This Week’s Releases (April 10-14, 2006)

  • Reading time:11 mins read

by [name redacted]

Week thirty-five of my ongoing, irreverent news column; originally posted at Next Generation. Two of the sections are expanded into full articles, posted later in the week.

Game of the Week:

Tomb Raider: Legend
Crystal Dynamics/Eidos Interactive
Xbox/Xbox 360/PlayStation 2/PC
Tuesday

Something that people keep bringing up, yet probably don’t bring up enough, is that the first Tomb Raider was a damned good game. And what it seems Crystal Dynamics has done is go back to the framework of Tomb Raider 2 and to break it down, analytically. What they chose to do is bring the focus back to exploration – in part by introducing some new gizmos, in part by making the environments more fun to navigate. Reviews nitpick a few fair issues; still, the overall response seems to be a huge sigh of relief. Maybe it’s not the best game in the world, or all it ever could be. Still – it’s not terrible! The theme that keeps coming up is one of nostalgia – that, for the first time, someone has managed to recapture what makes Tomb Raider interesting. And that sentiment is itself interesting.

This Week’s Releases (Aug 22-26, 2005)

  • Reading time:21 mins read

by [name redacted]

Week seven of my ongoing, irreverent news column; originally posted at Next Generation

Today (Monday, August 22nd)

Advance Wars: Dual Strike (DS)
Intelligent Systems/Nintendo

Now, there’s nothing wrong with the Wars series. This is, what, the fourth Wars game announced in the West, after the two GBA iterations and the endlessly-delayed and frequently-renamed GameCube iteration. And it looks every bit as good as previous games. I understand it’s to make some decent use of the touchscreen with a real-time mode where you move things around with the stylus. Good and well; this is something the DS should excel at. I’m surprised we haven’t seen more strategy games and RPGs for the system.

The name, though – why is it still Advance Wars? The answer is the same as why Retro’s second Metroid game is called Metroid Prime 2, instead of just “Metroid: Echoes” and why Metal Gear Ghost Babel became simply “Metal Gear Solid”; it’s an issue of branding. The assumption, from a Western marketing perspective, is that you need “brand unity”. If you’ve got a successful product, you need to cash in on its name as far as you can. So if you’ve got a new cereal, you’re better off introducing it as, say, Cinna-Crunch Pebbles and putting Fred Flintsone in it, rather then letting it fend for itself, on its own merits.

The thing about the Wars series – well. It’s been around for a long time. Going on twenty years, actually. It began on the Famicom as Famicom Wars, then moved to the Super Famicom and Gameboy as Super Famicom Wars and Gameboy Wars. Thus we have Advance Wars. And since the GBA games were the first we were introduced to over here, every future game in the series must have the word “Advance” in it.

Well, to be fair, we’re to receive the GameCube one (called, inexplicably, “Famicom Wars”) as (even more inexplicably) “Battalion Wars”. I guess that complicates the theory right there. And the Western title for the DS game is no less arbitrary than the Japanese one (again, simply “Famicom Wars DS”). That doesn’t make this trend any less irritating.

SNK: The Future is… Coming

  • Reading time:7 mins read

by [name redacted]

I don’t know if this report even went live on the site. If so, it’s buried in the infrastructure. If not, well, that sort of thing happens at Insert Credit HQ. Either way, it’s here now.

Although my Wednesday plans called me to ask Akira Yamaoka stupid questions, on Wendesday Brandon called me to accompany him in asking SNK slightly less stupid questions.

We walked a dozen blocks, to a hotel decorated like a Roman bath. The door to the room was ajar; inside milled PR representative Michael Meyers, ensuring all was in place. On the enormous television to the right, the Xbox port of KOF: Maximum Impact; on the reasonable television head, the PS2 port of Metal Slug 4. On the coffee table to the left, a stack of DVD cases, the spine lettering on their temporary sleeves unified in all save size. Amongst these sleeves were The King of Fighters ’94 Re-Bout and Samurai Shodown V, and the new and unfortunate cover for Maximum Impact; to my recollection, all the sleeves were emblazoned with the Xbox logo.

