Pugilism Screed Two

  • Reading time:2 mins read

So I’ve here my copy of Virtua Fighter 4 Evolution. As has been established, I obviously have no PS2. So, in attempt to get some value for my purchase, I’ve been flipping through the elaborate-if-monochrome manual.

Something I notice is that we’ve got (similarly!) elaborate profiles for all of the returning (pre-VF4) characters — and yet for all of the new characters (from both versions of VF4), many of the personal details are unknown. No age is listed for any character who’s debuted since VF3.

Curious.

I didn’t realize that Virtua Fighter had a plot. Or that Kagemaru was the “hero”, rather than Akira. I really don’t know what the hell is going on. I suppose it doesn’t much matter. This isn’t SNK.

Actually, now that it hits me: I did know this. In theory. Virtua Fighter has an incredibly complex plot. I just don’t know any of it. It’s never been illustrated in any of the actual games, to my knowledge. Not even a shred of it.

Again: curious.

Brandon wants me to do the HTML for this megarticle thing we’ve got pending. For those of you who aren’t sure to what I refer — well, be patient. It’ll be… big, if nothing else.

A partial cast list:

Ahem.

Please anticipate it!

It occurs to me that it’s been around a year since I’ve really drawn much of anything worth mentioning. I’ve got all of these keen supplies sitting here. Maybe I would do well to break this trend. Who knows what will happen!

It seems the only way I improve artistically is by not-practicing for extended periods. Expect a rebirth of Leonardo (non-turtle), any time now.

Kof, Please

  • Reading time:1 mins read

by [name redacted]

Where is KoF’03?

I surely can’t be the only one who’s wondering; usually the roster and some hints of the gameplay mechanics are announced by mid-July. And yet, at the time that I write this, SNK Playmore has yet to even confirm that the game is in development, or for which platform it might be intended.

To add to the mystery: when I asked SNK NeoGeo USA Consumer president Ben Herman about the game at E3, he was oddly hesitant. After a few false starts, he said only that it would “make sense” if there were a King of Fighters this year (aside from the 3D one). He wasn’t willing to comment further, but he looked pretty darned unsure to me.

So. What’s going on with this series?

( Continue reading at Insert Credit )

Analysis analysis

  • Reading time:2 mins read

See, my major problems were in figuring out what the heck to do with Wow, Sega Rosso, and UGA. Smilebit seemed the most obvious choice for a sports team. The other five teams, I knew weren’t dispensible.

I also didn’t forsee that Sega would be hiring more staff to form Suzuki’s new team; I just assumed from what had been reported that the current divisions would be reorganized. That’s what all of the news had implied, previously to the more recent announcements.

With that assumption, what I tried to do is figure out how to remold Sega Rosso, UGA, and Wow into some new form.

Wow was the biggest question mark, as they’re actually a pretty big team. As it turns out, they’re too big. I guess I was just desperate to get rid of them. I wanted to split them into kibble.

In contrast, I knew that UGA and Sega Rosso would vanish somehow, in whole. I tried to merge them into that new arcade team (as it had been reported), because they needed to go somewhere. Instead, they’ve being absorbed into Sonicteam and Hitmaker. Fair enough. Whatever.

Now it looks like we’re not even getting a new arcade team, but a cinematic online game team. Uh?

Meet your friends in Yokosuka! Play darts against enemies!

Hey… actually. That… might not not-work. Hmm.

Regardless. Given the information I was given, I rather like how I handled that. The one big surprise is the outright merger of Wow and Overworks, although in retrospect it… is a little less not-obvious.

Now. If I had just been given complete and correct working information from the get-go, I might have been even more onto something.

Woo. Need to work on my sources. And then I will be unstoppable.

Samurai Stream (as poured onto Shepard)

  • Reading time:5 mins read

[As follows: I continue in my mission to populate the most egregious void in my personal SNK lexicon.]

Samurai Spirits remains perhaps SNK’s oddest fighting series. This fact does not diminish.

I now notice that it was updated every year, for four years — and that with each installment were abrupt leaps in quality and gameplay style. Then SNK… stopped. For seven years, if we ignore the 3D games — and let’s do that, for the moment

The games themselves… I have trouble grasping on first glance. I need more time.

It’s blatantly obvious that the second game just makes the first one obsolete in every sense. It’s the same thing, only better. The third and fourth games, though — they’re not so easy to interpret.

SSIII is of a notably different style from the other three games (in a general sense), and yet it lends some key elements to the fourth game. SSIV seems like an attempt to retreat to the level of SSII, while it retains a number of the elements introduced in III. A not-entirely-succesful attempt to recapture the feeling of the older games.

