Tuesday, December 20, 2011

Slow/strong




-The incredible Hulk, play able in Marvel Vs Capcom franchise(and other games), classic character with incredible high damage and high health, Hulk most important mechanic in the mvc3 is the increased defence mechanic.



Zangief,Balrog , Abel, Hakkan, Hugo: Street fighter
Lizardman,Nightmare and Siegfried can be viewed as this to, or they are strong control they are in between the 2 axles: Soul Calibur
Wolf,Jeffry ,Goh : Virtua fighter
Potemkin: Guilty Gear
Iron Tager: Blazblue
Leon, Bass : Dead Or Alive
The Hulk, Juggernaut: Marvel Vs Capcom
King : Tekken


For obvious reason the general design of slow strong is a very muscular, but also this type is almost 100% male. Their is a few subversion of this type, 2 main ones. Either the character is a grappler, using different set of command throws. Or the character have very strong attacks, often having increased defence, so that the user can deal this attacks trough the other users attack.
The character should not have any mobility game mechanics, as they are the strongest game character in close distance. But because of this these characters can be tremendously weak in match up against controller character if they don’t have any avoid mechanic. A common in street fighter is the invisible frame(attack),this is a good design as the user have to time their ability to move trough projectiles to reach the opponent. Which usually will create a good meta game, the problem can be if the character have to good avoid mechanic is that they are to good in close distance. Which means they will often become to strong versus fast/weak,explosive characters and short combo speed.

These characters is often a good, starter character for users. Because of this its good if they have some easier input or simpler combos, which in most games they have as they have the shortest max number of hits per combo. To make them have “deepth” they often have the most “complicated” input for their stronger attacks, the classic full circle input is the most common. This creates that a slow/strong character have a really strong wake up game. As most users cant do their input while standing with them. This usually have a negative effect for the beginner user, as this means that the other user will never want to be close to them.
But on he same time, they are very user friendly for intermediate and expert users. Because for users with more experience at least the grappler characters almost always have the exact same input for their abilities.
This means that giving a strong/slow grappler something else then full and half circle command throws might help the beginner user, but will upset experience players.

Common mechanics:
Command Throw: different version of command throw, These different throws,
should have higher priority then normal throws and pass by most attacks.
Air anti throw, Note , Air Throw is not common for slow strong. But anti air is.
Low Throw, Crouching Trow etc.
Invisible Frame, or Invisible Frame attack,
Increased Defence,

Mechanic Not to have:
Any mobility mechanic, teleport, Dash, etc. They can have a limited usage of mobility mechanic for example if every character have 2 or more Dash, they can have 1, so its more about the relativity between the characters. Strong/slow should have lower mobility.
It shouldn't be to easy to reach the other user with these kind of characters.
Projectiles/long range attacks,give them projectile and they turn into strong control or at least get close towards that. Removing their disadvantage of having no mobility.

Game statistic:
Very High Health, Very High attack damage, Very High Recovery time, Very low movement speed. very low attack speed,

Arch Types

Hello, I will now go trough what I think is the most interesting part from my research(full file can be find at my portfolio), I plan to write more here to.

Fighting Game Arch Types

This element of different types of characters, have been mentioned several different time. As mentioned they are established from the game mechanics of individual characters similarities cross games, and from observation of users. There is several good things with establish this term. First of, this whole research is much easier to write when looking at the fighting games, basing the analyze on why characters have different mechanics.
But the most important point with this, is as mentioned earlier, that these arch types are very important to the user. All the observation of field/lab studie and interviews points in the favor for that different users play different. This might not sound like any surprise, it is not. But with this 8 different types, the idea is to being able to say what character should be in a game.
These 8 types also have a interesting effect on meta gaming, of fighting games. While it cant be said for 100% certain out come, by basing the assumption that the user will play the character to its intended usage(playing the right way). How most play session will look can be determined. This don’t mean that by using this, its possible to determine the outcome, meaning who of the players will win cant be said. But how the users will play their respective character can be said. And to really emphasize this is mainly because different conceptual play strategies comes from what arch type the user is playing.
For example if User A plays a strong/slow character he will probably employ a pawn for a pawn play style, and he will have few game mechanics that work on range(zero probably). And User B plays a speed control., will take a control approach. While teoricatilly User B could try and go in close and do stronger combos as a speed control arch type usually will have that, he probably never will do that voluntarily. User A will constantly have to hunt user B, and on the same time when user A comes in close with User B, user A cant just attack him, as then he/she could land in a long combo from user B, meaning User A have to come in close and use the right attacks, strong attacks that have either high priority but often just attacks that do purely high damage. This is one of the most “unfair” battles, the speed control is arguably the best character against strong slow, because speed control have both range attacks and game mechanics increasing mobility such as extra dash, or simply increased movement speed. But on the same time, the speed control is often the weakest character in the game, weakest as in cant do any high damage combos. And with very low health, resulting in that if er B does a few mistakes, User B easily wins. Another thing that can be said, is the game will probably take long time. Because User B should lead in health in the start of the play session but it will take a huge amount of time to win by range attacks. And speed control, users generally will be extremely “cowardice” always trying to play at max distance.
Point is, its easy to write(for me) at least 10 pages for each possible match up. Foretelling on how each play session will be. Know when the game characters are ordered in to decided places.

