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	<title>tempest in a teacup &#187; blazblue</title>
	<atom:link href="http://www.sonictempest.net/tag/blazblue/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.sonictempest.net</link>
	<description>the pointless musings of a strange recluse</description>
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		<title>This is how much I suck at BlazBlue</title>
		<link>http://www.sonictempest.net/2009/08/01/this-is-how-much-i-suck-at-blazblue/</link>
		<comments>http://www.sonictempest.net/2009/08/01/this-is-how-much-i-suck-at-blazblue/#comments</comments>
		<pubDate>Sat, 01 Aug 2009 07:29:49 +0000</pubDate>
		<dc:creator>sonictempest</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[arc system works]]></category>
		<category><![CDATA[bang shishigami]]></category>
		<category><![CDATA[blazblue]]></category>
		<category><![CDATA[fighting games]]></category>
		<category><![CDATA[match videos]]></category>
		<category><![CDATA[ragna the bloodedge]]></category>

		<guid isPermaLink="false">http://www.sonictempest.net/2009/08/01/this-is-how-much-i-suck-at-blazblue/</guid>
		<description><![CDATA[&#160; &#160; More to come.]]></description>
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<p>&#160;</p>
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<p>&#160;</p>
<p>More to come.</p>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>If this is what they mean by &#8216;re-birth&#8217;, screw reincarnation</title>
		<link>http://www.sonictempest.net/2009/07/28/if-this-is-what-they-mean-by-re-birth-screw-reincarnation/</link>
		<comments>http://www.sonictempest.net/2009/07/28/if-this-is-what-they-mean-by-re-birth-screw-reincarnation/#comments</comments>
		<pubDate>Wed, 29 Jul 2009 05:45:50 +0000</pubDate>
		<dc:creator>sonictempest</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[bland]]></category>
		<category><![CDATA[blazblue]]></category>
		<category><![CDATA[buggy]]></category>
		<category><![CDATA[fail]]></category>
		<category><![CDATA[glitch]]></category>
		<category><![CDATA[king of fighters]]></category>
		<category><![CDATA[king of fighters xii]]></category>
		<category><![CDATA[meh]]></category>
		<category><![CDATA[ports]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[snk playmore]]></category>

		<guid isPermaLink="false">http://www.sonictempest.net/2009/07/28/if-this-is-what-they-mean-by-re-birth-screw-reincarnation/</guid>
		<description><![CDATA[Ever find your skepticism to be completely justified? Everything about KOFXII’s game system feels weird. The game is definitely slower than XI, 98 and 2K2, no doubt about that. On top of that even stuff like jumping has had its timings changed. When I do what used to be a hyperhop in XI or ‘98UM [...]]]></description>
			<content:encoded><![CDATA[<p>Ever find your skepticism to be completely justified?</p>
<p>Everything about KOFXII’s game system feels weird. The game is definitely slower than XI, 98 and 2K2, no doubt about that. On top of that even stuff like jumping has had its timings changed. When I do what used to be a hyperhop in XI or ‘98UM my character flies across the screen to get an uppercut up his ass. On top of that timings for things as basic as Terry’s dB, dA, df+C, QCB+A combo have changed. The first KOF that comes to mind when I think of an equivalent in the games I’ve played is probably KOF2003, and considering how bad that game was I don’t think that’s a good sign.</p>
<p>I took a spin through single player mode, and immediately recalled KOF XI’s pretty good AI on normal difficulty – while not awesome, it at least tried to use human-like attack patterns on you. Iori would pressure you with hop Cs and Ds, Gato would regularly do his tap combo into punch super every time he got an opening, Kyo would try to stuff your pokes with his QCF+A autoguard, and so on. The reason I remembered this is because KOFXII’s normal difficulty AI is dumb as a brick. It jumps around randomly, spamming pokes and rolling out of the blue for no reason (making it perfect bait for a down B combo on recovery). Athena basically did her reflector something like five times in a row, only stopping after I smacked her with a DM. The only exception was Daimon who would use the bullshit autoguard on his HCF+P to blow through absolutely everything I did to him – even jump attacks.</p>
