Showing posts with label fighting games. Show all posts
Showing posts with label fighting games. Show all posts

Thursday, March 16, 2017

Chaos Code: New Sign of Catastrophe (PS4)

From what I gather, after having sampled and played through each of the game's features it seems that FK Digital's "Chaos Code: New Sign of Catastrophe" is merely an enhanced upgrade of the PS3 release of Chaos Code. Everything from the opening cinematic to the menu system as well as the modes of play, and even the visuals have been upgraded for a PS4 worthy experience. Something that's not all that different from BlazBlue or Guilty Gear in terms of in-game offerings. At the twenty dollar range it's not all that bad either. It's definitely more complete, and more robust in content. The only thing lacking this time around is the participation of the online community for the competitive online portion of the game ...

For those of you new to the 'Chaos Code' mythology it basically follows the scientific discovery of an abundant new energy source. This energy source was discovered, and harnessed by Arthur Tesla. For years it helped the world maintain prosperity for all of mankind. The problem that presented itself in this time of prosperity though came in the form of Arthur's cryptic message involving a mysterious, "Chaos Code". Upon discovery of it's mention the Earth-Union, or world government sought it out for their own power hungry desires while others joined in, in a competition heralded by Arthur himself who encouraged others to find it. This is where the odd roster of characters steps in. Each with their own motivations for acquiring the 'Chaos Code'. Some want it selfishly while others want it for a cause or for someone else who has their own ideas on what to do with the enigmatic source of power. As with most fighting games it's an all out battle of the fittest in which your chosen character will face omnipotent evil at the end of an arduous adventure.

Tuesday, November 22, 2016

Samurai Showdown VI (PS4)

Samurai Showdown for me was a series that not only captured my attention as a fighting game enthusiast, but also held a special place in my gaming history as one of the few arcade experiences that I had as a teenager. I remember playing the original arcade cabinet of SamSho at the local bowling alley as my family did their routine bowling. I also played on a rare 'Samurai Showdown III: Blades of Blood" arcade cabinet at the local Kmart department store back in the day when department stores had those special arcade rooms set aside for the children of customers. Of course I also bought SamShoIII when it was finally ported to the PSOne in the late 90's, because I loved it that much. The Treachery, and Chivalry finishers in SamShoIII were, in my opinion one of the series' finer points. A feature which was lost along the way as SamSho became an all inclusive, and censored shell of it's former glory. Don't get me wrong though. I did love the new character additions, and mechanics that came into play years down the road. The different "Spirits' meters opened up new opportunities in-game, as they tend to do. When the final 3D SamSho dropped, and flopped on the Xbox 360 years after the final 2D entry I was fairly certain we'd no longer see or hear from it again. Imagine my surprise earlier this week when I found out on Twitter that a PS2 port of "SamShoVI" was actually coming to the PS4. If for nothing else I personally wanted it for a trip down memory lane, and for what it's worth I think it provided exactly that.

Saturday, October 29, 2016

BlazBlue: Central Fiction (PS4)

What have I gotten myself into!? I never thought I'd see in the series of BlazBlue such utterly harmful design decisions. This not only applies to the tweaked gameplay, the returning features, and the new characters, but also an in-game community forum that delves into more darker territory with it's potential ramifications. As a former fan of Aksys fighters I've taken to Twitter, and Youtube often to express my woes in regards to BlazBlue, and various other fighting games from their studio for the hope that the series might see a brighter future. I've pointed out that there needs to be a change for one reason or another, but mainly pertaining to online functionality, and harmful character designs. While I find those are mostly not addressed here yet again that's not what really bothers me. Within it's new features BBCF has an even darker side motivated by political agendas, and hidden propaganda. Both things of which the game has you agree not to participate in before taking advantage of it's new forum community feature. It's these double standards which Aksys has stated in the bold print that they'll hold as legally binding towards gamers. Never before have I seen a game take such a bold, politically driven, and motivated stance in the realm of online gaming, and interactivity. It effectively cripples your right to complain about the game within the game (specifically the forum feature), and holds you criminally liable should you even slightly overstep your boundaries. The studio uses the vague term "slander" and "discrimination" as a way to explain away what could simply be potentially harmful views against the game or even the company. Even calling out cheaters as cheaters is prohibited. I digress though ...

Sunday, March 6, 2016

MKX XL - Impressions (PS4)

I had seriously thought about not even wasting my time posting an article on my thoughts about this game as my thoughts about MKX XL, and fighting games of the modern age remain pretty much intact despite the addition of new features, and new characters. Even with the new netcode in place in MKX XL it is still a flawed experience due to the developers' oversight when it comes to the problems plaguing competitive online gaming. Why I have to repeat myself so often in regards to this matter is beyond me. I tweet directly to developers with sound advice, and I even send emails about my concerns. None of which is heard, or taken into account. This new generation of online gaming experiences is definitely flawed when it comes to the online portions of said experiences, and MKX XL only serves to echo that fact.

