Azn Badger's Blog

What About the Lysine Contingency…?

The Resident Evil: Operation Raccoon City Trailer Gets It Right

Do you remember back in the day when pre-rendered cutscenes were the coolest shit ever?

I sure do.

Back in the early days of CD based gaming, pre-rendered cutscenes, that is, ones produced outside of the in-game engine; seemed almost like a reward for playing some games.

Remember booting up Final Fantasy VIII for the first time?

Still don’t like that game, but damn that’s a good opening.

In most cases, cutscenes were used to bookend the gaming experience and/or highlight set piece moments that likely couldn’t be produced in-engine.

In keeping line with the (eventual) point of this article, Resident Evil games serve as a good example of this style of implementation for pre-rendered video, though the majority of the minor cutscenes were also produced in-engine.

I know I’ve used that clip before, but I don’t think I need a reason to justify re-using it.

On the other hand though, many other games, particularly in the early and mid-90’s, went so far as to “wow” gamers through essentially structuring the entirety of their gameplay around FMV.

For example, the early multi-platform game Braindead 13, in the tradition of Dragon’s Lair, was essentially one long interactive cutscene:

As was Cyberia, though with several shooting and adventure segments interspersed throughout.

In retrospect, many of these videos served to break up the flow of the gameplay of the games they inhabited, but back in the day, just the act of seeing full-motion video on a game console was akin to bearing witness to black magic.

Maybe it was just the fact that I was very young when it came to prominence, but to me, FMV in games was a big fucking deal.

Now that I’m older and decidedly more curmudgeonly and cynical, know that FMV has it’s ups and downs.

Perhaps one of the biggest “downs” that comes to mind, pertains to it’s use as an advertising tool.

It’s funny, for as long as I can remember, videogame advertising has been obsessed with finding ways to reel people in without showing a pixel of the actual product.

Pictured: An Earthbound ad. A failed experiment in "unjustified scratch and sniff" advertising.

Similar to a horror movie with a shitty-ass monster trying to sell itself by teasing but not showing said sad-ass monster in it’s advertising, videogame advertisers are a sneaky lot that get off on deceiving their audience.

It’s very likely that it’s just a cultural trend that just happened to grow up with me, but for whatever reason, most of the game ads I can remember throughout my life, both print and video; have done well to conceal the nature of the in-game product they were selling.

Hell, in the 90’s, it was far more common to see totally fucked up and insane imagery as game advertisements than it was to see screenshots of the actual games.

It was the 90's. Don't ask....

Guess that’s to be expected for an era when words like “radical,” “tubular,” and “EXTREME” passed as colloquialisms.

Now that I think of it, even the cover art of most American games was deceiving to some extent, often adopting an art style that was contrary to that of the (very likely Japanese produced) in-game product.

I’m rambling.

The point I’ve been trying (and failing) to lead up to with all of this, has to do with the new trailer for Resident Evil: Operation Raccoon City.

In short, I thought the imagery was stunningly rendered, the action sublime, and all in all, I really liked it.

I’m still cautiously optimistic about the game, as though I love the setting of the game, (between #2 and #3, my favorites) as well as the concept, at the end of the day the thing just won’t work without decent gameplay mechanics.

That being said, while this trailer did nothing to address my concerns regarding the gameplay, it did do well by my in the sense that it did what many other pre-rendered trailers have failed to do in recent days:

It showed off actual gameplay mechanics, in the context of a pre-rendered video.

Allow me to explain.

Remember that super-duper overhyped pile of sappy bullshit that was the initial trailer for that super-duper overhyped plate of fuck-sauce that was Dead Island?

Remember how, with the exception of the location, the zombies, and maybe a homemade bludgeoning instrument or 2, absolutely nothing in that trailer was featured in the actual game?

Well, that my friend is an example of a game company trying to sell it’s “meh” product with an overproduced ad campaign.

While it’s entirely possible that Capcom is essentially trying to do the same thing with Raccoon City, I appreciate the fact that they took the time to inject their fancy FMV trailer with a few nods to the actual gameplay.

How did they do this, you say?

With all the subtlety of a sledgehammer, that’s how.

I don’t know if you’ve been following the development of Raccoon City with the same fervor I have, but if you’re at all in the loop, you’ll have noticed that many of the sillier and less organic moments in the trailer reflect actual elements of the gameplay.

For instance, there is a sequence wherein one of the Umbrella commandos notes that a man’s blood trail is going to attract zombies and other creatures.

Later on, a pheromone grenade is tossed during a battle, leading to one of the soldiers spouting exposition regarding it’s function in attracting monsters.

Throughout the trailer there are instances of melee combat peppered throughout.

Towards the end, there was a sequence where a soldier grabbed hold of a zombie and used him as a human shield.

All of the techniques listed above were confirmed to be usable in-game in some capacity long before this trailer dropped.

Not only that, the underlying story behind the trailer, the clashing of Umbrella and government sponsored troops amidst a battlefield of T-Virus creatures, fits the mission statement of the game to a “T”

In short, I’m proud of Capcom for putting their name on a trailer as beautiful and informative as this one.

Sure, the script was kind of shitty, (what Japanese-written English script isn’t?) but at the end of the day, I’m just happy the damn thing at least tries to exposit some of the gameplay mechanics despite the decidedly pre-rendered nature of the video.

Pre-rendered video trailers are a double-edged sword in many ways.

They are useful for building hype, in that they are often beautiful and cinematic in nature, however too often they pay far too little service as to the actual nature of the product they are selling.

In a perfect world, movies and games would be advertised strictly with materials cut directly from the source material, however when budgets get inflated to the point they’re at nowadays, I can see why production companies feel the need to put together these fancy ads on the off chance they might get a few more buyers than they would otherwise.

All it takes is a bunch of dumbasses thinking this represents what they buy when they pick up World of Warcraft:

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The Top 10 Hardest Boss Fights, #4


A recurring subject in our list of The Top 10 Hardest Boss Fights thus far has been the important distinction between bosses that are genuinely hard, and those that are merely “cheap” or “broken.”

In my mind, no other bosses in gaming embody both of these definitions with as much ease as fighting game bosses.

Given the limited functionality of fighting game play mechanics, fighting game bosses are often some of the more difficult in gaming due to the head-first manner in which they must be dealt with.

There are no switches to be flicked, or items to be used; it’s just you and them, one-on-one.

Often possessing movesets consisting of absurdly quick and high profile maneuvers, as well as enhanced attributes, fighting game bosses typically boast every conceivable on-paper advantage over the standard player characters.

What’s more, in most cases bosses in fighting games have a tendency to “stretch” the rules of their respective game’s mechanics I.E. being able to execute special attacks without charge time or possessing a few unblockable moves.

