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Akuma Revealed for Tekken 7: Fated Retribution

Akuma Revealed in Tekken 7: Fated Retribution Trailer

This isn’t quite the Tekken X Street Fighter that we’ve been promised from Bandai Namco, but it’s the closest thing we’re going to get for the foreseeable future. And it’s not such a bad thing. A new official trailer video was unleashed upon the world for Tekken 7: Fated Retribution and it reveals a big part of the story for the Tekken universe. Akuma is going to hunting for some devilish Mishima men.

The art style here looks pretty freaking epic and it really could put Street Fighter V to shame. It will be interesting to see how the game balancing handles the new dynamics that a Street Fighter shoto, and especially one as demonic as Akuma (Gouki), to fit within how Tekken normally plays. Will everyone just keep sidestepping fireballs? Can he still do an air fireball? One thing we do know for sure: he’s got the raging demon.


Posted by: Akuma on Saturday, December 12th, 2015

Competitive Game or Not: Why It Doesn’t Matter

Just last week I attended EVO 2013. It was my second EVO and I was even more excited knowing what to expect. What transpired over the weekend was nothing short of spectacular. From seeing distant friends to watching the hypest finals to date, it reminded me of how amazing the fighting game community is. I was delighted to see the previews and prototype of indie and upcoming titles in the beta hall and of course the new Killer Instinct caught my attention.

Killer Instinct 2013 - Glacius

When the first screenshots and news of the new KI were released, I was unimpressed. I was mainly considering the competitive aspect of the game and from having played the previous installments, I knew KI wouldn’t have a hardcore competitive scene. I dismissed the game completely… that is until I saw the exhibition on stage. The game looked amazing, from the graphics, combos to the way it sounded. I loved the redesigned characters and the fast paced gameplay which defined KI. It was the old KI revamped for this gen. I was impressed, and I got hype when the first custom ultra combo initialed.

I asked my friend what he thought of the game and he, like me at first, dismissed the game. The reason being, the game wouldn’t be competitive. I too knew that as the way was designed and played didn’t fit into the mindset of today’s competitive fighting games. I tried to tell him that KI isn’t supposed to be competitive and that it was a franchise that appealed to the casual masses. Then it dawned on me, why does it matter? I had my reasons for liking the game and my friend had his for not. I forgot the underlying principle: games are meant for fun.

If a game if fun and you like to play it, then that’s all that matters.

There will be people who don’t like a game and will never be convinced otherwise. This applies to fighting games as well. There are many fighting games which aren’t competitive whether be it from design or the lack of a community. I love me some Gundam Battle Assault 2 because it’s fast, fun and crazy. It plays as such because the game is insanely broken and at high level is a 2 character game. I’ve tried showing the game at tournaments and most players brushed it off but there were the odd fellow who would play with me. But we enjoyed it and we didn’t care if the game would never be EVO scale.

I bring this up because EVO started in arcades due to players who loved competing and playing their game. They gathered, played and grew their scene. There were 64 player caps on the tournaments but each year attendance grew and eventually exploded into the EVO we now know today. It was the players who made EVO. Each game that is in EVO’s roster earned it spot by proving that the game had enough community support hence Melee was in the lineup.

This bring me to the local level. If you like a game, play it. If you want it to grow, teach others how to play. Only then will the game have life and once it’s ready present to to tournament organizers and show them the numbers.

A game’s competitive scene is not programmed into it but built by its players. I use Brawl as an example. Nintendo intentionally made that game casual friendly because that’s where sales are. With the tripping mechanic, items and final smashes, the players still made a competitive scene for the game. The same can be applied to Killer Instinct.

The bottom line is whether a game is competitive or not doesn’t affect its quality. Games are meant to be fun. Enjoy your game.

Posted by: BionicFraud on Friday, July 19th, 2013

Does UMvC3 need a patch?

EVO is right around the corner just under 3 weeks away. At this point many competitors, and players in the Vancouver scene (I myself included) are training in preparation. With speculations of AE getting a 2014 patch at EVO I’d like to address the question of does Marvel 3 need a patch?

I speak from a competitor standpoint and realize there are varying opinions on the matter but I feel at patch will hurt Marvel 3. One of the immediate reasons revolve around the timing in which I’m writing this. If there was patch right now, it would cause players to relearn the game just weeks before EVO. We’ve seen this happen when AE first came out one month before EVO. The Japanese players had a huge advantage as AE had already been in the arcades for several months while everyone else got the patch late and were behind in experience. While I don’t believe if Marvel 3 were to receive a patch that it would be regionally released, but poorly timed patches may cause extra work for tournament organizers. Being one myself, I know how much of a hassle it can be to make sure all setups have the correct version of the game. In addition the players may suffer as their characters and tech may have changed and have their would be performance altered.

However, this is not the most pressing matter I find with a Marvel patch. The game is a very dynamic in it’s design and mechanics due to its’ large number of variables. The game allows for a great deal of player customization and personal combos and team dynamics. As a result, the game has great butterfly effect when it comes to changes.

I’d like to point but Dr.Doom. He received several buffs from vanilla to Ultimate but the most dramatic change was a hard knock down property added to his j.S footdive. What resulted was a character that had an easy to hit confirm cross up move, high damage combos and many players picking him up due to his ease of use. His hidden missiles assist is also a powerful tool that some players will just pick without regarding Doom as a character. Now if say the hard knock down was removed, suddenly there’d be a drop in Doom players. Those who truly understand the character would keep him but others would switch to another or maybe even switch to a new team.

Sentinel was one of the characters that was affected the most from changes. In addition to his health nerf in vanilla, in Ultimate he lost his rocket punch into Hyper Sentinel Force link. In the beginning, Sentinel was considered overpowered and with the first month the got nerfed and as the game and players progressed, many have found Sentinel to be one of the weaker characters in the game.

This brings up the question of what needs to be patched and how. Capcom listen to fan feedback and tournament results which influence their decisions. How do the developers and even the players know if something needs a patch? This is a very hard question as fighting games take time to evolve due to their depth. I feel the TAC combos and infinite which are standard now where never imagined by the developers. Are they broken? In a sense but the execution required to do them, I feel justify their existence. Sure it’s not fun seeing your character being infinited but the other player is put in the time and work to learn it.

As stated by Combofiend in my friends’ Shiro420 interview constantly patching a game takes away the depth and may turn off competitors. The interview can be viewed here. He goes on saying that certain tech may never be uncovered, which is true and has happened in Marvel. Jill received nerf which the developers felt where necessary, otherwise she’d be broke. Many players felt it was an odd decision because even not many play Jill and isn’t seen as a super strong character.

What’s seemingly unbeatable at one point can turn into novice fare. Spiral from Marvel 2 was an example. There was a 2 year period in which her trap dominated the tournament scene much like Chris G’s MorriDoom of today. Eventually the players came up with new technology that made Spiral nearly irrelevant. I’m very interested to what the pros have come up with at EVO to deal with MorriDoom. I can only wait to see what EVO and beyond brings to this game.

Posted by: BionicFraud on Sunday, June 23rd, 2013