Sunday, August 03, 2008

SoulCalibur IV (360)

Ok, here's the deal: I suck at fighting games. Like tushie handed to me wrapped in puff-pastries kind of suck. That makes them not fun to play for me, when my opponent is some Know the Uber Throw Back-breaker Spleen Removal from Across the Room Without Touching Me button combo (you'd think I'm exaggerating, but no).

That said, I sooo dig the SoulCalibur franchise. From the beloved DreamCast console series intro (RI.P., Little Rockin' Console that was Better than Those that Bettered It), to the platform-differentiated sequel with adventuring / questing mode, and Spawn on the Xbox version and Link on the GameCube (both versions are playable on their console successors), to the arguably skippable third, platform limited incarnation -- I jones for the next version.

So I snagged SoulCalibur IV the day it came out, playing 'til like four in the morning. Yes, that's good.

Near-controller throwing moments aside, this so scratches whatever itch the franchise exposes.

(Oh, it's not the cheesecake itch; if that's your thing, the DOA franchise may be more your thing)

The game is polished, fun, and contains the right amount of borderline engrish cheesiness to make it a fun and challenging romp.

Contrary to online complaints about the button-mashing nature of SC, I actually found myself figuring out (and getting fairly facile with) the controls pretty quickly.

Part of the SoulCalibur trope is its variety, and part and parcel to that are its balance challenges.

(And by "variety", I don't mean Freudian Therapist Wet Dream Voldo; WTF?).

(But back to balance.)

I fired up the Story mode with Kilik (probably the industry's derided nube choice) on normal, and sailed through the five stages (you can play through slight variants of the story with all characters).

I then shifted to Yoda (the 360 exclusive character) on the hard setting -- and sailed through again. But keep in mind Yoda's the lightsaber-equipped equivalent of an Ankle Biter. (And do yourself a favor and don't skip the intro text explaining Yoda's "reason" for being involved in the quest for the swords; hilarious, and I can't believe it passed LucasArts' gates for faithful treatment of the license).

Then I continued on hard with Mitsurugi and sailed through - the first half. Then a freaking hour (or more) on the latter part. Freaking cheap shots.

And I'm back for more. I need to tool through story mode with everyone, run through Arcade mode a few times, buy a bunch of museum loot (concept art, renders, etc.), and check out the online scene.

I expect to get my tushie handed to me wrapped in puff-pastries.

Tuesday, June 24, 2008

Dragonball Z: Burst Limit

I'm about an hour and a half and three chapters in to Dragonball Z: Burst Limit.

This is a solid licensed fighter, but limiting it to that would be a disservice.

For fans of the creative intellectual property, DBZ: Burst Limit finally gets it right (at least in relation to the recent spate of games).

But for fanboys -- you may wet yourself (I'm dry, but just barely).

DBZ:BL (like that?) is a decently deep fighter, contains IP (and genre) signature tropes that I totally dig (for example, sub or dub purists? You can play with English voice dubbing, or in Japanese, with English subtitles.

On the feeling empowered / pushing myself "as the character" front, I really felt like Kaioken x3 was the shizzle (relax, x4 was a cutscene, so it didn't do the same for me); I can't wait to hit super, let alone take on Freiza (and Cell? Please? Majin Buu?).

And while I genuinely suck at button mashers, I genuinely feel like the controls for DBZ:BL are more intuitive, and I find myself doing things "right" more often than with, say, Soul Calibur (much as I love that franchise, I get pwned more often than not).

Don't get me wrong, this DBZ game isn't perfect -- the camera at times seems a little floaty, I can't figure out why they made some of the stage and cut-scene transitions, the rating system is overly complex, and I have a love/hate relationship with the unlock notifications.

But those are trivial detractors from a great overall package.

C'mon Atari -- you're not the love from my youth, but I'm still rooting for you. Knock out some more like this one.

Tuesday, June 17, 2008

Ninja Gaiden II (360 demo)

I so dig Ninja Gaiden, so I was stoked when the demo for Ninja Gaiden II finally came stateside (last? WTF?).

The demo gives that sense of amazing ninja bad-assery, which is great, but ...

This may be the worst third-person camera ever. I'm hoping it's just an artifact of the demo, though.

Monday, May 19, 2008

Call of Duty 4

I spend a lot of time on Call of Duty 4 on the Xbox 360. I'd say for FPSes, CoD4 is my current favorite single and multiplayer game (yea, verily even unseating Halo 3).

There are some good missions with unexpected consequences; I'm impressed with the developer's gutsiness.

More later. Possibly.