...Or in the case of Nancy, totally break the standard mechanics of the game.

These “unfair” advantages make most fighting game bosses an easy target to be labelled “cheap,” however in some cases, I actually welcome the challenge they represent.

Let me just stress the use of the word “some” in that last sentence.

Fighting games are usually won through knowing your arsenal and being able to anticipate your opponent with precision.

In games like Street Fighter, all it takes to block an attack is to hold back on the d-pad.

In that sense, the unfair advantages owned by fighting game bosses shouldn’t be looked at as straight up cheapness, but rather padding to the computer’s (hopefully) human-like AI.

The best fighting game bosses are the ones that are challenging, but human in the way they occasionally make mistakes or overextend themselves.

The hardest fighting game bosses are the ones that boast absurd attributes and flawless, frame-by-frame AI routines.

Today’s entrant on our list of the Top 10 Hardest Boss Fights occasionally shows glimmers of the former in his behavior, but most of the time he proudly embodies the latter.

‘Cause he’s an epic, diaper-wearing douche-hole.

*AHEM!* That being said, our #4 is:

#4. Gill – Street Fighter III: Third Strike

Pictured: Ken Masters lying at the feet of Gill following a narrow defeat.

Let me just get things started off here by saying that Gill is an anus sucking turtle-fucker.

Seriously man, as far as fighting game bosses go, few others have carved out a spot for themselves on my naughty list as emphatically as Gill has.

*COUGH!* Now that I’ve gotten that ugliness out of my system, I feel I’m obligated to mention the fact that Gill also happens to one of the better designed fighting game bosses in gaming history.

That should give you a good idea of how many “good” fighting bosses there have been over the years.

Gill’s natural on-paper advantages over you, the player; are extensive, to the point in which it’s hard to deny the cheapness of his design, however his AI, at least on the mid to mid-high difficulties, veers a little closer to “fair” on occasion.

Close to, but still nowhere near fair.

What I mean to say is:

Gill is a blue and red BEAST of the highest order.

He does more damage than most of the characters in the default roster.

His attacks generate an absurd amount of stun damage.

Most of his attacks strike from troublesome angles and have priority and reach advantages.

He is able to execute charge moves without charge time.

His projectiles strike twice, ensuring that he’ll win any exchange of fire.

His durability and speed are both well above average.

To fight Gill is to enter the room outgunned and outclassed from the very start.

In essence, this screen is a forgone conclusion.

While I’d never consider myself much more than an experienced novice at fighting games, to date I’ve only been able to beat Gill twice.

Once using a brute-force strategy with Hugo, and once using defensive tactics with Ken.

Both times it took several continues to achieve the serendipitous task that is defeating Gill.

You see, despite all the nasty traits of cheapness that I mentioned above, Gill also brings to the table a pair of utterly devastating super combos that do wonders to ruin his standing as a “great” boss in my eyes; and make beating him a feat often times a feat equally attributable to luck as to skill.

Allow me to clarify.

Gill’s greatest asset as a fighting game is his inherent fallibility.

While his moves and stats are all better than yours, I have to admit that Capcom did well to program Gill with the occasional human-like lapse in his concentration.

He never acts silly, or outright dumb, but there are times when Gill slips up and takes a hit he shouldn’t have, or fails to capitalize on a round winning opening.

Gill’s greatest success as a boss is that he’s difficult enough be one of the hardest bosses in gaming, while at the same time easy enough to be fought with some degree of success on every occasion.

Nothing is worse than a hard boss that doesn’t even let you get a hit off every time you continue.

I'm lookin' at you Duriel....

Nearly every time I’ve fought Gill, I was at least able to take his health down considerably, or on a good day; beat him one round.

That said, Gill’s AI generally behaves with stunning precision, making use of his high priority moves to counter most of your attacks; making him a stiff challenge most of the time.

Which brings me to the aforementioned game breaking super combos:

With a full super meter, Gill has at his command the power to instantly reverse the outcome of a round.

The gameplay mechanics of Street Fighter III restrict the players to selecting and utilizing only one super combo in battle.

Gill is the only character in the entire roster that is capable of making use of all 3 of his super arts in one fight.

One of these moves, Meteor Strike; is relatively harmless.

Meh. I've seen worse...

The other 2, are utterly devastating.

First is the fearsomely boosh-tastic Seraphic Wing:

Sprouting Wings: A sign that shit has well indeed, just got real.

Seraphic Wing is a move that drains about a third of your life bar when blocked, and virtually all of it when landed at close range.

While it can be stopped preemptively, in most cases the deployment of Seraphic Wing usually means the end of the match in Gill’s favor.

If that’s not a kick to the boner, I don’t what is.

Oh wait, there’s one more move!

Gill’s other dick slap of a super combo is his Resurrection ability:

Awr?...

Basically, Resurrection is exactly what it sounds like.

Imagine this scenario:

You’ve just spent the past hour battling Gill, continuing over and over again while cycling your way through the entire roster numerous times.

Finally, after countless attempts, you’ve managed to get the upper hand on Gill and are only a precious few hits away from victory!

The tension is palpable.

Your eye twitches involuntarily.

With the clever use of an EX attack you manage to upset Gill’s impeccable timing and rocket a Shoryuken into his chin and straight towards the realm of victory!

His life bar depleted, Gill collapses in a heap on the ground in slow-motion.

Throwing up your arms in victory, you are shocked to hear the familiar sound of a super art being deployed.

Suddenly, Gill beings to levitate, and immediately his life bar begins to rapidly refill!

Pictured: What happens when you poke the bear.

You quickly fire a Hadouken, only to watch as it is harmlessly repelled by the powerful vacuum generated by the Resurrection field.

Eventually, Gill’s health is restored in full, leaving you to fight him with what little you have left.

Exhausted from the historic effort you put forth from getting this far, ultimately you lose to Gill in the third round as you have on every occasion prior.

Such is the epic douchey-ness of Gill.

He’s better than you from the start.

He’s pretty damn smart, even when he’s stupid.

And to top it all off, he can take all of your hard fought efforts, and render them irrelevant with the use of a mere super combo, one of which he doesn’t even have to be alive to use.

To this day, I still hate Gill, however I do retain a certain level of respect for his AI design.

On a side note, I’m pretty sure Capcom was the first to make a genuinely incongruent 2D fighting game sprite, but that’s besides the point.

Gill: An atypically hard boss that has the gall to max-out his douchey-ness by holding back and shitting on you when it hurts the most.

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The Top 10 Hardest Boss Fights, #5


Yesterday I mentioned in passing that fighting Beowulf from Devil May Cry 3 was a boss fighting experience that transcended the staples of normal gaming challenges.