The creation of arch types, made me realize its 8 different types that can be said exist, many games don't have all 8 but most have 5-.6 at least.




Image 5.1 A, First its easy to determine this 4 basic types. Based on the general concept of different type of gameplay and game mechanics.



Image 5.1.B, The sub arch types, are different characters that is kinda in between the other ones, they share game mechanics and game statics.

By combing these 2 different views on game characters I cam up with this 8 axle grid to describe different characters. But not only is the axles values, its more that they are in this position I have carefully planned out, so that characters can be positioned in between
axles.




Image 5.1.C, This is the 8 axle grid, that shows where characters can be positioned. Its important to understand that a character don't have to be at the very axle. While some characters are the very pure mix of for example fast/weak and Control(Axle low 5.1.6), some are even in between this 8.

Is there then a point to create a 16 axle grid etc, no because these are the 8 fundamental gameplay styles a user want to, simple said these 8 are the core and then almost every character is in between 2 axles.



Image 5.1.D. For example a character like Nightmare from Soul calibur 2, is very much in a equal distance between strong control and strong/slow. Making it hard to determine what to brand him as. More an illustration of how this is not black and white.
Other characters such as mentioned Axl low, perfectly fits the axle edge.
Ryu and Ken, from Street fighter are famous from being very similar(shoto clone), but they do have some difference, using this 8 grid, it can be show that they are both placed close to all round but Ryu has more explosive traits(and more strong slow traits) while Ken is close to short combo speed(and have some fast/weak traits).


OK, so this is how I created the arch type system. Now I will go trough each of the 8 different ones, and add up more then what I did in my researches, especially more gameplay situations, I merely couldn't write more in the paper.

Wednesday, November 23, 2011

Ultimate Marvel Vs. Capcom 3 tricks:




Ok I am not gonna discuss if the game is worth the money or not, a quick summary should be enough for that.

If u don't have the original version, then yes of course no doubt

If u are a expert user, a hardcore player, yes of course.

If u didn't like the first version, no, its the same game but with more characters and so far nothing except the core gameplay(but Capcom will add a new mode in the near future, but still core gameplay so no), Ok the balance is better and some more really good design characters like Doctor Strange so go for it if you solely didn't like the original based on issue like balance and lack of characters.



First of right away, I want to really emphasize how strong Doctor Strange, I been testing each and every character assist with most of the old cast. And together, and clearly to the Eye of agamato assist, a Danger Zone mechanic, is far superior to most other assist.
hes ultra 1, the ultra back traveling projectile vertical beam, is increadiblhy good too, it can be comboed into form basically any position and attack, and its almost impossible to avoid it if Doctor Strange is X-Factored as a great chip attack
But thats obvious lets talk about the assist.

An great and pretty simply usages with this danger zone, is really that any character can utilize the help from Doctor strange making him fit in any team, as most character can do really good combos from using, but more precisely it will last for a long time be in the.
But especially 2 characters I have found that can really use this assist is Ghost rider and funny enough Dormammu.

Using Ghost riders grab hook quarter back light, you can pull the enemy into the eye. And then combo this of as normal combo with ghost rider for example using Its also possible for example to stand middle screen from they and pull someone into it, from here u cant use a ultra attack but u can very easily launch the opponent.

