Tuesday, August 26, 2014

2014 Summer Vacation DLC costume pack

Hard to image I'll find myself shelling out cash for DLC costumes going forward, but flush with excitement over the acquisition of USF4 in the first place, I sprung for the Summer Vacation costume pack.  For $20, you could get the entire set.  (The game itself costs $30 and includes all of the previous DLC costume packs.  The only costumes I'm missing are for the Ultra challengers if you have a Street Fighter x Tekken save game file.)

As is always the case, there are some pretty cool costumes, some that are kinda... "meh" and some that I can't stand.  All come in many colorful varieties, of course.  Here's what we've got, including some commentary.  Check out this link to see the actual images.

Cool costumes: Ryu, Ken, Abel, Honda, Zangief, Balrog, Sagat, Vega, Dhalsim, Guile (Doctrine Dark cosplay!!!), DeeJay, Dudley, Guy, Adon, Cody, Yun, Yang, Decapre, Poison, Rolento.  In fact, I think the Ryu, Guy, Dudley, Decapre, Yun, Yang, and possibly Rolento are my favorite costumes among those that they have available.

Meh costumes: Dan, Gouken (King Triton?  Weird enough to be too weird, but I admire their boldness), El Fuerte, Rufus, Abel, Bison, Gen, Blanka, Fei Long, Sakura, Rose, Chun-Li, Cammy, T. Hawk, Elena and Evil Ryu, Hakan, Hugo.

Dislike: Akuma, Seth, Crimson Viper, Makoto, Ibuki, Juri, Oni.

Some of them are just too Japanese, and globally, they just seem stupid (that's been the case for most of the DLC costume options, though--there are a few that are just two weird, too traditionally Japanese, for me to ever think that they look good.

Monday, August 25, 2014

Charge characters

I suppose I've forgotten how much time I spent practicing the fireball and dragon punch motions on a control pad when I first got Street Fighter 2 for the SNES.  It can't have been intuitive or automatic that I was able to transfer intellectual knowledge of the motion into actual implementation without some practice on an unfamiliar controller.

However, I have forgotten.  I have a vague memory of finding the motion difficult and doing it in Training Mode and elsewhere for quite a while before I got it down.  And then, once I had it down, I greatly preferred playing characters with Command style moves--as opposed to the other major alternative; charging characters, a la Guile.

Now, I liked Guile well enough in SF2.  Charge motions weren't that bad when it was merely Sonic Boom and Flash Kick.  Once super combos were added, however, charging characters became much more frustrating to me, if they had weird charging style super combo motions.  Realistically, of course, what I'd prefer is that the sonic boom were performed like a fireball, and the flash kick like a dragon punch with the kick instead of punch button.  The super and ultra combos could similarly be harmonized with a command style motion.  Or at least I'd be able to toggle to such a system.  Since Capcom is unlikely to offer customizeable commands for any characters, I've decided that I should probably try to learn the odd charge/delta motion of the Double Flash kick and Flash Explosion, and make Guile a part of my personal roster again.  This would also enable me to use other charge characters (like Chun-Li, for instance--or Vega, Honda, Blanka, etc.) instead of avoiding them, although the Sonic Hurricane is still an annoying motion to do on a control pad, and I'll probably most ignore it.

Part of the reason I continue to like this genre of games, long after foregoing most other video games, is the fact that I don't have to put much work into it, though.  I can sit down and play for an hour or so after months of not touching it, and have a reasonably good time.  So, the idea of learning a complicated and difficult move to expand my character roster may seem to be anathema, but I'm willing to give it a try and practice it for a while, largely because it will open up several new characters to me.  Plus, SF4 Guile, with some of his alternate "swat team" costumes, is just too cool to continue to ignore.

Tuesday, August 19, 2014

Target acquired...

Very belatedly, at least compared to the rest of the world, I just acquired some new titles.  Specifically, with the announcement of Ultra Street Fighter IV and its release on Steam, I realized that I 1) already have a Steam account, and 2) quite handily meet the system specs, now that I put my new graphics card in last year, and 3) could get King of Fighters XIII on Steam too.