To me, the difficulty of fight with Beowulf stemmed not just from the challenges presented by the gameplay of that segment, by also by the psychological stress the battle places on you, the player.

Now, I consider myself a particularly seasoned gamer, so whenever a videogame is able to genuinely cause me stress, and not just anger or annoyance; it tends to stand out to me as something special.

Such is the reason the battle with Beowulf stood out to me as both an incredibly difficult and exhilarating fight entirely worthy of The Top 10 Hardest Boss Fights.

On that same note, today’s boss just happens to have earned their spot in much the same fashion as Beowulf.

As chatty as he is dangerous, the #5 entrant on our list of the Top 10 Hardest Boss Fights is:

#5. Sinistar – Sinistar

Pictured: A lone fighter pilot prepares to face the dreaded Sinistar head-on.

“BEWARE, I LIVE!”

If ever there were a phrase in gaming history capable of sending a chill down a gamer’s spine, that quote from Williams’ Sinistar would have to be it.

Announcing his presence with a Jack and the Beanstalk-esque “Fee, Fi, Fo, Fum!” of sorts, the arrival of Sinistar at the end of each level in the game of the same name is one of those moments in gaming that, though it may seem ho hum by today’s standards; will live on forever as a classic of it’s time.

Sinistar’s hilariously minimalist taunts and battle cries will likely live on forever, however it’s easy to forget that, as fun as it could be when you were winning; the game was hard as fuck.

A classic twitch shooter through and through, Sinistar was one of those mean-ass arcade games that would bait you into thinking it wasn’t all that tough, only to stomp the ever loving shit out of you by level 2.

Be it Centipede, Missile Command or Robotron, arcade games of the early 80’s, and indeed throughout much of the history of arcade machines thrived on inviting players in win the promise of a fun first level, only to drop the hammer and crush them just a few stages down the road.

Centipede: A whole helluva' lot harder than you'd think.

I’m guessing this was supposed to trigger a “What the fuck? Let’s try this again…” psychological response in the players or something.

Things were different back then.

It was a lot easier to justify pumping money into a machine for a few minutes of fun when few people owned consoles of their own, not to mention the fact that the home systems weren’t capable of the graphical sophistication presented by arcade machines of the time.

History lesson aside, Sinistar was entirely guilty of the gameplay model mentioned above.

It was pretty easy in the first level, but holy Ewoks and graham crackers brother, you gotta’ be a motherfuckin’ pinball wizard to get much further than that!

The boss of the game, Sinistar; being largely responsible for said nut-crushing difficulty.

Fighting Sinistar is not what you’d call a “fight” in the traditional sense.

Much in the way I wouldn't call this a "fight."

Up until his arrival, you spend your time in the game piloting your star fighter, shooting the occasional enemy, and, quite literally; shaking down asteroids for “Sinibombs” and crystals.

The gameplay during this phase of the game, at least during some of the earlier stages; is actually kind of eerie in terms of how quiet and relaxed it can be.

Like many arcade games of the day, the game features no music during play, resulting in a unnerving silence in between the occasional laser or explosion sound effect.

Don’t let my overly romanticized descriptions fool you, this phase of the game is merely the calm before the storm.

Allow me to paint for you, a picture (in words) of how a typical fight with Sinistar goes down:

As you’re collecting shit out in space, at some point you’ll likely notice the enemy ships zipping about and snagging crystals before you can get to them.

For whatever reason they aren’t trying to shoot you down…. For what purpose could they be gathering the crystals for?

As this process continues for a time, it will likely dawn on you that those little ships are up to something…

Something…. SINISTAR.

Just as you’re starting to put the pieces of the puzzle together in your mind, suddenly a horrifying call resonates from the void of space, shooting shivers down your spine and dookie out your poop-hole.

“BEWARE, I LIVE!”

HOLY FUCKING SHIT!

The ravenous space-beast Sinistar has arrived!

His hunger knows no bounds!

He dares you to run, as it is truly your only option in the face of such a beast!

Moreover, he is Sinistar, and he lives!

From the time the hunting call sounds, precious few seconds remain before the great gray beast comes into view and gives chase.

Innumerable questions come flooding into your mind with the utmost urgency:

Should I go out looking for Sinistar, or let him come to me?

Do I have enough Sinibombs to kill him?

Am I a bad enough dude to rescue the president?

Eventually, all questioning and speculation goes out the window as the mighty Sinistar rears his demonic head and cuts a swath through the flotsam of the cosmos, bellowing insults and taunts at every turn!

You juke left!

You juke right!

And all the while Sinistar follows close behind!

In your panic, your fingers trace their way across the surface of the arcade cabinet in search of the one weapon, the one source of sanctuary that can hope to save you from the advance of Sinistar:

The Sinibomb button.

You mash on the button again and again, scattering scores of Sinibombs into the massive face of Sinistar!

With every impact the great beast howls in pain, delivering a shock to your nerves, and a morbid sense of satisfaction…

Bomb after bomb makes it’s mark and your confidence begins to build.

13 direct hits are all that are needed to fell the space monster, could victory be within reach?

NO.

You depress the Sinibomb button one last time only to realize:

You’re out of ammo.

The gray space leviathan follows close behind without any semblance of fear across it’s battered, mechanical visage.

"Never wound... What you can't kill."

In a desperate bid for survival, you begin making attempts to rebuild your ammo supply, carefully skirting asteroids while slowly giving ground to the rapidly encroaching Sinistar.

You juke left!

You juke right!

And just before you recover the last Sinibomb you need to finish the monster pursuing you, it happens:

You accidentally bump an asteroid, Sinistar slams into your ship and crushes it in his terrible maw; sending fiery chunks of debris out into every corner of space.

Such is the ordeal that is fighting Sinistar.

The actual procedure is little more than a fairly straightforward chase, however due to the panic-inducing presence of the boss in question, coupled with the variables of the level construction, (I.E. enemy ships, asteroids) the difficulty piles up very quickly.

If that’s not Top 10 Hardest Boss Fights material, I don’t know what is.

Oh yeah, after all my fanciful storytelling I guess you deserve a look at what the actual battle with Sinistar looks like in-game:

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The Top 10 Hardest Boss Fights, #6


It’s funny, as I was typing out the article for yesterday’s entry on our list of The Top 10 Hardest Boss Fights, it dawned on me just how much I hated fighting Duriel from Diablo II.

As much as I discovered I hated him though, I feel I was justified in placing him relatively low on this list.

Despite the fact that I’m pretty sure there’s not a single boss character on this list that I hate more than him, the actual difficulty that came from fighting Duriel came almost entirely as a result of his unbalanced and, quite frankly; cheap design.

He’s not hard per se, he’s just broken….. And more than a little douche-y.