Wednesday, February 3, 2016

Nitroplus Blasterz: Heroines Infinite Duel (PS4)

I've seen anime fighters come, and go along with their interesting mechanics, their unusual character rosters, and their flashy special effects. I've seen most of them turn into virtual ghost towns that only dedicated Japanese gamers bother playing as well. I've even seen some of them do fairly better than others. The Guilty Gear, and Blazblue series comes to mind in regards to that latter remark. When it comes to XSEED's, and Marvelous' anime crossover, "Nitroplus Blasterz: Heroines Infinite Duel" I think the game lands somewhere in the middle of the mark. It's neither great, nor is it a huge disaster. I think this forty dollar fighter has something catchy, but at the same time feel that the asking price is a bit too steep even though it is on new-gen hardware. What you have to understand is that the developer went all out to make the game flashy, attractive, and functional in a fighting game sense but failed to offer the gamer some essentials that have become a must for fighting game fans. Sure it looks nice from the cover image to the main menus, and even the gameplay, but where it really counts it struggles a bit to captivate a genre veteran such as myself.

Saturday, January 2, 2016

The "OtakuDante's Gaming Inferno" Youtube Channel

Unbeknownst to a lot of you I've had a Youtube channel since mid 2009. It started off with some modest home videos of me playing games (which are now lost to history), and slowly evolved into replay captured features when the option to provide such content became available to me. I did provide some commentaries along the way, but mostly stuck to gameplay videos without my own voice or myself included. I'm honestly not the best commentator, and often times stutter, say "Uhm ...", or get lost with what I'm trying to relay to my viewers. I wanted my commentary inclusive videos to be genuinely good, and non-scripted, but I've yet to release a totally coherent one. Despite these shortcomings I've made the most of my channel, and have gained over 200 followers in the process. I continue to offer replays from various games, and even include upcoming trailers when I feel like it. On the rare occasion you might also find an unboxing video of a new game with my thoughts on said product included.

Sunday, December 20, 2015

Is a Balanced Fighting Game Possible?

I've been playing fighting games for years now. Many years to be more precise. Ever since my 13th birthday when I got "Street Fighter II: Championship Ed." for the Sega Genesis I've been into the genre. To put that into perspective I'm nearing 40 years old now. That is a long time to dedicate to such a hobby. In my years spent with gaming, specifically with fighters (and I've played more than most gamers) I've noticed a trend that has been there pretty much from the start. That trend being the fact that the games in the fighting game genre have never really been balanced. Whether it be the OP (over-powered) bosses, an unbalanced roster, or poorly applied mechanics something has always been unfair for one player or the other.

What makes this so bad is that fighting games are now being marketed as an eSports type of experience. Developers have become so wholly focused on emphasizing the competitive scene that they've lost sight of what makes the genre so great. In doing so they continue to fail to see that their games are still the unbalanced mess that they always were. They don't realize how important it is to balance things out, and don't really seem to care. I think in a way the developers seek out the "show" associated with the fighting game tournament scene more so than they do making the actual fights in said games fun, and fair. Probably for sales purposes. They want their sponsored players to make a 3-ring circus out of the televised competitions for those watching, because a flashy tournament full of special effects, attention getting characters, and hype is seemingly more important than having a proper in-game fight with intense fun filled back & forth action.

Monday, December 15, 2014

Guilty Gear Xrd SIGN (PS4)

Before you get into the thick of this review there's some things I want you to understand. First off there will be no significant story spoilers. I've made a promise to ArcSysWorks not to include such details, and honestly I think you'll enjoy the game more if I don't giveaway too much of what goes on therein. Secondly I found both flaws, and impressive features during my extensive, and thorough playthrough of the game. I will disclose both findings in a decent, and respectable manner. There's no pressure from the developer to sway me to do so either, for those of you who are wondering. I simply feel it is important that you know about the game's flaws, and the game's more noteworthy features as it will better help you to decide if this fighter is the one for you. As usual I'll also be detailing the new mechanics as well as all other significant features, and modes of play. Here at the Inferno I believe in being thorough even if that means typing up a short story length review. For ease of access sake though I will be dividing each game oriented subject up by titled section for easy reference, and return reading should you need to go back later to finish reading the entire review, or have the need to return to parts you may want to recheck. I think that about wraps up the intro, so sit back, relax, and prepare for my in-depth review of "Guilty Gear Xrd SIGN"! Heaven or Hell!!! Let's ROCK!!! ...

