Showing posts with label Capcom. Show all posts
Showing posts with label Capcom. Show all posts
Sunday, January 29, 2012
[Demo Spotlight] Resident Evil Revelations (3DS)
Resident Evil Revelations is the next portable installment of the Resident Evil franchise and features the familiar third person survival horror gameplay that we all know and love. I really enjoyed the old Resident Evil games. There is something about hoards of zombies trying to break into the building to eat your brains that is really thrilling. I was excited to try out the new demo for this game and maybe even kill some zombies. However, this game takes place between Resident Evil 4 and Resident Evil 5, so I didn't get my hopes up.
As the demo started, the spooky music that usually accompanies these games cued and the creepy atmosphere began to fall into place. I woke up in a squalid cruise ship and soon after a Silent Hill-type monster broke out of a closet and tried to kill me. It was clear that this was going to be a great looking game. I was not expecting this level of graphics when I picked up the 3DS, but this game did not disappoint. The only thing that I did not like was that I did not see a single zombie throughout the demo.
That is not to say that this game is going to be a bust. It still looks great for a portable and they did a great job at creating a dreadful atmosphere. The lighting and sounds of monsters lurking in the darkness really add to the immersion and I felt wary of turning corners. This might have been partially because the camera angles are kind of awkward, but this is typical of small handheld screens. Another little issue was that I kept wanting to see more of my surroundings, however, Jill is constantly covering up half the screen.
A cool feature was a scanning gun that can be used to search the area for hidden items like herbs and bullets. It is satisfying to watch the scanning animation and get needed supplies, especially since I kept finding myself in in shortage of them. It was difficult to aim as Jill kept pointing her gun at the monster’s feet instead of somewhere useful. It took a while to get head shots and by that time the monsters were already chewing on my neck. If you are used to playing third person shooters with one joystick, then maybe this isn’t a problem; for me, I felt that the controls were a bit awkward.
Overall, Resident Evil Revelations looks like it will be a solid release, but I’m just not as interested in these Resident Evil games that lack zombies. If you want to pick this game up, look out for it on February 7. I’m going to wait for Resident Evil: Operation Raccoon City instead, where there will be plenty if zombies waiting for me.
Saturday, January 21, 2012
[Denki for Listening] Episode 6 - Here Comes a New Challenger
Despite Jhonny's absence, the crew carries on with myself and newcomer Maria Canales. We talk about several multiplayer-based games, focusing on some of 2011's most unique multiplayer games like Magicka and Trine 2, before focusing on the upcoming Asura's Wrath and my recent experience at the LG Cup's US Qualifiers. Continuing with the Capcom theme, we discuss the new announcement for Resident Evil 6 and news that Dead Rising 2 developer Capcom Vancouver will be working on a new IP, eventually springboarding into the age old discussion of creating new products versus utilizing established franchises.
Excuse the error at the end, but it was getting late and you can access our Facebook page here! Feel free to subscribe to us through iTunes and leave some feedback. If you have any questions or comments, go ahead and send them to info@denkiphile.com for us to read on the next podcast!
Link (Right click and choose save as)
02:15 - Magicka discussion
06:42 - The enjoyment and frustration of Trine 2
13:35 - Asura's Wrath impressions
15:48 - Discussion on dubbing and my horrible Nixon impression
20:12 - Reports on the LG Cup US Qualifiers
27:00 - Resident Evil 6's announcement discussion
31:05 - Capcom Vancouver's new IP
Labels:
Asura's Wrath,
Capcom,
Magicka,
Podcast,
Resident Evil,
Street Fighter,
Trine
Monday, January 16, 2012
[Event] LG Cup Street Fighter IV HD US Qualifiers
With its recent exclusive release of Street Fighter IV, LG has been trying to publicize the game as muchas possible, even running a worldwide tournament for both the Android game and Xbox360 version of Super Street Fighter IV Arcade Edition ver. 2012. Before the world finals in South Korea, LG teamedup with Level|Up to run the US qualifiers this past weekend. We were there inall its competitive gaming, free food, and giveaway goodness.
