With all of the ballyhoo over the release of Street Fighter V, it got me reminiscing about many of the old fighting game series that have disappeared over the years. There was a time when the genre was the king of the hill with publishers constantly pumping out new titles to top one another / cash in on the craze. As the waves of nostalgia rolled over me, a few series in particular kept springing to mind. Unfortunately, the likelihood of any of them making a triumphant return soon is not very good seeing as the studios that made them have either gone under, changed their focus, or the key individuals in creating them have moved on. Nonetheless, it would be nice to see some of these franchises come back. So, with that, let's take a look at some of the fighting game series that are no longer with us and dream of a world where they could actually be brought back.
Bushido Blade
This came along in an interesting period in Squaresoft's game development history. During the mid to late 90s, they got quite adventurous in the sorts of games that they were putting out. They stuck to their RPG roots much of the time, but we did see the company venture into other genres during this time, like fighting games.
Bushido Blade was a very different beast from many of its counterparts. The most notable thing about the game was instant deaths, as it went for a more realistic attitude toward combat. Characters had a variety of swords that they could use and were actually able to kill an opponent in one well placed hit. There were no health meters in these games. It was all about learning the stances, transitioning one attack into the next, learning to block, and being punished mercilessly for mistakes.
Despite the potential for brutally quick deaths, a lot of people really enjoyed the games. Hardcore folk ate up the depth of the combat while casuals giggled as they hobbled around the battlefield trying to finish one another off.
Unfortunately, as Squaresoft's popularity soared in the late 90s thanks to the games that they were putting out, so too did their hubris resulting in Final Fantasy: The Spirits Within which just about bankrupted the studio, forcing Enix to step in and save them. Since then, they've never quite been the same, gravitating more toward safer franchises while leaving games like Bushido Blade in the past.
Nonetheless, it's hard not to look back at the game and its sequel with fond memories and wish that somehow it could come back in the modern era.
Virtua Fighter
When Virtua Fighter first appeared in arcades, it raised a lot of eyebrows. Fighting games were already well on their way, enjoying a meteoric rise in popularity, but the genre was a vast sea of 2D sprite-based games up to this point. When Sega stepped onto the scene with Virtua Fighter, one couldn't help but notice the polygons.
Not only was it a graphical marvel for its time, the feel and mentality of the fighting was so different. It was a somewhat slower, plodding approach to fighting. Sure, part of this was due to the polygonal nature of the game, where games that dared go this route still felt a tiny bit clunky in the early 90s. However, Sega took this and ran with it. First, characters moves were nowhere near as over the top as Street Fighter II and games of that ilk. It was a methodical sort of combat where players steadily punched and kicked, stringing one move into the next giving a sense of momentum and oomph that was quite different to what one experienced in 2D fighters. Moreover, the moves were much more grounded in reality, emphasizing punches, kicks, throws, and knockdowns. Virtua Fighter took place in the land that fireballs forgot. It even made us brutally aware of the world of ring outs as players teetered out of the ring with a shocked and slightly disappointed, "Ah!"
As the years wore on, one sequel after the next came along as Sega refined the series, honing it into one of the most technical fighting games of all time where timing is of the utmost importance. It introduced us to a cast of characters that many Sega fans still have fond memories of to this day, and we even saw the series get some spin offs like Virtua Fighter Kids and Virtua Quest.
Unfortunately, a lot of doubt hangs over whether we'll see a Virtua Fighter 6. The fifth installment in the series came out nine years ago during the early days of the last console generation. Since then, there's not been a peep from Sega about a new game. We get the occasional reminder that the series was a thing with its characters making cameos in other games (like Akira and Kage in Project X Zone games, or some of its characters appearing in Dead or Alive 5 Ultimate), but we're still waiting to see a proper new Virtua Fighter game.
Tobal
When I first started brainstorming this article, I didn't expect two Squaresoft games to be on it but here we are. It was another early 3D fighter with its fair share of quirks. The visuals were relatively stripped down while everything marched along at 60 frames per second. Characters were designed by Akira Toriyama while a small army of composers contributed to the soundtrack.
