode that lets you hop in the driver's seat of the game's final boss. However, stomping through the single-player arcade mode gets old fast. The Shadow Mode DLC is altogether absent from Ultimate. Its likely replacement is the upcoming Heroes and Heralds mode, which Capcom has announced will be released "postlaunch" as a free DLC. The mode has you collecting cards and assigns them to your three-person team to unlock new bonuses and abilities. For now, however, its absence is felt, and the game's variety suffers for it.



One feature that fans were dying for in the original release that has made it into Ultimate is spectator mode during online play. No longer are you confined to watching two sets of life bars tick down while awaiting your turn; now you can see all the action for yourself. Ultimate also brings with it the online performance updates the original received, leading to a more consistent connection rate. Sadly, online still lacks the replay support enjoyed by Super Street Fighter IV: Arcade Edition; a feature which could have served as an excellent teaching tool.



Ultimately, Ultimate is still a monster hiding under an attractive coat of flashy combos and familiar characters. It may feel inviting at first, but sink a little deeper, and you discover a game in which victory and defeat hinge on a fine line. It's a high-risk, high-reward system that buries you in a brightly colored light show on the slightest misstep. Ultimate Marvel vs. Capcom 3 is unquestionably the superior version, and while its feature set still feels lacking compared to other available fighters, the series' unique blend of structured insanity remains strong.

Sunday, March 18, 2012

Marvel vs. Capcom 2 Review

Capcom's Marvel vs. Capcom 2 started out as a Naomi-based arcade fighting game back in 2000. The game was later ported to the Dreamcast in an almost perfect translation, with graphics that melded 2D sprites with 3D backgrounds and featured some of the largest, craziest combos that the genre has ever seen. Now, two years later, that perfect translation has been carried over to the PlayStation 2. Like the rest of the versus series, the game has its audience of hard-core fans, especially those that love the various Capcom and Marvel Comics characters in the game, but technically Marvel vs. Capcom 2 is by no means the best fighting game available for the PS2.



Marvel vs. Capcom 2 takes the series' long-running brand of fighting insanity a step or two further, making for Capcom's flashiest 2D fighter to date. It also made some changes to the basic formula seen in the series' previous entries. For starters, the six-button punch and kick system that has served all of the Street Fighter games for the last decade has been replaced with a simpler four-button punch and kick system. The buttons that used to serve as fierce punches and roundhouse kicks are now used to call in your offscreen characters for helper attacks, which leads to the other major change in MVC2 from the original game--you now select three characters instead of two. Also, your super combos can be linked together. If you pick the right three characters and link your supers together just right, you can get combos that range in the hundreds of hits.



Beyond that, you get to choose from roughly the same collection of fighters from the first Marvel vs. Capcom with a few new characters, such as Cable, Jill Valentine, and Amingo, thrown in and some old characters, like Iceman, brought back from previous Marvel-licensed fighters. The gameplay is still very similar to that of the previous Marvel vs. Capcom, with a focus on screen-filling fireballs and ridiculous air combos. Like its predecessor, it isn't the most balanced game in the world, but there's definitely some fun to be had.



To go with the updated gameplay, the graphical style of the game has been similarly updated, though since we're talking about a game that is more than 2 years old, that update isn't nearly as impressive as it once was. While the characters are still made up of 2D sprites, the backgrounds are made up of 3D scenes, full of movement and vibrant color. The contrast between 2D and 3D doesn't work quite as well as you might like, and the resulting clash makes for sharp-looking backgrounds and relatively pixilated character sprites. The scaled-up sprite of the final boss's third form looks especially nasty.



The game's sound is a bit off. The sound effects are nice and crisp, but most of the vocal samples, both from fighters and from the game's chatty announcer, are rather low-fidelity and sound muddy. The music is anything but what you'd expect from a fighting game. While previous games have been accompanied by the typical style of rock and techno that make up most game soundtracks, MVC2 features a strange sort of jazzy lounge music. You'll either love it because it's so hilariously out of place or be annoyed to death by its happy, upbeat rhythms.



