Oh wait… He did that pretty much every night.
June 3, 2011 • 9:51 PM 0
Oh wait… He did that pretty much every night.
February 15, 2011 • 8:17 PM 8
It’s been 10 long years, but it’s finally happened:
Marvel Vs. Capcom 3 has finally become a reality.
While the overly dramatic statement above may speak to the contrary, let it be known; the Azn Badger has never felt any sort of excitement regarding the release of MVC3.
You see, I used to be a hardcore fighting game fan.
While I still bear a great deal of love for the characters of fighting games past, as I find them to be some of the most versatile and long-lived icons in all of gaming; when it comes to my actual skills as a player of fighting games, I’ve never been anything more than average.
That didn’t stop me from playing fighting games like a mad man… Up until the release of Marvel vs. Capcom 2.
You see, I have this friend; a Korean from Up The Street, (henceforth referred to as KUTS) who sort of ruined fighting games for me.
Like many Koreans tend to do, he became enamored with the mechanics of the game, to the point in which dedicated himself to becoming an utter beast at the game.
Seriously, the guy’s been competitive with Top 10 Evo players.
Fielding his Storm-Magneto-Sentinel team, KUTS would go on to repeatedly thrash me in MVC2, and virtually any other fighting game; in such emphatic fashion, as to utterly crush my desire to play fighting games with any degree of seriousness from that point forward.
That being said, KUTS has been consistently playing MVC2 for the past decade.
Or at least until today, when it’s long awaited (or in KUTS’ case, dreaded) sequel was finally released.
Friend that he is, KUTS was kind enough to invite me over to play a few rounds of MVC3 with him.
Introductory reminiscences aside, here are my thoughts, as well as some thoughts from my buddy KUTS, regarding our impression of MVC3 thus far:
MVC2 is regarded as one of the most hardcore of fighting games.
It’s gameplay is some of the fastest around, and the precision required in it’s button inputs are tuned to near perfection in the eyes of many gamers.
It’s this frenetic, yet exacting gameplay that makes MVC2 one of the least accessible, but most rewarding fighting games to date.
That being said, when you take the pinnacle of fighting game precision, and “dumb” it’s mechanics down in favor of creating a simpler, and more accessible game; the end result is a game that will appeal to fighting game novices, and likely infuriate experienced players weened on more nuanced games.
Needless to say, both KUTS and I were largely unhappy with the mechanics of MVC3.
While I’m certainly no expert player at any fighting game, I noted a great deal of frustration coming off of my buddy KUTS as we played; largely due to the slower gameplay and questionable control accuracy.
If I were to compare the experience of playing MVC3 to any other fighting game, it’d have to be the crap-fest known as Tatsunoko vs. Capcom, and the bore-fest that is Street Fighter IV.
Like both of the aforementioned games, MVC3′s control feel as if they “help” you a little too much.
What I mean to say is, in all 3 of these games; it often feels like the system gives you the benefit of the doubt for technically flawed or incomplete button inputs.
While Street Fighter IV requires a very precise sense of timing to execute effective combos, I can’t tell you how many times I found mysel pulling off special attacks, or complex chains in these games; seemingly by accident.
Make no mistake, even if I’m not an expert, I know how to play most fighting games; and few things frustrate me more than playing a fighting game seems to want to play itself.
Seriously, KUTS and I were joking that you could probably pull off a hadoken in these games simply by holding forward and mashing the punch button.
In addition to the stupid-ification of the gameplay mechanics, MVC3 also takes things a step farther by changing up the control scheme a little bit.
Assists are now assigned their own buttons, with the depressing of either of which for a second or so resulting in the tag command.
To my knowledge, there is only 1 kick button now, a button which I found myself rarely using for whatever reason.
Finally, launch attacks, formerly a command executed by pressing down-forward and fierce punch; have been given they’re own button as well.
While I found the launch and kick button situation to be odd, and difficult to wrap my head around, I’m guessing the changes were made to appeal to fighting game novices.
Of these changes, the one that I found to be somewhat intuitive was the merging of the tag and assist buttons.
Maybe it’s my tiny Japanese hands, but the simultaneous button presses required for the tag function in previous Vs. games was always something I had trouble with; making this simplification a welcome one in my opinion.
One last note:
The game seems slower, and super jumps are harder to direct in a Castlevania, momentum-based sort of way…
The roster of MVC3 is a decent mix of the classic and the eclectic.
Seriously, count me in as one of the people that thought we’d never see the likes of Dormannu in a videogame.
Oh yeah, and SUPER MAD PROPS to whoever got Capcom to put Taskmaster in the game.
There are around 20 fewer combatants this time around, with more variation between each entrants play styles serving to balance things out in some capacity.
While I can’t speak to the effectiveness of any of the characters as of yet, it’s worth noting that many of the character’s attributes seem a little unbalanced.
For instance, Phoenix is easily one of, if not the fastest character in the game; however she also happens to be fragile as tissue paper.
Seriously, one time I managed to take her down to half health with only 6 weak punches, using Viewtiful Joe no less.