But an even better synergy is the Dormammu flame carpet plus eye of agamto. Then we get 2 danger zones which u can place Dormamu in. But the best part is that, when an opponent get caught in the eye, it deals a lot of small damage. Leaving u to get not 1 but 2 charges with Dormammu. I have managed to just keep spamming 3 full attack constantly with using the combination of flame carpet and eye.

Some other pointers in new characters:


Vergil, assist Rapid slash(attack dash) is a really good assist for control characters as it pushes away the other character for a whole max distance, even if they block.
The character itself is very similar to Wesker, and Zero. Some kind of combo of those 2. Fun character to play.

Nemesis, I feel is just a to much standard character, he got a good wall bounce assist, but I generally haven't played it to much to say anything.

Frank West, I really dislike, he might look unique but he feels a like really boring fast/weak character.

Iron Fist, I feel poorly is bad, While his own gameplay can be good, he works to much as an energy character and have no good assist. They are all shit,

Firebrand, is hard nut to say if hes good or bad, but at least hes very unique, he flies constantly so hes great counter pick against character that have problem with that. Especially down direct attack, e.g Sentinel.

Strider Hiryu, I dont know feels just like a copy from MVC2

Nova I haven't played enough yet, but hes not overpowered as people have said.

Rocket Raccoon, is pretty standard control character, but with his low height he can be really good, The log, assist as probably most people now is really good and annoying.

Ghost Rider as mentioned is very good, probably to good
Hes a strong control and really hit hards, can launch from almost anywhere, have a great assist(chain of rebulant), easy ultra etc.

Then we have hawkeye Which is amazingly fun to play. But he is very similarity to Cable(mvc2) but I liked Cable so why not, I would say hes one of the hardest character to play, but very good, especially hes ultra arrow, whcih can punish basically anything.

At last Doctor Strange
Clearly is very unique hes projectile are delayed and then homing, got his reflect ultra, and those awesome traingels to shoot people with etc, great designed character My clear favorite.
He, Hawkeye,Firebrand and Ghost Ride for me feel I spend my money well(al thought I got the game discounted so I did only spend like 15 Dollars but anyway)

Oh yeah phoenix wright, is a joke character. I cant see him being played at top level, hes to weak. Have to pick up his items, he will lose to much health
But worst of all is that hes a randomize mechanic this is never ok, in a fighting game so no one will play him tourney wise. Poorly for the beginner user as his item can change places etc meaning different input he will be a hard character to play to.

Sunday, November 13, 2011

Game are tools for satan?

Spoiler warning: This post have many game "story twist".

- Am I the only, one always found it funny how standard it is to make especially christianity, look evil in games? Here's a small list I am working on.

Premise: If their is one thing games have thought us is that religion equals evil. If any religion have some central point in the story it will be evil. Especially Christianity is shown in bad coolers by games.

Games makers have made it their calling to teach us that don't judge a book by its cover and fear every religious leader.


7.Final fantasy X
The game focus on Buddhism/Christianity as it central religion everyone worships Yevon.

Yevon = sin, the monster that kills countless people every time is actually Yevon.
http://www.youtube.com/watch?v=2Y0B-3GsWGw&feature=related

The Yevon church also imposes anything else that tries to improve the world against teaching. Like the Al bhed people who try and improve the world with technology.

6.Disgaea
Whole game is about how the angels are more evil then the devils.
We play as the Devil overlord to be, and we soon learn that he is not so evil. While its the angels and using humans as tools try to invade netherworld(hell) is.
http://www.youtube.com/watch?v=jGzPhtT79Y4
http://www.youtube.com/watch?v=eCd0YaBDqiQ


5.Final fantasy tactics.
The games church is basically loaded with evil people.The main character and his friends are branded as heretic when they know the truth, and is hunted by Templar knights and inquisitor.
demons every where,
True form of the cardinal that helps us at earlier in the game.

http://www.youtube.com/watch?v=JUzSiK_CBdk


4.Grandia 2.
The popes true form according to Grandia 2.
http://www.youtube.com/watch?v=ugu-qjRtvTU

In this game god has been dead since the start of time, and the devil is the actual good we are worshiping. The higher up in the church now this and wants to restore the devils powers. The whole religion of “Christianity” has since from the start been for the devil.


