Friday, June 18, 2010

PS2 woes, cont.

Well, a couple of weeks ago I went into a PS2 repair shop and asked how much a disc re-alignment would cost. $50. $50.

When I asked how much to buy a replacement used PS2: $65. I could probably knock that down a bit, even, if I bought one on eBay or somewhere.

So, my karate supers actions is, to put it mildly, severaly constrained for the time being, by hardware issues.

My 6-year old finally fessed up to having dropped the PS2 while trying to set up the Xbox. sigh. I wish he'd get over the idea that he can just go get whatever he wants to use it.

Anyway, hopefully at some point this summer I'll get a replacement, and then we'll be back in business.

Monday, May 10, 2010

PS2 woes

Well, I find that my PS2 isn't working this weekend. I think one of my kids dropped it while trying to get it down (without permission, I might add.) He's not fessing up, but I already know that he got into it. It's a moot point anyway.

Hopefully it's just a case of the laser becoming mis-aligned, and that it can be fixed easily. We'll see. If not, I'll have to somehow acquire another one before I can play again.

Which is a real shame, because after a fallow period, I was actually coming around to having interest in playing more of my games again.

Thursday, February 11, 2010

Fatal Fury Battle Archives 1

I'm a bit less enthused about my old-school crawl than I used to be. I spent some time last night with the Fatal Fury Battle Archives 1 collection last night, and it wasn't as fun as I'd hoped. Part of that was the slap-dash nature of the collection. SNK gave us a color edit mode, but there's not even a training or practice mode? There's no in-game skill list when I hit pause? This is basically just the arcade ROMs and an emulator slapped together on one DVD.

Not only that, although I anticipated this, after not having played these games in quite a long time, I didn't think that they would feel as clunky and primitive as they did. Even such "classic" titles as Fatal Fury Special really felt... well, primitive. And in some cases, poorly designed. I blasted through the bosses fairly easily, but struggled to get past a handful of the regular characters at the front of my run, who had a surprisingly difficult AI.

I did notice that the localization was even worse than I thought. The grammer, pronunciation, spelling, and English usage in general is just embarrassingly bad. In the original Fatal Fury game, for instance, Billy Kane's last name is pronounced to rhyme with 'con', Raiden is mis-pronounced (and once, even mispelled!) as Riden, and at the end of Fatal Fury Special, the credits say that the game was "Prodused by SNK". And that's just the tip of the iceberg; nearly every winquote is ridiculous. What in the world is "Wubba wubba, I'm in the pink today!" even supposed to mean?)

Anyway... I had a good enough time with my little jaunt through nostalgia, but really, the gameplay for many of these older games just doesn't hold up anymore. It's too primitive, too imprecise, and riddled with problems.

Monday, February 8, 2010

Two new series...

Although I don't have time to start this today, I'm giving as a heads-up; I've got two new blog post series that I want to initiate sometime this week.

For the first series, I want to go back and play my copies of all of the older games that I have... in chronological order. So, I'll take my old Xbox and my Capcom Classics Collection 2 and spend an entire evening with the original Street Fighter, for instance, before moving on to the various Street Fighter IIs, the Fatal Furies, the King of Fighters, etc. I'm not going to religiously research the exact release dates, but I am going to make an effort to get them more or less chronologically correct. Should be fun to see the evolution of the genre unfold before my eyes.

The second series will be one devoted to the myriad, and today mostly anonymous, Street Fighter II rip-offs. The games that attempted to cash in on the craze by being similar. As it happens, an inordinate amount of these games were released on the Neo*Geo hardware, even when they weren't necessarily SNK developed. That means, among other things, that they are easy to emulate, and therefore screenshots and even youtube videos of them are easy to find. I don't have much direct experience with most of these games (except for the SNK ones like Fatal Fury) so I won't be talking from direct experience, but I can describe them in some detail based on what other people have said about them, and I can post video, and I can talk about their place in the grand scheme of things, such as it is.

