Sunday, December 12, 2021

The Day That Roll Back Took Over

Fighter's log 12/12/2021: This was a day like any other day but I felt compelled to blog and so here it is. So....Blazblue Central Fiction is getting roll back....yeah. I could have never imagined before covid-19 changed everything that before the end of this year I'd be playing The king of fighters XV beta, games that ran on Naomi arcade hardware, and hearing announcements like BlazBlue: Cross Tag Battle getting roll back netcode. 

As far as I'm concerned, such things should not even be a possibility let alone a reality. There has been such a change in using this netcode especially with Japan developers that you...you can't even make your self believe that it has finally gained the acceptance it has deserved. 

I swear it's as if you can't even announce a fighter now without mentioning that the netcode is going to be rollback! It is a serious 180 and I am all for it. While I'm certainly elated about new fighting games fully embracing the use of roll back technology, I'm exponentially ecstatic about older fighting games getting the roll back treatment as well. 

Preservation is always the first thought that comes to mind when I think about the importance of having rollback in every fighting game that exists because, in my opinion, unless it is just horrendously unplayable, I just feel it's necessary for future generations to experience the fighting games of old and there is no better way to experience them than with another human player as your opponent. 

With what's been happening lately, things can only get better and if this year has been an indication of what's to come for the future of fighting games, new or classic, it is guaranteed that that more big surprises are coming.....with rollback included of course. 

Thursday, September 10, 2020

The Journey Thus Far

 It's been a while since I posted on this blog so I thought why not. Needless to say, a full time job, and a want to play more than just fighting games has greatly affected my website something that at one point felt like my entire being. 

Don't at all get me wrong: the fire still burns for fighting games just not as strong as when I first started the website. The irony of this all is playing online has now become more important than ever due to the unfortunate events of covid-19. So many players and communities are enjoying what I always dreamed it could be had bad netcode, you know, not made it so sacrilege to do so. 

Anyway, it's a great time to play a favorite fighting game online and there are so many different ways to do so especially on PC that I have not been able to keep up with it all. 

In terms of my overall journey with fighting games, I found my biggest hurdle now is planning. What do I mean when I say planning? Well, practice...yes we are talking about practice again but the thought behind it has changed for me a bit. 

I've come to understand that much of  the practicing I was doing wasn't very practical. As you grow in improving your fighting game acumen, you learn that you essentially have to account for the many hypothetical situations you are going to run into especially with offense. 

I've gotten into the mind state of constructing so many situations that it has somewhat become more daunting then I expected it to be.  Part of me enjoys the challenge as there is a go back to the drawing board sentiment that comes with it. It's something you really can't get from a fighting game that simplifies its mechanics. 

With that being said, I've grown to some what dislike this part of fighting games because, to a large extent, it has lengthened the time I now have to spend in the training room. When it starts to come together its a wonderful feeling and can be a thing of beauty but for someone like me, it feels like it takes years before I'll come above ground to test my mettle against people who are far more adept at this than I am. 

It's all but scared me away from playing certain fighting games that I sincerely want to enjoy and I don't know if I'll every get past this issue. 

The whole point I'm ultimately getting at here is I still enjoy fighting games regardless and have a genuine want to enjoy them...I just don't quite know what the capacity of that enjoyment is going to be for the future. 


 

Thursday, August 24, 2017

Pleasure Overload Part 2: The Pleasure Is Reloaded

The dark ages of fighting games feel like they are gone never to return again. Almost every year has felt like a big year for fighting games. I personally have stated this for at least the last two years because almost every big title has been announced or released within this time span and it looked like things were slowing down....then E3 came along and changed everything!!

Arc System Works and Bandai Namco finally did something that I have personally wanted to see for years now, a true Dragon Ball Z fighting game!! It goes without saying, I'm manic about this game! So far it is overhyping my expectations and if there is one game that I have in my hurry up and buy list this is definitely it. 

Even with Dragon Ball FighterZ incoming, there are a few other titles peaking my interest that are on their way as well. Arika, known for bringing the popular Street Fighter franchise to the world of 3D polygonal bliss, is bringing back some of the original characters that we have been missing from the EX series and it looks beyond incredible!!

Though Arc System Works is bringing the incredible DBZ series to fighting game life, they were by no means satisfied with just giving us one fighting game title to enjoy next year. Just a month after DBFZ's announcement, we were surprised to learn they would be giving us their first crossover title spearheaded by the BlazBlue franchise...I could have died in their arms that night I was so shocked. 

Let's be clear about something, the year is not over with, there are already three big fighting game titles planned for next year, and I just feel like there may just be at least one more announcement from my favorite fighting game developer SNK. 

I have a problem with standing still and this is making it much...much worse. I think it is safe to say that any competitive hope I might have had is gone from me now. I will be a casual fighting gamer for the rest of my days the pleasure overload is just too real to contain. 

It's unfortunate that sides will be chosen, that some of these games may not get the community they deserve. I have seen this far too often and it is a shame honestly but because often times commitment and mastery go hand in hand, keeping one's interest in so many of these fighting games becomes a pretty big undertaking. 

Never the less, I am over excited about what is to come and I'm hoping that I can somehow fit these new games into what already is a very large library of enjoyable fighting game titles at my disposal Pleasure overload season has returned...are you ready?!


Holding Characters Hostage Part Two: The DLC Experiment

With the upcoming Marvel Vs Cacpom Infinite's initial launch roster in place, I felt compelled to revisit this topic once more but in a different manner. In my initial analysis of classic characters that were missing from Street Fighter V's very mediocre character launch, I felt like they were holding favorites at bay but I do understand that from a development standpoint, especially based on SFV's latest mechanic, that things take time to design and SFV was certainly a rush job of epic proportions so no surprise there.

Unfortunately, MVCI feels somewhat the same but in terms of characters, I feel like they are doing the opposite of SFV and holding new characters hostage this time....and I'm much more irritated by this than before. A 30 character roster makes the bare minimum for what a game of this magnitude provides and while it's great to see that many of the characters from the previous game in the series are making their return, there are only 4 brand new additions to this initial roster...the rest of the new blood are attached to DLC.

