Azn Badger's Blog

What About the Lysine Contingency…?

Klitschko vs. Haye Flopped. Literally.

*Sigh* Once again my blind optimism towards the sport of boxing has lead to my utter disappointment in a high-profile bout.

Klitschko vs. Haye was supposed to be a score-settler, a fight that would do wonders to improve the image and worth of the winner.

True, David Haye has been overrated since day 1.

True, Wladimir Klitschko is one of the most boring and methodical fighters in the sport.

At the end of the day though, my gut told me this fight could’ve been something special.

Little did I know, my gut is retarded; most likely as a result of me having exclusively dined on hot dogs for the first 10 years of my life.

Yup, there's the fat fuck...

Like the hot dog munching, and very much overweight kid I was though; I came into this fight with wide-eyed enthusiasm, hoping and praying that Santa would drop down my chimney, the troops would come home from Iraq/Afganistan/The Moon, and heavyweight boxing would live again.

Sadly, as the title of this post would indicate, this was not the case.

Klitschko jabbed the night away and basically did the same as always, but in my opinion, and the opinion of virtually anyone who saw this fight that isn’t from the UK; Haye was largely the culprit in creating the flop-fest that was Klitschko/Haye.

That’s right, I said “flop-fest.”

What do you get when you type "flop fest" into Google Images? Hipsters and Batman.

For those who may not know, a “flop” is a term used in sports to describe the act of overplaying a foul or injury for the purpose of gaining some sort of advantage, usually through falling to the ground in dramatic fashion; hence the term: “flop.”

In soccer, players will flop to penalize the other team and get them carded.

In basketball, flops are used to gain the referee’s attention for calling fouls.

... Or for calling attention to how unbelievably stupid one is.

In boxing, the closest thing to a flop, one usually sees is that of a fighter feigning serious injury from a headbutt or foul for the sake of catching a breather.

It’s underhanded, yes; but in most cases a feigned injury in boxing is usually derived from a legitimate, if not minor foul that is simply exaggerrated.

It’s very rare to see dramatic “flops” in boxing that come as a result of entirely false circumstances.

Such was the case with David Haye’s performance in yesterday’s fight.

At an imposing 6′ 6″ and 240 lbs, Wladimir Klitschko is widely known as a fighter that gets a lot of mileage out of leaning on and holding his opponents.

Pictured: Klitschko, winning a fight in his own special way...

Holding is technically an illegal tactic in the sport of boxing, however this doesn’t stop every fucking trainer on the planet from teaching their fighters to tie-up their opponents when injured or in close-quarters.

Given Klitschko’s rather extreme height and reach, it only makes sense that he would lean on his opponents or tie them up when they venture too close, as with a wingspan like his; it’s hard to imagine his in-fighting abilities would be all that great.

In knowing this about Klitschko’s tactics, my guess is that David Haye’s camp made the decision to employ a “clever” strategy to counter the leaning and holding.

Said brilliant strategy, in the fine tradition of soccer; saw Haye flopping to the mat at the slightest touch of Wladimir Klitschko’s forearms or shoulders.

I can’t blame him for trying, as the strategy largely served it’s purpose given that Klitschko ended up getting a point deducted at one point; but the fact of the matter is, David Haye absolutely sucks at flopping.

I’ve seen William Shatner take falls more convincingly than the shit Haye was pulling yesterday.

Seriously man, the big Brit flopped to the canvas with such frequency that my brother had to call bullshit, exclaiming that he’d seen WWF matches where guys spent less time on the mat.

To make matter worse, it was clear that Haye just wasn’t in the fight by about the halfway point, seemingly checking out both mentally and physically for the most part.

The man’s stamina has always been in question throughout his career, and had he not been knocked out as a result of being gassed in a previous fight; I’d say it was on no better display than it was yesterday.

I hate to judge a book by it’s cover, but I’ve always felt that David Haye’s heroic bodybuilder physique was always ill-suited for pro boxing.

