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Showing posts with label War Never Changes. Show all posts
Showing posts with label War Never Changes. Show all posts

Tuesday, May 10, 2016

Lacking in Street Smarts

Game: Street Fighter V
Capcom, 2016 (PS4 version reviewed)

I haven’t played a lot of Street Fighter since Street Fighter II first rocked my world on the SNES. They don’t seem to have gotten much better since. Even three months of patches and content updates since its initial release, Street Fighter V remains a tragic mess of a multiplayer experience and a cautionary tale of how even the best underlying game mechanics can be ruined by the systems and interfaces surrounding them.

And it really is a tragedy how much SFV does right. Like Street Fighter IV it manages to transition the series’ classic 2D visuals to a vibrant 3D palette, maintaining nearly the same hitboxes and animation frames while adding a level of grace and fluidity to the characters’ motions that sprites could never quite achieve. I can’t ultimately say I prefer the move to three dimensions in a fundamentally two dimensional game - there’s always something about visible polygons I can never quite appreciate on the level of a hand-drawn character, or the seamlessly convincing faux-sprites of, say, Guilty Gear Xrd - but if we have to drag these games into the third dimension, I’m glad they’re still as pleasing to look at as this. 

It’s a tale as old as time...

At its core SFV plays like a dream. I’m no fighting game pro by any stretch - the only series I’ve ever been able to claim even something like competence in was Soul Calibur - but to my novice hands SFV feels just right. Character input is incredibly responsive. The movelists remain refreshingly tiny and put the emphasis of mastery immediately on the fundamentals rather than gating it behind encyclopedic memory of combos. The characters themselves are as varied and entertaining to experiment with as ever, even if their Story Modes are half-baked nonsense.

...a song as old as rhyme.

The shame, though, is that those utterly engaging characters and fundamentals are surrounded by a user-level experience that is anything but. The range of available modes borders on the pathetic. Not only are the 5-10 minute Story Mode “journeys” a joke both in terms of challenge and presentation, punctuated by what appears to be storyboard fan art and snippets of context-free dialogue from a badly translated 80s shonen anime, but SFV fails to provide even the basic Arcade Mode experience that has been the baseline way to introduce players to fighting game characters since time immemorial. Good luck if, like me, you’ve had only limited exposure to this series in the past two decades, because there’s no real tutorial either, and the game shows zero interest in helping players achieve basic competence beyond describing half the control scheme and throwing them to the wolves. Even the movelist menu is a pain in the ass to access and display, to the point that it’s easier and almost necessary to physically print out movelists when learning a character.

What the game lacks in story it makes up for in riveting dialogue.

SFV’s online multiplayer mode, arguably its raison d’etre, has much bigger problems than the game’s general barriers to entry and lack of solo content. While the netcode runs smoothly enough and players are thankfully given the option to limit matchmaking to opponents with high-quality network connections, the amount of time wasted between matches is downright stupefying. It’s probably unavoidable (and very forgivable) that matchmaking itself can take a few moments. What’s not forgivable is the interminable wait between successfully finding a match and actually getting down to fighting. Between loading times and unskippable musical interludes (probably masking more loading times), players are forced to spend just as much time staring at a motionless screen as they are actually playing the game - and significantly more if your opponent leaves after the first bout. These kind of intermediate pauses might be no big deal in games with 30-60 minute match times like Dota, or a minor inconvenience in 10-20 minute round shooters, but in a game whose matches can end in seconds they are pace-killing and frequently just shy of infuriating. 



Consequently, the sum of what might be a technically perfect fighting game is ruined by a functional inadequacy that actively prevents the player from experiencing that perfection. By my own stopwatch timing, I spent as much as five minutes twiddling my thumbs in a session for every one minute spent actually playing Street Fighter V. It is, in short, a tedious and mood-breaking way to engage with any fighting game, however strong its underlying combat. That this seems to be inherent to limitations of the engine is all the more shame, as it’s looking increasingly unlikely that Capcom will ever find a way to patch the problem out of existence. For someone interested only in local matches with enough Street Fighter-playing friends willing to power past the loading frustrations, the failure of SFV’s overall package and online play might be forgivable. For me, it’s a losing proposition whatever way you look at it.

