In my first attempt at a Let’s Play video, I take on the world in Injustice: Gods Among Us. I’ll be the first to admit that it is lacking on the production front, but I’m doing what I can with the tools I have. Hopefully it’s still an entertaining watch and I promise I’ll get better as I do more of these!
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Red Faction: Guerilla Impressions

The sensation of power that came with using Parker’s hammer for the first time was awesome. I don’t know what space age technology or magic is packed into it, but it breaks stuff really well. With it, you can topple any building in the game, which is probably a lot more fun than it should be. During the few hours I’ve put into the game, the most fun I had with it was though aimlessly traversing through Mars, while destroying every building I came across.
Building a Better Fighting Game Tutorial

Fighting games are some of the most difficult and intimidating to learn. It’s very easy to get overwhelmed by all of the variables at play, from complex button inputs, to a seemingly endless stream of online competition ready to beat you to a pulp and brag about it. Even fights against the computer can prove difficult when it appears to have a counter to all of your tactics. How does one get better at fighting games?
Before the advent of training mode, all you could do was suck until you eventually didn’t suck. Then training modes became standard on console fighters, though it was mostly used as a place to practice combos rather than actually learning the nuances of combat. As a means of addressing this shortcoming, fighting game developers have implemented tutorial-like modes into their games. However, I still feel like they’ve all fallen short in some way or another. The end result is the fact that most games in the genre do an inadequate job of teaching players how to actually play, which will drive those dedicated enough to seek information elsewhere, or drive others (maybe most) away.
What can fighting game creators do to help players become better grasp their games? I think they’re almost there, but not quite. Why?
Check Out My Kickstart Guide To Ultimate Marvel vs. Capcom 3 On Splitkick.com

Ultimate Marvel vs. Capcom 3 is still one of the best and hottest fighting games around. If you’re a beginner-level player and are looking to improve your skills, my Kickstart Guide on Splitkick might be the boost you need!
Check out the Kickstart Guide to Ultimate Marvel vs. Capcom 3
Hands-On With Driveclub

Driving games are synonymous with console launches. Most console manufacturers use them to demonstrate the raw horsepower of their platform in a way that appeals to a wide audience. Gran Turismo would have been the obvious choice, though Gran Turismo 6 is set for a PlayStation 3 release later this year. Probably realizing that GT wasn’t going to work out in time for the launch of the PlayStation 4, Sony has greenlit Driveclub from the makers of Motorstorm.
I got to play a pre-release build at Fan Expo, which consisted of one time trial race. It was enough time to me to realize that this isn’t for me, and that it may not be the next gen racing game to beat at launch.
The Unfinished Swan Review

My track record with art house games is not good. Last time I stuck my neck out there for a game like this, I skewered Journey for being a pretty hiking simulator. While I love how these games approach graphics and sound in a daring manner, I generally find them to be lacking in the gameplay department. For instance, I thought Journey was nothing more than running and jumping in a world devoid of anything other than some scarf pieces and “point B”.
Based on what I’ve seen of the marketing for The Unfinished Swan, I had my concerns that the end result would be the same. Here’s a game that looks gorgeous, appears to have only one gameplay mechanic and involves a lot of walking. Did this one end up missing the mark for me as well?
Jett Plays Ultimate Marvel vs. Capcom 3
A little while back, I ran a set with this Hulk player. I find the Hulk to be a weird match-up for Wolverine, as his standing H’s armor ability snuffs out a lot of his offensive options. In this video, we go almost 50:50, though the set ended with me winning 25-5. These are a mix of the more interesting matches in that set. Get hype!
Hands-On With Killer Instinct

At Fan Expo 2013, I got to play a pre-release build of Killer Instinct on the Xbox One. Though I wish I could have played the game on a fightstick, it did give me an opportunity to get a feel for the new Xbox One controller and my first new taste of Killer Instinct in over a decade.
Early Red Dead Redemption Impressions

Of the big titles this generation that I had on my to-do list, Red Dead Redemption has stuck out like a sore thumb. Having won over 160 game of the year awards (according to the cover art of my game of the year edition), it’s one of those must-play titles that I just never made time for. Why? Well, partly because of my general aversion to long games, and partly because of my general aversion to anything western-themed. If it weren’t so critically acclaimed, I probably wouldn’t have made any time for it at all. Better late than never, right?
Divekick Review

The divekick maneuver is one of the most powerful in all of fighting games. Hurtling down from the skies at a sharp angle, most characters don’t have any sort of tools to deal with them. As such, those with divekicks tend to be some of the strongest. Whether it’s Kung Lao from Mortal Kombat, Cammy from Street Fighter IV, Dr. Doom from Marvel vs. Capcom 3 or Black Adam from Injustice: Gods Among Us, there’s no shortage of tangible evidence throughout the annals of fighting game history.
This insight is the driving force behind Divekick; a one-move fighting game parody that’s toys with the idea of being accessible to the masses. I’ve been excited to play this game since it’s initial trailer over a year ago and bought it as soon as I could. Having played through it, is the joke actually on me?
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