First released in 2012, Under Night In-Birth is arguably at its peak right now. Numerous updates and a groundswell of fan support have helped it earn a place on the EVO main stage, pushing the game even further into the spotlight. Though I’ve known of the series for quite some time, I finally decided to take the plunge with its latest release, Under Night In-Birth Exe:Late[cl-r]. What is it about this fighter that continues to draw players in many years later?
Randy and I return to an all-time fighting game classic! We reminisce on what made Street Fighter IV such a pivotal game for the genre. During the beatdowns, we discuss the likelihood of Street Fighter IV returning in some form, the Street Fighter V netcode controversy, competing in IRL gaming tournaments, and we indulge in our Animal Crossing: New Horizons hype!
View the full post to see the full stream and shoutouts!
In this silver age of fighting games, independent developers have been able to find their footing in the scene. From the silly Divekick to the visually-stunning and mechanically-deep Skullgirls, these games have received critical acclaim, sold well, and established their own communities. They may not have the name recognition as some of the AAA titans in the genre, but a number of indie fighters have proven to be worthy alternatives.
So far, I’ve sampled five indie fighters on the Nintendo Switch. Here’s how I rank them from worst-to-best!
Convention Week comes to a close with some ideas for panels I’d like to host someday. Hope you’ve enjoyed this series of posts!
As of now, being famous enough to warrant a spot on a convention panel isn’t a goal of mine. Writing and streaming is something I do as a passion project. But if this journey somehow took me up on stage in front of an audience, here are some things I’d be interested in discussing!
For the past year or so, I’ve carried a bit of BlazBlue: Cross Tag Battle guilt. When it first came out, I was enamored by its measured approach to anime-style tag-team combat. The mechanics give players a lot of room for creativity while also being more accessible than your average anime fighter. In an alternate reality, this game wouldn’t have fallen out of my rotation and I would have competed in a few tournaments by now.
That’s not what happened.
Arcade Week continues! Online play is great, but there’s nothing quite like playing Street Fighter in the arcade!
Traditional arcades may be long gone, but a few times a year, I’ll stumble upon a Street Fighter arcade machine at a convention or other public establishment. Whenever I see one, I always make it a point to play it for the novelty, but my hype levels go through the roof every time there’s a random stranger on the other end ready to battle. These days, it’s my goal to stomp out every one I play against at the arcade as a petty means of reparations for all the losses I took as a kid.
When it comes to fighting games, it’s easy to pour all of our energy and thoughts on our competition. We put so much thought on ways of overcoming the challenge they oppose, but rarely take a step back to think about the person in the mirror. In reality, the journey towards fighting game enlightenment has nothing to do with whomever is controlling the opposing character, but everything to do with the person in the mirror.
In this post, I go through the self-indulgent process of creating a scouting report for myself as a fighting game player. It might just be a platform to brag about my past exploits, but I’m really hoping to dig up some truth bombs about my weaknesses in order to address them in the future. Without further ado, let’s go!
For the past few weeks, I’ve seen the name Granblue Fantasy Versus floating around the fighting game community websites I frequent. However, I didn’t really bother investigating until recently, as there’s a beta for the game happing right now. And oh my goodness, I should have had this game on my radar sooner.
[NOTE: I’ve sampled a little bit of everything that the game has to offer, but I’m not gonna be able to spend enough time with some of the game’s more involved single-player content to provide a thorough judgment on the game. As such, I’m keeping the scope of this piece just to the parts I’ve played so far.]
Ever since the release of Mortal Kombat 9, NetherRealm Studios has set the gold standard for what a complete fighting game should be. Sharp visuals, tons of single player content, and combat – er, kombat – that’s appealing to casual and competitive players. They’ve never rested on their laurels either, as the Mortal Kombat and Injustice games have introduced a number of innovations to the genre, from a Variation system where different versions of the same character will have altered move set and costumes, to the ability to leverage background objects as weapons or jumping-off points in battle.
Based on NetherRealm’s glowing track record, Mortal Kombat 11 should have been as close to a guaranteed home run as one could get in the genre. Based on what I’ve played, it reaches or exceeds those lofty expectations.
One of the genre’s most iconic special moves, Scorpion launches a spearhead attached to a chain directly at his opponents. If it successfully makes contact, he yells out one of his two signature catchphrases as he reels in his now-stunned opponent. From there, his opponent is left standing in a dizzy state, primed for Scorpion to smack them any way he so chooses. In the old games, my go-to follow-up was the classic uppercut.
In most Mortal Kombat games, this is how the spear works. It’s not quite so in Mortal Kombat 11.