Wednesday, September 20, 2006

Street Fighter: 3rd Strike

When I was a kid I lived on a hill in Lincoln Heights, Los Angeles. Aside from a few homeless crackheads that sat around at the base of the hill, about a quarter mile down the road, there was pretty much no one to hang out with when I wasn't in school. I resorted to console gaming to keep myself busy. I loved it. Dozens of solid hours playing Final Fantasy or Dragon Warrior with my trusty dictionary by my side, to help with the vocabulary my elementary school brain had not yet come across. I was pretty much satisfied with what I considered a very eventful life at home, and in those days, I wasn't really crazy about going anywhere-- except one place. That's right, the arcade, baby. I wasn't picky. Most of the time the "arcade" meant the asian family-owned VHS rental store about ten minutes from my house or the coin-op laundromat. Anywhere I could go with the latest fighting game arcade machine and handful of opponents coming in and out.

Since those days my interest in fighting games has severely dwindled. A year or two ago I was probably as reluctant to play a fighting game as I was a football game. Guilty Gear managed to interest me for a few days with its art style and interesting cast of characters (Thanks, Faust) and I believe I played Soul Calibur for a few minutes before realizing how generic it was, but for all intents and purposes I had pretty much given up on the genre. And then it happened. Capcom shouted "Let there be 3rd Strike," and 3rd Strike was born. Capcom looked, and saw that it was good.

Even when I was heavily into fighting games, I don't ever remember being completely crazy about Street Fighter. The only thing I can remember loving from the series when I was younger was the animated film. I was always more of a Mortal Kombat and Killer Instinct kind of guy. For whatever reason, Capcom has managed to refine pretty much everything I remember about Street Fighter, or fighting games in general for that matter, and make basically every aspect of them great. 3rd Strike is a monument in genre refining. I am reminded of what Resident Evil 4 did to the survival horror genre.

Maybe it's the graphics? It could be. 3rd Strike is a beautiful game. The characters and environments are incredibly detailed, and look great in motion. I am impressed every time I see Elena's stationary animation loop, or Makoto's insanely exaggerated animation after she performs her Seichuusen Godanzuki super art. I have a special place in my heart for games that have withstood the times and stayed 2D after all these years, and it's a goddamn good-looking 2D game.

Could it be the sound? Yeah, man. The 3rd strike soundtrack is catchy and unique. The stage tracks always seem perfect for the environs, and the hip-hop flavor is always welcome. I like being rapped to about character selection when I'm choosing my character.

I could go on and on about the details that make 3rd Strike such a charming installment to the Street Fighter series and the fighting game genre, but at the end of the day it just boils down to one thing: 3rd Strike is fun to play. It's really fun to play. So fun that I spent nearly two full days with a friend last week playing through the single player mode with the entire cast in order to unlock Gill as a playable character. So fun that it's drawn me in enough in the past few months to actually shape me into a worthwhile opponent on an arcade machine again. Now that feels good.

I just recently went and bought the Street Fighter Anniversary Collection for Playstation 2, which is essentially the first fighting game I've picked up since Mortal Kombat 3 on the Super Nintendo. I'm a bit short on cash right now, but I couldn't resist any longer. 3rd Strike is a game that deserves to be purchased and played, and I'm not going to miss out.

Messatu Gou Rasen!

Saturday, September 02, 2006

Rations for thought

Metal Gear Solid is, all inclusively, one of the greatest video game series ever developed. There, I said it.

As much as it kills me to say so, I am pretty much a newcomer to the series, I played through the installments in a strange, backwards order, and on top of that, I have yet to experience the original. Still, the latter two installments which I have played through in recent times have pretty much left me feeling both stunned and dumb for not having played them earlier.

I started with Snake Eater, the third game in the Metal Gear Solid series (if you don't count expanded editions). I picked up the game because it had a pretty big hype, the consensus seemed to be that it was the gem of the series. Also, I found it for $19.99 brand new not terribly long after its release.

I loaded the game up that night, watched the introduction, got mildly excited, and then got beat up and eaten by an alligator. I avoided the alligators the second time around, and not having any familiarity with the games I continued to get caught by the first or second guard you encounter. Frustrated, I turned off the game and it collected dust on my shelf for eight to ten months.

As I often do, I had a sudden urge one day to give Snake Eater another shot, I promised myself that this time I would be more patient with it. Strangely, I didn't really have any problems this time around. Most likely because I discovered how to use the close quarters combat system right off the bat. Not more than two days later I was watching the ending with a dumb look on my face. I remember thinking a few dozen times during the course of the game things like "Man, you're a real idiot for not having played this earlier," "Am I dreaming this up?" and "I want to make passionate love with Hideo Kojima." From the second or third big cutscene in the game I knew that my immediate future would be filled with much more Metal Gear. I was sold. As far as I was concerned, I could watch the Metal Gear cast get tortured, groped, and deceived for every minute from that point forward and die a pretty happy guy.

What made Snake Eater so good? That's a good question. There are so many right answers to that question I could go on all day. Hideo Kojima is a multi-talented genius and artist. Not only does he understand what makes a great, fun, and challenging game experience, but he is as well versed and gifted as any great film director when it comes to revealing the story to the player. He created a game that isn't scared to go through crazy and off the wall in order to have some fun. Yeah, it takes place during a real-world militaristic conflict, and yeah, there is an enemy who can control and fly around with a swarm of bees. Kojima is showing the world how to make a mature game that is honest-to-God mature, and he is goddamn good at it.