While Brandon was drawn to Metal Slug, I asked of Michael Meyers questions that Brandon and I would again ask each subsequent person who entered the room.

On the Building of a Roster

  • Reading time:9 mins read

Some analysis.

The following characters have been in every KOF:

    • (Kyo), Benimaru
    • Terry, Joe
    • Ryo, Robert
    • Ralf, Clark
    • Athena
    • Yuri, Mai, (King)
  • Kim, Chang

The following characters have been in every KOF since they were introduced:

    • Iori
    • Leona
    • Mary
    • (Shingo)
    • K’, Maxima, Whip
    • Kusanagi

Ash, Duo Lon, Shen Woo

Tizoc
Gato
Malin
Maki
Adelheid
Mukai

Characters in parentheses qualify with some
qualifications. Characters in italics are new as of KOF2003, so their
appearance in the list is in many cases incidental though acurate.

This list is descriptive, not prescriptive. Nevertheless, on a
statistical basis, it is instructive to see how many characters, and
which characters, the main series has as-yet been unable to do without.
Note that several of these same characters have been absent in spinoff
games, like the EX series, and several have yet to appear in crossover
games like the CvS series or BattleColiseum. Or even in Max Impact —
although I’ll get to that. This is, however, a study of the main series
and its common fabric to this point. So at the moment we can overlook
those cases.

There are fourteen key characters (including Kyo and King) who have
always been present, and an additional eight (counting Shingo yet
ignoring Kusanagi and the 2003 cast) who joined late yet have remained
in the series ever since. This makes a total of twenty-two central
characters (by virtue of persistance more than focus).

Let’s take a look at these twenty-two.

      • Kyo, Benimaru
      • Terry, Joe, Mary
      • Ryo, Robert, Yuri
      • Leona, Ralf, Clark
      • King, Mai, Athena
      • Kim, Chang
      • K’, Maxima, Whip
      • Iori
    Shingo

Some observations. This includes every major team
leader: Kyo, Terry, Ryo, Athena, Leona/Ralf/Clark (hard to separate
them), Kim, King/Mai, Iori, K’. These are the teams which have
persisted, and made up the series so far.

The other characters, who are not leaders in their own right —
Benimaru, Joe, Mary, Robert, Yuri, Chang, Maxima, Whip, Shingo — fall
into a couple of groups. Benimaru, Joe, Robert, and Maxima fall into
the sidekick category. In most cases they exist to support the hero
characters. You notice in each of those four cases, the sidekick is a
companion or counterpart to a KOF protagonist, of some era or another:
Kyo, Terry, Ryo, and K’. I don’t imagine Joe or Robert bothering with
the competition if Terry or Ryo didn’t go, and likewise if Maxima
weren’t around to give him some grounding, K’ would never show. The
sidekicks also help to flesh out the main characters, by giving them
someone to bounce off of.

Mary, Yuri, and Whip serve a similar function; Yuri and Whip are
sisters of protagonists, while Mary is Terry’s girl. In the first two
cases, the roles and psychology of Ryo and K’ are further augmented by
the presence of family. Whip gives K’ that last reason to bother, while
Yuri helps to cement Ryo’s identity as more than just a hotheaded bozo
in an orange gi. He someone to take care of and bicker with. Ryo would
be less full of a character without his sister. Mary strikes me as less
important, though I like her well enough. I even have a two-inch
plastic figure of her. As Andy does, she makes Terry somewhat less of a
“lone wolf”. It’s not as bad as Andy, though, as she isn’t distracting
in the same way. Terry doesn’t need someone riding his ass to keep
competetive, as Kyo does; likewise, Andy strikes me as someone who
would really prefer to do his own thing rather than sit in Terry’s
shadow. I’m surprised he stuck around as long as he did. Mary — she’s
harmless, even if SNK doesn’t really know what to do with her (as
evidenced by how she bounces from team to team). She’s really just
there because she’s an interesting and iconic character.

While we’re here, I suggest that Robert is even less important. He’s
basically a clone of Ryo, for one. For another, Ryo doesn’t need him as
much as he needs Yuri. Yuri is family, and as such has an inner route
to Ryo’s personality; Robert is just a fellow student of Takuma. Ryo
never relies on him; neither does Yuri. He’s there to fill space.