One of the most memorable aspects of the Tobal games was all of the different modes it had, especially quest mode where players went on an adventure as they explore a dungeon while gathering items to help them, all the while hoping they don't die, being forced to start over. It was a mode that people weren't expecting but were certainly happy to see.
It's been years since the two Tobal games came out, but it's still missed by many. Maybe with the Final Fantasy VII remake coming along Square-Enix can throw us a bone and make a new Tobal game that they can pack a demo of FFVII in for old times sake.
Bloody Roar
Who doesn't like a good transformation sequence in an anime every now and then? Very bad people, that's who. They probably don't like Bloody Roar then either, which makes them even worse. For shame. For the rest of us who do have fond memories of them, we savored these sequences in all of their glory as we got ready to unload on our opponents.
Bloody Roar took a somewhat more over the top approach to 3D fighting games with this more beastly tone. It opened up the door to super moves and allowed players to regain some health so there was good reason to make use of it. On top of this, the game was easy to get into. Basic combos could be done with relative ease and people who weren't even all that well versed in fighting games could have a good time.
Unfortunately, while the series did muster its fair share of fans, we haven't seen a new installment since 2003. Moreover, its publisher was Hudson Soft which is now owned by Konami, a company that hasn't even tried to hide its disdain for video games in recent years. So, it's looking like nothing short of a miracle will bring Bloody Roar back from the grave and even if it did return, knowing Konami it would be as a pachinko machine.
The Last Blade
There have been plenty of 2D weapon-based fighting games to come along over the years, but I've always had a special place in my heart for The Last Blade, so it's going on the list. It's an SNK game that a lot of people have forgotten about, overshadowed by the likes of King of Fighters and even the series that it was a spiritual successor of, Samurai Shodown.
Nevertheless, it is a solid 2D fighter in its own right. First and foremost, the games were absolutely gorgeous. The people that did the art for this series deserve a metal for their sprite work. The Last Blade stands as an amazing example of what one can do with the medium. Very few 2D fighting games of the time can stand toe-to-toe with this series in terms of visual splendor.
Not only did it look good, it was fun too. There was a sizable cast of characters to choose from with a lot of variety as to their combat styles. Combat was very interesting as the game had some very big combos that players could do while taking advantage of the game's buffering system, which allowed one to enter moves well in advance while preparing these chains. Also, there was a "repel" ability that was very interesting, as it knocked back opponents as a means to try and create some space so that you could go in after and get a combo started or just creating some breathing room. As tempting as it may be to write off The Last Blade as a Samurai Shodown clone given its aesthetic and the people who made it, these games had a feel of their own.
It would be nice if SNK brought the series back, even if just as a classics compilation for new generations of players to enjoy. Obviously, the lion's share of their attention is on King of Fighters now, but if they could find a way to revive The Last Blade in any way, shape, or form, I for one would be very happy indeed.
Honorable Mention:
Darkstalkers
The reason this series isn't in the main list above is because we did get Darkstalkers Resurrection not too long ago. It was a mini classics compilation and digital only, but the release was a sign that Capcom actually remembers that there are quite a few people who still love the series. Will the company take the logical next step and make a full-blown new entry in the series? Only time will tell.
Rival Schools
Another Capcom series and one that showed the publisher could put out some decent 3D fighters, and not just its bread and butter 2D affairs. It had a fun mix of characters, interesting moves, and for its time, the games looked quite pretty, garnering the series a decent number of fans. It's a long shot that we'll ever see Rival Schools revived, but no one would complain if it were to happen.
Oh look, it's a video game blog. In an age rife with YouTube gamers something like this is almost quaint...
