Showing posts with label Street Fighter IV. Show all posts
Showing posts with label Street Fighter IV. Show all posts
Thursday, December 24, 2009
Year in review: The best games of 2009
We're wrapping up our recap of the year that was. Today: the best games of 2009.
At last we come to it. You can click through to the feature on thephoenix.com to read the blurbs for each game, but for easy reference, and with all the usual caveats, here's my top 10 of 2009:
That concludes our coverage of 2009. We're not turning the lights out for the holidays here at Insult Swordfighting, but posting is likely to be light until the new year. As always, thank you for reading. Merry Christmas, and a happy New Year!
Thursday, October 15, 2009
Quiz: The year in swooning
Match each of these games with the breathless excerpt from its review.
1. The Beatles: Rock Band
2. Batman: Arkham Asylum
3. Killzone 2
4. Resident Evil 5
5. Red Faction: Guerrilla
6. Street Fighter IV
7. inFamous
8. BrĂ¼tal Legend
9. Uncharted 2: Among Thieves
A. "...one of the most memorable video games ever created. Not because it is particularly innovative, but because the mixture of shooting, climbing, creeping, thinking, laughing and simple astonishment works perfectly."
B. "There are very, very few games which truly make me sit back and go 'wow'. Among the slew of games that I’ve reviewed this year, there are only a couple that I really enjoyed playing, and continue to do so. [This] is one such game – even though I aced my Public Speaking and English Literature classes, words only slur together when I try to describe this game."
C. "This is simply a superb genre defining experience with two unforgettable endings."
D. "This action-adventure is so smart, so well-written, and delivered with such an obvious love for its source material, I daresay it is both the best licensed game ever made, and arguably the best game of its kind in our current console generation."
E. "...provides a transformative entertainment experience. In that sense it may be the most important video game yet made."
F. "The gorgeous graphics, the superb sound, the great (if sometimes twitchy) AI of your partner and the jaw-dropping gameplay take everything that was brilliant about [its predecessor] and ramp it up to the next level, making for one of the best gaming experiences ever!"
G. "This game deserves a place on everyone's shelf, from the most casual fan... to the most hardcore. No matter your personal skill level, you owe it to yourself to buy this game. [Its] incredible art style, rock solid gameplay, and infinitely compelling multiplayer make it stand out as one of best games of this generation."
H. "A fantastic game that sucks you in and doesn't let go... a seamless merger of technology and story telling that raises the bar for the industry."
I. "...the best console first person shooter ever. It will be bested one day, and that is as it should be, but this game has set the proverbial bar so high we reckon it'll be the king for a good long while... Hail to the king, baby."
1. E (New York Times)
2. D (Gamespy)
3. I (Playstation Official Magazine Australia)
4. F (AceGamez)
5. H (Gaming Nexus)
6. G (ZTGameDomain)
7. C (Play)
8. B (MEGamers)
9. A (Cynamite)
1. The Beatles: Rock Band
2. Batman: Arkham Asylum
3. Killzone 2
4. Resident Evil 5
5. Red Faction: Guerrilla
6. Street Fighter IV
7. inFamous
8. BrĂ¼tal Legend
9. Uncharted 2: Among Thieves
A. "...one of the most memorable video games ever created. Not because it is particularly innovative, but because the mixture of shooting, climbing, creeping, thinking, laughing and simple astonishment works perfectly."
B. "There are very, very few games which truly make me sit back and go 'wow'. Among the slew of games that I’ve reviewed this year, there are only a couple that I really enjoyed playing, and continue to do so. [This] is one such game – even though I aced my Public Speaking and English Literature classes, words only slur together when I try to describe this game."
C. "This is simply a superb genre defining experience with two unforgettable endings."
D. "This action-adventure is so smart, so well-written, and delivered with such an obvious love for its source material, I daresay it is both the best licensed game ever made, and arguably the best game of its kind in our current console generation."
E. "...provides a transformative entertainment experience. In that sense it may be the most important video game yet made."
F. "The gorgeous graphics, the superb sound, the great (if sometimes twitchy) AI of your partner and the jaw-dropping gameplay take everything that was brilliant about [its predecessor] and ramp it up to the next level, making for one of the best gaming experiences ever!"
G. "This game deserves a place on everyone's shelf, from the most casual fan... to the most hardcore. No matter your personal skill level, you owe it to yourself to buy this game. [Its] incredible art style, rock solid gameplay, and infinitely compelling multiplayer make it stand out as one of best games of this generation."
H. "A fantastic game that sucks you in and doesn't let go... a seamless merger of technology and story telling that raises the bar for the industry."
I. "...the best console first person shooter ever. It will be bested one day, and that is as it should be, but this game has set the proverbial bar so high we reckon it'll be the king for a good long while... Hail to the king, baby."
1. E (New York Times)
2. D (Gamespy)
3. I (Playstation Official Magazine Australia)
4. F (AceGamez)
5. H (Gaming Nexus)
6. G (ZTGameDomain)
7. C (Play)
8. B (MEGamers)
9. A (Cynamite)
Wednesday, March 04, 2009
Takin' it to the street
My review of Street Fighter IV is up now at thephoenix.com.