There have certainly been a few atrocities when it comes to the latest game in this very popular franchise. The absence of the popular X-Men characters due to an ongoing issue with ownership was hard enough to bare but it only suffers more with the lack of new additions.

As someone who reviews fighting games, I feel obligated to experience it and give an honest opinion on it which is why I'll be trying to get hands on day one. On the other hand, as a consumer, they would not be getting my money..at least not initially.

Why? It is very simple, Black Panther. The game is $60 and for someone like myself, it is by no means a drop in the bucket. There was one character that I wanted to see above all else -- one character who would have made what is feeling like a very dismal character launch a somewhat exciting one, Black Panther. Where is Black Panther? Oh, he is on the list of DLC characters that I will have to pay additional money for.

Now maybe this was a smart business move on Capcom's end. I feel like Black Panther is a great addition and many players want him in the roster so much so that they would pay the additional money to get him but me not so much. What could have been a game seller is now an after the fact purchase and in no way am I paying for the game just to pay more to get to one character that I really wanted in particular...just not happening.

It's instances like this that set such a bad precedent for DLC because its not about presenting the best initial package they most possibly can -- instead, its a money grabbing strategy that can ultimately make this title a complete failure at launch.

Maybe my angst over one character is trivial BUT Black Panther is the character that I wanted and there are more new characters that are being launched as DLC that would have most likely made for an immediate purchase as well. New character or old we are in a character hostage situation and with no negotiator to come to our rescue things are looking pretty dire. I don't wish for Capcom's failure but I do need them to understand the errors of their ways are making me much lesser of a fan with each new title they bring.


Monday, May 29, 2017

Fear Effect: Lowering The Skill Gap

A conversation has been happening primarily within the competitive fighting game community about the dark cloud which happens to be Street Fighter V. The conversation about closing the skill gap has always been around especially with fighting games but its come to a head in recent years due to the influx of online gaming and the rise of eSports.

Execution has always played the biggest factor in this argument. Being able to do the hard stuff,as they say,  seems to guarantee at least a %70 chance of victory against an individual who can not. Even if said individual can do other things that are necessary to pull out a W, there is still that harsh reality that just one mistake can mean your defeat.

At some point, you come to this realization that you're either going to stay salty about it and give up, take a break, or do what is necessary to increase your level of skill to become good at the game. Even in the single player experience this rings true but the two player experience is very different. After all, an AI's skill level is always going to be capped where as a humans level of skill can in fact grow exponentially given their motivations. 

The biggest dilemma or question when it comes to the direction of Street Fighter V is have developers created a cap in their games human skill level to decrease the gap when it comes to overall skill of execution?  If you look at Core-A Gaming latest analysis, then you can totally agree that what I personally thought was a good idea is turning out to be somewhat of a nightmare of sorts. 

As I mentioned before, execution plays a big part in fighting games, good decisions and the rest are certainly not left out of the equation but you are going to make mistakes and execution is going to be the ultimate consequence. So what happens when you've lowered the barrier for execution against a player whose skill level has been capped in addition to other special options? Well, fear happens. Because execution is easier, more players have the chance of capitalizing off of a few mistakes. 

Add in the fact that certain characters have a high output of damage, then you start to understand why making the execution easier for creating this damage has created this worry especially among pro players. Imagine you, a sponsored pro player, being taken out by some one whose execution leaves a lot to be desired.

That is the reality that these players face and for the first time, at least in my recollection, it created a fear!! It has always been exciting when a star player gets knocked into the losers bracket by some unexpected player but unlike before a win like this now comes with a luminous disposition.

Apparently, it is only a few that can see it. The rest continue to cheer with excitement embracing the spectacle that sits before them. This is certainly a tough space to be in as someone who is still enjoying it. A lot of new faces, many of them young, are now at the top of the list when it comes to this latest edition of Street Fighter and it is great to see. 

How do you tell them that their only there because Capcom decided to reduce the skill gap? I most certainly could not because that would greatly ignore their efforts but even then some of them will agree. What is even more disparaging about these latest developments is the fact that Street Fighter V is bringing more opportunities to the fighting game community than ever before. 

The last thing you want to hear is a pro player not happy about playing a new game in a series that they have grown to love. The idea of developing fighting games in a way more players can enjoy what they have to offer is something I stand by. Maybe it was a bad idea to do it with a series that has a history rooted in creating a game that had no roof in acquiring a higher skill ceiling..maybe. 

Wednesday, March 8, 2017

Validating Value: DLC Practices In The Current Generation

The evolution of DLC has certainly been an interesting development in gaming. Short for down loadable content, DLC practices have created quite a series of interesting events..most being unfortunate. 

The beginning of DLC...wasn't really DLC but pre-developed content that was locked behind a paywall. Once these practices were revealed to players, you would imagine that certain outrage ensued. 

Granted, the method used to deliver DLC was atrocious but it was not as bad as how certain developers chose to package their content often times making you purchase several things you did not want to get that one thing you did. 
 
Things have certainly improved in this current generation but that is often dependent upon what they initially offer. In my opinion, the biggest issue that plagues DLC at the moment is suspected value. 

The supply for video games certainly overshadow the demand within this generation of gaming. Game sales happen almost periodically every month. Having a full gaming experience for less than $5 has certainly become plausible especially with the influx of independent game developers so it is a bit of an enigma when you start to put DLC prices under the microscope. 

Obviously, creating additional content takes resources and when it comes to certain assets like that of a character, who can honestly be considered a game in of its self at times, you can generally make an argument for the value. 

It's only when we get into certain set pieces like costumes and colors that I start to take an issue with how developers value these extras. What is great about the option that DLC provides, is the fact that I do not have to pay for it and it will not completely hamper the experience but it can certainly be somewhat frustrating especially when you see something you would happily purchase if the price felt right. 

Of course, if the initial game doesn't make its targeted sales goal it may in some ways affect the price of any additional content but why put that burden on those willing to continue the support for your game? 