<p>Also if the AI somehow manages to land a critical counter on you it’s terrible of taking advantage of it. Andy tagged me with a counter close C so that he could do f+C….forward roll, nothing. And it doesn’t even get better as you get further in the game.</p>
<p>OK, fine, AI in fighting games isn’t typically known for being great, and the point of fighting games is versus mode anyway. But seriously, everything about this game screams ‘WE DIDN’T HAVE TIME TO FINISH THIS, BUT HERE IT IS ANYWAY.’ Practice mode doesn’t save your training settings (it did in previous KOF ports), <strike>there’s no way to go back to the character select menu from Practice mode</strike>, and there’s random slowdown all over the place in the front end, which looks like it was designed by some guy with a copy of Photoshop and a hard-on for Times New Roman.</p>
<p>The game also has some weird hitbox issues. I could swear my opponent and I passed through each other in mid-jump, and the hitboxes on ground attacks are messed up against opponents landing behind you. I managed to score a counter hit on someone who jumped over my Terry’s crouch C because he landed behind me and got smacked by the tail end of the hitbox while trying to poke me. Go figure.</p>
<p>And then of course there’s shit like this:</p>
<div style="padding-bottom: 0px; margin: 0px; padding-left: 0px; padding-right: 0px; display: inline; float: none; padding-top: 0px" id="scid:5737277B-5D6D-4f48-ABFC-DD9C333F4C5D:fd4dc380-2dbb-4f85-ac8f-577480652c8e" class="wlWriterEditableSmartContent">
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</div>
<p>And on top of all that, I still think this game is a net loss in terms of depth from KOF XI.</p>
<p>I haven’t tried it online yet, mainly because I don’t know anyone else who has it on PS3 and because of the horror stories I’ve been hearing about people who have played it online. BlazBlue lets me play laglessly against my friend in Japan – I doubt KOF XII will give me anywhere near the same connection quality.</p>
<p>Oh, and regarding <a href="http://www.sonictempest.net/2009/05/28/snkp-does-my-work-for-me/">the sprite issue I brought up in an earlier post</a> – I have a HDTV at home, and it is rather obvious that KOFXII’s sprites have been scaled up. While I can’t make out individual pixels on the BB sprites at about 5 feet away, it’s pretty easy in KOFXII.</p>
<p>On a happier note, I scored an S-video cable for my PS3 so I’m going to see if I can record some of the BlazBlue (and maybe KOFXII, if they ever fix the netcode) matches that I’ve been saving. In particular <a href="http://www.waxinlyrical.com">xephyris</a> and myself had a great set of matches last weekend…I’ll be sure to post them up here once I’ve uploaded them somewhere.</p>
<p>UPDATE:</p>
<p>I tried playing online. The lag was so bad that the game was running at less than 1/2 speed, and some fuckwit who didn’t know how to play managed to beat me with his laggy Joe after I beat his other two characters with Kyo alone. RAGE</p>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>I&#8217;ll post more thoughts about BlazBlue later</title>
		<link>http://www.sonictempest.net/2009/07/06/ill-post-more-thoughts-about-blazblue-later/</link>
		<comments>http://www.sonictempest.net/2009/07/06/ill-post-more-thoughts-about-blazblue-later/#comments</comments>
		<pubDate>Tue, 07 Jul 2009 06:41:19 +0000</pubDate>
		<dc:creator>sonictempest</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[arc system works]]></category>
		<category><![CDATA[awesome]]></category>
		<category><![CDATA[blazblue]]></category>
		<category><![CDATA[fighting games]]></category>
		<category><![CDATA[online]]></category>
		<category><![CDATA[ps3]]></category>

		<guid isPermaLink="false">http://www.sonictempest.net/2009/07/06/ill-post-more-thoughts-about-blazblue-later/</guid>
		<description><![CDATA[For now, let me just say ‘omg the netcode in this game is really good.’ I just played 5 pretty much lag-free (or lag-really-well-hidden) matches. Lost 4 of them, but I’m a crappy player so that’s to be expected I guess :p If you have the PS3 version, hit me up with an invite if [...]]]></description>