The point I’m trying to make, is that, in my eyes; the hardest boss fights are the ones that are just that:

Tough fights.

Fighting Duriel isn’t what I’d call a traditional fight, it’s just an unwarranted and totally out of place exercise in tedium within the confines of an otherwise straightforward and balanced game.

I know it’s just a matter of opinion, but I felt I needed to make my stance on this subject as clear as possible.

That being, the next boss on our list, earned his spot, not through being cheap, or even unpredictable; but by simply being one of toughest motherfuckers I’ve ever fought.

There are bosses with patterns, and there are bosses with weaknesses, and then there’s the #6 entrant on our list of the Top 10 Hardest Boss Fights:

#6. Beowulf – Devil May Cry 3: Dante’s Awakening

Pictured: Dante, about a half second a way from getting bitch slapped by Beowulf.

To me, Beowulf isn’t just one of the Top 10 Hardest Boss Fights, he’s also one of the best.

His pattern isn’t anywhere near as complex as some of the other bosses in Devil May Cry 3, and he certainly doesn’t deal an inordinate amount of damage; but for my money he’s the toughest boss in a game packed to the hilt with some of gaming’s stiffest challenges.

We're talkin' TURBO TUNNEL-tough!

The fact of the matter is, Beowulf’s a hard boss simply because he makes you work for your victory over him.

There’s no such thing as a quick win over Beowulf, and therein lies the beauty in fighting him.

The frantic nature of the battle prevents his various “phases” from ever feeling overlong, not to mention lead to instances where the sheer intensity of the conflict cause you to make mistakes with your controller.

If ever there were a sign that a boss is tough, it’d have to be that of making your hands twitch out of pure sensory overload.

To this day, I have yet to find a “good” way to fight Beowulf outside playing it cool and wearing him down.

That’s the thing with Beowulf:

He doesn’t have any weaknesses.

Unlike most Devil May Cry bosses, and indeed most bosses in general, Beowulf doesn’t have a magic solution to his pattern.

Hell, he doesn’t even really have a significant vulnerability to any weapon in the game, making defeating Beowulf an affair based purely on skill and endurance.

Unlike fuckin’ Crash Man:

Beowulf’s pattern is essentially that of a pressure-fighter, a Rocky Balboa if you will.

He’s predictable, and he’s kind of slow, but he’s on your ass all night long and there’s no safe way to hurt him.

At first glance he seems like a pushover as long as you keep your distance, however the sad truth of the matter is:

Inevitably he’s going to catch up to you.

.... But not without taking 20 times the punishment in the process.

While all Beowulf really does in his opening phase is stomp and throw haymakers, there’s a clever science to the placement of his attack angles.

You can see every move he makes coming from a mile away, and yet, due to the wide-arcing nature of his swipes; you’ll often find yourself caught by blows that initially looked harmless.

As is typical of Devil May Cry bosses, Beowulf is rarely reactive to the damage of your attacks, making it unwise to exchange blows with him, given his potent attack power that is equally typical to the series.

The one exploitable weakness I know of that Beowulf has, is extraordinarily minor to the point of being almost counterproductive.

Throughout various cutscenes in the game, as well as the in-game graphics; it is imparted to you that Beowulf bears a scar over one of his eyes.

Whenever a blow is delivered to Beowulf’s scarred eye, he immediately clutches it in pain and swings wildly with his free arm with surprising accuracy.

"Nobody move! One of my contacts just fell out!"

This technique is only really viable in the first phase of the battle, and indeed does a fair amount of damage, however the dangers in employing jumping attacks against Beowulf are numerous, so in my opinion it’s better to play defensively and simple forego the exploit altogether.

The second and third phases of the fight are where things get really hairy.

Up until this point in the fight, Beowulf basically just plods about and punches at you, however once you’ve done enough damage to trigger his second phase, he drops down onto all fours and starts running about the arena with frightening speed.

In between phases, he throws easy to dodge metal towers at you, but make no mistake, once he’s on all fours, he becomes quite difficult to keep up with.

Given his ability to break into a gallop at any given moment, Beowulf’s second phase takes the tricky accuracy of his initial attack pattern and injects a element of unpredictability that makes it a bitch to keep up with.

Much like fighting Sigma in the Mega Man X games, Beowulf is a test not only in a twitch sense, but also in the sense that you never really feel like you’re pulling ahead in the fight.

Sadly, defeat usually comes very late in the fight against Beowulf, as his third and final phase is hard to avoid without taking at least some damage…. Damage that one usually can’t afford to spare by this point in the fight.

Beowulf’s third phase compounds all of his previous attacks and abilities, but adds a few volleys of glowing white energy fired from his now fully outstretched wings.

...I guess I better say what everyone's thinking: BEAST MODE: ENGAGE.

The damage dealt from these projectiles is significant, but mostly survivable.

The real kicker in all this, is the fact that it’s very difficult to avoid these volleys without taking at least some damage.

After softening you up with the projectiles, typically Beowulf will charge at you full speed, at which point one of you will likely be killed given the lowly state of your health bars.

Just take a look at this video where the player does well throughout, but inevitably ends up with almost no health by the battle’s final moments:

That’s what I love about fighting Beowulf:

He represents the rare case when a boss demands not just precision, but also endurance.

He really doesn’t do all that much, but something about the way he subtly changes his angles in order to chase you, and unpredictably makes use of his running attacks; makes him hard in a way that’s different from many other bosses.

Simply spamming the dodge or roll commands won’t work, because if your timing is off he’ll punish the shit out of you.

Simply pulling out the “right” weapon won’t work, because he doesn’t bear any weaknesses to any of them.

Simply hanging back and shooting him death won’t work, because eventually he’ll spread his wings and run your ass into the ground.

Beowulf’s a terrific boss, that also just happens to be one of the hardest I’ve ever fought.

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The Top 10 Hardest Boss Fights, #8


As we work our way up through the bottom tier of our list of the The Top 10 Hardest Boss Fights, it’d dawned on me that our previous 2 entries both earned their slots, partly through an element of “cheapness” in their attack patterns.

While far from the cheapest or most annoying bosses of all time, (hence their low placement on the list) it’s hard to look at the Yellow Devil and Shredder and not say to yourself:

“Man, there’s just no good way to fight these guys without getting dick-slapped here and there.”

That being said, while I admit, wholeheartedly; that the next entry on this list isn’t anywhere near as annoying as the 2 bosses that have preceded him, I’d argue that he was the more difficult, and the more thrilling challenge overall.

Our #8 entry on our list of the Top 10 Hardest Boss Fights is:

#8. Sigma – Mega Man X

Pictured: X doing battle with Wolf Sigma, the nefarious Maverick's final form.

The Mega Man X series has produced some of gaming’s best boss fights.