Chang and Shingo. Well. Each of them is a special case. Shingo, in his
weird way, has become the main character of KOF since he showed up. Or
maybe the player’s avatar. The everyman, against whom to contrast all
of the other characters. He helps to give perspective to the whole
experience. In contrast, Chang is there because he’s always been there
and because the game needs a “big” character. And because SNK hasn’t
figured out anything better to do with Kim’s team. That said, I find
the new dynamic in 2003 kind of interesting; with Choi gone, Chang
becomes something of a sidekick to Kim and Jhun. Almost a Joe-like
role. He’s got more of an identity now. This could go somewhere.

So. Now, for the hell of it, let’s take a look at the Max Impact roster (minus the new characters):

    • Terry, Rock
    • Kyo, Iori
    • Ryo, Yuri
    • Ralf, Clark
    • Leona,
    • Athena
    • Mai
    • K’, Maxima
  • Seth

That’s interesting. It hits every team leader in the
above list, except Kim and King. Kim is, of course, replaced in this
game with a bisexual female doppelganger named Chae Lim. So he’s here
in spirit, if replaced with a much more inviting body. That just leaves
out King, who, you note, was absent in the arcade version of 2002
anyway (even if she was replaced as soon as it hit the consoles). So
although in some senses she should be an A-list, it’s not without
precedent that she’d be out.

Outside of the primary characters, however, note that only Yuri and
Maxima make the cut, leaving out Benimaru, Joe, Mary, Robert, Chang,
Whip, and Shingo. Note however that Yuri and Maxima are the only two
supporting characters who serve an important role in defining their
respective primary counterparts. I’ve already talked about Mary and
Robert. Joe is welcome and helpful, though if you need to lose him, it
won’t hurt Terry. If you’re paring things down, K’ probably doesn’t
need two emotional crutches; Maxima will do. Benimaru, he serving as a
replacement for Kyo on several occasions, is the only one who really
feels weird to omit. Kyo’s been alone too much lately to really need
him, though; without Shingo to guide (and Shingo is an easy loss, love
him though I do), Benimaru is left to float. He’s not immediately
important in the way that Yuri or Maxima are — so he goes.

In their place, we get Rock and Seth. Rock is there for mass
appeal, because SNK wants Max Impact to sell and everyone loves Rock.
Seth is there so the game has a black character (for similar reasons),
and to include one random bit of “color” from the more recent games.
Just so the roster doesn’t feel entirely obvious or, well, old.

In other words, Rock and Seth aside, the Max Impact roster pretty much
pares down KOF to the bare minimum before you start making unacceptable
compomise (like having one Ikari Warrior, say). At least, again, from a descriptive standpoint.

Assuming SNK intends to add a bunch of characters back into the
follow-up to Max Impact, who didn’t make the cut, who will they be?
Statistics say (and this in no way accounts for random deviation) they
wll largely be samples from the following list:

    • King
    • Benimaru
    • Joe
    • Whip
    • Mary
    • Robert
    • Chang
  • Shingo

Most of these characters, I note, actually should work
better in 3D than the primary ones. Just think about a 3D Whip, for
instance. Or Benimaru’s whirly-kick. Or heck, just Chang in general.
Joe and Mary are from a sort-of 3D background anyway. Most of these
characters are close-range, which suits the format just fine.

Although Robert feels in some respects superfluous, think about the
costume possibilities. He already has three outfits. And control-wise,
he’s gone through so many changes that another alteration for a unique
close-range style won’t seem all that weird.

The only ones who seem like maybe-stretches are King and Shingo.
And recall they’re the ones in parentheses; they both got ditched once,
when Eolith couldn’t find a way to make them fit.

Shingo, I can almost see making it just because he’s Shingo. Just to throw the fans a bone.

King feels, to me, the hardest to adapt to a 3D fighting style. She
just relies so much on her distance game. Still, I’d love to see SNK
try with her; she would add variety to the roster. And again, there’s
the costume thing.

