Thursday, September 8, 2011

A new return to 3rd Strike part 1: Picking a main



There are two people who play 3rd Strike Online: those who played the game for years in arcades and those who didn’t. I fall into the latter because there were never any cabinets near where I grew up. However, during my first 3 years at Cal State Long Beach, there was a cabinet of Street Fighter III: 3rd Strike.

But I could never get comfortable at the cabinet to pick a main. On the arcade cabinet, I always felt pressured to play quickly because I was playing on a quarter which was limited. 1 quarter will either carry me to the end of arcade mode, 3 matches against the CPU, or 3 CPU fights plus a human challenger. So I could never get comfortable with picking a character to thoroughly learn and understand.

Now I finally have the time to take my time and play an optimized version of 3rd Strike (as opposed to the Xbox original Street Fighter Anniversary Edition version which was plagued by framerate problems).
So who did I pick? Place your bets now and skip to the end!



1. Q – I loved watching Kuroda’s Q. It was a masterful display of parrying, mindgames, and footsies. While there’s already been many discussions on tiers (and there’s also the phrase “tires don exits” to live by), Q does lack some tools and have certain qualities that make it hard for me to play him.

Right away is that Q’s main special attack is a charge input. I’ve never been particularly good with charge characters. My only experience is SFIV’s Guile (who can zone all day) and Balrog (who is actually good). But Q is neither a zoner nor particularly good. The biggest problem to overcome as Q is that he only has one special cancellable normal: close forward kick (MK for those big on arcade notation).

This is kind of difficult to achieve as it is close MK. So anytime Q is further away, you’ll get far MK, which is not special cancellable. Q has a great character design and he’s extremely tough when you figure out his strategy to taunt 3 times in order to bring up his stamina but he’s too much for a newbie like me to pick up.



2. Alex – The supposed main character, Alex is popularly referred to as the other half of Hugo. He’s a faster grappler than Hugo with more flexible specials and normals but his command grabs suffer from fatally long startup animation. His SA1, Hyper Bomb, has an abnormal number of startup frames for a super grab. Essentially, instead of holding back to block when the super flash occurs, you only need to hold up to jump and avoid the grab.

After trying Alex, I couldn’t really get into him. SA1 (Hyper Bomb) and SA3 (Stun Gun Headbutt) can both be avoided unless used to punish mistakes. This all pretty much pigeon holes Alex into using SA2 (Boomerang Raid). Even then, Flash Chop can't be super cancelled but Slash Elbow can, but it's a charge input. Alex feels kind of restricted in terms of usable options.



3. Akuma – I've seen some pretty nifty stuff from Akuma in recent days. As a shoto character, his moveset is easy to understand if you've played any Street Fighter. He has a few interesting resets that would be pretty cool if applied correctly and your opponent sucks at parrying. There are still some hurdles though.

Some of Akuma's combos are awfully technical. By itself, maybe it doesn't sound all that daunting unless you remember we're of course talking about 3rd Strike, which in of itself is already fairly technical. Still, it's not like it's impossible. It's just that there are some things that aren't immediately appealing. Low stamina, low stun.

I'll need to practice more with Akuma to get any real results and he has too many tools that I can keep track of and many combos but for now, he doesn't click with me. Certainly interesting if I keep at it but I'm just not feeling compatible.



4. Hugo – LOL, maybe next time.



5. Makoto – In the past, with Street Fighter Anniversary Edition, I've played Dudley and Yang but could never get around to really meshing with their style. I decided to give Makoto a shot, who often times may be spotted nearby the other two in terms of rank and something just clicked for me about her.

One of my favorite things about Makoto are her normals. Not only does she have a lot of them which move her in different ways, but they're also really good.

Makoto also has access to an incredible dash. Combine that with some of her faster normals (like cr. Jab) and mix in Makoto's signature move, Karakusa, and you have some of the most fun I've had applying a rush down mentality in a long time.

Because of my weakness at technical ability, I was simply attracted to the power and priority of Makoto's incredible normals like HP, cr.HP, LK, cr.LP, and f.MP. Combined with the ability to trap your opponent with quick Hayate dash punches, Karakusas, and the sheer power of SA1 and SA2, Makoto just meshes well with how I wanted to play. She is fun for me to play and no amount of tier discussion has dissuaded me.

I've even gotten profecient at pulling off Karakusa and Abare Tosanami combos. I'm moving on up!