Marvel vs. Capcom 2 for the PS2 generates the same sort of replay value as the Dreamcast version did. As you play, you'll earn points that can be used as currency in a shop, and you can purchase new characters, outfits, and artwork. There's a lot of stuff to be unlocked, but anyone who has been playing this old game for any length of time in the past will find that unlocking everything you're already used to seeing in the arcade can be a bit of a hassle. New players obviously won't have this problem.



Fans of the off-kilter action found in the previous versus games will surely be pleased with Marvel vs. Capcom 2, as it represents the first major set of changes the series had ever seen. That said, this game has been surpassed on nearly every front since its original release. Games like Guilty Gear X have shown freshly animated, impressively sharp 2D sprites, and Capcom's later releases, like Capcom vs. SNK 2, are simply better games in almost every imaginable way. If you're a hard-core fan of Marvel vs. Capcom 2, yet somehow missed the Dreamcast version when it was originally released, this game is a port that you will definitely enjoy. But anyone else can find better fighting games on the market.

Saturday, March 17, 2012

Def Jam: Icon Review

Hip-hop has always been a competitive form of music. Going back to the '70s and '80s, with such crews as Cold Crush or Grandmaster Flash and the Furious Five, a big part of rapping has always been about telling the world how great you are, especially if it comes at the expense of a rival emcee. EA and hip-hop record label Def Jam teamed up a few years back to make hip-hop-themed fighting games, which made sense at the time. But the first two games took the nuts and bolts of a wrestling game, put it on the street instead of in the ring, and threw in a whole bunch of rappers. Unless you count Macho Man Randy Savage's 2003 rap album as a success, rap and wrestling just don't mix, even though the previous Def Jam games somehow managed to be pretty cool in spite of that. But EA also seems to have come to this conclusion because as the third game in the Def Jam series, Def Jam: Icon, trades in the wrestling for a unique fighting style, coming up with an even more ridiculous and fun story mode. All around, it's a good, if somewhat simple, time.



The game's roster of licensed rappers is deep and varied, representing the coasts and everywhere in between. The game includes Big Boi, Bun B, E-40, The Game, Ghostface Killah, Jim Jones, Lil Jon, Ludacris, Method Man, Mike Jones, Paul Wall, Redman, Sean Paul, Sticky Fingaz, T.I., and Young Jeezy, among others. A few nonrappers make appearances as characters in the story mode, including actor Anthony Anderson, who's great as the seemingly evil record exec, Troy Dollar. Def Jam/Warner Music Group exec Kevin Liles also plays a character in the story, and there's a pretty good cameo from another hip-hop mogul as well. While there's plenty of people in the game, you'll probably come up with more than a few omissions if you think about it for very long. For example, such acts as LL Cool J and Run-DMC are still synonymous with the label's origins, but you won't find them here. These days, the label is better known for its president and CEO, Jay-Z, who's also missing in action. On top of that, there have been plenty of often-controversial wars in hip-hop over the years, and it's unfortunate that you can't re-create some of those rivalries here. Seeing Jay-Z and Nas, The Game and 50 Cent, or even Dr. Dre and Dee Barnes beat the heck out of each other at a gas station would have been worth the price of admission on its own. The game has a passable create-a-character mode that works just like every other EA game these days, which includes all the weird sliders you can use to make your characters have awful-looking foreheads and jaw shapes.



The atmosphere and over-the-top story mode is the best part about Def Jam: Icon. Called "build a label," this mode opens with your created character as a nobody. You defend Carver, a hotshot record exec and are quickly welcomed into the fold for, you know, keeping it real. From there, you rise up to become an A&R man, which in game terms means that you beat people up so that other people will sign to your label. You interact with characters via e-mail, which is often read aloud by the involved characters. As you sign artists, you'll use your income to set release budgets for their songs, which is an investment that can earn you even more money. Along the way, you'll get stuck with plenty of bills, including Mike Jones' phone bill, The Game's paternity tests, and Ghostface Killah dropping off of his tour so that he can go make "a video game with gorillas and ninjas and s***." You can opt out of making these payments, but that's no way to keep your artists happy.



