Showing posts with label Street Fighter 4. Show all posts
Showing posts with label Street Fighter 4. Show all posts

Tuesday, March 10, 2009

Battle Report: Losing

It's an odd feeling when you realize you're out of your league in a fighting game. Where you have no tactics or moves to save you from your opponent's torrent of moves. No branch to grasp as you fall down the side of the cliff. I wish Capcom would hurry up and implement the update that will allow us to record our matches. I'd be able to analyze what's going wrong.

My recent loses with Sakura have left me in a bewildered state. My old tactics are failing. Her moves don't seem as effective as other character's. I'm stuck in a rut. Naturally, I should pick up another character to gain a new perspective in the game. But it doesn't feel right. I love her for her personality but her moves aren't giving me the support I need. I guess we weren't all that compatible to begin with. It's not you, Sakura, it's me. All that time we spent together must feel like a waste. Hopefully we can be still be friends.



I'm trading in the spunky school girl for a Sumo wrestler. He's a charge character so he's more reactionary than Sakura's all out offensive mix-up style. Not that he has no offense. Tricking people into the Oichio throw should be fun. But picking a new character presents a new set of challenges. I have to spend time to learn Honda. Time that is such a commodity in adult life. Time that veteran Street Fighter players have already clocked. Where's the limit to my abilities in these games? How much time am I prepared to sink into this game?

Monday, March 2, 2009

Thoughts on Flower


I got this funny little feeling while playing Flower the first time. I’m not sure what it is. It’s like a little tickle in my chest that compels me to hang my mouth in awe. It makes me hold my controller gentle hands, careful not to pop the fragile bubble of immersion.

I know what you’re thinking. What a bunch of artsy-fartsy BS. And you’re right. Maybe the feeling comes from a sense of heightened expectations. I’m making myself extra receptive to this grand experience that was promised to me in press about the game. I had the same feeling while playing ICO so many years ago. All the reviewers having emotional reactions and talked about it in “hushed tones.” I had to own this game. Same thing happened with Shadow of the Colossus. My mouth hung open as I rode a horse through its giant planar landscapes.

I have managed to discard this awe on my subsequent play through. I am no longer audience to the grand “initial experience.” I am simply poking into its nooks and crannies to get 100%.

Hype aside, Flower is a game that manages to relax me. The combination of soothing musical score, piano key sound effects, and densely colorful images would melt me into my seat. Well, it would if I didn’t have to keep my arms up and steer the motion controls. But really, at least in one play session, I could feel my muscles loosening up as I swooshed through the mellow first levels. Then I loaded up Street Fighter 4 to face the horde of Ken players. SF4 is adrenaline pumping, heart pounding joystick pumping. So antithetical to the former experience that it gave me a cramp in my diaphragm. An experience I repeated today. I really gotta stop doing that.

Flower isn’t all swooshing around someone’s inner Happy Place. As the developer’s intention it lulls me into calmness before kicking up the mood for the climax. Without spoiling too much, Flower succeeds at eliciting a set of emotions then messes with them. It’s short. But so are poems. I guess we can see Flower as a sort of game design poem. Verses told in game play semantics. Someone stop me if I sound too artsy-fartsy.

Monday, February 23, 2009

Battle Report: Street Fighter 4



I love silly fighting game characters. Facing off against the stoic badasses that head each fighting game. Throwing out their ridiculous winning animations after their equally ridiculous wins against more "epic" characters. Reminding us to never take these games too seriously.

That's part of the reason I knew Sakura was my main when I first played her. The other part? Instant gratification. When her dragon punch lands it has at least double the hits as a normal Ken/Ryu punch. Sure the damage is probably the same, but the clack-clack-clack-clack after catching a player off guard and punishing them just feels so good. Her offensive based specials also reminded me of playing Guilty Gear more than other character.

As you can probably tell, I'm feeling pretty good about this game right now. It's almost a polar opposite to my flagging attempts at playing last night. The day before going online for the first time showed me just how nubish me and my local fighting game clique are. Players saw through my over reliance of special moves and tore me apart. My tactics didn't work and I had nothing to replace them.

Then my friend came over and tore down anything that was left. His Balrog's punches a bulldozer clearing the rubble. I found myself barely able to do damage to him. But I'm not one to resign after defeat. As cliched as it is, what does not kill you makes you stronger. With the cleared land, I could now build a solid foundation.

My friend taught me to pay more attention to basic attacks. Landing a sweep on an attacking player is safer and easier than trying to counter the attacks with a special move. With my back to basics style I went online today and picked apart my foes. Only unleashing my former link combo flashiness when the opportunity arose. Sure they were newbies. All bearing exploitable holes in their offense and defense. But it feels good not to lose to them.