Super Street Fighter IV Arcade Edition — 3Q2018 issue

Father of fight­ing games gets super upgrade

Gone are the days of roam­ing a local arcade to play the throng of would-be chal­lengers and pre­tenders to the throne of the best local fight­ing game cham­pi­on. In its place are home con­soles designed to push the pow­er of the arcade. Fight­ing game fran­chis­es have had to keep up or suf­fer irrel­e­van­cy or, worse yet, extinc­tion. The ear­li­est king of the genre, Street Fight­er, has had a chal­lenge of sorts: con­tin­ue for­ward or go the way of its ride-a-longs of the ‘90s. Super Street Fight­er IV attempts to con­tin­ue the tra­di­tion with most­ly success.

Super SFIV, at its core, is a fight­ing fan’s dream. A robust engine with plen­ty of options for either the novice or the advanced, SSFIV makes play­ing a fight­ing game easy. Even if you haven’t played since the hey­day of SFII, there’s a lot of com­pelling con­tent here to draw you in and get you start­ed in the world of com­pet­i­tive dig­i­tal fight­ing. Var­i­ous modes are here, ready for a deep dive, and there are more than enough new char­ac­ters and old stal­warts to make fight­ing inter­est­ing. The gen­er­al rule of thumb is, if the char­ac­ter was in SFII and its deriv­a­tives, SFIII or SF Alpha, there’s a good chance they are avail­able for play in SSFIV.

Fight locales asso­ci­at­ed with many of the char­ac­ters are avail­able with a great sound­track accom­pa­ny­ing them. SSFIV does an excep­tion­al job of remind­ing more expe­ri­enced fight­ing enthu­si­asts of the Street Fight­er ori­gins and piquing the curios­i­ty of new­er fight fans. The con­trols also hear­ken to the old days, so much so that it’s easy to pick up and play and learn about the dif­fer­ent sys­tems afford­ed to each char­ac­ter. Most new char­ac­ters will play like an old­er char­ac­ter on the ros­ter so it’s easy to learn the nuance of fight­ing with a new­com­er if you’re expe­ri­enced with pre­vi­ous SF games. If you aren’t expe­ri­enced, there’s a great tuto­r­i­al mode that runs through com­bo and movesets of each char­ac­ter to teach the basics. That var­ied lev­el of depth goes a long way toward replay value.

My one gripe out of all the love­li­ness that is the mixed nos­tal­gia fest of SSFIV is that it’s Cap­com being Cap­com as usu­al. For the unini­ti­at­ed, Cap­com gained a rep­u­ta­tion in the ’90s for hav­ing a sol­id fran­chise in Street Fight­er II but not being able to count to three. The con­stant upgrad­ing and reis­su­ing of SFII got old quick­ly. And, quite frankly, Cap­com hasn’t learned its les­son because Street Fight­er IV should not have mul­ti­ple retail ver­sions of its upgrades. Arcade Edi­tion should have been an update that could be bought dig­i­tal­ly and down­loaded to patch the game up to what­ev­er ver­sion Cap­com want­ed con­sumers to have. Even when the orig­i­nal ver­sion was released, the capa­bil­i­ty was there. This just screams of cash grab and Cap­com being igno­rant of tire­some tac­tics wear­ing on the fan base. The fact that Ultra Street Fight­er IV — one more ver­sion beyond this one — exists is proof pos­i­tive of this.

Oth­er than the fias­co of mul­ti­ple ver­sions, Cap­com has a sol­id win­ner on its hands with the fourth entry in the long-run­ning series even as it fades into the back­ground in favor of SFV. If SFV is not your cup of tea, but you want to stay cur­rent with the world of Street Fight­er, SFIV is a good bal­ance and at the right price now to delve into the world of Ryu, Ken and Chun-Li.

BlazBlue: Continuum Shift Extend — 3Q2018 issue

Guilty Gear suc­ces­sor cleans up nice­ly in fight­ing game arena

Fight­ing game con­nois­seurs have a robust buf­fet to choose from these days. There’s Mar­vel, Street Fight­er, Tekken and Mor­tal Kom­bat for tour­na­ment purists, a new Soul Cal­ibur has been announced, and a new Smash is on the hori­zon and the old­er games in the series are still played in some cir­cles. Guilty Gear, which has always been qui­et­ly in the back of the lunch­room, was a mix of tour­na­ment and casu­al, so it stands to rea­son that its spir­i­tu­al suc­ces­sor — BlazBlue — would mim­ic that notion.