Sunday, August 28, 2011

Recounting my four years at CSULB's gaming club

For a lot of people, having a social moment among friends with video games was probably an event. A single day or several days on the calendar that you probably looked forward to.

But for me, it was 4 whole years.

Enter college: 4 years where I was expected to earn a degree (in journalism). But just earning a degree would be madness. I'm not some machine that does nothing but work.

It all started very strangely as far as campus clubs go. Another night of anime club and one of my friends told me he was starting a gaming club. It sounded fun, so I said I wanted in.

Wednesday, August 17, 2011

A discussion about Catherine with my girlfriend


Duh! A discussion about Catherine? Some mild spoilers ahead!

When I started playing Catherine, I wanted to go at it with answers I felt were honest to me personally. In other words, if I were presented these situations and questions in real life, I would answer the same way. So of course, in the context of Catherine, all my decisions were made with the goal of staying faithful to my current girlfriend.

At first I found it hard to imagine seeing Catherine as anything other than a mysterious temptation. Particularly a temptation that challenges my values and morals. I thought my girlfriend would agree with me to stay with Katherine, Vincent's current girlfriend who wants him to settle down and grow up.

But that's not actually the case. Proving to me that I'm a man and not a woman, she actually gives me an argument as to why I should like her, even from the perspective of a female.

"She's so neutral in the whole message. She just lives life." my girlfriend said. "She's confident, she's carefree, she's forward, [and] she does what she wants without caring about the consequences. Like me"

Certainly at the end of the game, it's made clear that the meter that governs Vincent's state of mind isn't a gauge for black and white morality but rather something more along the lines of Mass Effect's renegade/paragon split. There's nothing really good about choosing the blue side of law and there's nothing really bad about the pink side of chaos. In the end the meter simply represents freedom and order and whether the player prefers life slow and steady or fast and exciting.




As Midnight Venus says, "There's really no right way to climb the tower." And by the end of the game, it's more or less agreeable that the tower represents Vincent's maturation as an adult, leaving behind his comfort zone on the ground floor, forced to make tough decisions in order to reach the top, all while realizing the answer that will ultimately be the reason why Vincent strives so much for the top in the first place.

Of course, it was still a plot that could have still very well killed our protagonist, but that's besides the point of this discussion.

Without delving too deeply on the mystery of just who Catherine is, it's obvious that she is the epitome of a young woman who lives by her feelings and nobody else's. So where does that leave Katherine?

Vincent's situation with Katherine was just a perfect storm of problems. She's feeling pressured by her circle of friends and family to settle down and marry someone which in turn puts the pressure on Vincent, all during a time when Catherine shows up to throw normal decision making out the window.

However, even though we see a lot of Katherine's bossiness contrasting Catherine's free spirit, Katherine does demonstrate that she genuinely cares about Vincent despite how much of a schmuck the game portrays him in the early stages. She texts him letting him know that she worries, she knows how much sugar he likes in his coffee, and she brings him cake! I really saw Katherine as just the adult world Vincent was hesitant to join, but she also represents stability as well. Something Vincent could use after weathering the storm of adulthood.

But my girlfriend doesn't really see it that way.

"I couldn't really sympathize with Katherine. You can't force a guy to date you. I think the relationship was foisted upon him and being the pushover he is, he didn't say anything. And the thought of him losing her was to him a form of leaving his comfort zone."

Of course, we both agree on the metaphor the wall represents, and despite our (well founded) criticism of Vincent as a character early on, we both acknowledge that he makes amazing progress as a person throughout his ordeal.


Relationships!



Between the two of us, it's obvious that the developers were successful in their portrayal of Vincent's  possible choices towards adulthood. There really is no right choice towards growing up. It's simply a matter of facing these obstacles head on rather then putting it off or running away from them. And it won't be easy, just like the metaphor of climbing the Tower of Babel. You'll have to scramble over huge blocks, pull heavy stone, avoid a variety of traps, and make many decisions you'll have to live with for the rest of your life.


Catherine really makes you think about how people grow into adults and it forces us to examine what it really means to be in a relationship. It's not as clear cut as being in a monogamous relationship with someone. And despite the zany premise of how it all works as a game, it really comes together to present you with a strong message at the end that few other games can commit to doing.