I had an epiphany while writing this one: I don't explain games on technical terms very well. I'm not sure whether I lack the ability, but in the case of fighting games, I certainly lack the understanding. Lots of words pop up on the side of the screen while you're playing Street Fighter IV, notifications of "counters" and such, none of which I ever conjured on purpose. The manual makes mention of arcana like "hyper armor" and "armor breaks" and "focus dashing." Again, while I might have executed some of these during play, it was never due to anything more than good fortune.
And yet, when we talk about whether this game is accessible or not, I think it's worth mentioning that you don't have to master those advanced skills in order to enjoy it. I had a blast playing this game, moreso than with any fighting game in recent memory -- maybe since Virtua Fighter 2. That's without having progressed in ability beyond the Street Fighter 2 days, when we all performed as many special moves as possible, regardless of what our opponents were doing. This method led to many more defeats than victories, for sure, but I never felt marooned as I have in so many other fighting games -- not even when that d-bag playing as Ken rattled off two perfect rounds against me in under thirty seconds.
That makes Street Fighter IV a success in my book.
Labels:
PlayStation 3,
Reviews,
Street Fighter IV,
Xbox 360
Friday, February 27, 2009
Friday afternoon tidbits
In an attempt to cram in as much snowboarding as possible before the season ends, this weekend I head to the great white north. People keep talking about how winter is dragging on and on, but I feel like it's slipping away. So no video games for me. Before then, though, some good links from the past week.
-Jorge and Scott dedicated this week's episode of the Experience Points podcast to discussion of "the fightstick question" with Street Fighter IV, as well a broader discussion of peripherals in general. What I'm afraid to do is hypothesize about playing with the stick. I can guess that playing with the stick is better, but by how much? I can't say. Therefore, I probably shouldn't. But I can say that using a gamepad is tricky. At this point, though, not a dealbreaker. The game is darn fun.
-Also on the SFIV tip, check out David Sirlin's critique of the game for some mindblowing insight. You can count me in with the people who have found this game more accessible than most head-to-head fighters these days, at least compared to the last one I played, Soul Calibur IV. But his point is well taken that there's an awful lot happening here: Focus moves, EX moves, super combos, ultra combos... Truthfully, I've yet to encounter many players who use a lot of these advanced techniques. I'm sure they're out there, but they don't need to reach up that high on the shelf for what will defeat me.
-Last on the subject, a typically solid GameSetWatch op-ed. Nayan Ramachandran wonders: Where do fighting games go from here? Fighting games, moreso than most genres, are amazingly specialized. As Sirlin intimated, what hardcore gamers call "accessible" really isn't. Ramachandran boils it down even more:
-From Kirk Hamilton, a look at the future convergence of music and software. Kirk rightly cheers on the democratization of music, which is helped more by programs like Garage Band than by Guitar Hero. Nobody thinks that playing a music game will replace actually creating music, but might our definition of creating music change as the years pass? Probably. It already has, really -- there was a time when electric guitars seemed like heresy. There are a million ways to make music these days, and that's resulted in more people celebrating the possibilities of music, not less.
-MTV Multiplayer's interview with John Carmack about Quake Live is good reading for a couple reasons. Carmack's perspicacity has always impressed me, even back in the day of .plan files. You get the sense he's got all the angles covered. It reminds me of the discussion we had recently regarding web browser games and casual games versus high-end console games. Here's what Carmack says:
-One more from GSW, an interview about the audio in Flower. The aural component to this game is huge. Each color of flower emits its own chime when you open it, which feeds into the ambient soundtrack perfectly (similar to shooting enemies in Rez). Sound plays a big part in the transportive effect of the game, and it's fascinating to read about the thinking that went into making it work.
-Jorge and Scott dedicated this week's episode of the Experience Points podcast to discussion of "the fightstick question" with Street Fighter IV, as well a broader discussion of peripherals in general. What I'm afraid to do is hypothesize about playing with the stick. I can guess that playing with the stick is better, but by how much? I can't say. Therefore, I probably shouldn't. But I can say that using a gamepad is tricky. At this point, though, not a dealbreaker. The game is darn fun.
-Also on the SFIV tip, check out David Sirlin's critique of the game for some mindblowing insight. You can count me in with the people who have found this game more accessible than most head-to-head fighters these days, at least compared to the last one I played, Soul Calibur IV. But his point is well taken that there's an awful lot happening here: Focus moves, EX moves, super combos, ultra combos... Truthfully, I've yet to encounter many players who use a lot of these advanced techniques. I'm sure they're out there, but they don't need to reach up that high on the shelf for what will defeat me.