Like I said, it is bizarre that the Neo*Geo hardware hosted so many of these rip-offs, but it's got the Fatal Fury series, the Art of Fighting series and the King of Fighters series by SNK, the World Heroes and Aggressors of Dark Kombat by ADK, the Breakers series by Visco, the Fighter's History series (or at least Fighters History Dynamite) by Data East, the last of the Power Instinct game (Matrimelee) by Atlus/Noise Factory, Double Dragon by Techmos and the unofficial sequal Rage of the Dragons by Noise Factory and Evoga... the list goes on. And those are just the obvious ones.

Anyway, I hope that I have fun writing both series, and I hope that you also have fun reading the.

Friday, February 5, 2010

Depth

One way to judge the quality of a fighting game is its depth. I tend to mean, by this, how much you can enjoy coming back to the game over and over again, and how much you can continue to learn and grow in the game, without having to be a fanatic about it. Street Fighter Alpha 3 Upper offers this in spades. One of the main ways in which a good fighting game does this, of course, is by offering a diverse and plentiful character selection.

The last two evenings, it's been the only game I've played, and I've been re-acquainting myself with characters that I haven't played in a long time. Years, even. In fact, for several of these characters, I haven't really played around with them since I only had Street Fighter Alpha 2 on the SNES to work with.

I don't mean by this that I like a game to be overly technical and difficult to learn. In fact, I think that's a mark of bad game design, and for the characters that are overly technical, I think that's a bad design as well. The "deadly rave" type combos that SNK seems so fond of? Bad design. It's a barrier to entry to other players, and only appeals to an increasingly smaller subset of hardcore players. Same thing with characters who have to chain combos together in order to get any thing done. Angel? Great idea, but terrible execution, sadly. Even SNK's poster child, Kyo Kusanagi, suffers from this a bit in the more "recent" games.

But Street Fighter Alpha 3 manages to offer depth without offering over technicality. You don't have to be a pro on the competitive circuit to appreciate the character selection. The last two nights, I've played around a bit with Fei-Long especially, but also Guy and Gen, and I even re-acquainted myself with Sakura a bit. Despite all the years I've had this game, I've got a long way to go to let some of these other character breath and become comfortable to me. And yet, I find that I'm excited to let that happen, for years to come.

And that is the hallmark of good game design.


Thursday, February 4, 2010

Added a hit counter

Just for fun. It started a 0, so it's like a trip odometer, not like your "regular" odometer. But as this is a pretty new blog, I think it's close enough.

Wednesday, February 3, 2010

Personal History of Karate Supers, part 3

http://sfkofff.blogspot.com/2010/02/personal-history-of-karate-supers-part.html

Part 1, and

http://sfkofff.blogspot.com/2010/02/personal-history-of-karate-supers-part_03.html

Part 2. Ignore the URLs. They're automatically generated by blogger and clearly don't make sense. This post is post #3, not the last one.

Anyway, last time I blogged about this, I got through the 90s and the first coupla years of the 2000s, which found me enjoying the genre vicariously over the internet more than I did in actuality. When I left grad school, with a small family in tow, I no longer had easy access to even a poor arcade, so I could only play what I could get at home, and if you recall, that meant I was playing on an SNES at a time when the Xbox and PS2 were launching. I did, however, have access to more money and more free time, so after a little while of this, I finally was able to come into a PSOne (the smaller revised design) and wasted no time in picking up a few games, mostly pre-owned, and exclusively of the "bright and polite" karate supers variety. This is when I bought Marvel Superheroes, Street Fighter Alpha 3, Darkstalkers 3, a couple of King of Fighters titles ('95 and '99--the only two to get PSOne North American releases) and then a little bit later Capcom vs. SNK Pro. These purchases brought me into the semi-modern playing field for the first time. While the Playstation had to make a few sacrifices to get sprite-based animated games to run on its hardware, they were relatively minor sacrifices, and all of these games played relatively well and were tons of fun. Those of them that I had played in arcades previously, like Marvel Superheroes, for example, felt near enough to the arcade version that I was certainly happy with them.