Fighting a futile battle against the indestructible Vile in his robot ride armor was an experience few gamers will forget their first time around.

You can't beat him in the beginning of the game. Trust me, I've tried.

Similarly, fighting Zero, the protagonist’s partner and close friend; yielded real drama in my young imagination (mostly because of the simple, but AWESOME music) way back in the day.

By the way, the only reason you’d ever have to fight Zero in Mega Man X 2 is either because YOU SUCK, or because you’re lazy.

My guess is that guy was lazy.

Despite all this, in terms of both drama and overall difficulty, no other boss in the X series ever sucked me in and tested my platforming skills quite like Sigma in the original Mega Man X.

BAD ASSSSSSSSSSS.

While many would dispute Sigma’s placement on this list, one has to understand that, at the time of the original Mega Man X’s release; the gauntlet style of final boss encounter that has since become his signature was in the process of being pioneered.

Like many contemporary games, fighting Sigma is a multi-stage affair involving 2-3 back-to-back fights of ascending difficulty.

Sigma is relatively difficult in all of his appearances, with the notable exception of X 2 and 6 where he was a total pussy; and truth be told, I was actually tempted to put his iteration from X 4 on the list as opposed to the original.

The kicker however, was the fact that 2 out of Sigma’s 3 forms in X 4 were pathetically easy, making for an experience where all of the difficulty in the battle is reserved for the very end.

Even so, that last fight was pants shitting-ly insane:

Unlike in X 4 though, the battle is very much pants shitting-ly insane all the way through from start to finish in Mega Man X 1.

Oddly enough, the first fight with Sigma in X 1 is against his robot dog, Velguarder; who sadly did not become a recurring element of Mega Man X universe, despite having a pretty badass design.

INSUFFICIENTLY BAD ASSSSSSSSSS.

Given his extensive range of context sensitive attack functions, and tricky wall climbing dash, Velguarder can be pretty tough; however after you’ve spent about 20 seconds with him, or put some Shotgun Ice up his ass, usually he folds pretty quick.

Despite this, the dog is a credible threat that, if able to get the drop on you enough times; can sufficiently gimp your life meter for the battles to come.

Next up is the big boss himself, Sigma armed with a pimp-ass beam saber:

Sigma, about to put the hurt on, the wall, apparently.... Seriously, I don't know where the X sprite is in this pic.

Similar to Velguarder, Sigma has the capacity to dash onto the walls and basically follow you wherever you go; however his movement speed is actually a bit slower.

The tradeoff is, Sigma’s sprite is about twice as big as the dog’s, and he does quite a bit more damage.

While he can be strung along and forced into chasing you up the walls in a diagonal fashion, on occasion Sigma breaks his pattern and plants his feet for a devastating slash with his beam saber.

Seriously man, while it’s entirely possible, and indeed, necessary; to make it through Velguarder and Sigma without using a sub tank, one hit from the Chartreuse Beam Saber of Ultimate Destruction is good enough to nearly cut your life bar in half.

IN HALF!

In other words, if you’re planning to fuck up against Sigma, do so without sitting on his fiery, lime-green popsicle of Death.

You see, the really hard part about fighting Sigma, is the fact he forces you to enter into the battle thinking 2 steps ahead of yourself.

The fight in Mega Man X is 3-stage gauntlet, and with (ideally) 4 sub tanks AKA 5 total life bars at your command from the start, you have to be judicious with your life refilling or face the consequences in the form of getting to the finish line, only to run out of gas.

By far, the most frustrating part of fighting Sigma is getting to his final form, using all your sub tanks on a good effort, only to lose and realize that your sub tanks won’t refill automatically on your next life.

That being said, as mentioned earlier, it’s in your best interest to get past both Velguarder and Sigma’s first form without using a sub tank, as the final boss, Wolf Sigma; is one mean motherfucker that’ll wreck your shit, and then shit on your shit that’s just been wrecked.

SERIOUSLY:

Like the Yellow Devil from #10, Wolf Sigma is one of those nasty fuckers that won’t let you hit him until he’s good and ready.

His attacks are numerous, constant, and savage enough to take a third off your life bar every go; and the only way to get at his weak point (read: THE FACE) is by jumping on and riding his quick moving claws that are trying to kill you all the while.

Like most Mega Man bosses, Wolf Sigma has a weakness, in the form of the Rolling Shield; however it can take awhile to figure that out your first time through.

Put it this way:

You’ve got 8 weapons at you’re command at this point in the game, and that means you have to survive to hit Sigma with each them almost 8 times to test out the Rolling Shield.

That means you need to eat a lot of Wolf Sigma claws, lightning, and fire breath before you figure out his weakness, by which time you very well may have burned through most of your sub tanks.

While not exactly the hardest boss of all time, Sigma’s debut in gaming will always stick out in my mind as one of the more taxing mind games I’ve encountered in an action game.

3 fights, all in a row, and you’ve got to ask yourself, “Do I go all in, or will I do better next time?” all the while.

Of course, you could be a bastard and just use the hadouken to plow through the first 2 fights… but not third.

Capcom wanted to make sure you’d suffer just a little bit, even if you decided to cheat…

Filed under: Games, The Top 10 Hardest Boss Fights, , , , , , , , , , , , , , , , , , , ,

The Top 10 Hardest Boss Fights, #9


Yesterday we kicked off our list of the Top 10 Hardest Boss Fights with an alum from the pantheon of Dr. Wily’s robotic warriors, the original Yellow Devil.

The Devil earned his spot on the list through the frustrating nature of his borderline random attack pattern that made battling him a test of reflexes and coordination rather than memorization.

Appropriately enough, battling the #9 entry on the list requires a similar range of skills, however coming out on top is measurably more difficult given their more aggressive stance.

That being said, the next entry on our list of the Top 10 Hardest Boss Fights is:

#9. Shredder – Teenage Mutant Ninja Turtles: The Arcade Game

Pictured: The Turtles take on the Shred-Head and his shadow clones.

If there’s any one, constant truth about arcade beat ’em ups, it’s that you can always expect to face a cheap-ass boss or 2 at some point within them.

Wind blows, water flows, Mr. Shadow dies by the power of Leeloo and Corbin Dallas’ love, and arcade beat ’em ups have cheap-ass bosses.

In the age of the beat ’em up, no other company stuffed their games full of quarter munching bastards quite like Konami.

Don’t get me wrong, Konami was also one of the best when it came to cranking out beat ’em ups, but whether it be Teenage Mutant Ninja Turtles, Turtles in Time, The Simpsons, X-Men, or Metamorphic Force; virtually all of Konami’s beat ’em up bosses made use of an infuriating attack pattern that was entirely beatable, but rarely without the use of a continue or 2.