BlazBlue arrived in the fight­ing game scene as a new entry in the port­fo­lio of Guilty Gear devel­op­er Arc­Sys­tem. Tak­ing what they learned from that series, Arc­Sys­tem improved upon the for­mu­la they’d cre­at­ed with gor­geous visu­als, a rock­ing sound­track and impres­sive game­play options that ensure you’ll have plen­ty to do.

BlazBlue CSE starts off rather intim­i­dat­ing­ly. From the begin­ning, there are quite a few modes to choose from. If you’re not informed, you might be a lit­tle lost try­ing to under­stand just where you should start. With a var­ied plate to choose from, at the very least the modes are inter­est­ing­ly designed and add val­ue to an already-packed game. 
The stand­out fea­tures, how­ev­er, are the graph­ics and sto­ry. As with Guilty Gear, you’re get­ting a treat visu­al­ly. The lev­el of detail in each char­ac­ter and the back­grounds make the game worth sit­ting down and study­ing. If you’re into ani­me, the aes­thet­ics were designed with you in mind.

The sto­ry is also wor­thy of com­par­i­son to most mod­ern ani­me. It’s con­vo­lut­ed and com­plex and has twists and turns involv­ing a mul­ti-lay­ered cast. There’s a lot about the search­ing for a sav­ior and mag­ic — which isn’t out of place for an Arc­Sys­tem game. It feels famil­iar but it doesn’t detract from the fact that it’s lay­ered and deep.

Learn­ing the mechan­ics for most fight­ing games is a mixed bag. Some games expect you to be able to jump in and mas­ter the basics as if you’ve done noth­ing but play fight­ing games all of your gam­ing life. Oth­ers like to give you a tuto­r­i­al so that you’re not lost and quick­ly putting the game down, nev­er to return. BlazBlue CSE is in the lat­ter cat­e­go­ry: So con­cerned is the game about you learn­ing to play and mas­ter all that it has to offer that it throws a sur­pris­ing­ly deep tuto­r­i­al mode at you. It slow­ly increas­es the lev­el of com­plex­i­ty and the mechan­ics are spot on and easy to grasp. All fight­ing games need the type of learn­ing tool that’s offered here.

If you love Guilty Gear or if you just want a deep­er sto­ry­line than what’s cur­rent­ly offered by the larg­er more well-known titles on the mar­ket in fight­ing games, BlazBlue promis­es to deliv­er a rich expe­ri­ence. It deliv­ers on that promise with a com­mit­ment to extend­ing beyond just the reg­u­lar fight­ing game expectations.

Animal Crossing: Amiibo Festival — 1Q2017 issue

Rolling the dice with Ani­mal Crossing

Judg­ing from the stand­point of an avid Ani­mal Cross­ing play­er and enthu­si­ast, the con­cept of new games com­ing into my beloved fran­chise is not always wel­come. There have been par­tic­u­lar­ly good games (i.e. Wild World, the orig­i­nal game) and mediocre offer­ings (Hap­py Home Design­er and City Folk). Ami­i­bo Fes­ti­val is a lit­tle bit of both: It’s a fun take on the Ani­mal Cross­ing uni­verse, but it needs a lit­tle bit of pol­ish and more things to do to keep the con­cept of a board game based on the fran­chise interesting.

I’ve always referred to Ani­mal Cross­ing as the series about doing noth­ing. Ami­i­bo Fes­ti­val takes that con­cept and turns it on its head. With Fes­ti­val, you’re tasked with mov­ing around a typ­i­cal Ani­mal Cross­ing town in the form of a large board game. The town is trans­formed by spaces that can be events, Stalk Mar­ket sale stops and vis­its from the usu­al assort­ment of guests that vis­it a nor­mal town in the franchise. 

What makes the game fun is the usage of all things Ani­mal Cross­ing. Game time is deter­mined by a cal­en­dar that uti­lizes events com­mon­ly found through­out the series, and vil­lagers that you would encounter in town show up to help out play­er char­ac­ters. The play­er char­ac­ters them­selves are Ami­i­bo fig­urines that you pur­chase and input into the game. For exam­ple, GI has about 25 Ami­i­bo, eight of which are Ani­mal Cross­ing relat­ed (Dig­by, Celeste, Isabelle, Vil­lager, Tom Nook, Mable, Rover and K.K. Slid­er) that can be used to play through a ses­sion. These char­ac­ters can col­lect points to unlock new out­fits and modes in the plaza based on game per­for­mance. The tie-in to the series ben­e­fits the oth­er­wise-tired Mario Par­ty for­mu­la and enhances the charm of what would prob­a­bly be a tire­some exer­cise in board game management.