As you rake in more money and purchase fly-looking clothes, you'll start to attract women, who also suck money out of you to stay happy. There are also plenty of twists and turns. For example, as the money coming in increases, things get very serious, very quickly; complete with dirty cops who love to plant evidence, rival record execs who want to steal your artists, and scandalous women. Things escalate so much that it becomes completely comical, almost like a so-bad-it's-good hood movie. All that's missing is Master P and a truckload of stolen cell phones. But even though it's all sort of silly, it still manages to feel authentic. If anything, the "white cop keeping you down" tale wraps up a little too abruptly.



It's got a rock-solid premise and a surprisingly compelling story. Unfortunately, the part where you have to actually fight is where Def Jam: Icon kind of breaks down. Overall, the switch from wrestling to fighting is an improvement, and Def Jam: Icon is unlike any traditional fighting game. The game was developed by the same team that handled Fight Night Round 3, and it shows. The fighting is methodical, to the point of feeling sluggish in spots. It's very focused on fooling your opponent by mixing up your high and low attacks, which can be stopped by blocks or counters, which can be stopped by grabs and throws, which can be stopped by those same high and low attacks. So there's balance to the basics of the fighting system, which are roughly the same regardless of which character you choose, even though differences in fighting styles mean that some characters are somewhat better at one aspect of combat than others. There's a second layer to the game that's a bit more stylish. The right analog stick is used for grabs and for your strongest strikes. As in Fight Night, making circular or tapping motions on the stick will unleash harder attacks, and you can go high or low with these too. What's more, if you taunt before unleashing those attacks, your attack will land even harder, often knocking down your opponent in the process.



Keeping your opponent down is key because you want to make sure your song is playing. Yes, the music in Def Jam: Icon also plays a role in the fighting. Before each fight, you select which song you want to have as "your" song. At any point during the fight, you can hold down L2, then rotate the two analog sticks to switch songs. Your character reacts to this motion by making turntable motions in thin air. If you're fighting while your song is playing, you'll get a damage bonus, so it's handy. You can counter song-switch attempts by hitting L2 while the other player is spinning, which makes you stomp the ground, knocking your foe down. The other turntable move rewinds the current song back to the beginning and causes the entire background to explode. OK, perhaps that requires a bit more explanation.


Friday, March 16, 2012

Dragon Ball: Raging Blast 2 Review

Last year's Dragon Ball: Raging Blast kicked off a new series of fighting games set in the popular Dragon Ball universe. But while it admirably captured the look and energy of the Dragon Ball anime, delivering fights filled with stylish attacks and demonstrations of tremendous power, the core fighting action was too shallow and repetitive to make wielding that power much fun. And sadly, Raging Blast 2 does very little to improve upon its predecessor. The visual energy is still there, but Raging Blast 2 doesn't do anything we haven't seen before, making its weaknesses even harder to forgive than they were in the striking but flawed original.



Raging Blast 2 feels more like a modest expansion of the first game than a full-fledged sequel, which makes its $60 price point pretty tough to swallow. It adds 20 characters to the roster, bringing the total to 90, which sure sounds like a lot. But since the differences between one character and the next remain mostly cosmetic, this does nothing to address the shallow gameplay. All the characters handle almost identically and have functionally identical melee attacks and combos. The only real difference is in the super and ultimate attacks they have at their disposal, but these, too, are largely the same for many characters, even if the names and animations associated with them are different. And of the 14 environments in which you can do battle, only four are new for this sequel. The rest are recycled from the original Raging Blast.



Little has changed with regard to the fighting mechanics since the first game. The combatants all soar effortlessly in all directions through large, three-dimensional environments, and the blistering speeds with which they move around make controlling them a pleasure. All the moves are incredibly easy to pull off. Standard melee combos can be dished out with one button, long-range ki blasts can be fired with another, super attacks are performed by pushing the right stick in one direction, and the even more powerful ultimate attacks are done by clicking the right stick. The simplicity of the control scheme makes it easy for anyone to jump in send their opponents flying through the air, through the nearest building or into the nearest mountainside, and it is a kick to fill the screen with the blazing energy of Goku's kamehameha, Tien's tri-beam, and all the other flashy super and ultimate attacks you can so easily perform. But this simplicity also means that the action quickly starts to wear thin. There are a few attacks and defensive maneuvers that require precise timing to pull off, but all of your staple moves are so easy to do that none of it is rewarding in the long run. There's very little nuance to combat in Raging Blast 2, and battles quickly start to feel repetitious and shallow.



