• First Impression,  Street Fighter 4

    Street Fighter IV: Street Fighter the Voyage Home

    Now that everyone on Xbox Live and their down-right quarter-circle punching grandmothers have air fireballed my 360 into a steaming pile of melted plastic, it’s probably time for some sort of review.

    A not-really-that-long story short, I’m beginning to think that Capcom programmers don’t want to make games for the PS3 or the 360. It sounds stupid, but seemingly every Capcom game from the past five years has some sort of arbitrary game design decision thrown in that hangs around until the Metacritic score is exactly 10% lower than where it would be were the game made for general enjoyment, then the Special Edition comes out for the PC and ‘fixes’ all the problems or adds in features that counter-balances them.

    Dead Rising had a moronic save system and a font size measured in nanometers, both of which Capcom stubbornly refused to change until the upcoming Wii version. Lost Planet had a terrible matchmaking system and a ‘why-the-fuck-aren’t-you-dead-didn’t-I-just-shoot-you’ rolling/invulnerability frame system. Devil May Cry 4’s level designers apparently thought they did such a good job on the first half of the game that they should just use it for the second half, and so on. Street Fighter IV, unfortunately, has the same affliction as these games, but rather than make this An Introduction to Street Fighter IV: A Treatise, I’m going to split this up into a few areas and say why I thought they were good, bad, and where the bad design choices ended up.

    SOUND

    The first of the arbitrary design decisions that I noticed involved the horrendous voice acting. You see, you can’t change the voice acting from the U.S.-Manga-Corps-level dub work to the Japanese voices until you actually beat the game first. Sure, it will take you about 10 minutes on Easiest, but why is it even set up like this?

    One sound for each attack is another awful choice. It isn’t so annoying until you realize that, like the other Street Fighter games before it, each character has about 5 special attacks total. After several matches of getting my ass handed to me by a Dhalsim that shouted YOGA YOGA FIRE YOGA BLAST YOGA YOGA TELEPORT YOGA YOGA over and over and a CPU Abel who said I SAW THAT I SAW THAT I SAW THAT ad nauseum I was about ready to set all my matches to one round to reduce the amount of time I had to listen to them.

    GRAPHICS

    The actual gameplay graphics look amazing, and little details such as Okami-like ink flourishes during some attacks makes SF4 stand out from other fighting games on the 360. Other details to look out for are the backgrounds, which can be a little distracting when you have dudes in the marketplace stage falling off balconies and crashing bicycles, but is otherwise a nice touch and shows polish.

    What doesn’t look good is the animated cutscenes; they look worse than the actual Street Fighter anime (which looked cheap to begin with). The character designs in these scenes look off – Dan is built like a brick house, Sakura looks a little too boyish, and Ryu’s shoulder span makes him look like a pinhead. Combine that with cringe-inducing voice acting and you see why I rapidly hit Start during every cutscene that comes up.

    GAMEPLAY

    Quite honestly, the last time I played a Street Fighter game was vanilla Street Fighter II, so I was a little surprised to turn on SF4 and find that not much has really changed. Sure, there are new gameplay modes (Time Attack, Trial mode) and some new mechanics like Ultra Combo Attacks, but the game is still all about down quarter-circle-forward punch.

    Speaking of which, you might want to master that particular motion, as practically a third to a half of the fighters use that same motion for their special attacks, and therein lies one of SF4’s greatest strengths and weaknesses. If you master one set of characters (the Ryu, Sakura plain-Jane set) you’ve pretty much mastered a large fundamental portion of the game, and the other portion (charge move-centric characters) is so frustrating and works so rarely you’ll probably not want to bother.

    ONLINE

    Bar none the worst feature of SF4. Seriously, I can’t quite understand why this portion of the game design continues to be such a difficult portion for developers, particularly when designing this portion should only be a two-step process:

    1. Play Dead or Alive 4 online.
    2. Do what Dead or Alive 4 did.

    The worst arbitrary design decision here (and the worst in SF4, in my opinion) is the fact that you can only make 1v1 lobbies until the March patch comes out. Fighting game matches are quick, and playing the same person over and over with no spectators (another feature absent for no reason) can get dull after a while, especially when you play player matches online and play a nasty Akuma for 10 matches. What was so imperative about getting SF4 out in February without what should be standard features?

    Not that you should bother trying to play matches without friends. With network indicator working only rarely, quick match not actually putting you in a match (seriously Capcom, what the hell), and the result list being made of mostly games that you can’t connect to or games that are already full, the matchmaking system descends miserably to a level of uselessness not seen since Team Butts tried to play Gears of War. SF4’s matchmaking is still an improvement though, because in the words of Bob, “Even when you did get a game in Gears of War, you still had to play Gears of War.”

    BOTTOM-LINE: The best way to illustrate playing SF4 is this – it’s a lot like talking to a not-so-smart friend before he takes an exam. You want him to do well because he’s your friend, but you can’t quite help but feel he’s missing key points.

  • Street Fighter 4

    Street Fighter IV Released This Week

    Actually it was released two weeks ago. But PUPPYRUSH.NET is releasing our Street Fighter IV First Impressions this week, which is probably even better. After two weeks a lot of people would figure they’ve played enough, and write a whole review, replete with actual number demonstrating game quality. We here at PUPPYRUSH.NET are serious casual fighting fans though, and wouldn’t presume to pass total judgement on a game until we got some extensive quality time with it. One impression will be posted a day in order to best extend the pleasure. All three at once would possibly (definitely) be way too awesome for the human brain to safely consider.