So, with mere hours left until the pre-order expired (so I could get the extra 2014 Challengers costume pack--the rest of the DLC packs were already included) I got Ultra Street Fighter IV on Steam.  I got to play it for a few hours before promptly going out of town for nearly two weeks and just got back late last night.  So really... just today I've been playing it.  It cost $30.  I also, for $30 got King of Fighters XIII, although my first impression is that I can't figure out how to play any kind of decent Single character play, which is a major disappointment, since I pretty much always play all of the KOF games that way.  And I talked myself into buying the Summer Vacation complete costume pack for USF4, which will probably be the very last DLC that I'll be tempted to buy (unless they come up with one that actually adds characters to the game.)  By coincidence, while out of town, I got to also spend several hours playing Ultimate Marvel vs. Capcom 3 with my brother-in-law for a while too.  Given the short time that I've had to play all of these titles, I'm giving only very early first impressions at this point.

Given that the game has been out in various slightly less evolved forms for a few years now, these first impressions are probably way too late to be of any interest to anyone but me.  But hey, it's my blog, and I'll talk about old news if I want to.

My initial impressions of the KOF title, the one I've played the least, is that it looks and feels pretty darn smooth.  If I can find a single player mode, it'll almost certainly be my favorite in the franchise, but if I can't, I'm not sure.  I do also appreciate the "back to basics" approach that the game sports.  The franchise is sometimes notorious for going off the rails into odd, overly technical gameplay that isn't likely to appeal to more casual fans like me (casual in the sense that I'm not really a very good technical player, that is.)

UMvC3, of course, also doesn't offer a single player mode (one of the several reasons that I've only been casual about this franchise... even relative to others in the genre.)  That said, the number of characters has been pared down, and most of the really silly ones have been eliminated (a few exceptions remain.)  I find myself especially happy to play the Marvel characters, whereas in its predecessor, I played a fair mix of Marvel and Capcom characters.  I also find that that makes the game feel just a tad more serious, when you're much less likely to see an awful lot of a "fighting attorney" or weird Megaman characters.  Some of the new additions, such as Thor, Hawkeye and others are a delightful addition to the game, and most of the costume colors end up being interesting Easter eggs, for those interested in exploring them.  I largely found that I was good with many of the same characters I had been good at in MvC2, although it wasn't as simple as picking up right where I left off.

One odd note: Mike Haggar makes his triumphant return to a Capcom game (and his first that I know of in a fighting game) here as well.  Although he'd be a better fit for a Street Fighter title, and because the character models already obviously exist, I'm a little bit surprised and disappointed that he wasn't added to the Ultra expansion to SF4.  Maybe the developers thought he treaded too much on Zangief's toes?

I've spent most of my time, however, with Ultra Street Fighter IV, and probably will continue to do so.  This game almost certainly will have a place at the very top of my list of best games in the genre.  Not only does it look and sound absolutely great, but it's got great back to basics gameplay, great balance, smooth play, great character selection, and basically has everything I could ever possibly want in a SF game.  SFA3 was my favorite in the series previously to this, as it had the best gameplay and the best presentation and the best character selection, but there were a few things that CvS2 did better.  USF4 beats them both in all possible metrics.

One interesting side effect of the presentation is that, while the characters do have their classic themes remixed for a modern sounding soundtrack (as well as new themes for the new characters) you don't actually hear them very often.  The BGM that normally plays is the one associated with the stage that you're on instead, which means that you don't get to hear much of the classic SF2 sounds updated for the 2010s.

I'm trying to think if there's anyone missing from the roster that I think should be on it, and I'm coming up blank.  Other than Mike Hagger, which I already mentioned, but that's more of a theoretical desire--I don't actually like playing grapplers all that much anyway.  All of the SF2 roster is here.  Most of the SFA3 roster.  Frankly, most of the SF3: Third Strike roster makes the cut by the time we get to the Ultra update.  There's a handful of new characters that are unique to SF4.  Most of them aren't that wonderful, in my opinion.  Perhaps the most interesting are, sadly, yet again shotokan variants; Gouken: Ryu and Ken's old master (who's supposed to be dead, but clearly isn't after all) and Oni, which is a new variant on the Shin Akuma idea; a more pumped up version of Akuma with a more variant movelist.  Decapre is a Cammy variant (so therefore, I suppose, steps on the toes of the Juli and Juni space).  I haven't really experimented much with El Fuerte, Rufus, Abel, Crimson Viper, Hakan, Seth, Poison or Juri--the other characters who are unique to the SF4 franchise.  I suspect only a few of them will stand the test to find themselves even half a memorable as the basic 12 characters of the original SF2 game (8 playable and 4 bosses.)