As you may have guessed, Shredder makes use of said attack pattern, both in the Ninja Turtles arcade game, and the NES port of, well, basically the same name.

While I highlighted the arcade version of the Shredder in the pic above, make no mistake, he’s equally tough on either platform, though arguably more so on the NES.

Unlike the Yellow Devil from yesterday’s entry on the list, I’ve beaten Ninja Turtles 2: The Arcade Game numerous times, mostly in my early childhood; however on every occasion I’ve had considerable difficulty in challenging not only the Shredder, but virtually all of the end level bosses.

Especially Granitor. NOBODY, fucks with Granitor...

As mentioned earlier, fighting the Ninja Turtles arcade game bosses is mostly a reflex oriented experience, much like fighting the Yellow Devil; however the difference in difficulty lies in the aggressiveness of their attack pattern.

The Yellow Devil has only one attack sequence, that if you can endure for long enough; (which in my youth, I couldn’t) will lead to your eventual victory.

Shredder, along with virtually all of the Konami arcade game bosses of the day; doesn’t have a distinguishable pattern in his attacks, but instead forces you to enter into a war of attrition with him.

The bosses in all of these games have superior reach and damage dealing ability to your player character, and attack in such a way that there really is no good way to ensure dealing damage to them without taking some yourself due to their split-second reaction times.

Did I mention virtually all of the Shredder and his buddies’ attacks have priority over your own, and have the nasty tendency to fling you across the room or knock you out of the air every time they hit you?

As with yesterday, check out this video to get a feel for what’s it’s like to tangle with the Shred-Head:

It looks dumb, but the player in the video above’s incessant use of the JUMP KICK is basically one’s only viable option in Ninja Turtles 2, especially against the Shredder.

Think of it like a nightmare scenario where you’re fighting a counter-puncher who’s not only got your number, but also has 20 lbs on you.

You’re only real option is to try and remain elusive (read: JUMP KICK) and take potshots at distance, however inevitably; no matter how fast or accurate you are with your attacks, Shred-Head is gonna’ find you and put the hurt on you.

See that spear? That's his beatin' stick, and it's about to go up your ass...

Such is the frustration of doing battle with Konami’s quarter munching stable of assholes.

While one could argue that virtually all of these bosses deserve a spot on this list, I’ve always felt that Shredder’s multiplying ability and one-hit kill anti-mutagen beam put him over the top.

That’s right, Shredder can indeed multiply in this game!

AND kill you in one hit at any given moment!

You see!? THIS is what happens when you find a stranger in the Alps!

So imagine every nasty detail I mentioned above, coupled with the fact that during the course of the battle you have to contend with 2 Shredder’s on the NES, and up to 5 in the arcade; any one of which can take a life away with one blast of the blue laser from their hands!

Imagine being like 5 years old and having to deal with that bullshit!

While the arcade version may put you up against 5 Shredders, I honestly think the NES version is more difficult.

When you face 5 Shredders, you do so with the help of 3 other players; not to mention the arcade Shredder has a less overbearing style of attack that rarely knocks you across the room, making it easy to simply swarm him and trade blows until he folds.

Given the lack of an option to pump more quarters into the machine for extra lives, as well as the Shredder’s slightly more annoying style of attack; I’d say the official #9 entry on this list would have to be the NES iteration.

Filed under: Games, Movies, The Top 10 Hardest Boss Fights, , , , , , , , , , , , , , , , , , , , , ,

The Top 10 Hardest Boss Fights, #10


Alrighty folks, I’ve been a lazy motherfucker over the past, uh, month; so I figured it was about time I buckled down and committed to cranking out some real posts for the blog.

That being said, I can think of no better source of motivation, than to start up another epic Top 10 list!

As you’ve probably guessed from the AWESOME banner at the top of this post, this time around our list is focused on a subject that is very near and dear to my heart: videogame boss fights.

For better or for worse, boss fights have been a staple of game design for nearly as long as the medium has existed.

Perhaps a product of the “quarter munching” aspect of arcade games, boss fights were at initially characterized as a clash with a unique character, who’s attack pattern and/or attributes often caused them to represent a significant spike in the games’ difficulty level.

Nowadays, what with the advances in technology and a fairly consistent trend towards favoring narrative based gameplay, boss fights have become increasingly irrelevant.

Hell, I remember reading an article on Kotaku awhile back positing the possibility that boss fights may be an unnecessary artifact carried on from a bygone era of gaming.

Despite being a fascinating read, the viewpoint of said article largely applied exclusively to story driven games, games that boss fights would feel “tagged on” or extraneous in.

Pictured: A good example of a boss fight that meant well, but ultimately didn't need to happen.

For whatever reason, I can’t find the article in question, but oh well; you get the gist of it.

Personally, my background in 8 and 16-bit gaming has left me with nothing but fond memories of battling big baddies at the end of every level.

Maybe it’s just the old school gamer in me, but I play most games expecting there to be big ugly dude with a bloated life bar at the end of every stage, level, chapter, episode, or what have you.

For me, boss fights are both the final obstacle prior to advancement, as well as, on occasion; a reward in and of themselves.

Good boss fights represent some of the finest moments in gaming history.

Bad boss fights can be anywhere from disappointingly shallow, to controller smashing-ly hard.

The latter, largely represents the contents of this list; though not entirely.

Tough boss fights are just another part of gaming, as natural pressing the “A” button to jump, and the “B” button to kill.

That being said, let’s get this party started as we delve in to the 10th hardest boss fight:

#10. Yellow Devil – Mega Man

Pictured: The Blue Bomber chucking a Thunder Beam into the cyclopic eye of The Yellow Devil.

I don’t know what it was about him, but for whatever reason the Yellow Devil from the original Mega Man game always stuck out to me as one of the hardest bosses I ever fought on my NES.

Don’t get me wrong, I’ve played plenty of harder games, especially on my NES, however in terms of hard boss fights; few put fear in my heart the way the Devil did.

Ninja Gaiden’s Jaquio and Jashin were tough, as was the sequel’s Ashtar; but I managed to beat both of them in my youth.

That's right bitch! I got yo' numbah'!

When I was a kid, I never beat the Yellow Devil.

I rolled over his cousin, the Yellow Devil Mk. II from Mega Man 3; but I never beat the original.

Encountered in the first stage of Dr. Wily’s fortess, the Yellow Devil was a wretched beast that kept me from beating the original Mega Man until well into adulthood.

Fighting the Devil was a fairly straightforward experience, but one made difficult by the tedious nature of the bosses’ pattern, as well as his fearsome attack power.

Basically, the original Yellow Devil only had 1 attack in his pattern, but it was a real pain in the pass.