			<content:encoded><![CDATA[<p>For now, let me just say ‘omg the netcode in this game is really good.’</p>
<p>I just played 5 pretty much lag-free (or lag-really-well-hidden) matches. Lost 4 of them, but I’m a crappy player so that’s to be expected I guess :p</p>
<p>If you have the PS3 version, hit me up with an invite if you see me online. PSN ID is SonicTempest.</p>
<p>And yes, I use Ragna the Sol Badguy.</p>
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		<slash:comments>6</slash:comments>
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		<item>
		<title>Well that was unexpected</title>
		<link>http://www.sonictempest.net/2009/06/29/well-that-was-unexpected/</link>
		<comments>http://www.sonictempest.net/2009/06/29/well-that-was-unexpected/#comments</comments>
		<pubDate>Tue, 30 Jun 2009 04:17:46 +0000</pubDate>
		<dc:creator>sonictempest</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[arcade]]></category>
		<category><![CDATA[blazblue]]></category>
		<category><![CDATA[gameworks]]></category>
		<category><![CDATA[king of fighters xii]]></category>
		<category><![CDATA[wtf]]></category>

		<guid isPermaLink="false">http://www.sonictempest.net/2009/06/29/well-that-was-unexpected/</guid>
		<description><![CDATA[So apparently the downtown Gameworks got KOF XII and BlazBlue machines last week. I guess I’ll be going downtown to get my ass kicked this weekend…]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.seattleversus.com/seattleversus-gameworks-062609/">So apparently the downtown Gameworks got KOF XII and BlazBlue machines last week.</a></p>
<p>I guess I’ll be going downtown to get my ass kicked this weekend…</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Gaming odds and ends</title>
		<link>http://www.sonictempest.net/2009/03/13/gaming-odds-and-ends/</link>
		<comments>http://www.sonictempest.net/2009/03/13/gaming-odds-and-ends/#comments</comments>
		<pubDate>Fri, 13 Mar 2009 08:33:08 +0000</pubDate>
		<dc:creator>sonictempest</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[arc system works]]></category>
		<category><![CDATA[arcade]]></category>
		<category><![CDATA[balance]]></category>
		<category><![CDATA[blazblue]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[fail]]></category>
		<category><![CDATA[game mechanics]]></category>
		<category><![CDATA[king of fighters]]></category>
		<category><![CDATA[lost planet]]></category>
		<category><![CDATA[ports]]></category>
		<category><![CDATA[ps2]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[sandman]]></category>
		<category><![CDATA[scout]]></category>
		<category><![CDATA[snk playmore]]></category>
		<category><![CDATA[street fighter]]></category>
		<category><![CDATA[team fortress 2]]></category>
		<category><![CDATA[valve]]></category>

		<guid isPermaLink="false">http://www.sonictempest.net/2009/03/13/gaming-odds-and-ends/</guid>
		<description><![CDATA[This post might be a little disjointed – I’ve been playing a bunch of games recently and thought I’d just pen down my thoughts in one single post since I don’t really want to write five separate posts in one night. Team Fortress 2 Valve has patched the game twice since the Scout update, yet [...]]]></description>
			<content:encoded><![CDATA[<p>This post might be a little disjointed – I’ve been playing a bunch of games recently and thought I’d just pen down my thoughts in one single post since I don’t really want to write five separate posts in one night.</p>
<h2>Team Fortress 2</h2>
<p>Valve has patched the game twice since the Scout update, yet <a href="http://www.teamfortress.com/scoutupdate/sandman.htm">the Sandman</a> remains unfixed (although they did manage to break rocket jumping while trying to fix an exploit that made it harder for Snipers to get headshots, and they did break Natascha’s slowdown effect yet again). I’ve played in a few big games since the update, and I’d say the stun is overpowered even if you discount the fact that it affects ubercharges. I have not yet seen a single Scout that doesn&#8217;t try to tag me with the ball the moment I see them, and in a few circumstances they’ve managed to stun me for extended periods at close range, allowing them a free kill. One particular incident that comes to mind occurred on the second point of the second stage of Dustbowl – I was playing Soldier and standing on the point when a Scout ran out from the central tunnel, ran up to the point and threw his ball at me. I was stunned for a good 3 seconds or so, and this was from being tagged at close range.</p>