The most significant addition to combat is the raging soul system. In the original Raging Blast, melee attacks did so little damage that they were almost pointless, except as a way of building up the ki needed to perform super attacks. Building up ki is still a major component of Raging Blast 2, and it's not uncommon for the action to come to a complete halt as both fighters stand in place, charging up their ki for several seconds before unleashing their next barrages of super attacks at each other. But now, at least there's a way to make melee attacks worthwhile. By charging up your ki to the limit and triggering the raging soul state, you lose the ability to perform super attacks, but your melee strikes become much more powerful. Having a way to make melee strikes a more viable path to victory is a small step in the right direction for the series, but there's still too much emphasis on the slow process of building up ki, and pounding a single button to release strings of melee attacks or holding it down to charge up a strike and send your opponent flying doesn't make for engaging combat.



Raging Blast 2 has a slew of single-player modes, and a decent assortment of multiplayer options as well. In the single-player Galaxy mode, you fight your way through a series of battles associated with the history of each character. This is the closest thing Raging Blast 2 has to a story mode, but it makes no effort to actually tell a story. Unless you already know these characters well, you'll have no clue what their motivations are for punching each other across the universe. The snippets of dialogue that characters utter before each battle certainly aren't enough to flesh out what's going on. Galaxy mode also sets conditions that often make battles far more challenging, but in ways that prove to be more frustrating than rewarding. For instance, you might start with so little health that just a few hits will finish you off, but you have to defeat an opponent who has full health. This is so unfair and the gameplay is so monotonous that defeat becomes a source of crushing discouragement, rather than a hurdle to push yourself to overcome.



There's also a straightforward arcade mode called Battle Zone, a Tutorial mode that introduces you to the basics of combat, and a Training mode in which you can set a variety of options to determine your opponent's behavior and then practice your stuff. Battle and Tournament modes let you battle each other in split-screen; the screen is divided vertically, though, and significantly limits your view of the action. If you jump online, you can participate in ranked or non-ranked single fights or tournaments with other players. Online combat is smooth and responsive, but the combat system makes spamming powerful attacks so effective that even when playing against human opponents, the repetitive fighting quickly grows tiresome.



At least Raging Blast 2 looks good, though the visuals don't improve significantly on last year's game. Still, the characters are vibrant and detailed, and they move with all the blistering speed you'd expect them to possess. The highlight remains the elaborate super attacks, which incorporate close-ups, slow motion, and other techniques to convey the over-the-top energy these characters constantly unleash. Unfortunately, the biggest issue with the presentation of the first game hasn't been addressed here. When your opponent is far above or below you, the camera loses sight of him or her altogether and often shows you nothing but empty ground or empty sky. The sounds of battle are appropriately absurd and exaggerated, and the characters utter their taunts with reliable enthusiasm, but these repetitive outbursts soon become grating.



As a piece of fan service, Raging Blast 2 is packed. There's a remake of a rare Dragon Ball anime included on the disc, and the game rewards you constantly with new pictures, costumes, music, and new special moves, giving diehard Dragon Ball fans an incentive to press on against the monotonous gameplay. But it's just not worth it. When you consider the $60 asking price and how little this game adds to its predecessor, there's no reason for even the most devoted fans to spend their hard-earned money on this hollow cash-in of a sequel.

Super Street Fighter IV Arcade Edition Review

It's been two years since Capcom rejuvenated the Street Fighter series with Street Fighter IV, one of the best fighting games to be released this side of the 21st century. Super Street Fighter IV Arcade Edition--which comes as either a standalone package or as a downloadable update to existing versions of Super Street Fighter IV--is the latest iteration of the game, adding four new characters, tweaking the online experience, and introducing a raft of character balance changes. For Street Fighter IV fanatics and competitive online players, Arcade Edition is essential, because its additions make it the most complete and well-rounded version of what was already an excellent brawler. For everyone else, Arcade Edition's core-focused changes won't add too much to the experience you're already having with last year's Super Street Fighter IV, so it's a version you can safely skip with the knowledge that you're not missing out on too much.