Unlike most tournaments, the LG Cup started registration andcheck-in rather early at 8 AM, but didn’t formally start till 12:30 AM, an hourand a half after the original posted time. While this is par for the course inmost tournaments’ cases, it was disappointing to see players rushed out soearly in the morning just to wait almost five hours more, or even longer ifthey were in the second pool, to play. In the meantime, players were able toget in some casuals and practice for the tournament. Because the tournamentitself was free, many players like Sebastian "-5" Jennings, the player previously known asOneHandedTerror, and Derek “omni” Daniels who have stopped playing long beforeturned out as well, making for a reunion for some.
As the tournament got underway, things were rolling alongsmoothly with most gaming stations filled with the exception of some keymoments. However, as the tournament had started late, the second pool of thetournament had been changed from double elimination to single elimination.Obviously, it was a huge disappointment to many who attended who could havechosen to attended a tournament elsewhere instead or simply slept in. Consideringthat this was a free tournament with a trip to South Korea as the ultimateprize, there was a lot to be gained and little to be lost. In the end, though, spectatorswere still given an exciting tournament, with MCZ|MRN Joshua "Wolfkrone" Philpot facing offagainst EG. Ari "Floe" Weintraub in the grand finals. Though Floe shocked many with his premiereof Guy, Wolfkrone edged it out. In theLG Nitro HD’s Street Fighter IV tournament,finals came down to MCZ|MRN Wolfkrone facing off against Victor "Victheslick" Denchartphan. Wolfkronemanaged to win this one as well, despite not having his signature Viper play.
There was fun to be had by attendees as well whether theywere competing or not. With free food and drinks provided, the most thatspectators could complain about was perhaps the lack of freeplay stations,which is par for the course in most tournaments. Before leaving, thanks toiam8bit, many left with extra shirts and posters as well. Overall, the LG Cup’sUS Qualifiers was a good opportunity for players to take a stab at going toKorea, enjoy some free pizza, drinks, and each other’s company.
Sunday, January 15, 2012
[Demo Spotlight] Asura's Wrath (PS3)
In the barren month of January, where game releases are few and far in between, a demo for a hyped up game is quite appreciated. With a little over a month before its release, Asura’s Wrath has appeared on both the Playstation Network store and Xbox Live Arcade Marketplace. Filled with over the top action and excitement that reminds us of noteworthy action anime like Dragon Ball and Naruto, this game has already caught our eyes.
The demo offers two levels with vastly different playing styles, both of which exhibit the game’s changing controls and abilities rather well. The first has Asura fighting against a giant boss, a battle that will have players drawing up memories of the PS2 classic Shadow of the Colossus. Some parts of the battle work out like a generic action adventure title with Asura shooting plasma while avoiding incoming attacks. In the second stage, it’s a one-on-one duel, where plasma shots are put aside for fist fighting. Both of these showcase the game’s changing command list that is based on the stages and story rather than some tech tree. Once he has built up enough meter, burst will flash across the screen with a button prompt that will be the first of many more. Unlike traditional quick time event games, Asura’s Wrath flourishes on it and continually gives varying, appropriate commands. It manages to be cinematic without ever boring.
Everything about the game is sure to give anime fans chills. The designs look like they’re straight out of an episode of Naruto, mixing Asian mythology with machinery. Even better, a boss can have his starting monologue cut short with a single button press. It all contributes to Asura being nothing short of a badass and players a part of an anime episode with action packed battles. The biggest gripe with this so far is that the English voices also properly mirror a horribly dubbed anime, devoid of emotion and sounding just plain laughable at times. Hopefully a dual audio option will be available for the full release.
Asura’s Wrath seems to be Japan and Capcom’s answer for Sony’s own God of War, featuring both eastern mythical figures and a plethora of quick time events that deliver an exciting visual experience. It’s a shame the demo didn’t showcase anything other than boss fights, but it certainly has us hyped up for its release on February 21.
Monday, September 26, 2011
[Preview] Street Fighter X Tekken
Recently, Capcom showed off some new features in Street Fighter X Tekken at the fightclub in Los Angeles. For the most part, the build stayed the same from before,but we got to witness some of the new additions such as Cross Assault and CrossArt in addition to the Pandora mode recently unveiled at Tokyo Game Show.