Generally, you still have to speak with your wallet and it may be that the majority of players are fine with the way things are at the moment but personally, I still want to see things make a little more sense moving forward.   

Monday, February 6, 2017

Playing It Dangerously Safe: The Issues With Ultra Street Fighter II On Switch!!

Outside of the Super Smash Bros. series, Nintendo has not really been the system of choice for fighting games since the Super Nintendo..that is a pretty long damn time.

Nintendo's choices to depart from keeping up with the latest tech and opting to be on the side of innovation instead has certainly had its negatives and positives for the company.

Now, they are hedging their bets once again with the Switch, and honestly, I have to admit this is not a bad idea. In fact, one would say it is what they should have done with the Wii U...but that is a different story for an entirely different day.

Despite a peaking interest for the convenience of a home console that you can take on the go, my reservations radar are certainly on full alert and the reveal of Ultra Street Fighter II has definitely increased my cynicism.

At first, I thought this was a good idea. Capcom, who was not going to be able to port Street Fighter V over due to the systems constraints, obviously was not ready to commit to an exclusive fighting game title so the next best thing to do is push nostalgia while giving a somewhat new experience and Ultra Street Fighter II does that.

But Capcom believes this to be a good idea so much that from what news outlets are reporting they want to charge $40 for a somewhat new experience.

I do not need to be a psychiatrist to tell Capcom that they have completely lost their minds! How does a game originally based off of another game that only cost me $15 jump to $40 for two additional characters, balance changes, and some extra online modes..that is kind of insane.

I think its safe to say that no one in their right mind is buying a Switch because they want to play Ultra Street Fighter II and even if they did lets put things into perspective.

For one, the system its self costs $299.99. Secondly, if you're are going to play online the respectable way, then you will need to pay for an additional lan adapter, which costs $29.99, and if you don't feel to at home with playing on the Switch's new controller, be prepared to purchase the pro controller that is retailing at $60+ at the moment.

That is quite a sum to invest in for the enjoyment of playing a game that is primarily fueled on nostalgia and a few bells and whistles and I don't think the additional $40 you will have to pay is making that nostalgia feel very worth it.

Capcom is playing it dangerously safe with this one. Placing your bets on a few loyal Nintendo followers who never had the chance of experiencing the original Street Fighter II HD remix,fans who really want to play an updated Street Fighter II game, or have not played Street Fighter II in a while is very risky and not the choice I would have made as one of the first titles for the Switch.








Tuesday, September 27, 2016

To Game or To Protect: When PC Security Affects Gaming

Up until now, arguing Street Fighter V's development decisions have been, for the most part, easy to do. The growing pains of dealing with a new technology and figuring out how it can be of equal benefit to the consumer, developer, and publisher is certainly the act of juggling, in a metaphorical sense, so it is understandable that issues are going to arise.

When you add emerging technology and dealing with the PC..well...things get a bit crazy. The freedom that a PC gamer has with the ability to modify(or Mod as it is more notoriously known) in-game artifacts is certainly unparalleled when it comes to gaming. 

While the publishers may disagree with this practice, it by no means is the bigger issue at play unfortunately. Dealing with users who choose to cheat and create exploits that allow some to play the game without paying for it has certainly been an issue on PC for what seems like a decade. 

Developers and publishers have been unable to halt this practice and it has done far more damage to the loyal consumer then it has to the parading pirate. Case in point, the latest Street Fighter V update. The latest patch would include an anti-crack measure to deal with those individuals manipulating the game. 

I guess giving it the old college try doesn't hurt but if time and experience accounts for anything, these efforts often time become a exercise in futility. None the less, Capcom tried and it ultimately ended up blowing up in their faces. 

Issues started to arise with the game and when certain community members took a deeper look into what Capcom had added to the new update..well..saying shit hit the fan probably doesn't come close to what was discovered. 

A potential security issue was found that could ultimately give access to the worse type of PC user, a hacker. As Skull Girls co-creator,Mike Z put it, imagine a draw bridge that you left open to your castle, that was on a moat, and one of your windows were open...they basically had that type of access. 

Hours after this discovery had been made and explanations of the potential harm this could do to your PC operating system was shared on many social media and blog sites, Capcom delivered an announcement that they had a plan that would fix the issue. Unfortunately, this plan did not completely work as planned because it did not remove the particular issue in question as it required the user to physically remove it themselves. 

This "mistake" has now ballooned into a bigger issue for PC users of this title. If a game developer can be so careless as to leave such a harmful file on your PC, can you really trust them not to do it again? This is the question that I'm currently sitting with and if you are playing this game on your PC, you probably should be sitting with this question as well. 

Lucky for me, I did not do the update before this discovery was made and I'm thinking it is probably in my best interest to uninstall Street Fighter V. This is certainly a very big breach of trust and as such, Capcom is going to have to earn this trust back by leaps and bounds. And I'm not talking about a free give away as an apology here, I'm talking about their going to have to walk a fine line for the foreseeable future before I even THINK about re-installing Street Fighter V on my PC. 

I'm in no way going to reward Capcom's folly by purchasing a PS4 version of this game, which is certainly a viable option but one I should not have to make. This is certainly not where I hoped I would be with Street Fighter V going into the next year but it is the mess they made and only they can do whats best to rectify the situation. Until then, I'm forced to wait and see. 

Tuesday, September 20, 2016

The Struggle To Coincide

Console wars are as old as the dawn of time...just take my word for it. I can still remember the Mortal Kombat conflict. One system, which dealt with hardware constraints, versus another system that struggled to maintain its "family" appeal.

Now a days, exclusivity plays a more heavier role in battle.  Long gone are the days where you could easily distinguish the system that "did a better job".  The war still rages on but when it comes to games that share multiple platform ports, there seems to be a bit of concession brewing for gaming online.

PC has fast become the neutral ground of choice when it comes to cross-network play. If there was ever a time to play nice between warring consoles, now is definitely that time. 

Xbox has, in a way, extended the olive branch when they launched a new initiative for developers interested in having cross-network accessibility for their titles. They have gone on record saying their open to working with other consoles.