With Super Street Fighter IV, Capcom made some significant changes to the original, adding in 10 new characters and selectable ultras, as well as overhauling the game's online features. Arcade Edition isn't as ambitious in scope, so the game feels and plays much like its predecessor. (Check out our full review of Super Street Fighter IV). The most apparent additions are the four new characters Arcade Edition brings, bringing the game's total roster up to 39 fighters. Street Fighter III veterans Yun and Yang skateboard and rollerblade their way back in (respectively), while Ryu gets a villainous makeover as Evil Ryu. The last new character slot is filled by Oni, an even nastier version of Akuma.



While Yun and Yang might superficially look and play similarly, the only thing they truly share is their similar rushdown style of offence. Both characters are effective for getting into an opponent's face and pressuring with fast strikes. For players not used to Yun and Yang's aggression, they can be tricky to fight against (particularly online, where the twins have become favorites). Evil Ryu plays like a mix of Ryu and Akuma, with additional moves like an Akuma-like teleport and a wicked axe-kick. Oni, on the other hand, is a mixture of Akuma and Gouken, sporting a ridiculous number of projectile attacks and easy combo potential. Both of the dark hado characters also pack a mean punch, dishing out high damage and making them dangerous characters in expert hands. The trade-off, however, is low health. In fact, all four of the new character's offensive strengths are balanced out by relatively less staying power, particularly Evil Ryu and Oni.



Because Evil Ryu and Oni are essentially souped-up versions of characters like Ken, Ryu, Sagat, and others, Yun and Yang are the most interesting additions to the roster. Those wanting to brush up their skills on the newcomers, however, might find the early going tough because none of the new characters have been incorporated into the game's Challenge mode. Challenge mode--a series of trials set for each character that effectively taught players different combos--was the best way to get to grips with an unfamiliar fighter in the previous incarnations of Street Fighter IV, given the paucity of other training options within the game. Without challenges for the four additions, you'll have to look elsewhere for advanced tips on how to improve your game.



As for the other 35 fighters on the roster, they've all experienced some changes as part of an overall tweaking of the game's balance. Some of the changes are quite noticeable (Akuma and Ryu's air hurricane kick, for example, has had its jump arc modified to make it tougher to run away with, while Guile's flash kick damage has been nerfed), while most have had subtler tweaks made to attack damage, recovery, hit boxes, or frame counts. The majority of these changes only really affect high-level play, and for casual or moderate players, their favorite characters will still handle much as they have previously, and the overall gameplay experience will feel very similar to Super Street Fighter IV.



Unlike vanilla Street Fighter IV and its Super incarnation, online play between Super Street Fighter IV and Arcade Edition is not mutually exclusive. In Arcade Edition, you can choose to either play other Arcade or Super players online, with the game letting you choose which version to look for (Super owners, however, won't be able to play you online if you're set to Arcade Edition). "Downgrading" to Super will also turn off the balancing that Arcade Edition introduces, which could be a handy fallback if you're not happy with how your favorite character has been changed. Online play is seamless, with only matches with players from the other side of the world experiencing any sort of lag.



Arcade Edition comes in two flavors--either as a download via the PlayStation Network or Xbox Live to upgrade an existing Super Street Fighter IV copy or as a budget-priced retail box that includes the entire game. For Super owners, Arcade Edition isn't a dramatic overhaul of the game, and its worth really depends on how competitive you want to stay when playing online. But for those who haven't picked up Street Fighter IV, the low price point of the boxed version of Arcade Edition makes it a great entry point into this outstanding fighting game. Street Fighter IV is a tight, fun, and competitive brawler with a healthy online community, and Arcade Edition is the most complete and comprehensive version of it yet.