The Cross Arts is pretty much the same as it had been sinceits revelation. Taking up three bars to execute, this initiates a tag sequencewhere both characters use their super. It seems to be pretty devastating,taking off a large chunk of health. Essentially, however, you can just think ofit as a bigger super. Much more interesting is the Cross Assault, which hadreceived some changes since it was first seen. Instead of allowing players tocontrol both characters on a team back and forth, Cross Assault now givesplayers sole control over their primary character while giving control of thesecondary character to the AI. It seems to be less confusing, easier toexecute, and may be less broken in the long run. Depending on what players do,the AI will do different actions, so players will have to work to learn thosemagical sequences that will lead to bigger damage.
Pandora mode is definitely one of the most interesting, andgame changing mechanics that’s been revealed. Seen by some as the comebackmechanic for Street Fighter X Tekkenand the equivalent of X-Factor of the game, Pandora is anything but, accordingto Product Manager Matt Dahlgren. It requires the primary character to have atmost 25% health remaining before being activated; thereafter, players have 15seconds of unlimited super meter and increased damage output. As we’ve allheard though, if players can’t get the job done within that time, they’ll losethe match. It sounds like an interesting gamble and a great way to deliverhype. Stay tuned to see how players will use it in the future for high levelplay.
The game looks like it will be chock full of ways to pummelopponents, whether it be through the finesse required of Cross Assault combosor brute force from Pandora mode. We look forward to the showdown between Street Fighter and Tekken next spring!
Sunday, August 14, 2011
[Review] Super Street Fighter IV Arcade Edition - More of the Same. Kinda.
With the release of Street Fighter IV, fighting games have received a boom in popularity equal to, if not one surpassing that of the days where we had arcade machines all queued up in 7-Elevens. For Street Fighter IV alone, Capcom has reached their third revision with Super Street Fighter IV Arcade Edition. Without a doubt, tournament players and diehard Street Fighter players will be picking it up, but the same question that haunted everyone’s minds in the ‘90s still plagues gamers today. Was this game necessary?
Have no doubt about the quality of the product in the box. The package includes both the console version of Super Street Fighter IV and Arcade Edition, which throws in numerous balance changes and four new characters – Yun, Yang, Evil Ryu, and Oni. Anyone who liked either of the previous installments will still be in for a treat. Even short of the four new characters, there are enough changes to the original cast that the metagame will feel new again. Players will have to relearn many of the characters and forget old gimmicks.
Those who religiously used airborne hurricane kicks or Rose’s Satellite Orbs as a get-out-of-jail-free card may be tempted to cry from sheer frustration, but likewise, Hakan and Dee Jay players will be sure to enjoy their newfound tricks. While arguably unbalanced and already a plague online, Yun and Yang boast incredible offensive and combo capabilities, breathing even more life into a game that’s more than a year old. Even Oni, an interesting new take on Akuma, has new moves that are unparalleled in any Street Fighter game and practically seems like a character out of the Versus series. I wish I could say the same for Evil Ryu, who only seems like a squishier version of Ryu with more offensive capabilities.
Although players may be tempted to jump straight online and play, they should be careful to not overlook the new replay options. Of these, the most notable include the option to subscribe to and keep up-to-date with match videos from their favorite players. Even match videos on YouTube become hard to sort in comparison. Happy stalking, Daigo fanboys. Otherwise, the netcode remains relatively unchanged. It’s still nowhere as smooth as some 2D games like Arcana Heart 3, but are enough to substitute actual competition if players live in the middle of nowhere or lack the drive to commute to a nearby arcade.
Competitive players may not find much to gripe about the game other than the Hong Kong twins and the unbalance we have now, which makes the game seem like an insurmountable task for the wrong characters compared to the fair odds in the console version of Super Street Fighter IV. However, I can’t help but feel Capcom rushed the product out without considering the beginners as they did with either of the previous games. Considered groundbreaking by many, the challenge mode in both vanilla Street Fighter IV and Super Street Fighter IV provided a good blueprint of combos that characters had and meant that players didn’t have to resort to old tricks like analyzing YouTube videos or lurking around on forums to learn a character’s basics.