Showing posts with label Fighting Games. Show all posts
Showing posts with label Fighting Games. Show all posts
Wednesday, 24 February 2016
Monday, 22 February 2016
The Importance of Casuals
Over the last week we've seen a bit of fallout with the release of Street Fighter V. There are quite a few people who feel that at its core, SFV is a solid game: good mechanics, works great. However, it is severely lacking in features, especially play modes. For the hardcore fighting game fan, this isn't really an issue. As it stands, the game has what they want already: a decent-sized roster of characters and an online versus mode. Be that as it may, a lot of people are upset by this, ie. everyone else who isn't hardcore aficionados of the genre. There are quite a lot of people that get these games with little to no intent of ever playing against another human being. They want a story, cool characters, maybe some other interesting modes tossed in, and if they can successfully pull off most of the moves along the way, so much the better.
Given the bare bones state of Street Fighter V's launch, these casual fans of fighters are a bit miffed. It doesn't matter if there's more content coming down the line. They plunked down $60 and they aren't finding a whole lot that they want to do with the game. The worrying, and not entirely unexpected, thing about all of this is how a vocal quadrant of hardcore community lashed out at the casuals voicing their concerns about the state of the game. It really goes to show that there are some impressively narrow-minded, myopic individuals who are utterly lacking in foresight.
The diehards of any given hobby are always comprised of a very small, vocal minority. They have very specific things that they want and they'll make a bunch of noise until they get it. This isn't just the case with Street Fighter. We can see it in most genres. Look at the last 10-15 years of MMORPGs. There was a time when raiders, another small, noisy group of people, would shout and stomp their feet on a game's message boards until they got what they want. The problem was that there were a lot of other people playing the game, quietly enjoying regular dungeons, leveling alts, dressing up their characters, or being silly with friends in a hub town. As the tiny group of raiders were increasingly catered to, everyone else was feeling left out when it came to new content. Sure they could raid, but if they're generally uninterested in such activities, it seemed silly to force one's self to. So, over time, as the casual set was increasingly left behind, they let out a collective, "Okay, bye, I guess..." and quit these games. This resulted in a sizable loss in customers for these games, and their publishers began to worry, scrambling to find ways to win back these people who unbenounced to them, were actually a larger source of revenue than the smaller, noisier group of "hardcore" players.
This could be translated to one genre after the next. How many people love competitive Starcraft? A decent amount, sure, but how many more view stuff like custom maps and clicking on units repeatedly so that they say silly things as highlights of the game? A lot more. This is one of the things that is nice about the game. Hardcore folks get their ladder and off they go while the casual crowd can just go off and do as they like in these custom modes or just enjoying the story. The game stays accessible to new players and those that have no interest in playing at a high level while also being good to go for the more competitive crowd.
There are some folks that shout on the internet about how they play competitively and think everyone else should as well, and it's turned into a bit of an echo chamber where these people get together and start thinking it's the natural order of things without stopping to think that there are quite a few people out there that don't feel the same. Whether it's hardcore members of the fighting game community, MOBA players arguing about normal matches vs. ranked, or MMO raiders, they just start talking among themselves, earnestly agreeing with one another while shouting down descent.
For a time, it may well seem like what they're doing is working, but often as the months and years pass we see less and less casuals entering into these games because they just don't want to deal with any of that and the games don't offer features or game modes that they're interested in. Moreover, this leaves a limited pool of hardcore folk, and that cohort of people inevitably shrinks as its members get older, their priorities / life circumstances change, and they find themselves leaving the scene. Then what happens to these games? Their publishers are businesses, not charities. If they aren't making enough money to support their product or they think future games in the genre won't sell well, the suits that make all of the big, money-related decisions at the company may not greenlight future projects.
So, hardcore gamers need to think long and hard whether they want to put these walls around the games that they love so much. If they can support them financially on their own, great. However, if that isn't the case, casuals are an absolute necessity for many games to continue to exist, never mind flourish. Shouting at the "filthy casuals" may score brownie points in their little circles, but it may well actually kill off the games these people love if they aren't careful.
Given the bare bones state of Street Fighter V's launch, these casual fans of fighters are a bit miffed. It doesn't matter if there's more content coming down the line. They plunked down $60 and they aren't finding a whole lot that they want to do with the game. The worrying, and not entirely unexpected, thing about all of this is how a vocal quadrant of hardcore community lashed out at the casuals voicing their concerns about the state of the game. It really goes to show that there are some impressively narrow-minded, myopic individuals who are utterly lacking in foresight.