Anyway, no doubt I'll be posting a bit more about these games (especially USF4) over the next several weeks.  Needless to say, my somewhat slumbering love of the genre has lurched back to life now that I've acquired some new toys to play with...

Monday, August 4, 2014

Essay No. 3: On Continuity and Canon

(What happened to Essay No. 2 you may ask?  Nothing.  It was just kind of obsolete, so rather than port it from my old website, I just dropped it.  I might add it back in with new formatting... maybe.  But probably not.)

Because I think these types of games, their characters and their settings represent a foreign (namely, Japanese) interpretation of the modern superhero story line, I often make comparisons to superhero comic books. If you think of Ryu, Terry or Kyo as analogs to the X-men, or Spiderman, then they kinda work, and if you think of Rugal or Bison as Magneto or Dr. Doom, you can see striking and obvious parallels. If you think of the plot to take over the world by NESTS from King of Fighters '99 through King of Fighters 2001 by holding a martial arts tournament, gathering data from how the champions fight, and channeling that data into a clone army, you can easily see what I'm talking about in terms of "comic book" plots too. Heck, Heidern serves for the King of Fighters games (and Chun Li and Charlie/Guile's bosses for the Street Fighter games) almost like S.H.I.E.L.D.

However, I specifically want to talk about one issue and discuss it a little bit in relation to my story, and that is continuity and canon. Comic book fans the world over were excited when Sam Raimi filmed the first Spiderman movie with Toby MacGuire and Co., yet nobody expected it to be a faithful reproduction of the origin of Spiderman as originally written by Stan Lee in the early 1960s. For one thing, the media was completely different. For another, the audience was considerably more sophisticated. And for another, there've been too many changes in the world over the last forty years for that to still be even a little bit credible.

So what did Raimi do? He retold the story. The spider that bit Peter Parker wasn't radioactive, it was the result of genetic manipulation by Norm Osborn. Parker's look and powers changes slightly; Osborn changed even more significantly (the Halloweenish original Green Goblin wouldn't look anything other than extremely cheesy in a big budget action movie meant for a general audience, after all) and many of the details of the origin of Spiderman story, as well as the relationship between Spiderman and the Green Goblin were changed fairly significantly.

This of course, wasn't the first time this happened. Marvel Comics a few years back kicked off an extremely popular line of comics called the Ultimate comics where popular characters and series were "rebooted" and restarted, the stories retold and the character redesigned, with a more modern and sophisticated audience in mind, and without all the baggage of forty years of accumulated back story. There are some very significant differences between "regular" Spiderman and "ultimate" Spiderman, which in turn are quite different from "movie" Spiderman. If you keep in mind that there are at least five animated series of Spiderman, each also with their own separate "canon" of continuity and details of how the stories were told and the characters developed, you can see that some major changes were made to accommodate different media and different audiences.

What does that have to do with me and this story? Well, frankly, I'm doing the same thing. I'm referencing the "original" canon when it works for me, I'm even giving a nod here and there to the UDON comic books, because they had some great ideas, but I'm retelling these stories my way to make it work for me. I have a few more significant challenges than most others who've tried to write fan fictions about these games; I'm combining incompatible plot lines from several different games with well over a hundred potential characters, and setting a goal of meeting as many of those characters as reasonably possible without it feeling forced or fake. This means, of course, that I'm going to have to make a fair number of changes to plot points as well as character description and development.

One way in which this will happen is in the arena of romantic entanglements. Maybe I'm just a bit of a softie, but a good romantic relationship makes any story better. Sadly, most of the interesting prospects from SNK at least are already tied up with other characters. This is problematic; for many reasons, cross-source material pairings are more interesting than in-game pairings. I've also decided to make some rather major consolidations and changes to, again, further facilitate the mingling of various story lines. With three story lines from King of Fighters to contend with, one from Fatal Fury, a few from Street Fighter and even some nods towards Darkstalkers, anything else would be a confused mess. If you don't like to see established video game canon changed like this, I can only suggest that you avoid this story, then, and read the paragraphs above; my changes aren't any more significant than having Spiderman date Shadowcat from the X-men, for example. To make the story tell-able, I had to make changes, and I'm creating this note specifically to justify them to the fans.