Note now that the above list of additions comes to 6-8 characters:
roughly half of Max Impact’s roster of returning characters. Let’s say
the next game raises the roster size by one-half, for a total of 30
characters. That’s a nice average size for even a main-series KOF.
Assuming SNK implements teams (which it feels like they wanted to in
Max Impact; they just didn’t have enough characters to warrant it),
that makes ten teams. Hey, that’s healthy as hell. It should satisfy
anyone, and make the game feel a lot more legitimate.

Assuming that — and it is an arbitrary assumption on my part,
based mostly on past experience, what it looks like they wanted to do
with the first game, and what seems reasonable to me — the proportion
of old characters in the above list of possible additions is just about
exactly the same as the number of old characters in the original game:
7:10. So — and again, I’m just saying this wildly — should SNK add
all of the above characters, and then get Falcoon to design two new
characters for the game, it will be entirely consistent with the design choices they made in the original Max Impact.

What does that mean? Nothing, really. I just find it really interesting, on a theoretical level.

Fighting against type

  • Reading time:3 mins read

Guilty Gear really does do something different from Capcom’s or SNK’s games. When I play a non-SNK 2D fighter, I’m usually a little confused at how few moves the characters have, and how simple they are to pull off. Aside from the number of moves, though, Capcom’s games tend to feel roughly similar to SNK’s. They’re harder, meaner, they don’t take any nonsenses; otherwise, there’s a lot of common ground.

Guilty Gear, though — uh. Well, I hadn’t really spent a lot of time with the games themselves, until today. The most I had done was jump in, hit a bunch of buttons, study the animation and say, yes, that’s interesting. Now I’m trying to get into the game’s head. And. It’s weird. Each character’s movelist is maybe a dozen lines long at most. Most of those are command moves (forward+punch, say). You might have a quarter-circle or two. Or, rarely, a half-circle or a dragon punch motion. Most characters have the exact same motion for a DM-style move, and the exact same fatality. (That’s qcfx2+hs.) And that’s it, really. There are hardly any moves in the game. And yet, somehow the attacks tend to be more obscure than usual.

It’s hard to wrap the brain around in a few hours. I can’t tell whether or not it’s being different just to be different. The system does seem to work. It almost reminds me of Smash Bros., though. Maybe a slightly more erudite take on it. Suddenly Isuka makes more sense to me.

On the other end of the fence, there’s KOF2000. I hadn’t played a 2D KOF for a while. Going back to it after Max Impact, it’s almost like that same feeling; like I’m switching to a Capcom game. Everything feels so simplistic, by comparison. Max Impact requires so much more to play that I almost feel like I’m on cruise control with the main series. I don’t have to pay attention to the sidestepping, or the stylish moves, or safe falls (so much). The game moves so much more slowly; I have so much more time to react. I have so much less on my mind.

I’m more and more convinced SNK hit on something close to great with Max Impact. On the one hand, it’s more appealing to the casual eye than SNK’s 2D games — and if you don’t know what you’re doing, it’s a lot easier to jump into and have fun with than the main series. At the same time, it’s also one of the most complex fighting games I’ve played. If you want to play it well, it’s going to occupy every bit of mental processing you’ve got.

The only problem is that it doesn’t go far enough in either direction. It’s not Soul Calibur, and it’s not Virtua Fighter 4. If it’s appealing, it’s not appealing enough to woo people who don’t already give a damn. Maybe it’s a good entry-level SNK game, for the SNK-curious. If it’s complex and challenging to play, it doesn’t have the intricacy and balance it needs for experts to take it seriously as a competitive platform. What it is is a sketch. It hints at the game SNK can make. That maybe they will make, someday, that will bridge some gap, plug some hole, tap some market that no one else has paid attention to. The game which will make them a household name.

It’s almost the most important game SNK’s made. Not quite. It does point in that game’s direction, though.

I can feel the walls closing in on me

  • Reading time:4 mins read

So everyone around me kept saying how great the new Zelda was

I don’t know. It struck me as another Zelda game, from what I saw of
it. And. I understand that some of Nintendo’s trends have been worsening. Even though Capcom’s making all of their games, these days.