Not only that, Magneto has been nerfed in every way imaginable, and Thor seems overpowered, despite his godly-status.
All that aside, I’m decently satisfied with the roster at this point.
Capcom did a good job of varying the play styles of the characters, and many are represented well via their movesets and animations.
I will say this though, Chris Redfield’s voice clips are hysterical.
Seriously, with phrases like “Eat it!”, “Taste it!”, and “Suck it!”; the man is a poster boy for the UFC generation.
Move over Brock, there’s a new meathead in town…
KUTS’ Team Thus Far:
Storm, Sentinel, and MODOK or Storm, Sentinel and She-Hulk.
Marvel vs. Capcom 3 is a game for fighting game/Marvel fans, not the hardcore.
While it has yet to be seen what strategies or nuances can be uncovered in the gameplay for MVC3, if you ask me; or my buddy KUTS, whatever’s there isn’t going to measure up to MVC2.
That’s not to say MVC3 isn’t a worthy effort, as it is; it’s just not the same Marvel.
I will give it this though, MVC3 does have it’s predecessor beat in the presentation department.
10 years makes a world of difference in the world of videogames, and while I was fully prepared to hate the aesthetic of MVC3 based on it’s preview footage, I found I warmed up to it after awhile.
The character models aren’t as detailed as most contemporary fighting games, but the menus are designed well, the voicework is largely acceptable, and the damage effects and splashiness of the special attacks are actually quite stunning at times.
Consider that the one compliment I pay to MVC3.
Anyway, these were just my thoughts, feel free to disagree, ’cause they’re my thoughts and frankly I don’t give a shit what you think.
Thanks for reading!
September 26, 2010 • 10:42 PM 4
In light of yesterday’s Devil May Cry post, I figure it’s appropriate that I take the time to share some of my thoughts on the similar, but also very different game:
Please bear in mind that, as of this post, I’ve only got about 2 and a half hours of gameplay under my belt.
Every pixel, frame, word and beat of Bayonetta is absolutely gushing with Japanese zaniness and anime-esque melodrama, such that my first few minutes with the game were almost too much to bear.
The aesthetic is way over-the-top, and the story and characters decidedly tongue-in-cheek, and for the most part, not all that appealing to me from a personal standpoint.
Despite this, I will say this:
The artistic design of the game, while not necessarily up my alley; is actually quite impressive.
The costuming and ornamentation of the character designs, while perhaps a little bit too flashy and intricate for it’s own good, are quite unique and certainly praise worthy.
In fact, I could honestly see myself owning a coffee table book of the production materials for Bayonetta at some point.
They’re overlong, they often show the characters behaving contrary to how they do in-game, (Anybody at all tired of seeing Dante be invincible in cut scenes, only to be a total pussy in-game? Anybody?) and they feel artificial, like flash for the sake of flash.
Kind of like any movie by:
I guess the cut scenes just frustrate me because they are actually quite intrusive to the gameplay experience.
Like Devil May Cry, Bayonetta is a game all about action, and when the action is frequently interrupted by cut scenes, showing my character busting out awesome moves that I’d like to see myself do in-game, I get just a little bit frustrated.
Bottom line, 2 hours into Bayonetta, I can’t help but feel that the pacing is not quite up to snuff, as the gameplay seems to come in all too infrequent spurts.
Which brings me to my 2nd, and ultimately far more critical gripe:
Bayonetta’s learning curve is just plain mean.
While the game, like any current gen game, comes with the obligatory introductory tutorial sequence that seems to be essential to the illiterate, non-instruction manual reading gamers of today, outside of teaching you the basic button inputs of the game, Bayonetta doesn’t really teach you how to play the game.
Sure, you can put up a good fight, and sure you know what you’re doing for the most part, but at the end of the day, if you’re playing the game straight through as I am, you’re just not given enough time to get a grip on the gameplay before the game starts tossing you some serious shit to deal with.
This is coming from someone that utterly beasted half of the Devil May Cry series.
My problem is this:
Bayonetta didn’t give me enough time to warm-up to it.
In the Devil May Cry series, the basic enemies are reactive to your blows, staggering and generally being reduced to punching bags the moment you first lay into them.
This is not the case in Bayonetta.
There is no fodder in Bayonetta.
All of the enemies in Bayonetta are able to put up a decent fight, thusly leaving you with nobody hone your skills on.
Every fight is a desperate struggle.
From what I can tell, my complaint may in fact be a result of me having failed to grasp the concept of the dodge system and the Witch Time AKA Bullet Time mechanic.
Anyway, at this point, I’m tempted to say I like Devil May Cry 4 better, but I’m only a few hours in, so we’ll see.
I’m still having fun with Bayonetta.
I love the gorgeous presentation and liberal use of the context sensitive button mashing segments.
I’m diggin’ the core gameplay, but at this point I truly do suck at it.
Time will tell…
September 25, 2010 • 7:52 PM 1
Honestly, I don’t really care much for the Gothic aesthetic of the series, nor do I have any sort of appreciation for the death metal soundtracks and overall overblown nature of the storylines and cutscenes.