Check it out here:

Disassembling his mustard-y yellow form into a series of cubes, the Devil launches his body, piece by piece; from one end of the room to the other.

While in flight, all of these pieces serve as dangerous projectiles that must be avoided by the player through careful jumps of varying heights and timing.

The actual pattern of the pieces’ dispersal isn’t quite random, however it’s complicated enough to the point of being easier to dodge through reflex than memorization.

The real problem with this pattern, is the fact that damage can only be dealt to the Devil one shot at a time, for only a brief moment following the completion of his reassembling phase.

Many bosses throughout gaming history have employed the annoying as fuck pattern characteristic of, “You Can Only Hit Me After I’ve Slapped You With My Dick For 5 Minutes” but few have done so with the audacity of the Yellow Devil.

With a rather potent weakness to Elec Man’s Thunder Beam, the Yellow Devil doesn’t take all that many hits to kill, however the time one has to devote to frantically hopping about in order to get into position to deliver said hits; more than compensate for any weaknesses he may have.

I was usually good enough to get close to taking out the Devil in Mega Man, but it wasn’t until I was much older, wiser, and entirely less interested in achieving victory that I would actually conquer the beast known in the states as the Rock Monster.

That being said, I feel the Yellow Devil’s #10 slot on this list is entirely warranted, however imagine my disappointment when I stumbled across the glitch/exploit featured in the video below:

Filed under: Comics, Games, The Top 10 Hardest Boss Fights, Uncategorized, , , , , , , , , , , , , , , , , , , , , , ,

Isaac Frost Might Be One Of The Hardest Bosses I’ve Ever Fought

So, I’ve owned, and have been playing the shit out of Fight Night Champion for a few months now.

While my first impression of the game was rather poor, after several hours tooling around in the demo; I finally decided to break down and buy the game.

After having gotten the hang of the new control scheme, (for like the 4th time in the franchise’s history…) the game opened up, and now I’m proud to say it’s one of the better games in the series.

In either case, it’s not everyday boxing videogames aimed at hardcore boxing fans are released; so even if the game was utter crap, I still probably would’ve picked up Fight Night Champion from a bargain bin at some point.

Anyway, over the past few months I’ve obliterated a handful of people in online play, I’ve rewritten history through countless bouts against the CPU; but as of now, I’ve yet to complete the game’s much lauded Champion Mode.

For those who are unaware, Champion Mode represents a first for the series, in that it serves as a sort of pre-arranged campaign mode, complete story cutscenes between and during bouts, featuring it’s own cast of characters.

Sadly, the actual narrative is kind of lame, with most of the characters being shallow stereotypes of the genre, and much of the dialogue coming across as more than a little inorganic due to the rather forced inclusion of exposition-y game speak.

"This guy's gone down on body shots in the past! You should hit him with body shots this round! Body shots kid, remember? Body shots!"

At the end of the day, Champion Mode ends up being a slightly watered down version of Soulblade’s Edge Master Mode, or Street Fighter Alpha 3’s World Tour Mode.

Basically, one plays through various boxing matches as the character Andre Bishop, though several matches require the use of specialized tactics or the completion of certain in-match achievements in order to win.

While limited in the sense that I’ve played similar, and better modes in games from 15 years ago; Champion Mode was a welcome addition to the franchise, though with one little catch:

They made the “last boss” too fuckin’ hard!

The “last boss” of Fight Night Champion is a massive, tattoo bearing, short-haired motherfucker named Isaac Frost.

I’d make a joke about how Frost looks more than a little more like a UFC spokesmodel, or I don’t know, RANDY FUCKING ORTON; than a heavyweight boxer, but doing so would be beneath me.

... I'll just let the picture do the talking.

I’d also make a joke about the plausibility of an unbeatable white American heavyweight champion in this day and age being slim to none, but some would perceive that as racist.

I’d perceive that a statement of fact, but to each his own…

Like any “bad guy” in a boxing story, Frost is a massive prick, though seemingly for no other reason than the fact that he likes being a prick.

The man has zero backstory, so there’s no real explaining his prick-ish demeanor; but the point is:

Frost is an ass.  You’re supposed to hate him.  In spite of all this, he also happens to be a FUCKING BEAST in the ring.

Thanks Google, now I know that there actually is a game called "Beast Boxing."

That last part serves as my reason for not having beaten Frost as of yet.

I don’t know if it’s brilliant programming on the part of the folks over at EA Montreal, or really fuckin’ cheap programming; but Frost is a fuckin’ force of nature to contend with.

He’s very tall, making his long strides more than a match for your best footwork.

He’s a genius at cutting off the ring, leading to more than a few instances where he actually tricks you into stepping right into his fists.

His punching power is off-the-fucking-charts, making 2-3 consecutive punches a recipe for putting you on queer street, or flat on the mat.

And on top of that, his AI is entirely based on the Fight Night engine, meaning his actions are engineered to be unpredictable.

While most videogame bosses typically hold all of the above advantages in terms of attributes, the one thing that really makes Frost unique, at least to me; is the fact that he doesn’t have any set attack patterns.

In short, like any fight in a Fight Night game, the battle with Frost plays out like an actual boxing match.

There’s no golden mechanic for winning the fight, with every engagement serving as a moment-to-moment clash of wits.

I’ve always made it my business to win underdog fights against the computer in Fight Night games, largely because I derive a great deal of satisfaction from winning said bouts; but fighting Isaac Frost is an entirely different affair.

Like many fights in Champion Mode, you’re expected to take on Frost in several stages, employing different tactics as the rounds go by.

The first 2 rounds see you dancing around Frost and basically trying not to get hit.

Pictured: What happens when you try to hang back on tall guys.

I can usually do this without going down, but not always.

The next 3 rounds require you to land a total of 75 heavy body blows on Frost, and that’s as far as I’ve managed to get against him.

I’ve tried stepping into his chest to diminish the punching power of his long arms, but usually I get caught by an uppercut.

I’ve tried leaping in after one of his jabs to hit him while he’s pulling back his punches, but I usually get caught by an uppercut.

I’ve tried hanging back and using my head movement to counter and then step around him, but I usually get caught by an uppercut… Among other things.

Pictured: Me.

The point is, Frost’s punching power is so dominating, and his punch accuracy so sharp, that I simply can’t find a way to get inside on him without getting brained in the process.

After much frustration, I’ve come to the conclusion that Isaac Frost may be one of the most difficult boss fights I’ve ever run across.

Oh well, at least I can still enjoy the game without beating him…

Filed under: Boxing, Games, Wrestling, , , , , , , , , , , , , , , , , , , , , , , , , , , , , ,

What’s The Deal With Asura’s Wrath?

(E3 Footage HERE)

Today I decided to sit down and watch some of the demo footage from this year’s E3.