SSIII — immediately, I like it a bunch in comparison to SSII. It makes a bunch of changes — for the more palatable, from my current vantage point. It’s prettier, and it’s as enjoyable as it is attractive. It’s got some great animation and backgrounds. It introduces some interesting, personable new characters.

It’s a big step to the mainstream, admittedly; the new characters are cuter. The overall tone isn’t nearly as somber. It’s faster, more powerful. More kinetic. Less cerebral. More appealing, on a surface level — yet without nearly the poise and elegance of II. It’s hard to tell how deep the waters run.

A lot of people really hate SSIII, because of how radical it is. I don’t know about that; it’s got a lot of potential. I’ll need to dig, to better understand what it’s doing.

Something else of note is that it seems that the Slash and Bust modes are introduced here. That is to say: we’ve got Rasetsu character variants, for the first time.

I think the evil Nakoruru first appears in SS2, although she remains little more than a palette swap in that game. The reason I say this is that her expression changes to a more wry one when you select the Player 2 colours. In SS3, however, she’s got her wolf. And the rasetsu Galford is Poppy-free. So we’re into the big time, as it were.

Even in SS4, however, the distinctions aren’t as strong as they’ve more recently become. Sougetsu and Kazuki are in the game (for what it seems is the first time), yet their rasetsu variants are again just palette swaps (cosmetically speaking; for all I know at this point, their move lists could be entirely different) — whereas we now know their rasetsu variants as bare-chested, tattooed, shabbier alter egos.

From what I see here, I’ll hazard to assume that all of the serious separation must’ve occured in the Hyper NeoGeo 64 games.

Speaking of SS4 — again, I’m not sure yet what to make of it. Some people love this game; others loathe it. More people like it than SS3, though. I can see where the trouble lies, but I’m not ready to decide what it means.

As I mentioned, it’s basically a step back to the style of SS1 and 2, away from the weirdly energetic gaiden flavour of SS3 — yet it retains a bunch of straggling elements from 3: the slash/bust distinction; the control scheme; some other bits of gameplay.

And there are a lot of gimmicks — even more than in 3. Like a time limit; you have to beat the game within a certain timeframe — or else? I assume the worst.

That’s… interesting. Perhaps it’s too clever. I don’t know yet. The same goes for most of the features.

It seems — on the surface, again — to have a bit of an identity crisis. It wants to do everything in the previous two games. And to be taken as seriously as 2. It’s not 2, though. It can’t go back.

Further: the backgrounds also aren’t nearly as pretty as those in 3. They’re all right, so far. But the ones in 3 — as with the whole interface — were just gorgeous. With 4, I get the sensation that the stages are unfinished. This might not be right. Perhaps there’s something I’m not yet prepared to appreciate. Again, more time needed.

I just have trouble figuring out where the game’s mind is. I’m reserving the possibility that it could be ingenious underneath the apparent mess.

The thing is — immediately, it seems to me that both the lovers and the haters are loving and hating for rather shallow reasons. There’s something else going on, I think. I don’t know what.

This will take some effort.

SNK through the years

  • Reading time:1 mins read

Break it Down!

1978-1984 = early years
1985-1989 = Famicom era
1989-1990 = breaking in the NeoGeo
1991-1993 = breaking in the versus fighting genre; experimenting with form and style
1994-1995 = start of the SNK style; refinement of gameplay and presentation
1996-1998 = classic era; perfected SNK aesthetic and gameplay
1999-2000 = new experimental era; generational turnover with most major series and hardware
2000-2001 = Aruze takeover and dismemberment; bankruptcy; scattering
2001-2002 = confusion; reformation
2002-20?? = SNK Playmore era

News bulletin: Samurai Shodown 2 is not a bad game.

That is all.

Secret AmiYumi Man

  • Reading time:1 mins read

On Teen Titans: Just saw the premeire episode a second time. Still not entirely certain what to think, but I feel safe to say that I wasn’t just imagining the awkwardness last time. The script — far from the natural-sounding dialogue of JL — sounds like what you’d get from a mainstream anime translation. Partially as a result of this, partially due to the way the voices are directed, much of the humour falls a little flat. Combine this with a few other rough edges, and I just get the impression that someone’s trying a little too hard.

At the same time, the effort isn’t misdirected. Within a few episodes, I can see it finding a more natural focus. If that happens, we’ll have a pretty spiffy show.

Stylistically, this thing fits in somewhere in the vicinity of Jet Set Radio and Gorillaz. Not a bad thing.

And… it’s almost got it. The pieces are all there, and they’re in more or less the right alignment.

We’ll see.

By the way — I just remembered why I ignored SNK after about 1989, and until a few years ago.