-Last on the subject, a typically solid GameSetWatch op-ed. Nayan Ramachandran wonders: Where do fighting games go from here? Fighting games, moreso than most genres, are amazingly specialized. As Sirlin intimated, what hardcore gamers call "accessible" really isn't. Ramachandran boils it down even more:
Street Fighter IV is a surprisingly accessible fighting game, and seems designed to bring back those who fell off the bandwagon years ago, but throwing a simple hadouken or shoryuken -- both of which must be mastered to be of any use when playing -- takes more practice than most new gamers are honestly willing to put in.Probably also true. This stuff's not easy. Not only that, but in the culture of games like Street Fighter, n00bs aren't even welcome. It's as though you shouldn't be allowed to play unless you're an expert, but if you follow that logic back to the beginning, then nobody would ever have been allowed to play. There needs to be a low barrier to entry for new players, if only from a business perspective. Maybe this game's is sufficient, or maybe there are enough people who remember how to throw a hadouken to move millions of copies.
-From Kirk Hamilton, a look at the future convergence of music and software. Kirk rightly cheers on the democratization of music, which is helped more by programs like Garage Band than by Guitar Hero. Nobody thinks that playing a music game will replace actually creating music, but might our definition of creating music change as the years pass? Probably. It already has, really -- there was a time when electric guitars seemed like heresy. There are a million ways to make music these days, and that's resulted in more people celebrating the possibilities of music, not less.
-MTV Multiplayer's interview with John Carmack about Quake Live is good reading for a couple reasons. Carmack's perspicacity has always impressed me, even back in the day of .plan files. You get the sense he's got all the angles covered. It reminds me of the discussion we had recently regarding web browser games and casual games versus high-end console games. Here's what Carmack says:
Well, when people think browser-based games, they usually think about what are fairly low-end games, like Java games and Flash games. And there is a market there on the casual gaming sphere. Some people have done fairly well with that but that’s not at all the type of game that “Quake Live” is. “Quake Live” is taking something that at one time was an absolute top-notch, triple-A, very high-end title. And it is still a competitive action game. It’s not necessarily the casual game in terms of what most people would think about a puzzle game or Sudoku or whatever on that.Sounds like a dream for the hardcasual player. I'm excited to try it myself, but apparently the open beta has lines out the door.
-One more from GSW, an interview about the audio in Flower. The aural component to this game is huge. Each color of flower emits its own chime when you open it, which feeds into the ambient soundtrack perfectly (similar to shooting enemies in Rez). Sound plays a big part in the transportive effect of the game, and it's fascinating to read about the thinking that went into making it work.
Monday, February 23, 2009
A peripheral concern
I'm having one of my sporadic crises of conscience while trying to review a game. In this case, it's Street Fighter IV. Let me just say up front that I am awful at this game. I played a fair bit of Street Fighter 2 for the Genesis back in the day, but I never progressed beyond Ryu's triple fierce combo, which was at least sufficient to be competitive among the other kids who also sucked at it. I was always more of a Mortal Kombat guy, anyway.
This game, though, is like trying to take an advanced physics course. I tried some of the challenges just to get a handle on the mechanics, so I could stop simply throwing hadokens over and over, and it's mind-boggling that anybody masters this stuff. What really stymied me was the EX Focus Attack trial, in which you simply need to cancel a heavy kick into a focus attack which in turn you cancel by double-dashing. Total time elapsed: .001 seconds. It's crazy. And I don't doubt that there are people who can do this every time. They are the people I play online.
But that's not the real issue. I can learn to do that stuff. I won't, but I can. No, my real concern is that, on a standard gamepad, Street Fighter IV is exceedingly difficult to play. I feel for you poor bastards who are trying to play on the Xbox 360. The directional buttons on the PlayStation 3 are all right at first for doing quarter-circles, charging, and even that tricky Z-shape for the shoryuken, but when you do them over and over it starts to feel like you're ripping the skin off your thumb. Even the breakup of the traditional six-button configuration is confusing. Heavy punch and heavy kick are on the right shoulder buttons, which breaks up the logical flow of the attack intensity, in my mind.
I've seen a lot of people get around this by using a six-button arcade-style joystick. Some are reviewers who were sent promos. Others are people who take their fighting seriously, and are willing to drop more on the controller than on the game. I don't fall into either of these groups. Neither, I suspect, do the vast majority of people who want to play the game. Yet there's no doubt that playing with a joystick is preferable -- almost mandatory, if you want to get the most out of the game.
But it's not mandatory, obviously, or else Street Fighter would come bundled with a stick. Imagine if Guitar Hero had most easily been available without the guitar controller. You certainly can play it with the gamepad if you want to, but you don't have to do that to understand why it wouldn't be any fun. The hardware, in the case of Guitar Hero, is integral to the game. That's why, for a long time, you couldn't buy the software without it.
So here's my question: How do we factor in the peripheral experience when talking about this game? Someone playing with a stick is probably having a qualitatively better time than someone using a gamepad. In the case of a reviewer who used the stick to play the game, what's he really reviewing: the hardware or the software? On the flip side, is it fair to handicap the game -- to downplay its undeniable virtues -- simply because it may be so difficult or costly to reap the full benefits of them? Is the stick a luxury, or a necessity?
Monday, December 29, 2008
Winter preview
Oh hey, check out this preview of the games coming out this winter. I'm looking forward to a lot of them.
Still on vacation.
Still on vacation.
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