Like the similarly buff and bulky (and overrated) Jeff Lacy, Haye always looked the part, however his form was constructed of far too much “glamour muscle” to support the tremendous stamina and flexibility requirements of pro boxing.

If you want any evidence as to the state of Haye’s stamina throughout the fight, just look to his corner between rounds, and indeed before the fight even started; and take a look a how much water he chokes down throughout.

The man must have drank 2 gallons of water, which in case you didn’t know; is a big, big no-no in boxing.

Haye landed a handful of pretty big shots in the fight, though they all came one at a time.

Klitschko was hurt maybe once in the fight, in the last round; and from what I could tell he recovered surprisingly quickly.

All in all, it was a boring night (afternoon?) at the fights, with the only real drama spawning from the looming possibility that either fighter could hurt the other at any point due to their shoddy chins.

I will say this though, the entrances for both fighter’s were some of the most elaborate I’ve ever seen, though it would’ve been nice if they had been better coordinated.

Kudos to George Foreman for spoiling Klitschko’s big reveal on live television.

Filed under: Boxing, Comics, Movies, Wrestling, , , , , , , , , , , , , , , , , , , , , , , , ,

New Godzilla Comic!

Godzilla is one of my biggest heroes.

Anyone that has read even a single article on this blog is probably aware of that by now.

I’ve been watching Godzilla movies since the cradle, and despite the character’s less than stellar film catalog over the past decade; I’ve remained an ardent fan ever since.

One particular aspect of Godzilla mythology that was particularly special to me in my youth however, was the Dark Horse comic series of the early 90’s.

While there was in fact a Marvel Godzilla comic sometime before the one in the 90’s, even as a little kid I found the art, storylines and characters to be somewhat disagreeable.

Maybe it's just me, but I don't like Avengers in my Godzilla...

That’s saying a lot coming from a hardcore Godzilla fan.

Anyway, the 90’s Dark Horse comics were, in my humble opinion; actually quite good.

I still have every issue I collected from way back in the day, and I find that every time I crack one open for a little taste of nostalgia; I end up having a good time.

While the art and writing staff would change pretty much from issue to issue, I found that Brandon McKinney’s pencils stood as some of my favorite in the series; not to mention Arthur Adams’ always stellar cover work.

My first, and favorite issue, featuring the work of both the aforementioned artists.

The overarching plot of the series concerned the exploits of “G-Force,” a team of Godzilla-focused Japanese scientists who curiously seem to spend almost no time on Japanese soil.

Over the course of their adventures, they end up doing battle with Godzilla, attempt to protect Godzilla, fight several varieties of alien species, and even travel back and forth through time to thwart the nefarious machinations of an evil scientist.

Needless to say, the storyline wasn’t exactly the main draw of the comic.

The real selling point of the comic, was the same as is typically the case in most Godzilla movies, that of getting a chance to see Godzilla stomp through cities and beat the shit out of other monsters.

... Or in the case of Godzilla vs. Barkley, shut up and jam.

The biggest success of the comic, in my opinion; was that it managed the rather impressive feat of crafting it’s own unique characters and universe, all while maintaining the feel of the Godzilla movies, both new and old.

While there were a few issues that I purposely ended up skipping do to poor artwork or writing, the Dark Horse Godzilla comic of the 90’s is one that I regret not fully collecting, as well as one that I wish had lasted a little longer than it’s 17 issue run.

Fortunately, I happened across a news article on Sci-Fi Japan today announcing the impending release of a brand new American Godzilla comic published by IDW.

While no real details are available as to the nature of the comic at this point, one thing that’s certain, is that Toho is involved in it’s production on an advisory level; and the creators of the comic have been given free reign over their use of the extensive roster of Toho’s monsters.

While it might not seem like a big deal to some, both of these points do quite a bit to bolster my optimism regarding the release of this comic.

The sum of these points is that Toho trusts IDW enough to allow them use their characters; but more importantly, it means that I’ll finally get a chance to read a Godzilla comic where he fights a monster I actually give 2 shits about!