Instead, Arcade Edition’s challenge mode merely displays a dissatisfactory message saying that it is not compatible. This is somewhat understandable because characters like Sagat and Akuma received little changes to their combo repertoire, but doesn’t account for those with large changes or any of the four new characters. Even BlazBlue Continuum Shift included new challenges for its DLC characters.
Whether or not Arcade Edition warrants a purchase is a tricky question. The answer varies largely based on the gamer. Those who didn’t pick up the original release for Super Street Fighter IV and PC gamers, who see the release for the first time, are essentially getting two games for the price of one with the disc release, which is hard to argue against. Others who have been longtime fans and already bought the release don’t need to shell out another $40 and can buy the DLC option instead. For these gamers though, they need to examine how much dust the game has collected before hitting the download button, because the game may include four new characters and a revamped Replay Channel, but other changes are so minute that only the hardcore may notice.
Available on: PC, PS3, Xbox 360; Publisher: Capcom; Developer: Capcom/Dimps; Players: 1 – 2; Released: July 5, 2011; ESRB: Teen; Official Site
Have no doubt about the quality of the product in the box. The package includes both the console version of Super Street Fighter IV and Arcade Edition, which throws in numerous balance changes and four new characters – Yun, Yang, Evil Ryu, and Oni. Anyone who liked either of the previous installments will still be in for a treat. Even short of the four new characters, there are enough changes to the original cast that the metagame will feel new again. Players will have to relearn many of the characters and forget old gimmicks.
Those who religiously used airborne hurricane kicks or Rose’s Satellite Orbs as a get-out-of-jail-free card may be tempted to cry from sheer frustration, but likewise, Hakan and Dee Jay players will be sure to enjoy their newfound tricks. While arguably unbalanced and already a plague online, Yun and Yang boast incredible offensive and combo capabilities, breathing even more life into a game that’s more than a year old. Even Oni, an interesting new take on Akuma, has new moves that are unparalleled in any Street Fighter game and practically seems like a character out of the Versus series. I wish I could say the same for Evil Ryu, who only seems like a squishier version of Ryu with more offensive capabilities.
Although players may be tempted to jump straight online and play, they should be careful to not overlook the new replay options. Of these, the most notable include the option to subscribe to and keep up-to-date with match videos from their favorite players. Even match videos on YouTube become hard to sort in comparison. Happy stalking, Daigo fanboys. Otherwise, the netcode remains relatively unchanged. It’s still nowhere as smooth as some 2D games like Arcana Heart 3, but are enough to substitute actual competition if players live in the middle of nowhere or lack the drive to commute to a nearby arcade.
Competitive players may not find much to gripe about the game other than the Hong Kong twins and the unbalance we have now, which makes the game seem like an insurmountable task for the wrong characters compared to the fair odds in the console version of Super Street Fighter IV. However, I can’t help but feel Capcom rushed the product out without considering the beginners as they did with either of the previous games. Considered groundbreaking by many, the challenge mode in both vanilla Street Fighter IV and Super Street Fighter IV provided a good blueprint of combos that characters had and meant that players didn’t have to resort to old tricks like analyzing YouTube videos or lurking around on forums to learn a character’s basics.
Instead, Arcade Edition’s challenge mode merely displays a dissatisfactory message saying that it is not compatible. This is somewhat understandable because characters like Sagat and Akuma received little changes to their combo repertoire, but doesn’t account for those with large changes or any of the four new characters. Even BlazBlue Continuum Shift included new challenges for its DLC characters.
Whether or not Arcade Edition warrants a purchase is a tricky question. The answer varies largely based on the gamer. Those who didn’t pick up the original release for Super Street Fighter IV and PC gamers, who see the release for the first time, are essentially getting two games for the price of one with the disc release, which is hard to argue against. Others who have been longtime fans and already bought the release don’t need to shell out another $40 and can buy the DLC option instead. For these gamers though, they need to examine how much dust the game has collected before hitting the download button, because the game may include four new characters and a revamped Replay Channel, but other changes are so minute that only the hardcore may notice.
Labels:
360,
Arcade Edition,
Capcom,
Fighting,
PC,
PS3,
Review,
Street Fighter
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