Using some of that inher­ent charm of Ani­mal Cross­ing, Ami­i­bo Fes­ti­val plays well and looks great. There is a notable pas­tel sheen over every­thing in-game, but it still looks just like you’d expect Ani­mal Cross­ing to look: Bright, col­or­ful and smooth. Because we’re long past the janky block graph­ics of the orig­i­nal game, Ami­i­bo Fes­ti­val is clos­er in style to the lat­est game in the series, New Leaf, and it works in its favor. The sound­track is also in line with the New Leaf era and it’s ser­vi­ca­ble. It’s not the main fea­ture of the game, so I’m not expect­ing it to reach the realm of New Leaf’s great tracks, but it’s not unpleas­ant so it works just fine for what it’s asked to do.

My main com­plaint about Ami­i­bo Fes­ti­val, how­ev­er, has more to do with the pol­ish of the final prod­uct and some of the addi­tions. It feels as though there isn’t enough to do in-game, quite hon­est­ly. While the board game is fun, it’s not enough to keep me inter­est­ed long-term. The addi­tions in the plaza — mini-games that use Ani­mal Cross­ing ideas — are cute but get old quick­ly, and some are out­right frus­trat­ing, even for a long­time play­er like myself. 

The triv­ia sec­tion, for exam­ple, tests your knowl­edge of the series. Set­ting aside the fact that there shouldn’t be a time lim­it to answer ques­tions that test your prowess of a series that has at least sev­en games, the ques­tions are incred­i­bly obscure most of the time and require that you have ency­clo­pe­dic mem­o­ry and under­stand­ing of how the series works. Most peo­ple just look­ing for a fun board game aren’t going to know the answers, let alone know them quick­ly. I have been play­ing Ani­mal Cross­ing since the “Pop­u­la­tion grow­ing!” days of 2003, and I had trou­ble with quite a few of the ques­tions asked. There should be more to do, more inter­ac­tion with the town that you play in and more of an attempt to dig deep into that well of sev­en games.

Ami­i­bo Fes­ti­val is a unique take on a series that has man­aged to endure and improve over the past 15 years with new con­cepts and inno­va­tion. If there is some con­so­la­tion prize for stay­ing on this board, it’s know­ing that while it could use some pol­ish and flesh­ing out, Ami­i­bo Fes­ti­val is a good roll of the dice and gam­ble that paid off for the Ani­mal Cross­ing franchise.

Balloon Fight — 1Q2017 issue

Fruit­less bal­loon showdowns

The best thing I can pos­si­bly say about Bal­loon Fight is that it’s inno­v­a­tive for its con­cepts at the time. Oth­er than that, this isn’t a game I’d rec­om­mend to any­one beyond the age of 10 and even that’s push­ing it.

The premise is sim­ple: You play as the “Bal­loon Fight­er,” who is tasked with stay­ing alive and defeat­ing ene­mies in increas­ing­ly dif­fi­cult stages. Two bal­loons are attached to the Fight­er and to the ene­mies, and the Fight­er must pop their bal­loons while avoid­ing his own being popped and oth­er obsta­cles such as a large piran­ha, water and light­ning strikes. The Bal­loon Fight­er is fair­ly stout and stur­dy, see­ing as though he can take a lot of bump­ing and push­ing, but if he los­es his bal­loons, it’s a lost life. There are bonus games and a dif­fer­ent mode, Bal­loon Trip, that takes the Fight­er through an obsta­cle course to improve your rank and score. 

This is all fine and well, but the con­trols turn what should be a fun and sim­ple game into a night­mare and a chore to actu­al­ly con­trol. The Fight­er flaps his arms to stay afloat and even with both bal­loons still present, this is extra hard to do and main­tain. More often than not, I don’t lose bal­loons because an ene­my popped them; it’s because I land­ed in the water, was eat­en by the large fish or steered myself unwit­ting­ly into the light­ning I was des­per­ate­ly try­ing to avoid. Pre­ci­sion fly­ing this is not. To get a sense of what it’s like to con­trol the Fight­er, imag­ine if the hor­ri­ble Ice Climbers were fly­ing instead of jump­ing ter­ri­bly up a mountain. 