Zelda used to be a thing of wonder. Now it is a template. Metroid is starting to go the same route, too. The series has been stagnating since the third game. Both series have been. It just gets more obvious, the more often it’s iterated. And the more out-of-touch and patronizing each iteration becomes.

Metroid Prime is a nice exception.

Wind Waker brings a lot of nice things to the series, just as Metroid Fusion does. The problems with them are the same, though. They don’t really succeed because in the end, the template rules. They have to answer to it, so they don’t get away with as much as they might. It’s mechanics, not experience, that Nintendo chooses to deliver these days.

I don’t give a damn about the rules. I want to feel something.

Here’s the part where I’m a wiseguy and ask which series has undergone more substantial changes over the years, Zelda or King of Fighters? I suspect most fans of either would pick the other, which is only natural. Fans of something pay attention to the small but sometimes crucial changes between iterations, while non-fans shrug their shoulders and say that they all sort of look the same.

I adore Zelda and Metroid — or at least, what they once stood for. The series have certainly changed; they’ve regressed. It’s pretty sad when the first two games are the most sophisticated, and everything else has just been about weeding away what made the games stand out from the crowd. A process of prolonged blanding. That’s what distresses me. I have come to be dismissive through one mediocre decision after another.

As far as fighting games go, KOF has evolved more in concept, and covered more ground, than any other series I can think of. If you can even compare it to other games; the series operates on its own terms. It’s more a serial novel than anything. Yet it’s a serial that only becomes richer and more rewarding as it unfurls.

Meanwhile, all of Nintendo’s series become more generalized and mathematical, drawing from the same proven design documents.

Metroid isn’t as far along the decay as Zelda, of course. Nintendo avoided the series for nearly a decade after Yokoi died. And Intelligent Systems isn’t EAD. Now Retro is doing some insightful stuff with the concept, fleshing it out in a way Nintendo never did. Zero Mission gets a lot right, especially where it borrows from Retro rather than from Miyamoto. I like the way it prepares the player for how to deal with Metroids, for instance. It is, however, still mired in the same hyper-safe, inbred theory that Nintendo’s been using since 1991. And with every generation, that theory generates more genetic defects

If every chapter of KOF were 2002 or NeoWave, I would feel the same as
I do about Zelda. (Conversely, this would probably please a lot of people.) If a game like Wind Waker or Fusion were allowed to follow through on its own ideas, rather than bow to the Miyamoto machine, I would be inclined to care more.

I’ve not really played Majora’s Mask. It’s the only Zelda game aside from Wind Waker to look interesting to me since the NES. I played for about half an hour, and in that time noticed that all of the models were recycled from OoT. That wasn’t too encouraging, though I suppose it doesn’t mean anything on its own.

New Grounds

  • Reading time:21 mins read

Judging from what’s in the game now and from what Keiko Iju said in her intervew, it looks like Noise intends the roster in Maximum Impact 2 to look something like this:

  • Kyo, Beni, Iori
  • Terry, Joe, Rock
  • Mai, King, Lien
  • Ryo, Robert, Yuri
  • Alba, NEW, Soiree
  • Athena, Kensou, Mignon
  • Leona, Ralf, Clark
  • Chae, Chang, Jhun
  • K’, Maxima, Whip
  • Seth, Vanessa, Ramon

I’m not saying that’ll be the exact arrangement; it’s just an example. I can see a third Magical Girl taking Kensou’s place. Or a new woman, in King’s.

I’ve broken this into teams, because it seems from the current arrangement like Noise wanted a team-based structure; they just didn’t have enough characters to support it. If you notice, I’m mostly just adding one color character, as Noise puts it — meaning a supporting character or sidekick, such as Benimaru or Kensou — into each of the existing rough “teams” (going horizontally).

Color characters are the likes of Joe, King, Robert, Chang, Ramon, Whip, Vanessa. They serve no important role in the game balance. They don’t represent anything that isn’t already covered by someone more obvious. They exist mostly to provide different kinds of energy. To make the game feel more alive and varied. In my interpretation, it’s the kind of subtle variation just for the sake of humanity which makes The King of Fighters what it is.