The diehards of any given hobby are always comprised of a very small, vocal minority. They have very specific things that they want and they'll make a bunch of noise until they get it. This isn't just the case with Street Fighter. We can see it in most genres. Look at the last 10-15 years of MMORPGs. There was a time when raiders, another small, noisy group of people, would shout and stomp their feet on a game's message boards until they got what they want. The problem was that there were a lot of other people playing the game, quietly enjoying regular dungeons, leveling alts, dressing up their characters, or being silly with friends in a hub town. As the tiny group of raiders were increasingly catered to, everyone else was feeling left out when it came to new content. Sure they could raid, but if they're generally uninterested in such activities, it seemed silly to force one's self to. So, over time, as the casual set was increasingly left behind, they let out a collective, "Okay, bye, I guess..." and quit these games. This resulted in a sizable loss in customers for these games, and their publishers began to worry, scrambling to find ways to win back these people who unbenounced to them, were actually a larger source of revenue than the smaller, noisier group of "hardcore" players.
This could be translated to one genre after the next. How many people love competitive Starcraft? A decent amount, sure, but how many more view stuff like custom maps and clicking on units repeatedly so that they say silly things as highlights of the game? A lot more. This is one of the things that is nice about the game. Hardcore folks get their ladder and off they go while the casual crowd can just go off and do as they like in these custom modes or just enjoying the story. The game stays accessible to new players and those that have no interest in playing at a high level while also being good to go for the more competitive crowd.
There are some folks that shout on the internet about how they play competitively and think everyone else should as well, and it's turned into a bit of an echo chamber where these people get together and start thinking it's the natural order of things without stopping to think that there are quite a few people out there that don't feel the same. Whether it's hardcore members of the fighting game community, MOBA players arguing about normal matches vs. ranked, or MMO raiders, they just start talking among themselves, earnestly agreeing with one another while shouting down descent.
For a time, it may well seem like what they're doing is working, but often as the months and years pass we see less and less casuals entering into these games because they just don't want to deal with any of that and the games don't offer features or game modes that they're interested in. Moreover, this leaves a limited pool of hardcore folk, and that cohort of people inevitably shrinks as its members get older, their priorities / life circumstances change, and they find themselves leaving the scene. Then what happens to these games? Their publishers are businesses, not charities. If they aren't making enough money to support their product or they think future games in the genre won't sell well, the suits that make all of the big, money-related decisions at the company may not greenlight future projects.
So, hardcore gamers need to think long and hard whether they want to put these walls around the games that they love so much. If they can support them financially on their own, great. However, if that isn't the case, casuals are an absolute necessity for many games to continue to exist, never mind flourish. Shouting at the "filthy casuals" may score brownie points in their little circles, but it may well actually kill off the games these people love if they aren't careful.
Labels:
Fighting Games,
league of legends,
MMORPG,
MOBA,
RTS,
starcraft ii,
Street Fighter V
Monday, 31 August 2015
Pre-Order Street Fighter V and Enter a World of Mountain Men and Huge Thighs
![]() |
| I think Chun-Li's been working out since the last game... |
With the release of the next major installment in the Street Fighter series approaching, that means hordes of special edition and pre-order bonus announcements. The PS4 version has the typical stuff like an artbook and a big ol' statue, but what caught my eye were the costumes folks will get depending where they pre-order the game from.
First of all, I hate when this happens and stores all wrestle for position with these things. As a consumer, I'd rather just get all of the stuff no problem. It's fine if I have to pay for it, just don't subject me to these shenanigans. In any case, some of these have turned out to be quite the alternate outfits.
![]() |
| A newer, more rugged Ryu. |
By contrast, M. Bison and Cammy's costumes look downright sensible when compared to these two. Hopefully, the other costumes will just get tossed into a DLC pack down the road so people can enjoy what they like, but whatever the case, the Ryu and Chun-Li ones really stood out to me. Guess I'll have to start getting used to giant-thighed Chun-Li since I'll most likely be pre-ordering that version of the game...
