The Decision: Entering A Super Street Fighter IV Tournament?

My girlfriend and I will be attending FanExpo this year. Neither of us have ever gone to a convention before (or done anything this nerdy before) but between the two of us, there is enough cool stuff to see and do there for that whole weekend. We’re both really excited to be a part of the experience.

One of those experiences includes a few game tournaments. I know I have no business in the Modern Warfare 2 tournament and the existence of a competitive Smash Bros. scene still baffles me. However, I’m heavily debating in my head whether or not I should throw my name in the hat for the Super Street Fighter IV tourney. Maybe by writing down my thought process I’ll come to a decision.

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Game Design Talk – BlazBlue: Continuum Shift’s Tutorial Mode

Over the weekend, I thought a bit more about whether or not to buy BlazBlue: Continuum Shift. After more deliberation and talking about it with my brother, I totally caved and picked it up. I did get it at way less than retail price though. I gathered up a bunch of the free games I got during my Blockbuster raids that I had no intention of playing and traded those in. On top of that, my brother agreed to pay for half of the remaining cost. Sweet!

Unlike 99% of the games we’ve ever played, we started out our experience by jumping into tutorial mode. Knowing the difficulties we had with the first game and hearing that Continuum Shift supposedly has an awesome tutorial mode, it made sense to start at ground level rather than button mash and wonder why this game doesn’t play more like Street Fighter. If you’ve had any reservations about learning BlazBlue, then I have (mostly) good news for you.
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Game Music I Love: Street Fighter II Soundtrack

Back in the early 90s, you couldn’t walk by an arcade without hearing that intro theme music to Street Fighter II. Street Fighter II was revolutionary for a number of reasons. It became the blueprint that every 2D fighting game has followed ever since. It introduced a new layer of video game controls and complexity. It had what would become some of the most iconic sounds in all of video games (hadoken!). What it doesn’t get as much credit for is that it was one of the first games to introduce a new level of complexity in music while being as catchy and timeless as any of the best video game soundtracks ever.

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Early Impressions on the Hori Tekken 6 Stick

Hori has been known as a top name in the arcade fight stick scene for a while now. Unfortunately, my first experience with Hori products was awful. My Hori EX 2 broke within an hour of owning it, which I fully documented on this very blog.

So it was fair that I was a bit hesitant in picking up this limited edition Tekken 6 bundle that comes with a Hori stick. If I wasn’t able to buy this for 60% off the original price, I probably wouldn’t have given this a shot.

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Pick Up Post: Tekken 6 Limited Edition

Up until the rumored announcement of a Namco and Capcom, I didn’t think I would ever own Tekken anything. From my few times playing Tekken games, the gameplay just didn’t appeal to me.

With that said, I now have the limited edition Tekken 6 bundle with fight stick in my house. Huh?
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Street Fighter Concepts That Made Me a Better Basketball Player – Part 3: Resource Management

This is an on-going series where I discuss the thinking involved in Street Fighter that I’ve applied to basketball. If you want to see earlier entries in the series, hit the link: Part 1: Spacing, Part 2: Punishing Mistakes

Resource Management

The goal of Street Fighter is to completely drain your opponent’s health meter before they can do the same to you. You achieve this by attacking your opponent. How you attack your opponent or defend yourself can vary wildly depending on what the health situation is. The easiest health situation to discuss resource management I can think of is when your opponent has a major life lead over you. When your opponent can finish you with one or two hits, you need to play much more conservatively in order to stand a chance of winning. Conversely, if you have a major life lead on your opponent, you may be able to win by “chipping them out” on wake-up with a projectile attack to avoid the risk of eating a last-ditch super move that could turn the tide.

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To Buy or Not To Buy – BlazBlue: Continuum Shift

I really wanted to like BlazBlue: Calamity Trigger, and based on what I knew of the game going in, I thought I would eat it up. Instead, it sat on my shelf because I couldn’t grasp the gameplay. The pacing was a bit slower than I expected. I had a hard time understanding the game’s mechanics. It also didn’t help that every character played completely differently from each other, which meant there wasn’t much in the way of transferable skills. Some of this wasn’t the fault of the game; part of it was a fault in the user. I realized that my Street Fighter knowledge wasn’t as applicable with this game, and that the amount of investment it would take for me to be good at BlazBlue I would rather dedicate to Street Fighter IV instead.

This week, BlazBlue hit store shelves. I have a lot of reasons for just leaving it there. However, a couple of things are tugging at my heart strings (and wallet) to give the series one more shot.
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My 14 Years Without Fighting Games

Back in 1995, I didn’t think I would ever quit fighting games. I was still riding high on the Super Street Fighter II rush, mashing away on the Super Nintendo port at home. It was around this time that my mom was taking night school out of town, which meant that my dad, brother and I would spend our time waiting for my mom to finish class at the local mall. At the time, this mall had an awesome arcade, and I would regularly play (and get smoked) in Super Street Fighter II Turbo and Mortal Kombat 3.

Never did I think that a series of factors would ‘make’ me fall out of fighting games for 14 years. What happened?

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Pick Up Post: Capcom Takes My Mobile Money

Capcom is one of my all-time favourite developers and publishers. I have fond memories of playing a bunch of Capcom games outside of their obvious choices, such as Street Fighter and Megaman. This week, they followed Gameloft’s lead and put a bunch of their iDevice games on sale. I highlight a few that I picked up and one you should avoid.

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Capcom vs. Namco and Namco vs. Capcom Rumors and Speculation

According to a number of hints dropped by Street Fighter creator Yoshinori Ono, Tekken creator Katsuhiro Harada and a report from Game Informer indicate that the game Yoshinori Ono will announce is not just one game, but two. According to Game Informer sources, Capcom is making a Capcom vs. Namco game with the Street Fighter IV engine while Namco is making a Namco vs. Capcom game based on the Tekken 6 engine.

While this sounds exactly like what Capcom and SNK did, the element of 2D vs. 3D makes this a whole new beast.
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