3.Xenogears:

Having the most confusing story ever for a game. Of course some kind of religion had to be in it.
The Christianity is a religion created by a floating city in the sky to get worshipers, they also made the part about hell and the devil. Because their is another cloud city that impose them.
Angels are Mechs.
They kidnap people from the ground and experiment on them, this have created zombie/vampires that they claim is from hell. So they created a whole Vampire hunter for priest. Bu this is only so that the people they have mutated wouldn't have a chance to reveal what happened to them. And to train humans to fight for them against the other cloud city.

Then later is reveled the main character is god, and/or Adam, and his love is Eve. God is a machine from the real earth. The main character have lived several lives, have a daughter that is 4000 years old. This game is ridicules complex.

IT also features a “bunny” that can fight mechas. http://www.youtube.com/watch?v=wzRq1MNvKjMt



2.Breat of fire 2.3
In BOF 2, the whole thing about church not worshiping god is take to the extreme, where its found out that under the “vatican”


http://www.hardcoregaming101.net/bof/bof2.htm

Their is a machine that sends people worship of god to him. But God has never exited and its really the devil getting powered. The god in the religion name is Eva(Eve). The pagan god people are not allowed to worship any more, the dragon god is the actual good guys who sealed away the Evil god in the past.

BOF3:
Have the god of the game be named Myria(Maria), this time she actually is god, like we know Christianity god. Lives in heaven, guard over all the people, slaughter all the dragons.
This game is pretty interesting on the part that god Maria don't actually see to be so evil the only part she done is killed the dragon kin. And that she don't believe that humans should have free will.



1.Bayonetta:

If there is one game that have thought us that killing angels is something good, its this game.
http://www.youtube.com/watch?v=RVYiogrL8QU

The game is about a witch trying to save the world from the evil angels that wants to return god to the world so she can destroy it.
Angels are show as ugly and pure evil. the game also features bonus of defeating angels with torture devices.
http://www.youtube.com/watch?v=2P2XFNOXiFw

If you play this game you will not be going to heaven.

Friday, July 8, 2011

Resonance of Fate.


So I went at bought a couple of old school J-rpgs to ps3.

First of is Resonance of Fate.



Fast review:
Story:
This game pretty good, but what it lacks like many other review have said is story. One of the reason I like(and remember a lot of rpgs) its because of story or great characters. I have only so far played the game for 40+ so it could happen some bad ass twist or something.
Core game play:
The game is extremely focused on battling. In the game their is a couple of side/extra missions per chapter which all involve ether talk to a person on another level(the game is spread out in levels), the game having random encounters(with pretty high frequency) so battles. Or defeat rebels/machines/dungeon boss/collect items that drops from enemies(in one mission you have to get 5 set of 4 items from mannequin)
Luckily the battles are pretty interesting, environment can be used(most be used) but this post will mostly be about the game mechanic in the battles so more on that soon.

Presentation: I like Steam punk. But this game is 100% steam punk all the time, so its get a little boring when you discover new towns or new dungeons and they all are steam punk theme.
Still its pretty good, the playable characters have a lot of "cool-factor" when they run around doing hand flips while throwing grenades. And many of the enemies have a nice creepy feeling. I for once low the fat mobsters who in a creepy voice screams for money; tip use Japanese sound settings. And I was afraid of the mannequin chapters, man they look creepy, But that probably because I hate mannequins since I watched Crimson Climax as a kid
The user can also change the characters cloths. Their actually is a very big variety and "hard" to unlock all cloths. So this both increase the games expression and discovery factor.

All together for me it lands around a 5-6 actually the game gets extremely tedious and its ridicules hard in some part, the bad kind of hard where I blame the game and not my self. The only real thing saving it is that the user can pay money to retry battles. Otherwise I am sure most people would never come far in this game, personally I of course hate using any kind of "easy mode" so I always replay from the last save point. Or I would like to say that, but this game got so much on my nerves that at some boss battles I have used retry(2 times so far) Because I freaking refused to go through that dungeon again.

User spread review lands on
Users being experience in J-rpgs.
Beginners 1-2(you should not buy this game)
Intermediate 5(very tedious, you better love to tinker and farm staff.)
Expert 7-8(Love old school jrpgs then for some reason you will like this, for me the first 10 times I died, which was at early places I loved it)