![]() |
| M. Bison looks downright sensible in that trench coat. |
![]() |
| With her arm positioned like that, I'm not sure if Cammy is wearing any pants... |
Labels:
Fighting Games,
Pre-Orders,
Street Fighter V
Thursday, 11 June 2015
Review: Guilty Gear XX Λ Core Plus R (PC)
Any fighting game that asks you to "Solve for R" is generally a video game that is a pantless hobo doing a jig on a piece of cardboard while strumming a handmade banjo and reciting recipes from "Mastering the Art of French Cooking" (just volume 2). That is to say, entirely nuts but not without its own charm and sophistication. Guilty Gear XX Λ Core Plus R is one of those pantless hobos. (The "Λ" is stands for "Accent" in case you're looking for this one on Steam.)
Thursday, 12 March 2015
Preview: Mortal Kombat X (Multi-Platform)
![]() |
| Is it Mortal Kombat X or Mortal Kombat 10? It likely doesn't matter. After all, what's in a name, especially when it comes to Mortal Kombat. The series has proven that it's not afraid of trying new or unexpected things, like ravelling a story together that -- forgive me for saying this -- makes sense. So, what's new this time around? A non-linear storyline set 25 years beyond the events of the last game that features new characters, aged versions of familiar characters, and the progeny of some classic characters like Sonya Blade and Johnny Cage. |
Tuesday, 10 March 2015
Review: Super Smash Bros. Wii U (Wii U)
The Smash Bros. franchise has always been one of the better party games to play when you've got a mixed group of people over. It's never too challenging for even the most novice of players to pick up and play. Every character move set is distilled into about four actions and can be done even on the Wii-motes 2 buttons without any challenge and you can figure out on the fly without any real handicap. With the online and multi-platform options it has become even more accessible than ever before.
Thursday, 12 February 2015
Review: Persona 4 Arena Ultimax (360)
One of the hardest feats to pull off is switching a video game franchise from one genre to another, either as a companion title or a whole new direction.
Halo did rather well as a real-time strategy in Halo Wars after beginning as a killer first-person shooter. WarCraft took a wildly successful real-time strategy and turned it into the biggest massively multiplayer online role-playing game ever. For the Persona franchise, the leap was role-playing game to fighter, in Persona 4 Arena, released in 2012. Following that success, 2014 brought a refined sequel, Persona 4 Arena Ultimax.
Halo did rather well as a real-time strategy in Halo Wars after beginning as a killer first-person shooter. WarCraft took a wildly successful real-time strategy and turned it into the biggest massively multiplayer online role-playing game ever. For the Persona franchise, the leap was role-playing game to fighter, in Persona 4 Arena, released in 2012. Following that success, 2014 brought a refined sequel, Persona 4 Arena Ultimax.
Tuesday, 28 October 2014
Review: Super Smash Bros. for 3DS (3DS)
If I ever built a time machine the first stop would be 1992 to pay a visit to myself, fully charged 3DS in hand. I'd leap out of dark alley and hit myself with a rolled-up copy of EGM. While my past self was dazed I'd snap open my 3DS and show my past self Super Smash Bros. (for 3DS). Besides being impressed by the tech -- especially compared to the current GameBoy, the Game Gear, or the Atari Lynx -- my 1992 brain would implode with the thought that Mario, Sonic the Hedgehog, Donkey Kong, Mega Man, Pac Man, Samus, Starfox, and that crazy new character Kirby (and a gaggle of other characters) could be in one game.
Labels:
3ds games,
Fighting Games,
games of 2014,
hal labs,
king dedede,
kirby,
link,
mario,
Nintendo,
samus,
super smash bros for 3ds
Tuesday, 12 August 2014
Review: EA Sports UFC (Xbox One)
It's been a few years since my last crack at a UFC game, the original Undisputed made by THQ. There have not been many revolutionary new changes to MMA since then, besides the popularity increase of the sport, of course. Any time you switch companies, you are obviously going to switch engines and likely design philosophies. I was a little disappointed to hear that the Fight Night Boxing team was going on hiatus to work on this franchise – I've always enjoyed that franchise and will look forward to it's return down the road.