Saturday, August 6, 2011

Brink tricks me back with the Agents of Change DLC



When Brink first landed, I was initially excited. After enjoying the crap out of Monday Night Combat, Brink threatened to swallow up the player base with it's promise of rewarding teamwork with clever class-based combat.

Needless to say, there was lag, and a lot of it.

Wednesday, July 27, 2011

Diary of a YouTube Gaming Channel, or Screw All These Call of Duty Videos!





Never did I imagine that I'd learn and take an interest in rudimentary video editing. But this tale recounts my initial stance on YouTube, how I've seen channels like Machinima rise and games like Call of Duty swell, and my amateur breakthrough as a YouTube gaming channel and my growth in video editing.

Perhaps 5 or 10 years ago, I was satisfied with just searching for random videos off of YouTube's search bar. But sooner or later, you register for an account in order to keep track of your favorite channels. And thus was the first step to my strange journey through YouTube: subscribing to xcalizors' channel.

If you don't know xcal, he's most known for being particularly good at Call of Duty and being pretty entertaining while he records his gameplay. If you've ever played a CoD game, you would appreciate his shenanigans as he poked fun at bad spawns, clusterfuck maps, and spouted some catchy one-liners like, "Surprise bitch!" while mowing down noobs and reacting to bullshit moments from players and lag.

If I've piqued your interest on xcal, I recommend the video that got me onto his channel: I Hate My Team 4

My taste in subscriptions grew thanks to the boom of Call of Duty videos and commentary, thanks in no part by Machinima.com. Machinima exposed me to channels and directors like Blametruth, SeaNanners, CaptainSparklez (formerly Pros Don't Talk Shit), Behrudy, TheSandyRavage, and AllShamNoWow. Many of these names have posted Call of Duty videos at some point. Lots of them went on to post a larger variety of things to their channels. Many Minecrafters should probably owe their discovery of 2010's indie darling to SeaNanners while Behrudy regularly stays on top of fighting games on his channel.

Sometime late in 2009, I wanted to get into the racket of posting videos of gameplay online and earning some internet fame. But alas, I lacked the equipment to do so. But I still started a channel thanks to many fighting games that year showing off the ability to save replays of your matches. My earliest uploads were off-screen recordings of replays from Super Street Fighter IV and Blazblue: Calamity Trigger with my MinoHD Flip camera, which was something I was inspired to buy after going through a day of video editing in my online media class in college. I also ocassionally uploaded junk food reviews to break the monotony of off-screen fighting games. But eventually I stopped feeling that the quality I was putting out was not worth the time it took to upload on a traditional home DSL connection.
 
During 2010, much of the regular videos I saw uploaded onto my subscriptions slowly veered away CoD and into more diverse titles. SeaNanners turned me onto Minecraft around this time while I also discovered a plentiful number of channels devoted to competitive fighting games like Frame Advantage Dot Com (cleverly shortened to FADC, which was focus attack dash cancel for Street Fighter IV) Option-Select, Level Up, and iPlaywinner. I also discovered many video game media sites like RoosterTeeth, InecomCompany, and IGNentertainment. I should probably also mentioned DTOID and I'd never forget EpicMealTime.

But with all this great content I'm consuming, I was getting antsy. Writing is my passion but I need another outlet besides words. Words can only get you so far when you want to be creative with your favorite medium in the world. Fortunately, Christmas was closing in and my family always honors Christmas wishes. So in December of 2010, I set my sights on what is probably game recording easy mode: a PVR, or a personal video recorder. And Hauppauge was pretty much the only way to go; a $150 piece of technology meant to make recording off a TV easy.

So near the end of December, I took the plunge and decided to celebrate my re-entrance to YouTube with a fun little indie game, Tempura of the Dead.

And thus my journey into YouTube begins proper.



By January and February, my videos are amateur works of just my voice layered over gameplay.

By the beginning of April, I've made uploads a regular part of my schedule and have at least one Let's Play and commentaries going up every week. I also developed relationships with fellow YouTubers from the Monday Night Combat community.

And by May, I stepped up to actually edit my videos for a bit of flair. Post-video select screens for YouTube annotations, sound effects, watermarks, background music, montages, and vlogs along with the occasional one off special called A Day With.

So far, I have 130 subscribers. Definitely more then my original 22 back in the day but a drop in the bucket compared to channels that have a partnership. In their first week, I'd be lucky to get 50 hits, but is it all worth it? I feel that everything I've taught myself isn't just for a comparatively small channel. All these videos are definitely worth something on a resume on top of all the writing and experience I've gathered.