<p>The response from the competitive community has been very clear. <a href="http://www.cevo.com/index.php?page=forum&amp;func=viewthread&amp;id=7853&amp;forumID=2">CEVO has banned the Sandman</a>, and from what I’ve heard a bunch of the other leagues like ETF2L have followed suit. Keep in mind that this is the first unlockable weapon that they’ve actually banned. If I recall correctly they didn’t even ban the Pyro’s Backburner back when it granted a ridiculous 50-point health bonus.</p>
<p>The response from the rest of the <em>TF2</em> community has been less distinct. While there are a few players who recognise that the weapon is clearly overpowered, the vast majority of the community’s response has been ‘LOL LERN2TEAMWORK.’ By this they’re implying that somehow Pyros need to have their entire team with them when they try to circle behind enemy lines to attempt an ambush, so that they can successfully fend off a class that they were previously on a reasonably even footing against. And of course, if your Medic successfully builds up an ubercharge by being a good healer and deploys it on a friendly Demoman in order to take out a Sentry farm, only to have his uber rendered useless by a flying baseball, that’s his fault for not being a team player.</p>
<p>Surely the absurdity is obvious.</p>
<p>I’m hoping that, like they did with the Backburner, Valve will realise what a terrible beast they’ve unleashed and make some sort of fix. A popular suggestion seems to be to change the stun effect to something akin to the effect of <em>Team Fortress Classic’</em>s concussion grenades, but honestly I think they need to go back to the drawing board with this unlock. Never mind that there are a few achievements that depend on it – go back to the design phase and get it right this time. And for God’s sake stop getting your unlock ideas from the Steam forums.</p>
<p>I’m starting to wonder if I should be playing <em><a href="http://fortress-forever.com/">Fortress Forever</a></em> instead…</p>
<h2>Lost Planet</h2>
<p>This was recently on sale on Steam for the irresistable price of $5. I’d only ever played the demo previous to this, and I thought it was alright, so I decided to see what the full game was like (even though the superior <em>Colonies Edition</em> is out now). I’ve played the first few missions, and it’s not too bad. I can’t quite get 60fps out of it, but shooting up giant bugs in snowy wastelands is pretty fun. My main complaints so far are that the game is kind of easy (I haven’t died once yet) and that Wayne’s default movement speed is a little on the slow side, even when he’s piloting one of the giant VS mechs. I guess I’ll see if these continue to be problems as I progress through the game.</p>
<p>Still, this has me interested in the recently-announced sequel – I wonder what improvements Capcom will bring to the table.</p>
<h2>King of Fighters ‘98 Ultimate Match</h2>
<p>I started playing <em>KOF</em> (and indeed, fighting games) with <em>King of Fighters ‘99</em>, but I respect <em>KOF’98’</em>s place in the order of things. Given that disclaimer, I rather like ‘<em>98UM</em>. It doesn’t have most of my favourite characters, but the (remarkably solid) system changes they’ve made to the original game make this a must-buy for any <em>KOF</em> fan, I’d say. Most of the changes they’ve made revolve around making Extra mode more interesting, and it seems to have worked. Extra mode users now benefit from the ability to cancel normals into dodges, and to cancel certain special attacks directly into MAX mode. On top of that they can choose when they want to break stock unlike vanilla ‘98 where the bar started draining as soon as it filled up.</p>