While it would seem that ball is now in the other consoles courts, I can not completely trust that Microsoft is as open to this idea as they are professing to be. The Playstation 4 is certainly in a strong position and having a large percent of exclusive fighting game titles on their system has definitely hurt Microsoft's chances of competing in the market. 

With that being said, having cross-network for fighting games would change the game drastically. One could imagine what this would have meant for street fighter x tekken's community. 

An increased player base insures the games longevity, yes, but in a time where consoles have now become the official sponsor for online and offline tournaments, there is still so much that creates a divide between companies. 

 The fighting game community could certainly use this boost. While it may be of greater benefit to the developers then to the console manufacturers, cross-network compatiblity may do more good then competing companies fail to realize. 

We as players tend to migrate where the action is. Imagine if that was no longer necessary...does not sound so bad now doesn't it? 

Wednesday, July 27, 2016

When Opportunity Knocks.

They say opportunities come once in a life time but I myself think they come once in a blue moon. I never imagined that someone who was good at playing a fighting game would one day have the opportunity to step out into an arena with over 5,000  screaming fans watching them compete in a fighting game. You just could not tell me a day like this would ever happen.

The farthest I ever got to conceiving this sort of thing in my imagination as a kid was watching "The Wizard" and now here I am in my late 30's watching one of my favorite fighting game franchises on on a live stream while two fighting game commentator's give me the play by play as things unfold.

My mind was already blown when it was just a packed hotel conference room back when I first witnessed it in 2010. Now, I'm on the moon and what is even more crazy is the fact that I am just a simple spectator. I can not begin to imagine what it feels like playing in front of a crowd of 5,000 on lookers, or being behind the control board of a stream which is being fed to ESPN2...yes I said ESPN2. From the commentators, to the organizers, to the ones competing for cash prizes over $50,000, you have to think that an opportunity like this is something that only comes once in a lifetime but it only feels like the beginning!!

Fighting games are still at the low end of the totem pole when it comes to the production of big video game competitions. Even though this year an increase in the overall participation at many of the big name events have more then increased, it is still safe to say that fighting games have yet to reach the level of a MOBA or a FPS competition.  After all, when you compare video game sales or active players to popular games like Street Fighter V, they tend to pale in comparison. Yet and still it looks like fighting games are on their way and with that the opportunities for those passionate about fighting games are now at an all time high.

Street Fighter V, despite the negative press it has gotten overall, has gained big support on the competitive side of things. The biggest fighting game tournament of the year Evolution 2016 has passed but there doesn't seem to be any signs of slow down as the Capcom Pro Tour continues leading up to the big finale at Capcom Cup while other competitive companies like ESL and Red Bull eSports throw their hat in the ring offering all paid expense trips to their events with a nice prize pot to boot!

This year several players have been picked up by big eSports teams and that is not all. Certain teams have picked up coaches and managers as well. This year I have seen a few new sites and live streams erect that feature news for the the competitive fighting game scene..it all feels so surreal.

Like many, I wait(while working towards it of course) on bated breath hoping that possibly one day an opportunity will arrive that will give me a chance to be amongst all the excitement happening at this amazing time in history for gaming. I have to believe that opportunity does come in a blue moon because I would hate to miss out on something that has occurred in my lifetime.





Thursday, June 16, 2016

Delayed By Design

It is fair to say that input delay is, in fact, the demon of the gaming world...even more so when it comes to fighting games. With reaction being a big component of what differs one's skill or ability from another, it is important that inputs register as fast as the human brain can physically command them.

Even at the beginning of online gaming, attempts were specifically made to ensure one's inputs could register on an even playing field. When designing Weapon Lord, a classic title that was playable online back in 1995, developers James Goddard and Dave Winstead would deliberately delay the inputs of their game taking into consideration the significant amount of input delay one would experience while playing online. 

Several years later Tekken Tag Tournament 2 developers would implement this same sort of technique to ensure that the online experience was as incredible as it could be. Some disagreed with this approach sighting that affecting inputs would essentially take away from how the game was meant to be played. Despite these feelings, it was not apparent that this greatly affected the majority of players offline experience. 

When it had been discovered that Street Fighter V had 8 frames of input lag by default, an incredible discussion came as a result. This was not the first time an issue of input lag had come about. The last game in the series dealt with a similar issue when it got ported to the PlayStation 4. After a flurry of complaints, improvements were made as a result. Because competitive gaming has taken on such a big precedent especially when it comes to Street Fighter V, many are wondering what was Capcom thinking.  

Capcom, realizing this was an issue that needed addressing, announced they would be "looking into it". My common sense told me they already knew and a recent answer from the SFV producer Koichi Sugiyama confirmed it. The 8 frames of lag was as many suspected it to be, an intended design in the new game's architecture. The only question that remains now is why? 

A well-known broadcaster theorized it was done as a way to create the same online experience that Tekken Tag Tournament 2 was praised for and that would make sense but it doesn't quite answer the entire question. After all, Street Fighter V was additionally designed with roll back net code a technique used to keep input delay at a minimum during online play. 

One could say theoretically having both the 8f delay and the rollback would be the best method of creating a parallel experience between both online and offline play but so far player feedback suggests that this is not the case. 

It has been said that SFV has become a very offensive game and that 8 frames of delay disrupts the reactionary ability one might have to combat this style of play...another game design that was most likely done intentionally for this new version of Street Fighter. 

Traditionally Street Fighter has been known to be a "thinkers" fighting game. Patient play was a part of the game and as such things could be slow during certain matches.  In a time where games are now bordering on that line of being a "spectator sport", keeping the perspective of viewer appeal may now be an important part of the design process and while I've found the previous competitive Street Fighter to be a great watch, others found it to be a bit mundane.  

When it is all said and done, inherent risks come with creating a new game that stems from a beloved franchise. With so much feedback and a somewhat technical understanding of how the games work when it comes to gaming in this generation, things are bound to evolve at a more accelerated pace and I feel this will be no different for Street Fighter V. 