Saturday, 12 July 2014
Playing Dress Up in Games
![]() |
| Bards are arguably one of the most stylish jobs in Final Fantasy XIV. |
I remember it being a very simple thing, back when my friends and I played Street Fighter II in the arcades during the early 90s. Get into a mirror match with someone and inevitably one of you would be stuck with a color scheme on your character that you probably didn't like. This used to happen to me with Ryu all the time. I was a traditionalist with him and many of the other SFII characters at the time, and much preferred their original colors, as opposed to the alternatives, and couldn't help but cringe when I didn't get them.
Labels:
character design,
customization,
editorial,
Fighting Games,
jeff nash,
MMORPG,
RPG,
video games
Wednesday, 7 May 2014
RGT: Street Fighter II - The World Warrior Retro Review
In this Random Game Talk, Jeff takes a look at the classic Street Fighter II: The World Warrior:
Tuesday, 6 May 2014
Review: Dragon Ball Z - Battle of the Z (360)
Dragon Ball Z (DBZ) games are the anime equivalent to the seasonal release of Madden and 2K sports franchises. At this point, there are more DBZ games than seasons of the television show. That's not necessarily a negative as the Dragon Ball franchise is fertile ground for fighting games, plus who doesn't get a kick out of Goku screaming Kai-o-ken or for the Kame-hame-ha wave.Just like Jell-O, there's always room for another good fighting game.
Thursday, 6 March 2014
Review: BlazBlue: Calamity Trigger (PC)
Released half a decade ago on PlayStation 3 and Xbox 360, BlazBlue: Calamity Trigger arrives on PC with more of a whimper than a bang but the underlying fighting and the overlying balls-out craziness of the characters — seriously, has wasabi been replaced by peyote in Japan? — is present no matter what the reception was like. Honestly, the game arrived with such fanfare that there's a picture of rolling tumble weed on Metacritic where the list of critic reviews should be.
Monday, 9 December 2013
Review: Pacific Rim - The Video Game (XBLA)
Many games based on a movie – simply made to try and take advantage of a movie's popularity – turn out rather predictable: bad-to-mediocre in quality, nothing more than a ill-conceived money grab, trying to gain some additional revenue out of the intellectual property. That's exactly the case with Pacific Rim on XBLA, a fighting title that takes its inspiration from the summer blockbuster.
While the movie did OK critically and in ticket sales, the videogame is a complete travesty that perpetuates the awfulness of many movie-based licensed titles. Even if this were a free-to-play title, Pacific Rim wouldn't have an excuse for its poor quality and total lack of enjoyment. And it has no shame in posing as a F2P game, with nearly every imaginable upgrade in weaponry and other elements available to purchase.
While the movie did OK critically and in ticket sales, the videogame is a complete travesty that perpetuates the awfulness of many movie-based licensed titles. Even if this were a free-to-play title, Pacific Rim wouldn't have an excuse for its poor quality and total lack of enjoyment. And it has no shame in posing as a F2P game, with nearly every imaginable upgrade in weaponry and other elements available to purchase.
Friday, 25 October 2013
Review: King of Fighters XIII - Steam Edition (PC)
An aspect I've come to appreciate about fighting games is their ability to differentiate themselves in a packed genre. It's a missing piece of the puzzle when it comes to, let's just use this as an example, first-person shooters where being able to tell the difference between Call of Duty and Battlefield and Generic Shooter X is difficult. It's not even a Pepsi vs. Coke blind taste test. It's almost a Coke vs. Coke blind taste test. Fighting games manage to avoid this thanks to some very different art styles. Mortal Kombat and King of Fighters XIII are both fighting games, but it's extremely easy to tell them apart. It blurs a little with the likes of Virtua Fighter and Dead or Alive, but that's the only near-miss I can think of.