By now, the internet was old hat for me; I'd been online for close to ten years, and I knew easily how to find in depth game FAQs, reviews, and more. So I was able to maximize my enjoyment out of these games, and for quite a while, that was the genre to me. It was all I had, but luckily much of what I had was the best there was to get: the Street Fighter Alpha 3 port on the PS, and the Darkstalkers 3 port in particular being notably good games that still hold up well even now ten years or so after they were first released. I also felt at this point like I had just enough games of the karate supers variety that I could start to call myself a junior level connoisseur and collector… a label that more serious gamers would probably laugh at, but having a large variety of games and playing them and comparing them, and thinking about them outside of just the moments in which I was playing became a major hobby (one among about half a dozen serious hobbies I indulge) that I enjoy to this day. Of course, I've since far outstripped my efforts back in the days when I had first acquirred those earliest PSOne games, but still… I felt a sense of belonging to the genre, of being a true fan, not just a fly by night faddish fellow who stopped by when it was popular and then flitted away to the next big thing afterwards.

Shortly after buying the PSOne, I also bought a Dreamcast. These systems had been out of production for a little while by this point, so it was easy to get one really cheaply. Almost immediately on the heels of that (actually, I had a couple of the games before I had the system) I picked up Marvel vs. Capcom 2, Fatal Fury: Mark of the Wolves, King of Fighters 1999: Dream Match and Street Fighter III: Third Strike.

As you might expect, my opinion on a few things was starting to change and evolve as I was exposed to more games. I had said earlier that I saw SNK as merely the most prominent among many Street Fighter copycats, and therefore not really worth a lot of attention. The two King of Fighters titles I had for the Playstation started to change that. While they suffer from hardware limitations, as do all 2-D fighters on that system, they didn't do so more than the Capcom games I had, and it became pretty obvious that these two games were as good as Capcom games in most respects. As a bit of an old-school kinda guy, I preferred the one on one battle type, as typified by Street Fighter; the team modes of King of Fighters didn't appeal to me as much. Of course, both games had single player modes, so I played these games most often as if they were just alternate Street Fighter titles. And as such, they were as good as any Street Fighter title except Alpha 3.

If my Playstation games started to change my opinion of SNK and Capcom, my Dreamcast titles cemented it. Both of the Capcom titles disappointed me in many respects: Marvel vs. Capcom 2 was just too silly, too hyper, too prone to button mashing; I rather quickly burned myself out on it and haven't really enjoyed it the same ever since. Street Fighter III: Third Strike was supposed to be the Street Fighter III version that redeemed the title. I remembered playing the first one in arcades back in Texas, but like many, I was disappointed in the characters and several minor aspects of the gameplay and presentation. Third Strike did improve the series, but ultimately not enough to make it even nearly as much fun as Alpha 3, much less some of the competition that was now sitting there on my shelf for the same game system.

The two SNK games I got for the Dreamcast are widely considered to be two of the best karate supers games in existance, and as I delved into them, I found that to be entirely true. Mark of the Wolves at first fell a little flat with me. It seemed like just any other fighting game, and the character selection was a bit thin. In time, though, especially contrasting it with the spastic gameplay of Marvel vs. Capcom 2, I came to really appreciate the depth it offered. Not to mention the fact that the characters were almost univerally great. A small selection isn't nearly as much of a liability if everyone's a winner, right? King of Fighters 1999: Dream Match, which is really King of Fighters '98 with a handful of minor upgrades to port it to the console, suffered a bit from clunkiness and ugliness before and between matches, but when you're playing that game, man, it's hard to beat it. The character selection is top notch, the gameplay is nearly perfect; even the Dreamcast controller worked relatively well for King of Fighters titles, since at least it had the exact right number and layout of buttons.

In any case, my opinion on Capcom and SNK didn't exactly flip-flop, but I really came to appreciate SNK for their efforts, while seeing Capcom's as tired and burned out. Today, some of my favorite fighters are still Capcom games: Street Fighter Alpha 3 Upper and Capcom vs. SNK 2 being the notable ones there, but I have at least as many favorite games by SNK now. The PSOne and Dreamcast titles I got can be credited with turning around that perspective.