<p>In addition, the new Ultimate mode, which allows you to mix-and-match subsystems from both modes, poses some interesting possibilities. Do you want the mobility afforded by the roll, or will you trade that for the ability to dodge and quickly counterattack (and extend your combos using the quick dodge)? Do you want the ability to do SDMs at any life level, or would you rather have the ability to max out in mid-combo for the possibility of turning your otherwise staid B&amp;B combo into a more damaging variant?</p>
<p>As for the quality of the port itself, fortunately the US version of the game seems to have turned out pretty well – progressive scan support is intact, and as far as I can tell the game has been brought over more or less unmolested, which should be a relief for anyone who was horrified by Ignition’s handling of the PAL versions of <em>King of Fighters XI</em> and <em>NeoGeo Battle Coliseum</em>.</p>
<p>So yeah, if you don’t have the import version already, go out and get this one. It’s $20 – you really have no excuse if you<em> </em>claim to be a <em>KOF </em>fan.</p>
<h2>Street Fighter IV</h2>
<p>I’m still getting used to the physics and timings, but at the very least my win ratio seems to have improved a little (in that it is no longer zero). My MadCatz Tournament Edition FightStick arrived two weeks late, but I used the Amazon gift certificate I was given as compensation to buy a PS2-&gt;PS3 controller adapter so I could use my old Tekken 5 Hori stick with the game until it arrived (makes me wonder why I didn’t do it earlier, actually). So far I’ve mainly been sticking to Ryu and Abel, with some failed attempts at using Fei Long and Dhalsim (both of whom apparently have a pretty steep learning curve). I’ve played a few games online, mainly against Orochinagi members; I’ve played a few random strangers, although I haven’t run into any of the <a href="http://www.youtube.com/watch?v=m4cQ8Iywi2U">Ken players of legend</a>. I suppose I should be thankful.</p>
<p>On a side note, the MadCatz stick doesn’t work for PS2 games. I don’t know why I didn’t see this coming, as this was also the case for the Sega Virtua Stick and the Hori PS3 sticks when they were released. The best I can hope for is for support to be added in the next PS3 firmware update, I guess.</p>
<h2>BlazBlue</h2>
<p>Now, I haven&#8217;t actually had a chance to play this game yet, but PS3 and 360 ports were announced recently. A lot of fighter fans are understandably excited about this, but a potential issue with the port has already been raised. The arcade version of <em>BlazBlue</em> runs at 1280&#215;768/768p, while both current-generation consoles are locked to outputting at 1280&#215;720/720p (and indeed, won’t let you play the game at its native resolution). The full extent of the problem is <a href="http://forum.insomnia.ac/viewtopic.php?t=2228&amp;start=0">laid out pretty clearly over at the Insomnia</a> forums.</p>
<p>In short, it looks like the great sprites and backgrounds are in danger of being butchered by scaling. If the blurry upscaled sprites in all of SNK Playmore’s Atomiswave releases bugged you, well, this is just as bad. Possibly worse, since it’s one of the first high-definition 2D fighters, and really deserves more respect.</p>
<p>At this point, given that ArcSys can’t go back in time and re-program the game to output 720p in the first place, the only real thing they can do is to crop 48 lines from the top and bottom of the display to avoid affecting the sprites. This is what they seem to have done, but the screenshots still lack the definition of the arcade version. A rep from Aksys (the company handling the US release) has gone on the record as saying that apparently the screenshots they released of the 360 and PS3 versions were smaller in size to <a href="http://forums.shoryuken.com/showthread.php?p=6267107#post6267107">make them ‘download friendly’</a>. This just seems ridiculous to me, given that stuff like this is typically distributed through special press FTP servers where presumably bandwidth wouldn’t be a concern.</p>
<p>We’ll have to see how this shakes out, but I am rather worried that we’ll end up getting a butchered port of one of the first high-def 2D fighters.</p>
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		<slash:comments>4</slash:comments>
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		<title>Fancy a kick in the balls?</title>
		<link>http://www.sonictempest.net/2009/01/13/fancy-a-kick-in-the-balls/</link>