Pictured: A monster I give 2 shits about.

Anyway, the new comic comes out in March, and rest assured; if it comes out in trade paperback and is at least somewhat good, I’ll pick it up without hesitation.

Filed under: Comics, Movies, Tokusatsu, , , , , , , , , , , , , , , , , , , , , ,

Bayonetta: First Impressions

BUTT.

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:

Bayonetta on the Xbox 360.

Please bear in mind that, as of this post, I’ve only got about 2 and a half hours of gameplay under my belt.

Developed by Sega, and directed by the prolific and uber-talented Hideki Kamiya of the now defunct Clover Studio, as well as the original Devil May Cry fame, Bayonetta is, in a word:

JAPANESE.

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.

Nope, still not appealing. Goddamn she got a tiny head...

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.

Huh, this I like. Go figure...

In fact, I could honestly see myself owning a coffee table book of the production materials for Bayonetta at some point.

Anyway, the flashy cut scenes of Bayonetta, (choreographed by the always excellent Yuji Shimomura of Versus and Death Trance fame) annoy me much in the same way that Devil May Cry’s do.

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:

Pictured: "Flash" incarnate.

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.

We're talkin' Kobe Mean Face-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.

"Oh don't mind me, I'm just the first boss. Excuse me while I TOTALLY WRECK YOUR SHIT while eating bagels and lox."

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.

Nope, none of these.

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.

I don't care what you tell me man. There IS a spoon, and I'm eating my fuckin' Cheerios with it as we speak. Fuckin' new-age bullshit...

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…

Filed under: Games, Movies, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , ,

NBA Jam Overtime Showdown!

"4!? That's impossible, even for a computer!" Don't make fun of my webbed fingers.

Being as it’s the 4th of July and what not, I’m not sure how much time I’ll have to write today, so today I’ll let the video do the talking.

Behold as Jeff Dong and the Azn Badger royally suck a fat one in our feeble attempt to win an overtime match as the ’93 Detroit Pistons in NBA Jam.

Jeff Dong was Isiah Thomas,

"The Baby"

while I was that giant, albino, foul-happy pile of fuck known as Bill Laimbeer.

"The Giant, Albino, Foul-Happy, Pile of Fuck" taking out "The Bird"

Seriously man, there’s a reason they picked him to be the mascot for Bill Laimbeer’s Combat Basketball.

Can't believe I used to play this shit at my "Double Dragon" neighbor's house...

Collectively the pair are known to Jeff Dong and I, not as the Pistons, but rather as “Bill Laimbeer and The Baby.”

Seriously, I know he was a great player an’ all, but Thomas’ sprite was just too small to take seriously.

Anyway, watch if you dare, be mindful that the Azn Badger already knows he sucks at NBA Jam, so your harsh words can’t possible hurt him.

Unless you call him “stupid,” then that’ll hurt his feelings.

Filed under: Games, Uncategorized, , , , , , , , , , , , , , , , ,

The Best Track in the Game #3: Return of Double Dragon

Return of Double Dragon is the Japanese version of Super Double Dragon for the SNES.

The Japanese version was actually released after the American one, and surprisingly includes a number of changes and differences, leading to my suspicion that the American release was rushed.

Return includes a few extra character animations and music tracks not featured in the American release. In the case of the music, several tracks are also assigned to different stages.

I had never played Return until I was in college, but thankfully I found that I wasn’t really missing much in terms of extra content.

Although it is fun being able to grab everyone by the hair.

... and then do this to them.

I grew up playing Super Double Dragon across the street at my neighbor’s house.

Early on I was one of those kids who used to invite himself over, that is until their parents told me to start calling ahead.

Consequently, I regard calling my neighbor’s to see if they could “come out and play” as the first phone call I ever made on my own.

Pictured: The Future.

I’d often spend my afternoons over there, playing Super Soccer (Argentina all the way!) and Bill Laimbeer’s Combat Basketball, but mostly Super Double Dragon.