Saturday, June 28, 2014

A Comprehensive Review - BlazBlue: Chrono Phantasma (PS3 / PS VITA)

In the world of fighting games you'll find that not all games are created equal. You have your easy to play, and understand fighters such as that of the "Street Fighter" series, and then you have the more elaborate fighters such as "BlazBlue", and "Marvel vs Capcom" which demand so much more from the player. While BlazBlue, in general utilizes the same core practices as that of 'Street Fighter', or "King of the Fighters" including things like special button inputs to release certain attacks, and combo oriented fighting it still stands apart from the rest of the fighting game genre's offerings by making the applied mechanics more meticulous in nature.

Additions such as BlazBlue's exclusive 'OverDrive', 'Astral Heat', and 'Break Bursts' greatly alter the gameplay at hand. In doing so it demands dedicated attention from the player in order for that said player to come out victorious amongst the top tier players that make up it's faithful online community. Another huge thing that sets Arc System Works latest fighting franchise apart from the rest is the massive amount of content that comes with every game. A fully fleshed out 'Story Mode' with it's own in-depth character mythology as well as intricately laid out character specific interactions are among the many features that make the setting, and it's inhabitants all the more realistic, and relative.

Saturday, May 24, 2014

Street Fighter's Impact On Me As A Gamer

Growing up in a household where entertainment based violence was greatly frowned upon, and where the christian ways were constantly being forced upon me caused me to miss out on many of the late 80's, and 90's more mature game releases (Including "TEEN" rated games). Sure I got to play plenty of superhero oriented games, and sure I even got to play games like the first "Double Dragon" on the NES, but I always found myself envying those kids whose parents didn't mind them playing games that were violent in nature. It wasn't until my 16th birthday, in the era of the Sega Genesis that I was finally able to convince my mother to buy me my first ever fighting game. That game of course was "Street Fighter II: Championship Ed.". It took some serious begging, and pleading, but I eventually got my point across, and scored the game for my birthday.

Sunday, April 20, 2014

An Open Letter to Fighting Game Developers

It has come to my attention that the fighting game genre, in general has been adopting some very bad mechanics, and character rosters that cater to the worst sorts of players. I firmly believe that fighting game developers have become so desperate for money that they are reaching out to the "CoD" community with fully exploitable features intact for the sole purpose of appeasing such gamer types. There's simply no other viable explanation. Take the latest release of "BlazBlue: Chrono Phantasma", for example. The game is so broken in structure that it's damn near impossible to get into a fair fight. In the game the blocking, and recover mechanics are so severely limited, because of a special meter that it leaves you open to infinite attack strings with no way out. The character roster in BBCP is another thing that does the series a huge disservice. Most of the characters have exploitable projectiles, or have zoning attacks that make the "in & out" tomfoolery a piece of cake. Characters like "Izayoi", and "Arakune" who have the ability to phase in, and out of existence make landing combos, or hits a trying ordeal, especially when the gamer using them is playing a heavy keep away game.

Thursday, March 27, 2014

BlazBlue: Chrono Phantasma (PS3)

In the world of fighting games you'll find that not all games are created equal. You have your easy to play, and understand fighters such as that of the "Street Fighter" series, and then you have the more elaborate fighters such as "BlazBlue", and "Marvel vs Capcom" which demand so much more from the player. While BlazBlue, in general utilizes the same core practices as that of 'Street Fighter', or "King of the Fighters" including things like special button inputs to release certain attacks, and combo oriented fighting it still stands apart from the rest of the fighting game genre's offerings by making the applied mechanics more meticulous in nature.

Additions such as BlazBlue's exclusive 'OverDrive', 'Astral Heat', and 'Break Bursts' greatly alter the gameplay at hand. In doing so it demands dedicated attention from the player in order for that said player to come out victorious amongst the top tier players that make up it's faithful online community. Another huge thing that sets Arc System Works latest fighting franchise apart from the rest is the massive amount of content that comes with every game. A fully fleshed out 'Story Mode' with it's own in-depth character mythology as well as intricately laid out character specific interactions are among the many features that make the setting, and it's inhabitants all the more realistic, and relative.

Wednesday, September 11, 2013

Chaos Code (PSN)

I can make a total ass of myself sometimes. I really can. Last night just so happened to be one of those moments in my life. Before closing for the night last night I got into a somewhat heated conversation with Tenryo, the English community manager for "Chaos Code" through twitter. I complained about how poorly designed the characters were in comparison to some other fighters as well as certain indie games I had played in the past. While the game definitely appeared to be that way to me last night I found that when I continued with my playthrough today the game didn't look all that bad. Sure there were some slight imperfections with character designs, and some stages looked better than others, but for the most part the game wasn't all nearly as bad as I had had made it out to be, especially for a 2002 Japanese arcade release. Seeing the error of my ways I'd like to take the time to apologize to 'Tenryo', and 'Arc System Works' for my accusations earlier. I'm truly sorry, and hope the following review makes up for my mistaken claims.