And while the game is bare­ly playable, the sound­track also man­ages to squeak by in pre­sen­ta­tion. It is a sad day when I declare that a sound­track from Metroid sound direc­tor Hip Tana­ka is irre­deemable. There is noth­ing that makes me want to lis­ten to this, and near­ly every­thing that Tana­ka has cre­at­ed gets high marks from me. The songs aren’t mem­o­rable, there are few songs there any­way, and the lack of var­ied sound effects is dis­con­cert­ing. Add the sound­track woes to an under­whelm­ing graph­i­cal palette and the game over­all is a mess.

Despite the pedi­gree of folks who worked on the game (i.e. Shigeru Miyamo­to as pro­duc­er, Metroid designer/director Yoshio Sakamo­to and Tana­ka), Bal­loon Fight couldn’t be fur­ther away from the qual­i­ty of Nin­ten­do clas­sics I want to play. Bal­loon Fight is rep­re­sen­ta­tive of an old­er era of games that required a Her­culean amount of patience, which I am not pre­pared to give in this day and age where bet­ter games are available.

Bust-A-Move — 1Q2017 issue

Puz­zle Bob­ble’s break­out hit

Bub­ble Bob­ble isn’t super famous last I checked, but I learned who Bub and Bob were by the time I fin­ished their first puz­zle effort for the Super NES, the mid-90s appro­pri­ate­ly named Bust-A-Move. 

There’s much fun and mirth to be had in the bub­ble-pop­ping title. There’s not much sto­ry oth­er than Bub and Bob are pop­ping bub­bles to save a friend, who is trapped at the end (lev­el 100). Once their friend is saved, that’s it. But, that’s assum­ing you can make it that far. 

Bust-A-Move is incred­i­bly sim­ple to play but hard to mas­ter. The con­cept is easy to under­stand: aim a launch­er and match three like-col­ored bub­bles. The bub­bles will fall off the play­ing field, clear­ing space and rows so that you can work toward clear­ing fur­ther bub­bles. After a cer­tain num­ber are cleared, the ceil­ing of the well low­ers, inch­ing clos­er to a vis­i­ble line. Once the line is crossed with a bub­ble, the game is over. Basi­cal­ly, it’s reverse Tetris with bub­bles instead of lines. The trick­i­ness in mas­ter­ing the game comes in pop­ping the bub­bles. There are dif­fer­ent tech­niques to achiev­ing the results that you want, but it real­ly comes down to know­ing how to aim and learn­ing the fabled bankshot off the side of the well.

With its sim­plic­i­ty in learn­ing, Bust-A-Move quick­ly dis­tin­guish­es itself as fun to play. I request­ed the game for my 14th birth­day, and I’ve had a blast play­ing the orig­i­nal since. There are oth­er games in the series, but this one is the best out of all of the sequels and spin­offs of the series. The con­trols aren’t too stiff, though some­times I have com­plaints about the par­tic­u­lar way a bub­ble bounces or sticks a lit­tle too eas­i­ly to the first bub­ble it comes close to. Yet, the con­trols aren’t horrible. 

The sim­ple theme also shows in the graph­ics. Bust-A-Move is one of the bright­est and cutest games I’ve ever played. The col­ors pop and while you’re using col­ored bub­bles, they don’t nec­es­sar­i­ly inter­fere with the back­ground graph­ics, which could make for a con­fus­ing play field.

Bust-A-Move also gets a nod for its atten­tion paid to oth­er modes such as Chal­lenge and the two-play­er bub­ble pop­ping. Chal­lenge is fun and a good test of skills: You’re tasked with pop­ping as many bub­bles as you can before it’s game over. It’s hard to pop a lot if you’re new to the game, but as your skills progress, you can and will see a dif­fer­ence in how long you man­age to last. The two-play­er mode is fun also, because you can either play against the com­put­er or against anoth­er human play­er. Any game that gives me the option to play two-play­er against the com­put­er auto­mat­i­cal­ly gets a nod because that injects longevi­ty into a title immediately.

There’s a decent amount of depth to Bust-A-Move and it cer­tain­ly makes for an inter­est­ing puz­zle dis­trac­tion on the SNES. It’s worth explor­ing the bub­ble-pop­ping world with the orig­i­nal bub­ble eliminator.