  • Team Fortress

    Team Fortress 2: The Scout Pack – David

    Valve, the video game development powerhouse and Washington State’s #1 pizza consuming company for five consecutive years in a row continues to amuse me. Their business model is somewhat of a diamond in the rough – make a fantastic game, and then for the next couple of years continue making the game even better – now get this – for free. Yes, its pretty difficult for a company these days to make a title that doesn’t blow the gonads off a bull the second GameStop decides to start pre-orders for it (I am pretty sure you can get the testicles back by pre-ordering and getting a cheat code but that’s another story). But to continue releasing free content for it? Absurd.

    As you may or may not know, Team Fortress 2 is one of these gems of a video game that Valve continues to blow voodoo Asian pixie powered dust into. Most recently, they’ve released their fourth and latest class update, the Scout class.

    The Scout class was always defined as the flag capper in every variant of Team Fortress. In Team Fortress Classic, the little guy would explode if another sneezed on him. This was all made up however with their powerful Concussive Grenades, granting them rocket jumping capabilities with little to no reguards to physics (Usually fall damage was disabled on most TFC servers). Valve probably had this idea in mind, and some other fruity ideas ones when they decided to update the Scout class.

    What they’ve added are three replacements to the typical Scout Melee/Scout Nailgun/Scout Scattergun. Playing on the very much “Jersey Baseballer” theme Valve had going on, the Scout now has baseball and baseball bat unlockable. The Sandman as its called, grants the player to throw a baseball in any direction, thus causing their melee weapon into a cannon of gay proportions. Why gay? The longer distance the ball travels and successfully hits a target, the longer the target is stunned. Yes, stunned, as in this:

    bonk

    Which means the Scout can successfully rush in and wack the living shit out of you, and there’s nothing you can do about it but bask in your tears. The stun also works on Ubered targets, meaning you can effectively pin a medic + heavy combo rush if you can get a lucky swing off. Speaking about rushing, the Nailgun replacement plays on his hyperactive nature and is now an energy drink. No Little Billy, I don’t mean an Energy Tank with a giant fucking E on it that you can collect on any one of Dr. Wiley’s nefarious robot masters, I mean an 8 oz. can of caffeine and battery acid, aptly titled “Bonk Energy Drink”. Chugging one of these bad boys makes you gain a 100% miss chance for several seconds to all hit scan weapons. You leave a blurry trail that Sonic the Hedgehog would be proud of if he wasn’t at a nursing home for ingesting so much cock and cocaine from Sonic Team. You also can’t attack while in hyper mode, and when the effect wears off, you go into a sugar crash, causing you to walk significantly slower than normal speed.

    Finally, the scatter gun’s replacement is another push towards annoying players, titled the Force-A-Nature. Its like the scatter gun, with a load time longer than playing a PS3 game for the first time. However, it has a recoil mechanic that can work for the player or against the enemy. Getting hit results in a massive knock back, while the player can utilize a Force-A-Nature blast as a second or third jump.

    Playing with these new changes obviously come at a price, you have to play as a Scout long enough to start unlocking achievements, which are the method to unlocking the weapons. The achievements generally range from mundane kill X amount of players to the not so crazy “The Cycle” which involves killing a player in the air, on the ground, and in the water all in one life. I admit they aren’t as terrible as the Pyro ones (Do 1,000,000 lifetime damage with your flame thrower is pretty high up there).

    Valve also tossed in several new community created maps to ease the boredom of having to play goldrush (which is still p. awesome) 24/7. CP_Egypt is essentially TF2 meets CounterStrike’s infamous DE_Dust, with the Old Man Murray crate stacked upon crate as far as the eye could see. The map could use some better flow as its very easy to get lost, which never was as problem with Valve maps. Egypt is also an Engineer’s wet dream, as there are at least five different choke points per “wave”, all with cubby holes and angled doors to plop your sentries in. I do give props for this as well, as its very easy for the offense to push in one direction while the defense is scrambling to ward off stragglers and the rush of the two sides is very thrilling.

    The other community created map, is a total travesty. CP_Junction is the net result of a cookie cutter capture map with some one jizzing all over the walls. I’m not joking, its as if someone discovered a new tool like lens flare or colored lighting and said to himself, “boy if this works here, I bet no one would ever get tired of it every where else!” This tool unfortunately is cube mapping, and the floors really shine for it. The walls, the floor, the computers, even the shine itself has a reflective shine. It’s God awful. This map is also stupidly small, CP_Junction is about the size of a McDonalds kiddie playground. As a pyro, it is impossible to shoot your flame thrower and not hit a target, because there is zero room to dodge the fire. Honestly if I wanted to play this shit I would have gone and played Turok: Rage Wars for the N64.

    The Scout pack isn’t with out its flaws. I wouldn’t ask for them to put more shine on it (seriously fuck you CP_Junk-tion). Otherwise, Valve’s latest update is a wonderful addition to the ever growing bundle of joy that is Team Fortress 2.