There was never a written rule that said inputs had to be at their lowest to ensure the highest level of competition. Why can't it be based more on one's ability to predict than to react?  When you break the balancing act, it may possibly lead players to a place they never thought they could go. This may very well be the intention of delaying the game by design but we may ultimately never know the truth. 



Monday, February 22, 2016

The Risk Of Focusing On Competitive Gaming

A lot of people like myself suspected that Street Fighter V's launch was going to be epic, some may even say historic. The night before, an exhibition between an unlikely opponent in rapper Lupe Fiasco and fighting game legend Daigo Umehara ended in explosive vibrations that anyone in the building or watching on stream for that matter could feel. It was clear that there was an excitement in the air one that was full of bright lighted optimism.

Unfortunately, the optimism for some would dampen on the official day of its release. Reviews were already pouring in pretty harsh criticisms. Aside from a few game modes playable at launch, SFV felt very incomplete. While Capcom did let excited fans know that everything would not be available on release day, it didn't quite seem to dawn on everyone until people finally got their hands on the game. 

Now, some of this may have been quieted if a giant server issue didn't come up during the time of launch but it in fact did and this lead many to taking some time to try out the two game modes that were available and realizing that one of them was very much incomplete. Though it was announced that a big story mode would be coming in June, it didn't quite sink in that it would be directly tied to what they would be delivering initially and it certainly left a bad taste in the mouths of many.

Things have certainly improved over the first week but the resonance for lack of content during this launch of Street Fighter V has remained with two sides of an argument happening over the past week. My feelings on losing the narrative has not really changed any and so it didn't bother me much about the lack of content. I was more so let down with the lack of characters available at launch which, once again, was pretty much confirmed long ago. 

A franchise that has been near and dear to my heart has been receiving some very harsh criticism and because I genuinely adore and respect its producer Ono-San greatly, it hurts to see so many unhappy with what we know isn't the final result, but, I can agree it is definitely not something you would deem as a complete product. 

For those that sincerely want to know where Capcom went wrong, what happened here was a direct affect of something that has now become apart of gaming moving into a new generation, and that is the competitive arena. It has been apparent from the onset of Street Fighter V's birth that this would officially be the first game created with a competitive aspect in mind. 

While the mechanics would be fine tuned in hopes of bringing in a broader spectrum of gamers, the biggest goal of Street Fighter V would be the emergence of competitive gaming through their already cultivated creation, Capcom Pro Tour.   

The Capcom Pro Tour happened back in 2014 its sole purpose leading us to this moment where Street Fighter V would become the featured game for the next years to come.  The relationship with Sony in the development of Street Fighter V and the Capcom Pro Tour, pushed further this notion of a dawn of competitive gaming that would give pro players and up and coming competitors an opportunity to earn real life fight money and travel the world fighting new opponents similar to what protagonist Ryu has done throughout his gaming life cycle. 

The Capcom Pro Tour will be starting off officially this week at the Cannes Winter Clash in France. This isn't going to be obvious to the average gamer who has yet to understand the competitive world of the Fighting Game Community but those of us in the know understood the decision to release this game in its initial state was to make sure it was available at this said event and others like it in the coming weeks. 

While I'm excited about the Capcom Pro Tour and will be involved more so as a volunteer than a competitor, I get it, Capcom messed up..kind of. I haven't forgotten that before I ever thought about this being more than just a game, I was a 12-year old little boy playing with my friend, trying to beat the game with every character to see their ending, and for years this was the narrative until the emergence of online gaming. 

Whether this has hurt Street Fighter V and the initial new players that it had the potential to bring in doesn't quite seem apparent at the moment. What is apparent, at this point at least, is the fact that Street Fighter V is creating an all time high in the competitive scene. 

It has already eclipsed  the recorded attendance that Street Fighter IV had previously this year for EVO and the game has only been out for a week preceding the Betas that some initially had the opportunity to play.

Some are saying that this risk Capcom took may have been detrimental to the overall bottom line. After all, once the game has been reviewed there aren't any re-reviews. Despite, what I believe are some valid criticisms of its initial release, the game is, without a doubt, solid and I look forward to putting more time into it going forward whether I decide to compete or not. 

Whether in success or failure, I hope Capcom takes a look back at this release and remembers that despite their optimism about the future of competitive gaming, they remember there are still young and old who can and will enjoy the game for what it is. Whether they play it casually or competitive, it's important that one doesn't get alienated for the other. 

Monday, February 8, 2016

Celebrating 25 Years Of Fighting With Street Fighter II!!

On February 6th the original Street Fighter II arcade game would celebrate its 25th anniversary and like nostalgia always loves to do, it starts to float memories to the surface. Many of us have that first fighting game where we experienced that one on one competition that got us completely enveloped in the characters on screen as we externalized our game play using our controller of choice.

For me, Street Fighter II was that introduction and it was a day that I will never forget. A field trip to the bowling alley would eventually lead to an impromptu moment with this new game that I gravitated toward among the others surrounding the arcade area. I had no clue what I was in for as I was met with the character selection screen and a decision to make. 

Enthralled by the martial arts wearer of the red karate gi Ken Masters, I made my choice and waited patiently for my first opponent which was none other then the very monstrous ball of electricity Blanka. Having no clue about any of the controls, I frantically mashed as many beginners do some how pulling out a win and facing my next opponent, the guy with the funny do, Guile. 

He proved to be a little more challenging. Despite the loss, I was mesmerized by the astounding attention to detail during the match as I watched my character get tossed into a near by wooden crate only to have it be destroyed on impact all the while the background is populated with cheering on lookers and music setting off a tone which let's you know it's time to get busy(did I just say get busy?). 

By this time other classmates started to take an interest in the game as well and before I knew it I was facing off with one classmate in particular who I've, needless to say, traded a few punches with in real life. He went with Dhalsim who to my surprise had an uncanny ability of almost stretching his limbs the entire length of the screen to hit his opponent. I managed to pull out a victory sending my classmate into salt as he no longer had the will to fight and left dejected..I took much satisfaction in his defeat.