Which might go a distance toward why MI doesn’t feel like a KOF game to me. You might notice that there are basically no supporting characters here. It’s all heroes; protagonists. Main characters. Icons. The only ones who you might count as supporting characters are Maxima and Seth — yet K’ and Maxima are close to a matched set, and Seth actually serves a bigger role in the plot than anyone outside the new characters.

KOF: Maximum Impact (PS2/SNK Playmore)

  • Reading time:1 mins read

by tim rogers [don’t capitalize my name, please]
red text by [name redacted]
green text by tim rogers
teal text by [name redacted]

Yeah… I don’t know what happened here.

King of Fighters was a union of Fatal Fury and Art of Fighting; there were other characters from other places, to be sure, and there were plenty of new ones. [Here, you cut out my explanation that in KOF: Maximum Impact, Geese Howard is running for President of the United States. There are political posters and everything.] [Yeah, I liked that part. You took too long to get to the following sentence, though.] The first thing King of Fighters did right was remove the damn stupid plane-switching and the god-forsaken nausea-inducing zooming. This spirit has carried the series into the present with a vigor that only fans previously known as “hardcore” could appreciate: each new game in the series subtracts one unnecessary formerly-experimental element for each new feature it adds. [clue 1b]

( Continue reading at Insert Credit )

Shin NeoWave

  • Reading time:4 mins read

After flipping past the official site again, I notice that, as a watered-down port of KOF2002 (itself a watered-down rehash of KOF’98), NeoWave is shameless enough to even retain the distinctive ’02 naming scheme for the teams. That is to say, the Iori Team is the “’96 Team” and the Burning Team is the “’99 Team”, and so on.

Now, if this naming scheme was poorly-conceived to begin with, its execution was even more questionable. Iori first appeared in KOF’95, so it feels strange that he is part of a team representing the following game (especially given how many other new characters were introduced in KOF’96). It is even weirder that there are no teams for ’94 or ’95, if the cast is truly supposed to present some kind of a retrospective of the series (itself not entirely a bad idea, for a dream match game — or at least I can see how it might sound like a good one). The rationalization comes from his teammates, Mature and Vice; indeed that specific team concoction first appeared in ’96. Yet something still feels forced here. Similarly, the New Face Team is listed as the “’98 Team” even though they first appeared in ’97. Again, it doesn’t really work.

Of course, now the 2000 and 2001 teams are absent — inexplicably in the former case — making the naming scheme basically meaningless for a game released in 2004. Although one would think that SNK could work out a deal with Eolith, I can understand how they might just not want to bother for a handful of characters SNK will probably rarely have burning need for again. I don’t understand where the 2000 agents went, however. Seth and Vanessa have become fan favorites (especially Vanessa, especially with me), and they are full-blooded SNK characters; among the last ever. So this decision just seems arbitrary. I don’t get it.

In effect, it means that even with the addition of Shingo, King, and Saisyu (all returned to the roster for NeoWave), the game has even fewer characters than the NeoGeo version. Given that NeoWave is SNK’s first game for the Atomiswave platform — a far more advanced system with, compared to what SNK is used to, nigh-unlimited storage and capacity — this is downright pathetic. What are they doing with all that empty canvas?

After some consideration, I have pieced together what I figure SNK and Noise Factory could have easily presented, for a game which in effect is supposed to be a celebration of ten years of The King of Fighters. The following took maybe ten minutes. With the current hardware, they would have all the space necessary, and more. They already have all of the sprites and most of the necessary code prepared. Aside from Eolith, all they would have to worry about is balancing — and in this case, I think some wobbly elements are excusable.

I have tried to keep with the “year” theme present in 2002 and NeoWave, for the purpose of illustration. Let’s see how I do.