SoulCalibur V Review

SoulCalibur V is the most complex entry in the series to date. By incorporating some 2D fighting mechanics into its 3D weapon-based system, the game forces you to manage more variables than ever before. In short, this is not a return to the simple times of SoulCalibur II. What SoulCalibur V lacks in accessibility it more than makes up for with its unprecedented depth, fostering a well-crafted, offensive-focused experience that never wants for excitement.



At the center of SoulCalibur V's new design is the critical gauge. This meter can hold two bars of energy used to perform new types of offensive and defensive maneuvers. Critical edge and brave edge attacks are its offensive uses. The flashy, cinematic critical edge attacks cost a full bar of meter and deal substantial damage. Each character has one, and every critical edge has the same input command. Critical edge attacks come out quickly and are great for catching aggressive opponents off guard, especially when you're rising from a knockdown.



Brave edge attacks are improved versions of a character's normal attacks and use one-quarter of the critical gauge. Hilde, for example, has an attack that knocks her opponent into the air and over her head. The brave edge version starts the same way but automatically impales the opponent in midair for extra damage. This combo isn't possible otherwise, hence the meter cost. Both critical and brave edge attacks open up new combo possibilities for the entire cast and help make old characters feel new without altering their fundamental gameplay.



Defensively, the critical meter is used for guard impacting, otherwise known as parrying. That's right: unlike in previous SoulCalibur games, parrying is no longer free. Instead, it costs one-quarter of the gauge--the same as a brave edge attack--and still requires precise timing.



However, there are other ways to parry that don't use the critical gauge. The first is "just guard." This is done by tapping the guard button the instant before being struck. It requires even more precise timing than a standard parry, but if you're successful it will have a similar effect. Certain attacks also incorporate a parry into the attack itself. These attacks are generally slow-moving, highly telegraphed blows that will leave you wide open should you miss.



Guard breaking also discourages defensive-heavy play. Block too many attacks in a match, and your character will automatically drop his or her guard for a few seconds. You can tell you're at risk when the health gauge begins to flash. All of these changes create more intense matches by restricting defensive options and promoting aggressive play. However, the game also keeps itself in check through the limitations of the critical gauge. Since the gauge can hold only four quarters total, and refills slowly as you fight, you can't abuse the new techniques. It's a finely tuned balance that fits naturally atop the existing system.


Thursday, March 15, 2012

Naruto Shippuden: Ultimate Ninja Storm 2 Review

It's a sad fact that among the constant flood of games based on popular anime series, many succeed at delivering lots of characters, music, and other content that appeal to devoted fans, but can't manage to support all these goodies with a compelling gameplay experience. It's refreshing, then, that the Ultimate Ninja Storm series continues to deliver moments that capture the bristling energy and excitement of Naruto. Unfortunately, these terrific bits are separated by a great deal of dull filler, but the intensity Ultimate Ninja Storm 2 delivers at its best makes enduring these tedious stretches worth it in the end.



The tale you experience in the Ultimate Adventure mode is told with a great deal of dramatic flair, and it's clear that a lot of care went into doing these characters and events justice. As the hotheaded young ninja Naruto and his friends struggle against evil forces to protect Hidden Leaf Village, moody music, effective camera movement, and great voice acting all enhance the impact of their brave struggles and the poignancy of their noble sacrifices. Unfortunately, the story also casually throws around so many characters, organizations, and obscure terms without explanation that much will be lost on those who come to Ultimate Ninja Storm 2 without knowing their Akatsuke from their Kazekage. This game is unapologetically one for the fans, and it makes no effort to embrace anyone else.



The Ultimate Adventure mode has a lot to offer, but you need to slog through a lot of boring exploration to get to the good stuff. A map always tells you exactly where you need to go next to advance the story. The locations along your way may be gorgeous, but having to run through screen after screen of Hidden Leaf Village streets to make your way to the Hokage's chambers, click through a bunch of text, and then run back through those same streets again is just dull. Yet you need to run through these streets and many other locations time and time again during the course of the story. The only significant thing to do on any of these screens is to push a button in specific spots to look for materials you can give to merchants so that they can make new goods to offer you. But while these items offer a range of beneficial effects like slowing down your opponent for a little while or temporarily increasing your attack power, stopping every few steps to pick up a mushroom, feather, or arrowhead gets tiresome, and the benefits of these items aren't worth the added time it takes you. You'll want to get through these boring stretches as quickly as you can. Making matters worse, you're frequently interrupted by load times that, while not painfully long, are long enough to break up the flow of the game and make the already unwelcome process of traveling even more unpleasant.