It was moments like these that would continue going into the home console version of the game. Despite the change of venue, the fight was the same. He who won the match kept the controller and when facing my overconfident pal among a group of friends, I once again felt extreme adulation after defeating him very convincingly even pulling off a combo during the fight.

While the Street Fighter series was not the game that I would eventually identify with the most, there is no forgetting the foundation that it laid for me and many others. From webpage creators(like myself) to game developers, legendary players, tournament organizers, and more, Street Fighter II has spawned a generation of inspiration that will never be forgotten. 

As with Ryu the next challenge is all that matters and I feel it my duty to make sure that where there is a will to fight their is a challenger to meet with them any where, any place, and I have Street Fighter II to thank for creating the spark in me that has lead to this point in my life. 

Thursday, January 21, 2016

The Damage Is Done: Publishers Abandoning Their Fighting Games To The Nether Realm!!

There was excitement in the air when game developers Nether Realm Studios, creators of the popular Mortal Kombat series, announced they were over hauling their original netkode with Mortal Kombat X to take advantage of the popular roll back technology fighting gamers clamored for...before, during, and after the game released.

"They are finally coming to the light", I thought given the fact that Street Fighter V is soon on its way and they will have to do everything in their power to keep players interested in playing MKX once the giant awakes from its resting place in February.

Amidst the excitement, something did discern me though. I noticed the absence of the PC/Steam logo among the two consoles something I was quick to shrug off as a "not a priority" thing. I would soon learn that this was much more severe then that.

The "what about the PC" chants made their way around different social media outlets all the while Nether Realms seemed to remain silent until one day a simple answer was given to the justifiable "what is going on" question.

Community specialist Tyler Lansdown would finally reveal the worst stating all the new things they had planned for Mortal Kombat X as of this moment would be Xbox One and Playstation 4 only...not much of a shocker but very depressing none the less.

There has not been any real reasons given for the abandonment of a game that many people payed the exact same price for on PC. It has been known for some time that the PC version did have its problems...it has also been known that publisher WB interactive entertainment has had problems with porting their other games to PC as well but to completely ignore the collective fan base of their PC consumers is, without a second thought, a very huge insult.

And dear old Ed Boon who promised that there would be no issues with the PC has remained silent not even offering an earnest apology to the MK PC community. He continues to advertise for the new content for console owners all the while as if nothing happened, that to me feels like the biggest slap in the face.

In all honesty, I'll get over this pretty quickly. Street Fighter V will be here in just a few more weeks and their PC build has played great in comparison to the MKX one...they seem to give a fuck.

We can also hope the Killer Instinct version will not be a let down as well and I'm sure MK fans will find certain similarities when it comes to that game. I can be optimistic and hope that maybe Nether Realms Studios and WB interactive entertainment will make things right but I can already tell that many may have sworn off both companies for the foreseeable future.

Either way it goes we can pretty much call the relationship between them and the PC consumers a fatality and it is my opinion given the climate of where the PC may be in a few years they may just regret this decision to abandon their player base on the PC.


Tuesday, November 24, 2015

Is The Look More Important Than The Feel?!: Comparing Gameplay To Aesthetics

The King Of Fighters series has most definitely had its ups and downs. As a fan of the series, I'm not at all ashamed to say that I chose to stay away from certain games in the series specifically the ones that got away from the traditional 2D art style that I was accustomed to.

During The King Of Fighters XIII's most celebrated time period here in the U.S., you could almost imagine that it would be enjoying many more years to come but as time moved on things became clear that players would do the same as well.

There are plenty of reasons I could give that attribute to SNK Playmore's official buy out but I'd rather focus on the present concerns at hand,The King Of Fighters XIV.  Like many fans, I was vehement about there being a KOFXIV stating that having a next game in the series would be much better than having nothing. It would seem like many would get their wish, just not quite the way they may have hoped for.

It was expected that the series would forgo its 2D roots in an effort to cut production time and create more assets then the previous offering. After all, the pain stalking process of "Dot Art", while greatly appreciated by fans, hurt them in the long run when they first introduced it in KOFXII a game that was highly criticized for its lack of features among other trivial complaints. 

When the announcement for the latest game in the series hit my radar, there was no doubt excitement but only a few minutes later, that excitement would turn to utter disappointment. Having a background in computer animation made this an even harder pill to swallow. I've never had a reason to critique the release of a game title, none the less a fighting game one and I just couldn't stop picking at all of its faults.

With each trailer that popped up, it was apparent that KOFXIV was not going to be on par with what the current gen has to offer and to me that is what hurts the most. While my feelings towards this title have been nothing but negative, others fight to defend the next entry by providing evidence of minor improvements and footage comparisons to the previous offering.

While I'm still at odds with the game aesthetics, my feelings about the game play are neutral. The comparisons with KOFXIII have definitely helped my view of the game as it seems to stay within the same pacing. It lets me know that while KOFXIV may not have the stylish look that I enjoyed previously it will still retain the feeling which may transfer over to the game play as well. 

Next week, as players get a chance to go hands on with the title at Playstation Experience, we will know some what where this game stands. As we are still clueless as to the exact release date which happens to be coming next year, there is still hope that strides can be made but in my mind their not enough to satiate the new players being introduced to the series. 

There is no doubt that some games can look quite awesome and make you contemplate the end of your existence...during game play at least. It could be that KOFXIV will successfully maintain what ultimately makes this series distinguishable from the rest but the questions remains at what cost. 


Saturday, November 14, 2015

They Just Don't Seem To Care

The 2015 Games Award Show has left many perplexed as to how they exactly decided to determine the fighting game nominations. One of the games chosen for this year happens to be on its way out next month and another is still in Beta.

It would be one thing if you could argue that there aren't enough titles to construct a solid list of nominations ,but that is far from the truth. There were at least three solid titles that I personally would've considered choice candidates:

1. Under Night In-Birth EXE:Late
2. Dengeki Bunko: Fighting Climax
3. Dragon Ball Z: Extreme Butoden

Now given they fall under the "anime" category of fighting games, you may argue its sole representative Guilty Gear Xrd: -Sign- should be adequate since it does share similar aesthetics that fall under that style of fighting game but here is the problem, they are not the same!!