If I can get a partnership, it'd be the coolest thing in the world. But that's not a sure thing. What is a sure thing is that the videos I've uploaded definitely show that I have a love of gaming and that I'm willing to work in order to create a quality piece of creative expression.

If there's one thing I've always described about my relationship towards my channel, it's that it is a 100% labor of love. And I hope to play and record and share more in the future much in the same way I do with my writing.

Friday, July 22, 2011

Monday Night Combat's Anniversary is Coming Up!


In about a month, I'll reach my one year anniversary with one of the most satisfying purchases I've ever made from the Xbox Live Arcade: Monday Night Combat.

When Monday Night Combat first piqued my interest, it was probably 4 years ago, 3 years before the game even released. I remember seeing a colorful trailer with 6 different, colorful characters of varying designs, fighting against robots, turrets, and other characters like themselves. The setting was some sort of futuristic, sponsored death sport with colorful characters and maps.

Wednesday, July 20, 2011

The depression and hype of Ultimate Marvel vs Capcom 3


When it comes to fighting games, I have put up with a lot from Capcom. Street Fighter 2, Street Fighter Alpha 3, Street Fighter 3. When games like Super Street Fighter IV: Arcade Edition and Blazblue: Continuum Shift II came out, I held out hope that any updates to Marvel vs Capcom 3 would be via DLC.

Then Ultimate Marvel vs Capcom 3 was announced.

Thursday, July 14, 2011

My Irrational Indifference to Netflix's Price Hike


A few days ago, Netflix dropped one helluva bomb on its customers which includes myself. The $9.99 package, which combines both unlimited web-streaming and one-at-a-time DVDs by mail, will be no more. Instead, both are separate $7.99 packages, which amounts to roughly $15 for both.

There was a huge public outcry. All the major media outlets wrote about it and "Dear Netflix" was trending on twitter with angry reactions to the price hike. Reaction ran the gamut from angry comments, phone calls to Netflix, to even rage induced subscription cancellations.

Saturday, July 9, 2011

On Terraria and Minecraft


A few months ago, if you saw Terraria you might've thought it was a cash-in copy of Minecraft. But that's not really fair, nor is it accurate.

My friend also blogged about it on Tumblr and someone reblogged his post with a very adequate analogy. Minecraft is a mining game with RPG elements. Meanwhile, Terraria is an RPG with mining elements. Sheer. Brilliance. That is exactly how I feel about Terraria and it explains why it's so addictive. The RPG elements are much more pronounced in Terraria while mining is a secondary function that serves to enhance it.

Monday, May 23, 2011

A simplified history of Pokémon's metagame part 4: Diamond and Pearl

Since part 1, 2 and 3 of the history of Pokémon's metagame, there have been a lot of recurring themes and ideas. Every generation had at least one powerful and memorable change that easily makes it the reason why everyone remembers that generation. Also, the metagame at this point has been ancient history to many trainers.

But now we're in our 4th generation with the Diamond/Pearl generation, or DP generation. DP was the first Pokémon game on the DS and it’s still fresh in many trainers' minds. But in my opinion, the changes brought forth in DP were some of the biggest changes ever. Old contenders flailed about in the wake of these changes. Old ideas had to be reworked as long held mechanics were turned on their head. And much like SkarmBliss and Curselax before it, one thing so defined the generation that it would be forever remembered no matter how much the metagame may change in the future. Many readers are probably familiar enough with the DP generation to know many of the things I'll be talking about.

Sunday, May 15, 2011

A simplified history of Pokemon's metagame part 3: Ruby and Sapphire

Ah, the RSE generation. Personally my favorite generation even though the game itself is probably the guiltiest in terms of padding game design as over half the routes were waterways meant to be traversed via Surf or Dive. This of course meant endless random encounters and trainer battles. While the game touted new additions such as abilities and double battles, my favorite thing about the RSE generation was the addition of weather changing moves that changed the battlefield.

I hope you like Surf, because you're going to do a lot of it!

Friday, May 6, 2011

A simpliefied history of Pokemon's metagame part 2: Gold and Silver

Of all the things that stick out in the metagame of Pokémon's first generation, the lack of a hard counter to psychic-type was most glaring. Alakazam was top dog and nothing could stand up to its dominance. So when Gold and Silver (and eventually Crystal) came out, the metagame was shook to the core as the world seemingly changed around Alakazam. Thus Gold and Silver signaled the beginning of the end for Alakazam's glory days.