Yes.

MIYOMIYOMASU!

  • Reading time:1 mins read

From here:

SM: I just want to make games that make high-school girls happy. And high-school boys, too.

Oh yeah. Miyamoto is letting his mission slip.

He’s just in it for the chicks.

Also!

Student: Ah, um, um… What do you think of girl games?
SM: Sorry, what?
I: Umm… What do you think of “bishoujo” games.
SM: Oh.

He seems… caught rather off-guard.

“What… kind of girl games do you mean? … Oh, I see. Ahem!”

Call me Criswell.

  • Reading time:1 mins read

Ha-HAH!

Playmore has now changed its name to SNK Playmore.

Can I call ’em or what?

Whee…

Gotta start somewhere. As they say.

  • Reading time:2 mins read

I just saw the season premiere of Justice League. Something that strikes me is that this series now seems to be geared for the secondary market. I mean. This (hour-long) episode was letterboxed. It had an obviously high budget. The music was notably well-orchestrated. It just has the sheen of a product made for the collector, rather than the normal TV audience.

I take it that the DVDs have been selling well.

This makes me wonder even more how the Teen Titans series will turn out. Further, it’s… making me think a little.

I’m not sure what it is, but I’ve got a kind of a positive feeling here. I think that the DVD format has had a pretty big impact on the whole manner in which passive entertainment media are produced. It’s like the film and TV industries are coming to /know/ that whatever they do, it’ll be for posterity. At least, the more observant are.

So rather than just pump out crud, expecting that it’ll disappear into a landfill somewhere, in a lot of cases we’re starting to see some attention to making a halfway-respectable object that people will want to hang onto. This isn’t necessarily the case with Hollywood, as especially over the last half-decade or so, that whole sector has just become a farce. But — well.

And it’s not only new material. All of this happens to coincide with the massive film restoration effort that’s only recently started to gain a bunch of attention and support — again, over the last half-decade or so. A bunch of older films, that had been mouldering for decades, are being fixed up, polished, documented, and given a respectful rerelease in order to fill the collectors’ demand.

History is being recompiled and recombined with the present, giving everyone the opportunity to see what in many cases simply hasn’t been widely available for a long while.

This also corresponds to the massive downturn in necessary production costs for filmmaking. With all of the digital technology and networking we’ve got now, the indie scene is stronger than it’s ever been. And that’s where all of the action is.

It feels kind of like we’re coming along to the verge of something. I’ll reserve hope that whatever it is, we’ll actually fall over. Money tends to be kind of stupid, that way. But hey, you never know.

Do they contract the hit with a GAT?

  • Reading time:3 mins read

I’m watching this Humphrey Bogart movie, The Enforcer. Bogart’s a detective on the police force, who’s trying to pin down a mob boss. His key witness, a certain Rico, has cleverly decided to leap off a building in order to save his life from the cops who were protecting him.

That’ll show ’em. There’s no protecting him anymore!

So, anyway: Bogart’s in a sticky flavour of a jam. If he doesn’t do something quickly, this crimelord fellow will get off free. As he’s moping about the predicament, Bogart recalls something hazy. He can’t quite finger it, but there’s some detail about the case that he feels lodged in his mind. Cue the first of several layers of flashback.

A guy wanders into a police station, mumbling about how he killed his girl. They forced him to. There was a contract out on her. He was supposed to do the hit. Who were they? They were his troupe.

The police were baffled. Contract? What kind of a contract? What’s a hit? What was this guy, a boy scout? What kind of a troupe did he mean? They couldn’t make earth from sky of it. Bogart got involved with the puzzle. Contract? Hit? What a mystery!

Over ten or fifteen minutes, Bogart followed a string of leads. After a little work, he pulled in another member of the “troupe”. The guy didn’t want to talk at first, but Bogart threatened to send his kid to a private school. So the cat spilled the beans.

Cue another layer of flashback. Through a mutual contact, this fellow fell in with a mean-looking bunch who met in the back room of a store. “It was just like the back of a store,” he observed.

“I’ll do whatever you say,” he chirped to a swarthy fellow — apparently the leader. “I’ll even murder if you like.”

The oily man slapped him. “Don’t ever say that! When you’re going to kill someone, you say you’ve got a contract out on him. The person you kill is a hit. That way even if the police hear you, they won’t know what you’re talking about. You got it?!”

Back in the shallower level of flashback, the police were astonished. A contract was a murder! A hit was the victim! Good gosh!

“Killing for profit,” Bogart scoffed. What was this world coming to?

They couldn’t learn anything else from the man, but at least they had a starting place. A contract was a murder. A hit was a victim.