The game was crazy awesome, taking full advantage of the increased button count on the SNES controller.

I could jump with one button.

I could block (who the fuck does that?), with just one button.

Hell, I could do the fucking spin kick with just one fucking button!

I won’t get big headed and say I was “good” at Super Double Dragon, but I will say this: I felt like I was good at Super Double Dragon.

The game was undoubtedly an improvement on every game in the series that had come before it, (that’s right, FUCK Double Dragon III: The Sacred Stones) with gameplay, sound and graphics that were top notch for the time, and yet something was missing from the experience…

Okay maybe not that, but still...

I never owned Super Double Dragon, or Return of Double Dragon until much later in life, although I did borrow it once.

My brother and I made it to the final boss, (a rare feat in gaming for me back then) and just as soon as the battle got really heated, just as soon as the guy started busting out all sorts of spinning wheel kicks an other such bullshit, the game froze.

Had to wait 12 fucking years just to see this screen...

To this day, it’s the only instance I can recall of such a thing happening on the SNES.

When I bought Return of Double Dragon, I’m pretty sure I bought it not out of being nostalgic for the days and weeks I spent over at my neighbor’s house playing it, but for the half hour or so I spent playing it with my brother.

That being said,

The Best Track in the Game is…

Golden Gate Bridge Stage

Why?:

Doesn’t this music just make you wanna’ go out and grab somebody by the hair and knee ’em in the face?

Okay, maybe that’s just me, but I always found this track to be a standout in the Return of Double Dragon soundtrack.

Just to clear things up a bit, though I refer to this as the Golden Gate Bridge theme, in Super Double Dragon, this track was actually used as the background music of the opening stage, Las Vegas.

In truth, I believe that this track is much better suited for the Las Vegas stage, as the pace more closely mirrors that of walking the streets, rather than careening down the Golden Gate Bridge atop a semi-truck.

Outside of the Title theme, (which also doubles as the Final Stage theme) this track was the first one I heard in the game.

The music is pulse-pounding and has a weightiness, a harshness to it that comes across as being very aggressive, perfectly appropriate given the main objective of the gameplay.

Though not head and shoulders above the competition in terms of overall quality, it’s this serious tone that makes the Golden Gate Bridge theme a standout amongst many of the more upbeat, and less memorable tracks in the Double Dragon series.

Runner-Ups:

Slum theme, China Town theme

You know those upbeat tracks I just mentioned?

Well, the Slum theme is one of them, however it is by no means forgettable.

In fact the Slum theme was used way back in the original Double Dragon as the Opening Stage theme, though unlike some NES era tunes, it seriously benefited from the increase in audio fidelity that the SNES brought to the table.

Double Dragon has an official theme music.

It’s a truly great theme that’s been used in pretty much every game in the series.

The fact that I hold this remix of the Slum theme in higher regard than the Return version of the Double Dragon theme is a testament to it’s longevity.

If the Slum theme is a prime example of a classic tune made even better, then the China Town theme should serve as a wonderful example of a completely original track taking charge and standing out amongst its more seasoned peers.

Similar in many ways to the Slum theme, in that it is strangely colorful and fast-paced despite the rather grungy subject matter of the game, the China Town theme pushes all the buttons that the former does, albeit in, arguably, more effective fashion.

The China Town theme has an element of carefree fun to it that makes it downright irresistible.

If was to name any one track in the Double Dragon series “The Best Head-Bobbing Track in the Game,” then it would probably have to be this one.

Yup, just another day riding in Azn Badger's car...

In case you’re wondering why you haven’t heard this track before, that would be because it is exclusive to Return of Double Dragon.

That’s right, bizarre as it may seem, one of the best pieces of music featured in the game wasn’t even featured in the American release.

Oh well, I got my copy, screw the rest ‘ah ya’ll.

Filed under: Games, The Best Track in the Game, Uncategorized, , , , , , , , , , , , , , , , , , , , , ,

Donate