Japan Team
Kyo, Benimaru, Daimon

Korea Team
Kim, Chang, Choi

Fatal Fury Team
Terry, Andy, Joe

Art of Fighting Team
Ryo, Robert, Yuri

Ikari Team
Leona, Ralf, Clark

Psycho Soldier Team
Athena, Kensou, Chin

Women’s Team
King, Mai, Mary

Girls Team
Malin, May Lee, Kula

Outlaw Team
Yamazaki, Gato, Lin

Justice Team
Tizoc, Bao, Jhun

’94 Team
Heavy D!, Lucky, Brian

’95 Team
Iori, Billy, Eiji

’96 Team
Geese, Krauser, Mr. Big

’97 Team
Yashiro, Shermie, Chris

’98 Team
Heidern, Takuma, Saisyu

’99 Team
K’, Maxima, Whip

’00 Team
Seth, Vanessa, Ramon

’01 Team
K9999, Angel, Foxy

’02 Team
Goenitz, Mature, Vice

’03 Team
Ash, Duo Lon, Shen Woo

EDIT
Chizuru
Shingo
Krizalid

BONUS
Kasumi, Xiangfei, Hinako

Depending on how you fare, either Chizuru or Shingo is the mid-boss. (Shingo is greatly overpowered in this case.) Again depending on prowess, the final boss is either Krizalid or a team of Kasumi, Xiangfei, and Hinako. The game would have some wacky, obviously non-canonical plot to explain why Shingo and the “filler girls” are such monsters. It would be the same for every team, although — as with ’98 — each team would get its own piece of art at the end.

And. There it is.

Oh well. Maybe in 2014, assuming that SNK is still around in some form, they might feel up to trying again. They might even have time to redraw a few sprites. (Please, no laughter.)

Mega hurt

  • Reading time:2 mins read

Jesus, Megaman 3 is hard.

Despite the uninspiring music and level design, and second-class boss design, I might have a higher estimation of the game were I able to beat a level or two. Maybe once, in fourteen years.

A criticism often levied against the second game — indeed the only frequent one I hear — is that it is too easy. Usually it’s the hardcore assholes who lay the claim, although other, less hardcore, sometimes not-at-all-assholes sometimes agree. I have always found the US version of the game at just the right level: tough enough to hold my attention, while forgiving enough that I can play the damned thing.

As regards the follow-up, I just don’t understand the appeal here. Were the game itself rewarding enough to drive me through the frustration, that would be fine. Megaman III, though, makes me feel even worse than when I play Ninja Gaiden III. At least the latter game is such a bizarre failure that I am compelled by a dark curiosity. Megaman III isn’t so charming as to be poor. It’s just dull. Way too dull to be way too hard. It seems to expect me to bring my own baggage: to play it, and like it, just because I played and liked its predecessor.

Then, I have never enjoyed Streets of Rage II as much as the first game. I feel Sonic 2 loses a lot of the appeal of the original. I don’t enjoy King of Fighters 2000 or ’97 nearly as much as the chapters to which they are mere upgrades. Perhaps the game is just too polished for my tastes. Perhaps the implicit inertia in its design and execution offends me on some level that I cannot justify in rational terms.

Or perhaps I’m just not hardcore enough.

I guess I can live with that.

E3 Errata

  • Reading time:1 mins read

by [name redacted]

I really wanted Nanobreaker to be a step toward something excellent — or at least something compelling and odd. Or for it to show that Igarashi knows what he’s doing with 3D games. I don’t think it accomplishes any of this, in the state in which I saw it. I mean. It’s… sort of interesting in the sense that it’s just so damned bloody. Or. I guess Igarashi insists that this isn’t really blood, but oil or something. Whatever it is, it’s red and it’s goopy and it’s everywhere.

( Continue reading at Insert Credit )

Touchy Touchy

  • Reading time:2 mins read

Although the Guilty Gear series has long fascinated me, today is the first day that I have opportuned to spend some time exploring, and attuning myself to, one of its games — in this case, X2.

My first clear observation is that, although this is a PS2 game, I can actually pull off any move with no trouble. I assume this is due to the effort Sammy put into adapting this game to the PS2. Just as the game comes with an optional anti-alias filter, it comes with controls that recognize how dearly Sony’s idea of a functionable controller is in need of re-examination. The game remains tight enough that I never pull off a move by accident, yet it has been untied enough that the stupid pad never gets in my way. I think perhaps Noise Factory might have studied this game (or perhaps its predecessor, if it is similarly forgiving), during the development of KOF: Maximum Impact.

