Review of Street Fighter II on Capcom Arcade

I have been excited for the release of Capcom Arcade ever since the iPhone app was announced. It’s a freemium application that allows players to play classic Capcom arcade games either by using up the 3 free tokens you get every day, buying 10 tokens to use at any point for $1 or buying the game to play without limits for $3.

Being able to sample Ghosts & Goblins, 1942 and Commando is great, though I have no real interest in playing them in depth. However, there was no doubt in my mind that I needed to buy Street Fighter II, which is also available with Capcom Arcade. Even though Super Street Fighter IV is on the cusp of being my favourite Street Fighter game of all-time, nothing will ever touch the nostalgia I have for Street Fighter II. Considering how awesome Capcom handled Street Fighter IV on the iPhone, I was expecting nothing less than the same treatment for this timeless classic.

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Early Impressions of Killzone 2

 

With the Killzone 3 beta having recently started, me starting Killzone 2 is either just right or horribly late, depending on how you slice it. I must confess that I had little interest in this game going into it and only bought it because I was able to get it for really cheap alongside Infamous.

All I knew about this game going into it was that it was hyped to be a Halo or Call of Duty killer. I still dislike the Halo series, but I really enjoyed the Modern Warfare games. I haven’t played nearly enough to say one way or another, but from what I’ve played so far, it appears to have a lot of potential.

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Game Design Talk: Rock Band 3 Career Mode

Since I wrote up my initial impressions of Rock Band 3, I’ve had the opportunity to play a few more sessions, including one family party where this and Just Dance 2 were big hits. Harmonix did an amazing job revamping the game on all levels, though I’m of two minds about one major change to the game.

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Just Dance 2 Review

When Just Dance first came out, I did not expect it to be the smash-hit that it ended up becoming. It won millions of people over with its great concept, song list and it was fun to play. Even though I had some problems with the game’s design as far as how it reads inputs, most people were too busy doing the MC Hammer dance.

Though I didn’t purchase the first game, I played enough of it with my girlfriend to know that I would probably have fun with the sequel. On launch day, we both went to her local Best Buy and bought our own copies. Does Just Dance 2 serve up the goods, or does it just get served?

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Pick Up Post: Peggle Nights

I’m not sure if I’ve said this on my blog before, but I’ve said it aloud many times to anyone that talks to me about iPhone games: I love Peggle. If you have not played Pop Cap’s digital version of cocaine, you are missing out on one of the most fun games in the last few years. I admit to being late to this party, too, since I didn’t buy a version of Peggle until it hit the iTunes store. By then, the sequel, Peggle Nights, was already available on PC and Mac. For us iPhone Peggle addicts, we’ve been waiting for over a year for the sequel to hit the iTunes store.

A few weeks ago, it did, along with a patch that for me, made both games worse.
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Final Thoughts: God of War Review

After one weekend of grinding through and a number of days slowly chipping away at it, I have completed God of War. Yes, I’m years late to the party, but I’m glad to have caught up. Before I start working my way through God of War II and III though, I just wanted to document my experiences going through the final portions of the game. If you’d like to see my earlier impressions of God of War, check out my previous posts.
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Osmos Review

I had no interest in picking up Osmos when it first rocketed to the top of the iPad charts. Having only seen screenshots and read the game’s description, it did not sound like anything I wanted to play. However, the strong buzz and sale price a few weeks ago of $0.99 made it hard to refuse. When I first played the game, I was totally turned off by the game’s simple concept and initially awkward controls. But then…it clicked.
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Game Design Talk: God of War Puts Me Through Hell

 

After powering through 2/3 of the game in a weekend, I’ve slowly chipped away at God of War ever since. I’m pretty close to the end now, though I currently need to take a break from it to vent my current frustration.

Not that I hate the game or anything. I think it’s pretty fantastic. However, I just passed a part of the game that made me want to rip my hair out. For God of War vets, you probably have a good idea of where I’m going with this. If you haven’t made it this far, I must warn you that there are mild spoilers ahead.

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Daigo Umehara Coming to Canada?

 

Ever since I began to seriously follow the fighting game scene, it’s been a dream of mine to face off against Daigo Umehara. Even though I think he’s light-years ahead of me in every way (as far as Street Fighter is concerned), I would be honoured to face-off against the Michael Jordan of Street Fighter.

Due to the huge resurgence of the fighting game scene and a recent announcement on Shoryuken.com, I may at the very least, get to watch Daigo in person.

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Game Design Talk: The Controls of Little Big Planet

It’s been a while since I wrote about Little Big Planet. Since I wrote my initial impressions, I have played a bit of it, but for the most part, I’ve actively avoided it.

For a game that I liked so much to start, things went sour pretty quickly. As I continued to play through the game, it became readily apparent to me that the controls and character physics were not designed to handle this type of action.

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