Late last night, I took an initial test drive of Menat in Street Fighter V. It remains to be seen how good she’ll be in the long run, but so far, she seems to have a ton of potential. That is, if you can come to grips with her myriad of intricacies.
Having made her first appearance in Ed’s story mode as “Fortune Teller”, Menat is finally revealed as the latest playable character in Street Fighter V. As Rose’s apprentice, she appears to have a number of her mentor’s moves, as well as a few tricks of her own. All I can say is….
I saw that a few people got into training mode and one person actually got in a few matches, but it’s been a complete disaster so far. Most of my night was spent staring at a black screen. Infrequently I would get to the title screen, only for the game to say it was disconnected from the server and reverting back to the black screen.
This is an ongoing situation that I’m sure Capcom is frantically trying to fix. Thankfully, they’ve also announced that the beta will be extended to make up for lost time. For now though, I’m bitter that I bailed out on a party only to waste my time with this broken mess of a beta. Fingers crossed for us all that this is resolved soon!
The Super Nintendo port of Street Fighter Alpha 2 confused many. While the Super Nintendo did have some fantastic Street Fighter ports in the past, many developers at the time (including Capcom) had already abandoned the Super Nintendo for the Playstation, Saturn and Nintendo 64. Capcom themselves had skipped porting Street Fighter Alpha to the Super Nintendo because the hardware couldn’t handle it.
So when this came out in 1996, it sparked a lot of questions. Why is this being ported to the Super Nintendo now? Do Super Nintendo players still want more Street Fighter? Is this port even any good?
Resident Evil 4 still stands as one of my favourite video games of all-time. When it came out on the GameCube, it featured hands-down the best graphics on any console game and basically gave birth to the third person shooter. I’ve played through this game at least three times and it will always hold a special spot in my heart.
The iPad edition of Resident Evil 4 is a weird product. It tries really hard to be just like the original version, but in some cases, to a fault. What you’re left with is a game that feels like a hollow shell of its former self.
In Japan, Megaman is known as Rockman. He wasn’t named after rocks you would find on the ground. He was named after rock music. Other characters in the series have rock music inspired names, such as Roll (get it? Rock and Roll?), Bass and his sidekick dog, Treble.
At the time, the developers of Megaman 2 wanted to make a rocking soudtrack. Unfortunately, the technology wasn’t around in the early 1980s to put the sounds of real instruments. Instead, they composed one of the most rocking video game soundtracks ever using 8-bit sounds. As a youngster, I had no idea that was the creative vision behind the music. I just thought it was awesome.
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, Part 3: Resource Management
Exploitation of Weaknesses
When I play the computer in Street Fighter IV as Akuma, regardless of difficulty, I can almost always land a Raging Demon. I don’t know what the guys at Capcom did about the AI, but 99% of the time when I input that command, the computer just stands there and eats it. Human opponents in general are tougher to fool, but virtually everyone has weaknesses of some sort. When I play an opponent, one of the very first things I check is my opponent’s ability to block a cross-up. It’s a tactic that most casual players don’t understand and won’t figure out how to counteract it within the span of one match. When I notice that my opponent doesn’t have an answer for that, or any other tactic that I throw at them, I will repeatedly use that tactic until I win or until my opponent finds an answer.
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
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.
As much as I love video games, there aren’t many games I truly geek out about. I like Gears of War, but it’s not a game that has any lasting effects on me when I’m not playing it. When it comes to games I truly geek out about, such as the Street Fighter IV, I constantly talk about it, thoroughly analyze it and evangelize it as much as I can. You don’t need to dig very deep into my blog to realize that I am a huge Street Fighter IV junkie.
While I have not said much about the Phoenix Wright series on my blog, that first game is one of those I truly geek out about. It’s not a perfect, but I’ll be damned if it didn’t leave a huge impression on me.
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.