Tuesday, April 26, 2011

The Pokemon League: A simplified history of Pokemon's metagame part 1: RBY

At its most basic, Pokemon hasn't changed a whole lot. You and your opponent send out little monsters, you tell them how to fight and the last one standing is the winner.

But how they battle and who was most powerful has changed a great deal since the days of Red, Blue, and Yellow. Fighting types are all the rage now but remember a time when they were a joke? Remember a time when Quick Attack was the only guaranteed, priority move-first attack in the game? Remember when the Gengar family was the only ghost types in existence?

Let's take a quick stroll down memory and reminisce about where we've really come in terms of progression of such a long lasting franchise that has changed subtly over the years so much.

Thursday, April 7, 2011

The Pokemon League: A brief analysis of the Eeveelutions from the Dream World

So you think you have a team ready to battle your friends and they're Pokemon? If you think you've got all your options figured out it's time to clear the wax out of your ears! The Dream World is coming and the official Pokemon website has started the launch process for Dream World.

While Dream World's official launch is still on hiatus due to Japan's earthquake, the official website has launched a flash game called “Befriend a Pokemon” which is basically Breakout. Collect color coded spheres during the game and beat all 5 levels and you'll be rewarded with a specific evolved formed of Eevee based on the items you've collected. Catch lots of red orbs and you get fire-typed Flareon. Catch lots of yellow orbs and get Jolteon.

But you can only pick one and there's no going back once you decide to take what you earn. So which forms should you consider and which are forms you're better off getting in the standard game?

Tuesday, April 5, 2011

Ignoring Marvel 3 Like the Stepchild It Is

Sorry about the lack of posts but you know how it is. A personal blog about gaming so the writer must be gaming a lot. Also he has no job and worries to himself about it. Privately. While eating chocolate. Right, actually it's toffee.

So what have I been playing?

Sunday, March 20, 2011

GODDAMN AMAZON, TOO MANY CHOICES

I cannot decide what to use my $50 Amazon birthday credit on. If you have any ideas, I'm open to them. Here are some ideas I've been kicking around. Also, I found out that on March 22, the Gold Box will be nothing but video games.

Saturday, March 5, 2011

Build-A-Team For Marvel Vs. Capcom 3: Team Mix Ups!

Wesker/Zero/Amaterasu
Building a team in Marvel Vs. Capcom 3 is extremely important. Two wrong ways to build a team if you want to seriously win is to pick characters you like based on their series and to pick characters you're good with on point or as an active character.

While being good with your point character is certainly important, the characters you choose must be able to compliment each other in terms of move sets, playstyle, and of course assist selection. Many good teams have a central idea or playstyle the team as a whole emphasizes to bring themselves victory. The following is the first team I constructed: Team Mix Ups.

Sunday, February 20, 2011

Did Capcom Pull the Wool OVer Our Eyes on Marvel Vs. Capcom 3

For nearly one year, Capcom spoon fed us information about Marvel Vs. Capcom 3, from new characters, their movesets, and fighting mechanics. From classic Ghosts and Goblins hero Arthur to the 4th wall breaking Deadpool, the game looked to please everyone with fond memories of the shenanigans in Marvel Vs. Capcom 2.

Then the game released.

Saturday, January 22, 2011

The Assassin's Manifesto to Monday Night Combat

I once read a player class' manifesto somewhere on a Team Fortress 2 forum. I distinctly remember a more popular one than the one I googled. But nevertheless, I think there's a need for assassins everywhere on America's most popular death sport of the future that does not exist yet except in game form, to understand key principles and ideologies in order to truly be considered an assassin.

I present to you the assassin's manifesto.

Wednesday, January 19, 2011

Diary of a Video Noob Part Two: Recording, Editing, and Doing it Live

After about two days I was feeling pretty good about myself. I was one of those new-fangled HD channels uploading some quality content. I had all sorts of ideas I wanted to try so I could get noticed but of course it would not happen all at once.

Thursday, January 13, 2011

Diary of a Video Noob Part One: Opening the Box and Settling In

After months of watching some great YouTube directors upload great video game plays and commentaries, I finally have my chance to try my hand at breaking into the video game play commentary racket thanks to the miracle of Christmas.

 Terrific. Terrific.