Thursday, 24 October 2013
Review: Dead or Alive 5 Ultimate (PS3)
Dead or Alive 5 Ultimate (DOA5U) is an upgraded version of DOA 5 Plus for the Playstation Vita and DOA5 for the PS3, both of which were released within the past year. Like the title suggests, DOA5U at its core, is a Game of the Year Edition featuring several DLC packs, some new features and gameplay tweaks to round out the package.
Thursday, 22 August 2013
Review: Mortal Kombat Komplete Edition (PC)
Mortal Kombat's 2011 reboot was warmly received so it's great to see it here, finally on PC, looking better than ever.
Because I was taking video of the game for a clip on The Armchair Empire's YouTube Channel, I know the game runs at a smooth 60-frames per second and the detail is phenomenal. Besides looking great, the small touches like head movement and where characters direct their attention during the course of fight and the little things going on in the background make it a game I could simply spend time watching rather than playing. Sadly, there's no option to just pit computer-controlled characters against one-another to just watch.
Because I was taking video of the game for a clip on The Armchair Empire's YouTube Channel, I know the game runs at a smooth 60-frames per second and the detail is phenomenal. Besides looking great, the small touches like head movement and where characters direct their attention during the course of fight and the little things going on in the background make it a game I could simply spend time watching rather than playing. Sadly, there's no option to just pit computer-controlled characters against one-another to just watch.
Thursday, 23 May 2013
RGT: Bloody Roar (PS1)
Like classic fighting games? Then you're probably familiar with Bloody Roar, a game where characters could transform into vicious animals when beating the tar out of their opponents. Today Jeff takes a look back at the first game in the series.
Labels:
Classic,
Fighting Games,
Hudson Soft,
PlayStation,
Retro,
Video
Thursday, 9 May 2013
Review: Naruto Ultimate Ninja Storm 3 (360)
My undying love of the Naruto franchise has been extolled multiple times, so there's no point in gushing over it again. Naruto Ultimate Ninja Storm 3 lets you play out some of the major battles of the 5 Kage Summit Arc, or if you'd rather, just wander around beating the crap of other ninjas in versus mode.
The Single Player campaign is the main draw for the game; getting to compete in some of the bigger set piece battles is the steak for this meal. You get to start off with the battle against Kyuubi in Konoha in all its apocalyptic city destruction glory. By showing the destruction of Konoha and showing the necessary co-operation of every ninja you really appreciate the talents required to bring down this force of nature. After such an impressive battle, each following one tries in vain to live up to this high point. That's not to say the rest of the game is a write-off, it just highlights how impressive the first big one is.
The Single Player campaign is the main draw for the game; getting to compete in some of the bigger set piece battles is the steak for this meal. You get to start off with the battle against Kyuubi in Konoha in all its apocalyptic city destruction glory. By showing the destruction of Konoha and showing the necessary co-operation of every ninja you really appreciate the talents required to bring down this force of nature. After such an impressive battle, each following one tries in vain to live up to this high point. That's not to say the rest of the game is a write-off, it just highlights how impressive the first big one is.
Saturday, 23 March 2013
Review: Dalkstalkers Resurrection (PS3)
Darkstalkers was one of my favorite fighting games growing up.
Sure it's more popular sibling Street Fighter got all the press for its attempts to keep realism in the title (at least to some degree), but Darkstalkers never felt forced to be grounded in reality and it made for a very distinct fighting experience.
Monsters and monster hunters fight with their fists, claws, detachable limbs, ethereal weapons, demon powers, and pretty much whatever random objects that they care to utilize.
Sure it's more popular sibling Street Fighter got all the press for its attempts to keep realism in the title (at least to some degree), but Darkstalkers never felt forced to be grounded in reality and it made for a very distinct fighting experience.
Monsters and monster hunters fight with their fists, claws, detachable limbs, ethereal weapons, demon powers, and pretty much whatever random objects that they care to utilize.
Subscribe to:
Posts (Atom)
