Ultimate Adventure mode's tale is spread across seven chapters, and the highlights that punctuate these chapters are the epic boss battles that conclude them. Particularly memorable are the quick-time events that you must complete to emerge from these struggles victorious. As a gameplay mechanic, quick-time events aren't novel anymore, but the ones you experience here are made terrific by the surprisingly intense action that accompanies them. To go into much detail about these events would be to spoil some of the game's best moments, but suffice it to say that towering monsters do battle, entire cities are threatened with destruction, and hundreds of Naruto clones fill the sky at once. These jaw-dropping sequences are packed with all the massive summonings, speedy chase sequences, and impossible fight choreography that typify the action of the anime. And although you don't have direct control at these times, needing to quickly push specific sequences of buttons or wildly pound the same button repeatedly makes you feel far more invested in these dire moments than you would if they just played out in cutscenes.



The actual fighting in Ultimate Ninja Storm 2 isn't quite as epic as these quick-time events, but it looks great and, at least in the context of the Ultimate Adventure mode, it feels pretty good, too. The four face buttons are used for jumping, tossing shuriken, striking your opponent, and charging up your chakra, an energy that you can then use in conjunction with your other attacks to make them more powerful. The shoulder buttons are used for calling on other characters for a bit of support and for guarding against enemy attacks. If you guard at the precise moment you're attacked, you'll pull off a substitution jutsu, immediately appearing behind your opponent and getting a chance to put him or her on the defensive. Because each character pulls off his or her powerful combos with the same single button and simple inputs of the left thumbstick as every other character, the fighting is immediately accessible, and the way the story jumps between characters doesn't pose any problem.



The flip side of this is that there isn't a great deal of depth to the fighting. These button-mashing antics make for some fun and very flashy fights in the single-player story mode. The camera swings around to frame the action dramatically, and the spectacular chakra attacks you can perform make you feel like you've really harnessed the incredible powers of these characters. But as a multiplayer fighter, it doesn't hold up. It's a system that lends itself to easily pulling off the same outrageous moves over and over, not one that emphasizes tactics and strategy. Defeating characters with these limited repertoires of moves is satisfying when there are motivations to do so provided by the story. But as incredible as these fights may look, their shallowness quickly makes them unsatisfying when played competitively against other players. The introduction of online support is still a welcome one for the Ultimate Ninja Storm series, and Naruto fans will have a bit of fun pitting their favorite characters against each other. But this is no substitute for a proper fighting game.



Through it all, though, the visuals never cease to impress. Like its predecessor, Ultimate Ninja Storm 2 has vibrant colors and silky-smooth animation that capture the look of the anime with breathtaking accuracy. The bridges, streets, and shops of Hidden Leaf Village and the other areas you visit have a painterly quality that elevates them above the appealingly cartoony visuals of a typical cel-shaded game to create something truly beautiful. The sound is terrific, too. The voice cast delivers performances filled with the heightened emotions you'd expect from a saga about powerful ninjas locked in a struggle between good and evil, without going overboard and making the material seem goofy. The score sets just the right tone for this tale; melancholy piano melodies and haunting flutes accompany the story's more serious moments, but the music shifts into high gear once the fists start flying.



Ultimate Ninja Storm 2 delivers a well-told and memorable tale that does right by the characters and locations of the popular anime and is peppered throughout with some stunning moments that make you feel like tremendously powerful forces are at work here. Unfortunately, those great moments are separated by a whole lot of forgettable traveling back and forth through a world that looks gorgeous but that you can't interact with in any interesting ways, and although the fighting system works well enough in the context of the story, it doesn't have the depth necessary to stand on its own for very long. But the good moments are good enough to make up for the game's shortcomings, and you'll remember the intensity of those epic battles long after the tedium of what's in between has faded from memory.

Tekken 6 Review

Wednesday, March 14, 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.