I continued to move on into new hardware and games without fundamentally changing that perspective; all the Xbox and PS2 titles I've picked up since, which have at least doubled my collection, had affirmed that the SNK and Capcom parity in the ability to produce quality karate supers games remains in force. If anything, I think SNK might have a slight edge, but that could also just be because they've done more titles now. Take more shots, and you're more likely to score goals, as they say. Of course, as of this moment, I'm still talking without the benefit of an Xbox 360 or PS3, so I haven't yet sampled Street Fighter IV. Word on the street is that it's an incredible game (and it certainly looks like one from the many youtube matches I've watched) whereas King of Fighters XII is a very lackluster effort that scores points for looking kinda pretty, but not really managing to do anything else. So maybe the balance has shifted again, but I can only speak from my own experience.

Beyond the playing of the games, I was reminded of how much fun I had putting together that clunky old Street Fighter fanfic that I did in the mid-'90s. Of course, today I'd want to do more than Street Fighter; I'd want to incorporate King of Fighters, Darkstalkers and Fatal Fury characters, all mixed up in the same continuity, and as if they were all in one game, and tell stories about them. I think one thing that really inspired me to do this were comic books.

I'm not a huge comic book fan, but I've been a fan of superheroes as long as I can remember. I watched most of the superhero cartoons as a kid, and that probably informed my perception of superheroes more than the comic books themselves, but I dabble in comics too. Just as with karate supers I was solely a Capcom guy for years, I've been pretty thoroughly steeped in the Marvel side of comics, and have only occasionally ventured into DC or Image or other companies territory. There are two things that've happened to comic books in the last decade. The first one was the release of a whole slew of new movies. These new movies redesigned the look of most of the characters, updated and retold their origin stories, and basically just took the themes and important points of the original comic book continuity and worked them up into something new.

Marvel did something similar with their most popular lines in the Ultimate titles. For a while there, I followed Ultimate Spiderman, Ultimate X-men and of course, The Ultimates themselves, who could loosely be called the Ultimate universe version of the Avengers. Here again; the look of the some of the characters was updated, the origin stories were significantly updated, and the stories were retold. The basic gist of the stories was the same, but many, if not most, of the details were different. Although I'm too old to have caught them really, various animated comic book cartoon series have done the same thing, and as my kids have gotten old enough to watch the Spiderman cartoon of the 90s and the new, current Spectacular Spiderman, I've seen that they've also done the same thing. So, the basic gist of, say, the Spiderman story, has been told at least five times, with significantly different details each time: 1) the original comic book run and the late 60s animated show which followed that run really closely, 2) the '90s cartoon run, 3) the live action movies, 4) Ultimate Spiderman, and 5) The Spectactular Spiderman cartoon show. This is when it clicked for me: the secret of a successful fan fiction isn't to religiously follow the "canon" established in the various games; the secret is to take those characters, remake them slightly if needed, but keep the gist of them the same, and mix them all up together.

And why not be inspired by comic books, anyway? Another thing that occured to me is that the characters of Street Fighter or Fatal Fury or any of these other titles are basically just superheroes. Rather than being invented by Americans steeped in the pulp literature and science fiction tradition, they were invented by Japanese steeped in the martial arts cinema and science fiction tradition, but the difference between the two genres was only superficial, while the similarities are deep-rooted and thorough.

This actually clicked with me a couple of years ago, but I've done more fiddling with outlines and backgrounds than I have actual writing. But soon, I hope, I'll have enough material to "go live" with a fan fiction. Hopefully one that works well. I've seen at least one combination Street Fighter and King of Fighters fanfiction over the years, the "Nightmare Symbiosis" project (which sadly, seems to have completely disappeared from the Internet, except possibly in Internet archiving services) which was actually quite well done. It was perhaps a bit too ambitious and ended abruptly after a lot of set-up, but the concept has a lot of merit. Taking the lessons learned from the different iterations of the Spiderman tale, I've tweaked, borrowed, adapted and blended the backgrounds of the entire Street Fighter and King of Fighters runs, added in some Darkstalkers and Fatal Fury characters, and in general focused just on the characters I like, and I think the results will, hopefully, speak for themselves.