This is such a relief after the likes of Capcom vs SNK 2 and The King of Fighters 2000 & 2001 — otherwise-decent ports which seem to forget which system they’re on.

Something to think about.

Another observation is that the most interesting characters tend to be the most recent. Without the new guys, the cast would be kind of dull.

Curious.

KOF: Maximum Impact

  • Reading time:1 mins read

by [name redacted]

From the beginning, SNK has tried to spruce up 2D fighters by incorporating elements of three-dimensionality. With 1991’s Fatal Fury, SNK introduced the idea of multi-planar fighting, where the characters may step along a Z axis, into or out of the screen. The King of Fighters ’94 adapted the idea of a sidestep for a single plane: press two buttons, and dodge into the background for a moment, to avoid being hit. SNK already had the technique down, that was not rediscovered until five years later, in Sega’s Virtua Fighter 3.

All of that I see now, in retrospect.

( Continue reading at Insert Credit )

Inner Dimensions

  • Reading time:3 mins read

by [name redacted]

A bit of reporting for Xbox Nation Magazine, which was actually printed in both the May and June issues. It seemed I had an in for writing more complex material — I notice a bunch of notes for further articles — but then the magazine folded. A shame.

As relative newcomer to the console scene, Microsoft arrived in the silence after the storm. Those who were present recall the trials of the mid-nineties, as Sony squeezed the industry through a macabre cleansing operation. Developers were forced to convert to 3D development or not only risk public dismissal, but risk disapproval from Sony. Without Sony’s OK, games go unpublished — and Sony has its own agenda. Crushing to many smaller houses, this policy continues even today.

Even so, some studios, like SNK, refuse to surrender.

Relativity

  • Reading time:3 mins read

With (what appears to be) the untimely return of Geese, it occurs to me that the best way to illustrate the SNK universe is to use a number of parallel timelines. They often cross-reference each other, to the extent that the events in any one probably are reflected elsewhere — yet they aren’t necessarily equal in all cases.

It’s clear that KoF, FF/AoF/Buriki, Kizuna, and Last Blade all take place in a wide interrelated universe. It is implied in a number of places that Samurai Spirits is part of the same universe, even though it doesn’t much affect anything outside itself. (Nor does Last Blade, really, aside from the fact that one of the characters is supposed to be related to Eiji.) And yet — as some people have observed in the past — the series are not always compatible. And it’s getting to the point where one can’t easily just chalk it down to revisions, retcons, and errors. Perhaps it’s best to think of this universe as comprised of many threads wound together, that happen to touch in many places.

So if one were to make a coherent SNK timeline, one would perhaps do well to have — for example — a certain colour-coding scheme. For all practical purposes, one may assume that events outside of a certain colour label probably happened in the others, as long as there are no conflicts — and yet this is not necessarily the case. This allows a loose-tied, undefined ongoing continuity and prevents battles over issues such as the apparent revision of the Art of Fighting timeframe for the sake of King of Fighters.

Anything outside of a given series, one can either ignore or assume is present in at least some form — if not precisely the one specified — depending on the circumstance.

So in the King of Fighters continuity, it appears that the events of Real Bout never occurred — at least, as things stand now. Even in the Fatal Fury continuity, Real Bout Special and RB2 never occurred — yet some of the characters introduced there appear elsewhere (like during the NESTS saga). And yet something comparable to Fatal Fury 1, 2, and 3 must have occurred — and it looks like Mark of the Wolves is probably supposed to occur in some form.

What makes this all a little weird is that MotW is supposed to take place in New South Town — which, one would presume, would have been constructed after South Town was destroyed (at least in part) in KoF2000. Yet in 2003 (from what little has been revealed), the old South Town appears to be just fine — Geese and all. Maybe each KoF era needs its own colour code, as there are other weird continuity issues to distinguish the three plot arcs so far. Still, up until 2003, things tended to fit pretty well without much qualification — AoF aside.

Hmm…

This is all an exercise in organization, note. It does not pay to be too literal with things of this sort.