So, what exactly is it that I do like about Devil May Cry?
That my friend, would of course be the bombastic, action-heavy gameplay of the series:
My introduction to the Devil May Cry came in the form of the 3rd, and best, entry in the series, Devil May Cry 3: Dante’s Awakening.
Featuring the highest difficulty level in the series to date, as well as perhaps the best, or at least, most relatable storyline, Dante’s Awakening effectively ruined me from enjoying any of the other games in the franchise.
Let it be known, beginning a game series from it’s highest peak in terms of overall quality, and then working your way down is not the way to enjoy a videogame franchise.
You see, I really enjoyed my time with Devil May Cry 3 on my PS2.
I played it to death, nearly beating it on the hardest difficulty in the process.
After I finally grew tired of 3 though, I made the mistake of thinking it would be fun to work my way backwards and play through the first game in the series.
I skipped that sack of fail Devil May Cry 2 though, as I’ve heard nothing but bad about that one…
From the moment I picked up the controller to play the original Devil May Cry, it immediately became clear to me that I was playing a vastly different, and far inferior game.
The gameplay was slower and less responsive.
The animations were less dynamic and felt very detached.
The attacks lacked the sense of “oomph” that was the highlight of the experience in the 3rd game.
Not only that, but due to the games’ age, the graphics and textures were somewhat lacking.
Needless to say, I found little enjoyment in playing the original Devil May Cry post-Dante’s Awakening, so much so that I saw fit to return it to Gamestop after only a few days.
Devil May Cry was a wonderful game for it’s time, serving as the progenitor of a new breed of fast-paced action games shortly after it’s release.
Despite it’s laundry list of credentials though, being the first of something doesn’t necessarily make it the best, or in this case, anywhere near that level of quality.
After the beating the ever-loving piss and shit out of Devil May Cry 3 in decidedly epic-fashion several years back, I found Devil May Cry 4 to be somewhat tame in terms of difficulty.
In general enemies were easier to stun, and more importantly, easier to corral and manipulate, resulting in the gameplay being much more forgiving, and ultimately flashier than ever before.
Since the release of Devil May Cry 3, Capcom went on to reinvent the Resident Evil series, and indeed; much game design in general, with it’s 4th entry.
In the post-Resident Evil 4 world of gaming, context sensitive button functions were very much en vogue, predictably resulting in Capcom’s own Devil May Cry 4 including several instances of said gameplay elements.
In fact, awesomeness can be visited upon most enemies with a simple touch of the “B” button:
Cheap thrills yes, but thrills nonetheless.
I will say this about him however:
His move-list is fun, inventive, and made all the better by the inclusion of the Devil Bringer in his arsenal.
The Devil Bringer is the chief innovation brought to the table in Devil May Cry 4, and for the most part, it’s worth the price of admission.
Trust me, yanking enemies over to your position for quick and efficient beat downs is a pleasure that far surpasses repeatedly Stinger-ing my way across an arena just to get to an out of reach opponent by leaps and bounds.
But then again, being able to do shit like this is pretty fun too:
While the game is a little bit on the easy side when compared to Devil May Cry 3, I’m willing to concede that that may in fact be a good thing.
Devil May Cry 3 was a beast.
It got off on taking eager young player’s confidence and shitting all over it like a fuckin’ pigeon perched above a Porsche.
4 however, is a prettier and more accessible game that even goes so far as to have a storyline (for those that give a shit) that requires virtually no knowledge of the prior games to understand.
Simply put, Devil May Cry 4 serves as a fine example of how to begin a series anew on a new platform.
While not as good as 3, 4 was an enjoyable entry in a young series that was desperately in need of a #2 best game in it’s lineup, as up until it’s release, none of the other games could be at all regarded as anywhere near the level of quality of Dante’s Awakening.
I understand that I’m being critical of the series, but as I mentioned earlier, Devil May Cry is a series that I want to like.
So far we’ve got 4 games in the series, and I’ve only liked 2 of them.
I don’t like the art.
I don’t like the music.
I hate the storytelling.
All I play them for is the raw experience of playing the game.
In that sense, 1:2 ain’t a bad ratio at all.
Which brings us to the newest Devil May Cry game, one that, to my knowledge; is intended to be a massive diversion from the core series.
Going by the name DmC, (Ugh…) this new game features a protagonist of a drastically different design aesthetic, as well as a game world that seems a little more urban, and less castle-like than previous entries in the series.
This would all be fine in my book, as I was never that attached to Dante or Nero as series’ protagonists, except for the fact that this new character’s design is just plain HIDEOUS.
At this point, all we have is a trailer to work from in terms of first impressions, however I for one feel my desire to give this game a shot slipping away purely based off of the character design:
That may sound petty of me, but unless DMC gets some truly fuckin’ incredible reviews chances are I’ll probably sit it out in favor of taking a step back and visiting some of other hardcore action game franchises out there, like the Ninja Gaiden series and Bayonetta.
Anyway, this has been a lengthy and intensely muddled post.
For this I apologize, but thanks for reading.