Disliked it.

Thursday, March 3, 2016

The Devil's in the Details

Game: Devil Daggers
Sorath, 2016 (PC)

I used to be one of the worst Devil Daggers players in the world. Now I’m just bad. I know this because it tells me every time I die. (I’ve died a lot of times.)

It’s tough at first to know what to make of Devil Daggers. Best described as a first-person bullet hell (literally set in hell) with mechanical and aesthetic similarities to an early 90s shooter, Devil Daggers probably shares a closer relationship with Geometry Wars in my brainspace than it does with Doom or Quake. You stand on a flat floor over an empty chasm (whose edges you can will repeatedly fall off) and fight off increasingly swarming hordes of nightmare creatures for as long as you can, using fiery projectiles shot from your hand. A single collision with any foe means instant death, so even the first and easiest enemies you face - a cluster of floating skulls spewed out of a Hellraiser spire - are a constantly growing threat to be managed as the seconds tick along.


Alone in the dark...

And my do they tick slowly. A minute is a hell of a long time in Devil Daggers; it took nearly an hour of play before I first survived past the 60-second mark and graduated from uber scrub to plain old mittel scrub. Like any good bullet hell, Devil Daggers is brutally difficult, but the short duration of each round and the immediacy with which you can tap R to restart keeps it from being remotely as frustrating an experience as many of the ones I’ve had with the genre. Making it just shy of your former high score then getting bitten in the back by a laughing skull demon is actually much more energizing than it is infuriating; you made it that close, after all, and the knowledge that you could do it again in a matter of seconds means it’s easy to keep your eyes on the prize.


...but not for long.

The problem came for me when I took a moment to ask, but, uh, what prize, exactly? It was easy to remain engrossed in Devil Daggers when it was all about the thrill of discovery. Its faux-retro, pixelated horrors are a beautiful work of imagination, and it’s always a thrill to hear the unfamiliar sound - and what thrilling, viscerally chilling sound design it is! - of a new demon approaching behind you. But those moments grew further and further apart as I reached my skill cap and I found myself adding fewer and fewer seconds to my top time with each hour of play. Getting off the bottom of the leaderboards was enough additional incentive for a while, but the knowledge that I will never have the skill or motivation to make it within spitting distance of the global high scores quickly removed that motivation fairly soon after I passed into the mid-leagues.

Ah, bloody chunks of demon viscera. The best kind of viscera.

Since binging hours of the game over the release weekend, I honestly haven’t had much interest in returning, other than to briefly watch the replays of the new high score breaking players. And you know what? For a $5 game, that’s A-OK. There’s also something to be said for a game model that sucks you in long enough to learn the basics, then appreciate the Twitch and YouTube appeal of pro playthroughs for years to come. Sure, a part of me wishes there were either a checkpoint system or random-enemy mode that made it more varied and interesting to play through the same ___ seconds of the game over and over, but there’s an argument to be made that those would undermine the competitive and Let’s Play appeal I just pointed out. The fact that I also wish the engrossing gameplay and fantastic aesthetics could be applied to a feature-length narrative game really just goes to show how much love went into this little thing, and is no way a mark against what it is. I may have already had enough of Devil Daggers for a lifetime, but I don’t for a second regret my time spent with it.

Hell is other people's skulls.


Liked it.

Monday, November 23, 2015

I Don't Want to Set the World on Fire



Two weeks in, I think I'm ready to call Fallout 4 a broad failure. Beyond the usual Bethesda technical mess that's becoming less and less acceptable with each passing decade of this engine, the game is so regressive in terms of writing, quest design, and NPC interaction as to make me wonder what on earth the studio has been doing with the seven years and hundreds of millions (billions, by some estimates) of dollars in income they've been raking in since Fallout 3. 


***Minor early-game spoilers below the jump***