It… goes on like this.

Prelude to Las Vegas? (Or: An Insert Credit Dream)

  • Reading time:4 mins read

Some civilization — Babylonian, I think — which lived in a giant onion-shaped island, with sides that curled up and separated everyone living there from the outside world. Although right in the midst of a bunch of other kingdoms, they had no idea of anything outside the island. After a few tries, the key civilization succeeded in surviving until all of the rival parties on the island were disintegrated. Complex and interesting native music played, as the Babylonian king cast a huge hadoken-style fireball and blew holes in the onion-sides of the island, letting light stream in.

It seemed this was some kind of odd game that I was playing in a place which was a cross between the Insert Credit Fortress, as such, and a prep school dorm. There was a dingy cafeteria and there were older adults in charge. I had trouble getting food to cook correctly, and to find anywhere decent to sleep.

Anyway. Once the remaining webwork of the onion-sides collapsed, there was a flyover of all of the surrounding kingdoms — which were all jammed pretty close together. Princesses were leaning out of several towers, waving. Then I saw The Jetsons. And then Fred Flintstone, dressed as Iori Yagami.

I turned and pointed him out to other members of the Insert Credit crew, who were in what was now a sort of ride with me. They weren’t particularly interested. They had something they wanted to get to, once the ride was over.

So, we all got off and proceeded to walk down a long, carpeted stairway (with rubberized edges to each step, bolted down with large aluminum caps). I inadvertently made eye contact with an asian fellow with a microphone and a camera crew. I think it was the hat that I was wearing which caught the guy’s attention. (Not sure what the significance really was of this hat, aside from the fact that it was given to me shortly beforehand.)

He asked me a question, to which I replied in the affirmative. I stopped, as it seemed he wanted some kind of an interview, dealing with the event we were attention. Everyone else in the Insert Credit crew had gone on ahead by this point; they weren’t paying attention to my absence. I figured that I’d be able to catch up with them eventually, if I could remember where they were off to.

The fellow filmed me for about three seconds, before he became distracted. I was a bit disappointed, as I intended to give him a wholly unexpected impression about the kinds of people who were attending this event.

Bored, I began executing complicated martial arts moves, up and down the stairwell, often using the bannister as a tool. The reporter fellow eventually wandered off, leaving me alone there.

At about that time, I noticed something out of the corner of my eye. The boss at Insert Credit — ex-Sega of America honcho Peter Moore — was in the midst of a private meeting (in a very public lounge area, through which traffic was continuously flowing) with someone from SNK. A really powerful Star Wars game was being demonstrated, on Neo-Geo hardware.

Thing is, as impressive as it was, at the end of every level there were still stylized character portraits with cheesy Engrish quotes written underneath. A Jedi would be saying something like “That’s the last time you mess with the force, dweebenheimer!”

They didn’t seem to mind me watching (if they noticed me at all), so I hung around. After the Star Wars demo ended, a full-motion animated version of Ulala appeared, to boogie along to the Talking Heads’ song “I Zimbra”. She kept pawing at her private areas.

A bunch of text and a mostly-indecipherable Japanese voiceover elucidated the start of some facts about Ulala, including that she has a last name which was eliminated before the first game went into production. It was in kanji, though, so I couldn’t read it.

I think this was a trailer for either a new Space Channel 5 game, or an animated movie based upon the games. It was difficult to tell — especially since after only a few moments of this, I happened to wake up.

UPDATE: Read it again, for the first time!

The King of Fighters 2002 (DC/Playmore)

  • Reading time:1 mins read

by [name redacted]

I don’t like The King of Fighters 2002. I don’t consider it in the spirit of the series, or more broadly in the spirit of SNK. Especially after the tremendous success of their previous collaboration, I’m pretty surprised — and saddened — that Eolith and Brezza managed to devise such an inane follow-up.

( Continue reading at Insert Credit )

Castlevania: Aria of Sorrow (GBA/Konami)

  • Reading time:1 mins read

by [name redacted]

Last year, Harmony of Dissonance presented to me an interesting dilema. Although a better Castlevania game (as such) than KCE Kobe’s Circle of the Moon, Harmony lacks the mindless glee of its (now-apocryphal) predecessor. Indeed, it is rather a heady experience. It’s more well-conceived than Kobe’s game, it has a pleasantly glitchy atmosphere, it’s full of neat continuity. It’s just that it’s not as crunchy; not as much empty fun.

Well, no such dilemma here. Aria of Sorrow is both a good Castlevania game and a fun game on its own right. I daresay, and do say, and am in the process of daring to say, that this is one of the most joyous, well-designed games in the series.

( Continue reading at Insert Credit )