On a slightly less serious note, exactly what stories am I retelling, and which stories are being relegated to the background? That's a good question.

I'm going to assume for the time being that the plots of the original Street Fighter and Fatal Fury video games happened more or less exactly as described, in the "distant" (i.e., at least a year or two ago) past, while the events of the Street Fighter Alpha series and the original Rugal headed King of Fighters games ('94 and '95) happened in the very recent past (i.e., just a month or two tops before the stories start.) Geese Howard is missing and presumed dead (cf. the Fatal Fury ending), as is M. Bison after the explosion of his Shadowloo headquarters in Thailand (cf. Cammy, Chun Li, Charlie, Ken, Sagat, Ryu and Sakura's endings from Street Fighter Alpha 3) and even Rugal is presumed dead after the crash of the Black Noah (cf. Kyo's team ending for King of Fighters '95.)

The story lines that I intend to weave together, with a fair amount of changes to fit them all together, are:
  1. The later Fatal Fury games (although these stories tend to repeat themselves over and over again; Geese falls from his tower no less than three times before finally being declared "officially" dead, so the Fatal Fury story lines are an amalgam of Fatal Fury 2, Fatal Fury 3 and Real Bout Fatal Fury. The other two Real Bout titles are "dream matches."
  2. The "NESTS" story line from mid-era King of Fighters games.
  3. The "Sacred Treasures" story line from current King of Fighters games (although granted; since the resolution isn't yet out, this story line is a bit confused at the moment. When King of Fighters XII is released, hopefully it will make more sense. Of course, by then, it'll no doubt invalidate what I've written. NOTE: Since this is an Orochi based story line, I'm dropping the original Orochi story line and telling this one instead. It could feature characters from the Original Orochi story line re-imagined here (i.e., Leopold Goenitz and possibly others. But not the New Faces team; I think those guys are incredibly cheesy.)
  4. The Street Fighter 2 story line.
  5. Possibly a few ideas from the Street Fighter III, Final Fight or Darkstalkers story lines as well.
As you can hopefully see, this is a bewildering tangle to try and unwind and remake into anything that's coherent or interesting, so a little patience and forbearance if you see changes that are obviously "wrong" from the canon is requested here.

Essay No. 1: On the Nature of Setting

What does it take to adapt the actual, modern, real world to make room for games like Street Fighter, Fatal Fury or King of Fighters to actually exist? This essay attempts to analyze some of the things that are necessary for them to all fit together.