I found Metal Gear Solid 2: Sons of Liberty not long ago tucked away in mint condition on the used games wall at Gamestop for four dollars. Quite possibly the best four dollars I have ever spent in my life.

I busted it open and played through in one twelve-hour sitting, with a short sleeping break. I found the game to be a bit more difficult than Snake Eater, mainly because of the combat additions I was used to that hadn't been put in the series yet, but once I got the hang of it I found myself thinking the same things all over again.

"God bless you, Kojima."

The Metal Gear Solid games are the kind of games that make me call my friends after I beat them to tell them how good they are, regardless of the fact that they could care less about some random video game I happen to be playing. They are the kind of games I recommend to friends who don't even play video games very much, if at all. They are among a small, rare list of games that I consider to almost transcend video games altogether. Everyone who has any kind of affinity for well-developed media should experience this series. That's pretty much all I have to say about that.

Sunday, August 27, 2006

"I'm rated M, fuck you!"

Last month there was a pretty big hype over Prey. Everyone was calling it "Doom 3 with portals and gravity shifting." I loved Doom 3, and if the idea of portals don't excite you after watching the demonstration videos for Valve's "Portal," then there is something seriously wrong with you, I'd wager.

Of course, I picked up Prey. For whatever reason when I finally got my hands on it, it was really late and I was practically falling asleep in my computer chair. But let's face it, I was excited. I was only able to play about thirty minutes or so before I absolutely had to go to sleep, but I remember going to sleep thinking "I hope it was just my sleepiness that made that game feel so dull and clunky."

As it turned out, it wasn't sleepiness at all, it was the fact that the game is dull and clunky. Everything in Prey feels like it weighs 4,000 lbs, whether it is a glossy alien dog or a glossy alien rollie-bomb(?). I never felt like I was killing anything in this game, but rather weakening some kind of alien gravity-shield and making the enemies fall victim to their heavy bodies, including the two punks you have to beat up at the bar with a monkey-wrench.

The game doesn't feel like Doom 3 at all, nevermind the fact that it uses the same engine. It feels like Unreal Tournament with glossy processor-intensive shaders on everything. It's hard to experience immersion in a game when I feel like I'm gliding around on ice rather than walking or running. Also, to the developer, it's probably not a good idea to start off your game with the character looking in the mirror at himself if you have made your character model stiff, without any animations or body movements to reflect what the player is doing. see: looking up; looking down; doing anything except turning and walking (gliding?)

Okay, okay. We can deal with awful feel of the game and the flashy shaders and lighting covering up how far behind Prey is, graphically. At least give us a good immersive story with a good likable protagonist. Oh, I guess we can't have that either. Unless you are a rebellious thirteen year old boy who loves the f-word more than anything, you probably will not be able to feel immersed in Prey at all.

What is it with M-rated games shoving it in your face in all the wrong ways lately? Mature? Give me a break. These games are for kids, with cool parents, who want to feel mature. Tommy is loathsome. He curses at his father and girlfriend, at the aliens, at himself, and at pretty much everything he comes across. "I don't have time for this shit!" "What the fuck?" "That was fucked up! No...THIS IS FUCKED UP!" Come on, man, give it a rest. I notice a lot of games suffering from this problem of developers trying to really let you know that their game is rated M by throwing in some cussing wherever they possibly can. F.E.A.R. had this problem too, but at least that game had a cool feel to it to back it up.

Honestly, I can't believe the reviews Prey netted, and the praise it is continuing to get. Honestly I felt that the portals and gravity-manipulation, which were most definitely the game's only redeeming qualities, were wasted on a joyless and uninspired game. Even the splash menu for Prey is ugly, what the fuck, fuckers?

I'll just continue waiting for Portal, thanks.

Friday, August 25, 2006

Rez

I just recently discovered the reprinting business, and while I think it's generally a bad idea to kill the rarity of popular out-of-print games, I certainly wasn't complaining when I picked up my mint-condition copy of Rez at my local GameStop for $39.99.

I have been waiting to experience Rez for myself for a long time. Yeah, I've played through a level or two at a friend's house here and there in the past, but Rez is just one of those games you have to experience alone, with the lights out and the volume all the way up.

There isn't much I can say about Rez that hasn't already been said. It's a short game, and that turned a lot of people off. Truthfully, I would have gladly shelled out forty bucks for Level 5, alone.

I heard that Mizuguchi is in the process of putting together a new Rez-style game for the PSP. After my GameStop find last week, I am more excited than ever.

Thursday, August 24, 2006

Beginnings

I met Lamonda last year on a Final Fantasy fan-forum and have since simultaneously fallen in love with her and lost more Mario Kart matches than I can count.

I proposed the idea of Sorcery for Slimes to her, and here we are.

Sorcery for Slimes will be a joint effort between Lamonda and I, which I believe we both feel strongly about. If you know either of us, you know that we love video games. This blog was created to serve as a forum through which that love can be expressed and shared with anyone who wants to read.

If there is one adjective that describes the intended nature of Sorcery for Slimes, I would say that adjective is "unorganized." The only thing I can promise for the future is a bunch of random video game stuff, but I promise that it will be strange and confusing.

Enjoy.