		<comments>http://www.sonictempest.net/2009/01/13/fancy-a-kick-in-the-balls/#comments</comments>
		<pubDate>Wed, 14 Jan 2009 04:25:53 +0000</pubDate>
		<dc:creator>sonictempest</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[arc system works]]></category>
		<category><![CDATA[blazblue]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[fighting games]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[guilty gear]]></category>
		<category><![CDATA[street fighter]]></category>

		<guid isPermaLink="false">http://www.sonictempest.net/2009/01/13/fancy-a-kick-in-the-balls/</guid>
		<description><![CDATA[Sega owns the rights to the Guilty Gear franchise now So yeah, I guess we know why they made BlazBlue and Battle Fantasia now. Considering that ArcSys’ direct involvement ended with #Reload, it’s amazing that Accent Core turned out the way it did. Then again, as long as ASW gets entrusted with any development of [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamasutra.com/php-bin/news_index.php?story=21833" target="_blank">Sega owns the rights to the Guilty Gear franchise now</a></p>
<p>So yeah, I guess we know why they made <em>BlazBlue</em> and <em>Battle Fantasia</em> now. Considering that ArcSys’ direct involvement ended with <em>#Reload</em>, it’s amazing that <em>Accent Core</em> turned out the way it did. Then again, as long as ASW gets entrusted with any development of future <em>Guilty Gear</em> games I’m not <em>too</em> worried.</p>
<p>Another nice tidbit from the article that I liked:</p>
<blockquote><p>The company&#8217;s designer for its new hi-res 2D fighting title <i>BlazBlue</i>, Toshimichi Mori, intriguingly discusses his views of Capcom&#8217;s <i>Street Fighter IV</i> and its accessibility in the interview:      <br />&quot;I&#8217;m not trying to pick a fight with Capcom or anything, but with Street Fighter IV, they made a big deal about how the game was designed to be accessible to people new to the genre.      <br />I remember when I first read that in an interview, I was like, &quot;What? How can they say that?!&quot; I thought maybe I was seeing things. I think they need to take a second look at the list of moves for that game before they make a claim like that.       <br />Sure, people like us who work with games, or fans of fighting games can do a hadouken or a shoryuken without thinking much about it, but for somebody just getting started? Those moves are pretty tough! You can&#8217;t expect new players to just whip those moves out every time.      <br />To fill your game with moves like that and then emphasize how simple it was for beginners to pick up seemed irresponsible to me. Street Fighter IV is not a game geared toward people who&#8217;ve never played fighters before. If they were really interested in making a beginner-friendly game, they should&#8217;ve made included a few impressive moves a player could do with the press of a button.&quot;</p>
</blockquote>
<p>Mori is pretty much saying the obvious – fighting games that use <em>Street Fighter II</em> as a template cannot get any more accessible than that game ever was (which is <a href="http://www.sonictempest.net/2008/07/25/looking-backwards/" target="_blank">something I’ve mentioned before</a>). If you make high-level play more accessible then you’re just dumbing the game down. To make it more accessible to newbies you pretty much have to convert the game to maybe <em>Jump Ultimate Stars</em> or <em>Smash Bros</em> type controls.</p>
<p>Note: before anyone crucifies me for hating on <em>SF4</em> – I don’t think that the game has necessarily been ‘dumbed down’ – There’s no way that complete neophytes to fighting games are going to be able to pull off stuff like focus cancel combos or hadouken traps on the day they buy the game. And heck, I’m pretty sure at this point that I’m going to be buying the game for my PS3 and/or my PC (along with that potentially awesome Sanwa stick that MadCatz is releasing). My point here is that Yoshinori Ono claimed that <em>SF4</em> was designed to be accessible to newbies, and beyond superficial appearances (lol <em>SF2</em> etc) it clearly isn’t (and can’t be).</p>
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