Sunday, October 7, 2012

The Fall of the Video Gaming Industry: "Fighting Games"

There is no doubt that times are hard for most Americans, and for many people abroad. As such we find that money is tight, and budgeting is a must if we hope to stay afloat in this dwindling economy. Gamers such as myself are finding it harder, and harder to afford the hobby that we have come to love and support all these years. I've had to cut back seriously on my own spending, and I only buy games with the extra money I make doing one of my side jobs. Considering these tough times you would think that game developers would have their customers' best interest in mind, but it seems they have grown money hungry, and could care less about the products they produce. This mentality is a growing concern of mine. If companies such as those who produce video games begin to sacrifice quality for the sake of earning money, then the gaming industry (or any other entertainment industry) as we know it will ultimately fail. Who will pay the price in the end? The consumers. Those who spend their hard earned cash to support their gaming habits will eventually lose all their money to such companies, and in the end the gaming/entertainment empires will be set to last for the long haul leaving us with nothing to do but live a life of poverty.

Thursday, August 18, 2011

Pajamorama (XBLIG): "Something Borrowed, Something New ..."

By now most of you who have followed my tweets, watched my youtube gameplay videos, or read my reviews here have learned that I love fighting games. Most of you probably aren't aware of how extensive my fighting game history is though. I have played about every fighting game series that has been released, and even some import titles. I'm a long time Street Fighter, and Mortal Kombat player as well. I love new fighting game concepts even if they are low budget productions. It's nice to see indie game developers such as Dannobot Games take an interest in making unique fighting game experiences such as 'Pajamorama'. This fighting game actually features hand drawn art by Dan Manning (dannobot games), and music by Mike Cecelski. While the game isn't Street Fighter it does offer a fun gaming experience plus some extras that alot of the XBLIG titles are without these days.

Monday, August 8, 2011

Dragoon (XBLIG): "A Simple Yet Beautifully Rendered XBLIG Fighter"

Many of those who know me, both online and offline realize how much of a fighting game fanatic I am. I've played many different fighting games in my years as a dedicated gamer. In fact most of my money has went towards supporting that particular gaming hobby of mine. Today I researched past XBLIG fighting game titles, and discovered a game called 'Dragoon'. Dragoon is an XBLIG fighting game that was developed by 'XELF'. When I first watched the trailer it reminded me of Killer Instinct mixed with Soul Calibur. Needless to say my undivided attention was immediately turned to seeking out the developer's permission to review this game. I was definitely glad they had a spare review code, and that they were kind enough to share the game with me.

Friday, August 5, 2011

Mortal Kombat (Xbox 360): "Out of the SSFIV Frying Pan & Into the Fire"

Most of you that follow me on Twitter, or Youtube know that I have major issues with fighting game spammers, and online gaming tomfoolery (foolishness ^.^). When I pay $64 for a game I expect the online mode to be enjoyable. Mortal Kombat totally fails in this area. The main reason I got Mortal Kombat was for the online mode. I had recently owned it for the PS3, but never actually got to play online due to the Sony hacking incident.  I figured that since the game was getting so much good hype that it would be worth buying again. I was definitely anxious to try the online since I had missed out earlier.

Sunday, July 31, 2011

Super Street Fighter IV: AE "The Failing State of Capcom's Fighting Games"

Those of you who have taken the time to read my reviews have most likely read my 'SSFIV:AE' review. I have many issues with the SSFIV game, and the online gaming it offers. Capcom's release of the 'Arcade Edition' was deemed as the 'hardcore' players version. It is anything but that. What Capcom has done is taken a halfway decent game, and made it even worse. The extra characters such as Yun, and Yang only made the online spamming population even more unbearable. Yun, and Yang's quick jab combos make for an inescapable mess. Capcom should learn from the upcoming 'Skull Girls' XBLA fighting game and make a break system for such combos. This is the only way I see Capcom reviving themselves from this major letdown of a release. In fact if SSFIV:AE is any hint at what the online gameplay of 'Street Fighter x Tekken' is going to be then they are going to fail miserably. Another point I want to make is that the computer opponent A.I. in SSFIV:AE has been made to mirror some of the worst players you will encounter in online SSFIV gaming. The computer opponent will constantly spam fireballs/projectiles, as well as other special moves. They will also dish out the inescapable throw combos, and the crowding that you see from the bad players of SSFIV. If this is what Capcom calls 'hardcore' gaming then you can count me out!