While I’ve been (halfheartedly) following some of the news from E3, truth be told; today marked the first instance in which I actually watched any footage from it.

Given that I see myself as kind of a Capcom whore, the game I decided to check out was their enigmatic and supposedly “different” upcoming game, Asura’s Wrath.

At first glance, the game seemed pretty decent; but within the span of literally 2-3 seconds, my impression of it changed dramatically.

In case you’re wondering, the character designs were the one major positive I took from the videos I watched.

Pretty pimp...

The 2-3 or character models (2 if you only include major characters, 3 if you count generic enemy fodder) featured in the trailers were all striking and wholly unique, with some pretty fluid animations to boot.

Outside of the character models though, everything I’ve seen from Asura’s Wrath managed to rub me the wrong way.

Despite the beauty of the characters, the backgrounds and scenery were bland and simplistic; bearing a color palette of the Gears of War 1 style “gray and brown.”

The voice acting is atrocious, not only in terms of quality of performance, but also in terms of the actual sound of it.

Also on the audio side of things, the music was mindblowing-ly lazy, with about 15 minutes worth of “intense” in-game footage playing host to a boring drone akin to the early seasons of the American Dragonball Z dub.

Speaking of Dragonball Z, Asura’s Wrath clearly seems to draw a lot of inspiration from it, not just in terms of aesthetic, but also in terms of pacing.

Basically, the formula goes:

Inane and indecipherable dialogue, followed by manic action scene, followed by another inane indecipherable dialogue scene, followed by power-up scene, followed up by dramatic epiphany, followed by even more dramatic power-up scene.

*Sigh* How many years of my life did I devote to watching this exact frame played over and over and over again?...

I swear, all they needed to do was insert a cut away or 2 of grass blowing in the wind, and Asura’s Wrath would straight up be Dragonball Z.

Maybe it’s just because I’m older, but for whatever reason; I just can’t play along with these old fashioned anime tropes anymore…

So far I’ve spent this whole article harping on Asura’s Wrath from face value alone.

Truth be told, that’s where most of my complaints lie, however I do in fact have a gripe or 2 about the gameplay (from what I could derive from the in-game footage).

First and foremost of these complaints is of course:

Is there any gameplay?

While it’s of course far too early to make any serious speculation, from what I could tell from the footage I viewed, Asura’s Wrath has a God of War/Devil May Cry/Ninja Gaiden/Bayonetta/Heavenly Sword/Dante’s Inferno/Etc. action mechanic.

There are attack buttons, there is a shoot button, and there is a context sensitive counter button.

With the exception of the counter button, these buttons are used maybe 5 times over the course of the trailer.

It was actually kind of funny watching the player use the shoot button, as he never really seemed to get the hang of the aiming mechanic; which resulted in him taking damage whenever he tried to use it.

Not that the game ever really seemed to offer any sort of challenge that required him to…

The vast majority of the 15-20 minutes of footage that I viewed, all taken from a boss fight mind you; involved extremely simplistic quick time events.

By “extremely simplistic,” I mean, “if you fail one of these, congratulations; you are a retard.”

The point is, I spent 20 minutes watching in-game footage of a game that looked kind of cool, sounded really dumb, and only asks you to touch the controller once every 5 minutes.

...And no, I'm not talking about Metal Gear.

Worse yet, most of the “gameplay” I saw basically involved repetitiously countering or performing a menial task in order to fill a gauge of some sort, activation of which basically rewards you by sending you to the next repetitive portion of the gameplay/cutscene.

Note the repetition of the word “repetition.”

Like virtually everything to come out of Japan, ever; Asura’s Wrath is very high on style, but seriously seems to lack in substance.

Other than the cool visuals, and distinctly anime-like cinematography and pacing, I really can’t figure out what would make it fun to play.

Bayonetta and God of War were quick-time event heavy, however they also had extremely robust gameplay mechanics to one to play around with in between it all.

Again, it’s far too early to make any serious speculation as to exactly what kind of game Asura’s Wrath is, but as of now; my opinion is largely negative.

At this point I’m still just wondering, what’s the deal with Asura’s Wrath?

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

Cowboys & Aliens WILL Kick Ass.

Despite it’s ridiculous title, and dubious connections to the original comic book source material, I’ve got a good feeling about Cowboys and Aliens.

Aside from the inherent possibilities that could emerge from the peanut butter and chocolate combination of cowboys and aliens, I think the biggest thing going for the movie (at least the movie that’s being marketed to us) is it’s serious, but not too serious tone.

Given the goofy title, Cowboys and Aliens could very easily have ended up being a pandering and goofy-as-fuck giggle fest, but based on the visual aesthetic, and “hardened” expressions of most of the cast; it would seem director Jon Favreau has opted to imbue his film with at least some semblance of class and drama.

In addition to this, with a cast consisting of an Onimusha/Devil May Cry 4/Lost Planet/God Hand/EVERY CAPCOM GAME OF THE NEW MILLENIUM gauntlet armed Daniel Craig, the always excellent Sam Rockwell, and an aging and hammy-as-fuck Harrison Ford; the possibility of Cowboys and Aliens being anything less than “fun” are nearly non-existent.

The real reason we're all going to see Cowboys and Aliens: ADAM BEACH.

To be perfectly honest, I wasn’t always as up on Cowboys and Aliens as I am now.

In fact, when I first heard of the movie, I thought it sounded like a lame joke; another Snakes on a Plane without the loving support of every meme-gobbling fanboy in existence.

Don’t pretend you weren’t one of them.

In other words, I didn’t expect much; and I certainly was planning to see it.

That all changed when I found myself reminiscing about an old Ray Harryhausen movie of my childhood, The Valley of Gwangi:

In case you couldn’t tell from the trailer, The Valley of Gwangi was one of the coolest movies ever, especially to a dinosaur obsessed child like myself.

You could take pretty much any expectations you’d have for a cowboy or dinosaur movie of it’s day and expect to find them met in some way shape or form by Gwangi.

It was an excellent movie that I’ll continue to love for the rest of my days, and will likely see fit to show to my kids whenever I’m fortunate to have them.

That being said, in remembering Gwangi; I realized that, in the case of Cowboys and Aliens, there’s a good chance it could all work.

There’s a good chance Cowboys and Aliens could capture the magic of something like The Valley of Gwangi, and by golly; I’m excited to see if it does.

Come this July, I’ll be heading to the theater for Cowboys and Aliens, not as some internet retard looking for a cheap laugh; but as a wide-eyed man child looking to be blown away by a movie that’s title advertises exactly what I think we’re all hoping for:

FUCKIN’ COWBOYS, fighting FUCKIN’ ALIENS.

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

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