The evidence seems clear as day that the people running this show, the ones who brand the mark of "gamer" so proudly on their chest, are very very out of touch. The shows creator Geoff Keighley also happens to be the creator of Game Trailers.

Taking a quick look at the coverage of said games on the GT's website pushes further the notion that they took no time to play these games and that is truly unfortunate because had they done so maybe, just maybe at least two of the games would have received a much deserved nomination.

Now, this would be a single atrocity had I not delved further into their nominations for E-sports and found that there was absolutely no representation for fighting game players!! It is apparent that they just don't seem to care.

Geoff like many of us came from an era of the Arcade. If you come from that era, then you know the resurgence that fighting games created around this time. There is no denying that these days keeping up with the influx of games seems to have become more of a chore then a fun past time but as an entity that is dedicated to covering a wide assortment of video game related media, I can't help but think they are seriously missing the mark.

There may be some strange politics happening at this so called award show. When things get to this level, there always seem to be so it doesn't surprise me much just disappoints. The only thing that we can do as not just a fighting game community but a game community at large is point out the inconsistencies and hope they make changes.

It is sad to say this given the appreciation of what this show means to many of us game fans but if there isn't equal representation across the board then I will no longer see the need to support this further and urge others to do the same.

Wednesday, November 4, 2015

Holding Characters Hostage!!

After a fair amount of leaks have surfaced from Street Fighter V, I'm starting to think something is afoot! It doesn't take sharp sleuthing skills to figure out what developers are doing just a keen eye on the behavior especially when it comes to releasing characters.

Let's back track a bit to where I believe this all started, Killer Instinct. The first current-gen fighting game came out of the gate initially offering 8 characters to choose from. Now, one can gather that this game was far from complete yet and still the publishers decided it best to bring the game out as it was and to their chagrin, it worked out.

If two years ago you told me that Street Fighter V would be getting released in 2016, I would have said impossible given Capcom's current situation at the time. I could have never imagined Sony taking such a huge roll in the development of Street Fighter V which is ultimately why we will be seeing it sooner than later.

It's obvious to me that game development in this current generation is far more challenging and so when it was announced that Street Fighter V would be launching with 16 characters adding only 6 more within the year, it wasn't surprising but it was certainly a little disappointing.

While their are a great deal of characters some of which I'm glad to see returning, it is apparent that a great deal of my favorites are not their. So.... Capcom is holding my characters hostage!!!

Okay,okay maybe I'm flying off the handle just a little bit but it is very telling. 16 initial characters compared to the 25 that were released for Street Fighter IV. For the second time in Street Fighter history, Sagat will not be among the initial roster and that little ball of electricity Blanka also won't be present either...the Street Fighter gods must be crazy!!

I talked about having character crisis previously and as things are now there will be a few Street Fighter veterans plagued by this current epidemic until the next round of characters make an appearance.

Would it have been behoove of Capcom to possibly wait until they had a roster fitting of a royal banquet? Probably. But given their latest commitment to giving you free extra content from the initial purchase, well, you can't not at least be content in knowing a character you wanted to see very badly at launch won't require you to shell out some extra cash.

It seems like just yesterday the initial Killer Instinct roster was something to vehemently scoff at. Now, it's a complete game promising to bring more characters next year to add to its very diverse roster.

Game development now a days has taking on a very different model one that continues to change as you continue to play and communicate your experiences. It's probably to soon to bring out the free "insert favorite character" t-shirts so I'm going to start shouting it now from the roof tops of this blog post.

"Free Sagat"

"Free Fei-Long"

"Fre...you get the picture Capcom don't have me waiting to long and I'll do my best to enjoy the characters that you have to offer in the mean while!

Wednesday, September 9, 2015

Purchase, Play, Repeat

We often tend not to pay attention to certain patterns as they surface. One such pattern is spending habits. We often give ourselves very convincing rationale as to why we spend money on things that we technically already own and with video games that rationale often times makes a compelling argument..in our minds at least.

In the case of fighting games this generation, the repurchase of games that we already own or have owned in the past makes a lot of sense due to the development of online play but it is costing us due to the way things change and emerge. 

I personally am the proud owner of at least two games that I've purchased more than once and there is no doubt in my mind at some point I'll be doing it again...and again, and again, and again. There are a few reasons why what seems to be an atrocious spending habit makes complete sense to do. 

The first being the most obvious is developer support. Xbox Live's first generation gave us a great deal of online gaming which included titles like Capcom Vs Snk 2,  Street Fighter III: Third Strike, and Guilty Gear XX Reloaded. The advent of Xbox Live's last gen console Xbox 360 fostered in the discontinuation of Xbox Live's service on the first generation Xbox and it's even fair to say that many of the titles that I spoke of earlier may have been terminated long before XBL officially shutdown.

There is fear of this occurrence again given the current generation of consoles are in full swing but just when this will happen is only speculation at this point. At least two of the fore mentioned titles made their way back to XBL but it came with a price and while it wasn't asking for much it's clear that many had to once again dig in their pockets to take advantage of what was offered...in a "shut up and take my money" sort of way.   

The presence of online play has greatly affected the urge to repurchase amongst some other bells and whistles coupled with the "new and improved" line that often times gives us a promise that things will be better this time around and in some cases they are. 

The nature of netplay and the technology used to make it better is often included in our reasoning for repurchase. It's the primary reason that convinces me it's worth it. Another reason that has now recently come into my decision making is the availability of a title on a new platform. 

Often times, the activity of one platform being greater versus the other drives our reasoning as there is a chance to play more individuals who enjoy the game making all the sense in the world and a small price to pay for the fun you will have. 

My hopes is that my repurchasing days will be few and in between and I believe this is now possible with what Steam has in mind this current generation. Steam's platform does a great job of complementing the multifarious world of PC and with their latest creation, Steam Box, an OS that is created to consolize what we know as PC and turn it into a more TV friendly device, I believe I've happened upon something that may just stop my impulse to repurchase or at least stop me from doing it as much in the future.  