The first goal is to mostly minimize the changes. There's no reason to make very big, sweeping changes to the "real world" setting if I'm not forced to. At the same time, though, some changes, some of them actually fairly broad and sweeping, do certainly facilitate the genre. But I'm going to try to be as conservative as possible. I'm also going to point to actual in-game situations or scenarios to justify changes. Overall, though, the changes aren't too big a deal; no more than is necessary to incorporate superheroes into the modern world, as Marvel and DC Comics have done, for instance. Anyway, here's a list, with discussion:
  • Very few of the characters look Asian, despite the fact that many of them are. Large, round eyes, fairly light brown hair, and relatively white skin are all very common. A lot of this can be attributed to art style, but not all of it; characters like Karin Kanzuki or Benimaru Nikaido are clearly born and raised Japanese, yet have curly blond hair, blue eyes, and other hallmarks that point to a classic Caucasian; even Nordic, physical type. Iori Yagami is similar; with his bright red hair, for instance. The best explanation for this is simple: the fictional world of superhero martial arts games (and many anime too, for that matter) is a much more racially cosmopolitan and mixed society than we currently have. If so, it's totally possible for a Japanese born and bred girl like Karin to be blond, blue-eyed and Caucasian in features, and not attract too much undue notice. Many of the other Asian characters are also at least partially Caucasian in their features too, I'd think, if the high frequency of Caucasian coloration and physical features seen in character artwork is any guide.
  • Along those same lines, there are also physical types that we currently don't have. Of course, it's always possible that a girl with blue or purple hair or eyes is wearing a wig, dye, contacts, etc., but I think it's pretty implicit in the characterizations that that's not really what's going on. Some variations that are rare in the world at large, but not too uncommon in games include purple/lavender hair, green or greenish hair, blue hair, and a type of towhead coloration that is literally white or silver, but on young people. If the default colors for the characters isn't enough to convince you, check out some of the alternate colors for some real wildness. Or just look at characters like Blanka. It's possible that the chi that powers these metahumans also kinda evolves or mutates them sometimes, causing new physical times to spontaneously arise, but I don't know that it's strictly necessary to say anything like that.
  • Governments around the world seem to be more lax and hands-off than in the real world, for the most part. Characters don't think twice about traveling around the world, often penniless, to participate in martial arts tournaments. Not only are borders not that open in the real world, but martial arts tournaments of the type being held in these games are generally illegal in almost any country in the world today. These tournaments aren't usually taking place in controlled environments either if the stages are any guide; in front of famous landmarks, in the middle of the street, in restaurants and bars, or in the more conventionial boxing ring type of environment all seem to feature, and apparently governments are not cracking down on these activities--some of them are even very official and formal and broadcast around the world like the Olympics, i.e. King of Fighters of the Orochi time-period. Apparently, the governments are also unperturbed by the fact that minors participate in these tournaments from time to time; there are plenty of teenage characters, and even a few like Bao seem to be pre-teens. Another example of laid-back governance is the fact that Southtown can be literally taken over by a criminal syndicate, and seriously talk of seceding from whatever nation it belongs to (presumably the U.S.?) which in the real world are both quite impossible. Criminal organizations aren't just like the Mafia; they can actually set up small rogue nation-states, and do so relatively unopposed by the rest of the world, i.e ., Shadaloo in the Golden Triangle and Brazil.
  • Along with the rather hands-off government, a lot of the real-world conflict that makes travel to many areas of the world dangerous for some people seems to be completely glossed over. My preference to resolve this conflict with the real world is that almost all of the world's governments are small, and relatively centralized. If you imagine all of the world running more or less like the American West of the later 1800's; territorial governors manning vast stretches of land with a skeleton crew bureaucracy, then it works. Have all of the world's nations hand over a fair amount of their sovereignty to a world governing body helps too; imagine if all the world belonged to an organization somewhat similar to the E.U., for instance, and you've got the right idea. For a story, I don't think this needs to really be dwelt on, though--government interference can simply fade into the background, i.e., the government doesn't really actually ever make an appearance except as a plot device.
  • The final point that needs some addressing is the question of--if we have all these superhuman warriors running around, what changes does that have on society and history? And this one, more than any other, I want to gloss over without changing the real world any more than necessary. So, first of all, they have had an impact on history; but it's the same impact other famous warriors and whatnot have had. In other words, historical figures like Alexander the Great, Atilla the Hun, Genghis Khan, etc. most probably were metahumans. Legendary figures like Hercules, Beowulf, Gilgamesh, etc. are almost certainly all based on metahuman prototypes as well. But, they've always been very rare; one that really has the ability to change world history doesn't even come along once every few hundred years.
  • However, given the cast of characters in even one company's roster (say, SNK) to say nothing of combining them (adding in Capcom, for instance) makes you wonder about that; there are over 100 characters in the King of Fighters series alone, about fifty or so in the Street Fighter games, and many more if you start adding in other series that have popped up over the years and are clearly related, such as Rival Schools, Final Fight, Fatal Fury, Art of Fighting, etc., then we've got a lot of characters, and there's no indication that these characters are so unique that there aren't many more in the setting that simply haven't been in the games yet. One way around this is that the proliferation of some modern technology has accelerated the growth of these techniques. With fast, safe and easy global travel, finding a martial arts master to teach you has never been easier. With the sharing of techniques and knowledge over the Internet, or by global post, even, the spread has been even faster. Many characters, such as Shadaloo's Dolls, or the Ikari Warriors, or the N.E.S.T.S. agents, literally have had their powers scientifically and/or genetically engineered for them. Populations themselves are much higher around the globe; why not just assume there's been a sharp rise in the numbers of metahumans over the last generation or two? Is this sharp rise explained by all the factors I just listed? I don't know, but I actually think it's intriguing to say that no, it's not. Something else is going on too, but what could it be exactly? Is Mother Destiny stepping in and preparing the world for something big that's coming; spinning out more potential heroes than normal? Hmmm...