While there is no sign of what will become of Xbox Live and Playstation Network for the last gen consoles, I can be confident that Steam will help quell my habits in ways that I thought were not going to be possible. With the influx of content coming from well known fighting game developers like Arc System Works, the purchase, play, repeat syndrome may slowly be coming to an end.



Monday, August 24, 2015

Saying Goodbye To Street Fighter IV

After deleting Ultra Street Fighter IV from my Steam library, I had an honest decision to make. It has been almost a year since I played the game only dabbling in it for a short period of time to create a review for the latest version.

It seems obvious that maybe letting go for the near future is best. I mean..Street Fighter V is on its' way. The PC online beta should be coming just around the corner and it's safe to say that SFIV's day in the sun is officially coming to a close.

It's funny how a game that brought so many of us back to fighting games, may fade into deliberate obscurity despite the strong resurgence it encapsulated. SFIV has received a great deal of harsh criticisms...a great deal.

The online game play was far from ideal, the game's mechanics often let people get away with mistakes, and the comebacks often times felt like an atrocity. When I first got my hands on Street Fighter IV, none of these things mattered..and to be honest, to me, they still do not.

At one point, I was willing to spend as much time needed to master the art of the focus dash cancel but some where along the line my attention shifted else where and never managed to make its' way back.

Whether it was going to be the time commitment needed to get into the more advanced nuances of the game, or just my pure lack of enthusiasm, me and SFIV were going to reach this point eventually...the point of no return.

Even though my personal relationship with playing SFIV deteriorated, watching the game being played is a whole other story. It goes without saying that the competitive nature of the game still garners a great deal of excitement and will be doing so at least until the end of this year when we finally reach Capcom Cup 2015.

We all knew this day was coming. While past Street Fighter titles still have a fairly decent following, I really don't know what will become of SFIV...I'll tell you this much, it doesn't look good. When it comes to the long line of Street Fighters titles I would like to return to, SFIV stands at the bottom of the list I'm afraid.

So many have predicted that upon Street Fighter V's release, SFIV will be dead in the water. I've already convinced myself by not hitting that reinstall button ; there isn't anything left for me and SFIV.

I'll never forget the first days of SFIV's release, the amazing ultra combos that were often times comedic in their approach. I'll remember those days where I spent hours online fighting against a countless number of fight requests that would never allow me to finish an arcade session...not once.

It's time for me to say goodbye to SFIV. It was fun while it lasted but I'm afraid I'll never return.




Tuesday, July 28, 2015

The Execution Of Execution!!

I can still recall my friend teaching me how to do my first Hadouken. I didn't think much of it then but now I liken that moment to learning a hidden technique, one that would grant me the ability to fight my friend on somewhat of an even playing field, he only taught me how to do a Hadouken after all. I could have never imagined just how far fighting games would go when it came to learning these special commands.

I and a lot of people like myself have failed to realize just how much history that someone just being introduced to a fighting game has to learn. The term newcomer often times gets misused when you think of how difficult a fighting game will be for someone just getting into playing one...it's down right underestimated and often times highly overlooked. 

This may be impart because we are in the age of information. Learning how to do a Hadouken is not as mysterious as it was in my time ; a time where people were often tight lipped on giving out information as it had the potential of limiting their turns at bat and their win ratio as well. 

With some effort, you can pick up everything that took me months(and years in some cases) to learn in a few days, although, nothing really compares to having someone show you how to do things up close and personal, something that I feel has been lost some with playing online. 

Given the amount of history I have with fighting games and the knowledge and skills that I've learned for over 20 years,  it's no wonder why fighting games are not the most popular when it comes to the pick up and play mentality. 

This years Evolution 2015 revealed Rising Thunder a game that is being master minded by 3 of EVO's co-creators. Seth Killian, who is heading the project, is without a doubt one of fighting games biggest ambassadors when it comes to speaking on just how much enjoyment and competition one can have from playing them. 

His journey has lead him from leaving his job as a professor,  joining Capcom as a community manager and combat advisor for Street Fighter IV, to now game creator for a genre that is near and dear to his heart. 

As someone who deeply understands the joy of fighting games, you would think the direction that Seth is going in for this game would be that of ole but it's far from what fighting game players have come to embrace and there is no telling the effect this may have once this game comes to its' full fruition.

With the creation of this fighting game, Seth has taken on a risk of alienating the veterans, the ones he for years sided with, the ones he appreciates deeply for the time and effort  spent to obtain a high level of mastery, to stop alienating the ones who he so wants to help understand what he loves most about fighting games..the new comers.

He plans to make this happen by doing away with the challenging inputs making special moves accessible by the press of a button. This move could easily break the foundation of what we have held dear about fighting games but not in a negative way, rather, it could break new ground in finally inviting more people to enjoy fighting games then they've ever done before.

I for one embrace this idea. I've explained in past posts that there is more to fighting games then execution and Seth is willing to place his bets on execution being the root of the problem when it comes to getting people to stay and reach that next level. Though I applaud Seth for going in this direction I also can't help but feel something big is going to be lost.

That Hadouken that I learned back then, recalling the moment I successfully executed the move seems far more exciting to me now. Now, I can easily pull off the move but it wasn't until lately that I've come to an epiphany.

My fingers move across the d-pad as if  I'm physically charging up my characters power. From there my finger pushes the button which releases the Hadouken.  Games can't often express that feeling of control over ones character so vividly and I'm afraid Rising Thunder will not be able to emulate that feeling with its use of simple inputs.

Rising Thunder may just be the future and often times what the future holds are a few relics from the past. While games like the upcoming Street Fighter V assures us that a new generation of gamer's will get to experience the euphoria of throwing that first Hadouken, there is no telling if this may change once players have a taste of what Rising Thunder and fighting games like it may have to offer...more of an engaging experience in less of the time it would normally take to enjoy what a lot of gamer's have never had the chance of experiencing.

Time will tell if executing execution will be for the greater good.