Persona 4 Arena Ultimax Review

Break out of your shell…

It was supposed to be over. The heroes of Persona 3 and 4 banded together in Arena and uncovered yet another mystery plaguing the town of Inaba. Old friendships were tested, new connections were made, and Labrys – the unwitting catalyst of the whole ordeal – was given a second chance at life. The two groups parted ways amicably, but there was an unspoken understanding that, if anything were to happen, both groups would cross paths again. Mitsuru and the rest of her Shadow Operatives left town in search of mastermind behind the tournament. Yu and his Investigation Team settled back into their daily lives, trying to make the most of the remaining holiday before splitting up again. For that one day, it seemed like everything was finally back to normal. They failed to realize one simple, terrifying truth:

The tournament never stopped.

And this time, the stakes have been raised. The lights have gone out across Inaba, and everyone except Persona users have vanished without a trace. A thick, red fog is slowly consuming the town, warping the streets and buildings into an unrecognizable labyrinth. Yasogami High, the Investigation Team’s school, has transformed into an impossibly tall, ominous tower. If any of the Persona 3 cast were still around, they’d be able to explain how the whole thing looks like Tartarus, the otherworldly dungeon they conquered… But they’re not here. Whoever is running the tournament learned from previous mistakes; the villains’ first move was to ambush the Shadow Operatives. Now Mitsuru, Akihiko, Aigis, and Fuuka – previously established as the most powerful and well-connected heroes in Arena – are being held as hostages at the top of the tower. Their backup team is en route, but it may be too little, too late. There are new monsters lurking in the fog, and several of them are evil shadow versions of the heroes. With no other options, Yu and the rest of the crew have to step up. They better hurry, too; if they don’t finish the tournament in an hour, the world will end.

Yeah, things just got real. Ultimax fixes the poor pacing and reused conversations that plagued Arena’s narrative by presenting the story on a much grander and streamlined scale. Rather than having to dig through each character’s perspective, everything is presented on a simple, branching map. Characters meet and team up, which makes the journey progress much faster. Since the fights take place across Inaba instead of the TV World, there’s more opportunity for characters to branch out and have more realistic interactions. Aside from a couple of prompts in the endgame, it’s impossible to miss or change anything. There are no repetitive scenes or reasons to play through a second time. That being said, the story is just as long as last time; if you don’t use the dialogue skipping option, it’ll take nearly ten hours to see everything. While Arena was a deconstruction of fighting games – particularly the idea of friends fighting each other to the death – Ultimax is a much more straightforward adventure. If anything, the previous game was merely setting everything up for the main event. The bad guys drop all subtlety and actively encourage you to fight. Sho Minazuki, the new antagonist, isn’t nearly as interesting as he could have been; there’s not enough screen time to allow him the kind of character study that Labrys received. The players are only given the unspoken implications of unnatural human experiments and the rejection of the series’ concept of friendship.

On the other hand, the story acts as a much-needed follow-up to Persona 3. Yukari, Junpei, Ken, and Koromaru, the remaining members of the Shadow Operatives, finally return to the center stage. They’ve grown since their last outing (Junpei has notably become the most down-to-Earth member on the team, and Ken isn’t nearly as insufferable), and there are tons of callbacks to their previous quest. Persona 4 fans, however, will likely care more about the appearance of Adachi. It’s impossible to explain why he’s so important without getting into spoilers, but he is not just a guest fighter; his inclusion is a key part of the story, though not in ways Golden veterans will assume. Marie and Elizabeth don’t get as much screen time for narrative reasons, but Rise’s surprise addition as a playable character more than makes up for it. The designers carefully considered her abilities in the RPGs and made her even more formidable. Regardless of which characters or games you prefer, Ultimax serves as an excellent crossover.

But if you’re a newcomer to the series, don’t worry. The narrative does a decent job of summarizing everything you need to know. If you’re only interested in fighting, the Arcade and Versus Modes are easily accessible. There are over 20 available characters – Adachi, Marie, and Margaret are DLC – each with unique play styles and their signature attacks from the RPGs. Yukiko practically dances across the battlefield with her fans, gracefully roasting her victims to death. Junpei’s accumulating hit power mechanic is taken straight from Guilty Gear’s Sol Badguy. The fighters’ Personae – their inner personalities given form as deities – can be summoned to augment your tactics. For example, Mitsuru is a powerhouse up close, but Artemisia helps her punish and freeze enemies from mid to long ranges. Everyone has the usual assortment of ground and air dashes, short hops, throw techs, tactical blocking, countering, evasive rolls, and even Instant Kills. Most of the specials, status ailments, and super attacks are done via the quarter circle and charge commands you’d find in any other fighting game, though Ultimax strongly emphasizes move canceling and connecting hits. By no means is it as technically demanding as its BlazBlue sister series, but it can still be overwhelming for newcomers. If you’re having trouble, you can just mash the weak attack button to launch a brief automated combo. It’s a cheap, shallow mechanic for experienced players, but it’s the perfect crutch for the uninitiated.

While these features were established in the previous game, Ultimax adds a few new mechanics to cater to players of all skill levels. Rather than learning the proper inputs for super attacks, you can use the Skill Hold System instead. Just keep your finger firmly on the attack button, watch the onscreen meter slowly fill up, and let loose. The longer you charge, the more powerful the move will be. It’s even possible to do Instant Kills with it. Though aimed at beginners, it’s completely impractical in competitive matches; since your thumb is stuck on a single button and the meter cancels if you try to attack or get hit, you’re forced to awkwardly evade everything for several seconds. The biggest change, however, is the inclusion of Shadow characters. Like in the story, nearly every fighter has an alternate Shadow form with unique animations and hit properties. While the real characters’ attacks were completely overhauled for Ultimax, the Shadows retain the original auto-combos from Arena. They also have a special Shadow Frenzy mechanic that lets them trigger as many super moves as they want. As a tradeoff, they must fully charge their special attack meter, and can only use the Frenzy for a limited time. It also eliminates most of their defensive capabilities, and is further hindered by the Shadows’ overall reduced damage output. Aside from the obvious fanservice, the Shadows are essentially there for players who prefer high-risk offenses. Regardless of how you play, there will be plenty to learn.

That’s why you’ll need to practice. A lot. The Lesson Mode teaches all the basics, but you’ll get much more out of the Training Mode. It lets you customize everything from AI competency to individual advanced techniques and character-specific power-ups. The recording feature is immensely useful for trying out certain combos as well. Every fighter also has a set of 25 challenges, each with increasingly complex inputs. If anything, they’re good for giving you a better idea of what combos are feasible. The true test is Score Attack, to which anyone experienced with Arc System Works games can attest. Beating that mode is an act of masochism, but you’re rewarded with more in-game commentators (including the ever-popular Fuuka) for your efforts. If you want something a little less maddening, the new Golden Arena Mode is perfect. In a clever adaptation of Persona 4: Golden’s leveling mechanics, it pits you against a gauntlet of foes and rewards you with EXP with every victory. You can customize the fighters’ HP, defense, and the rest of the stats, gradually making them unstoppable. There are also spells straight from the RPG, though they’re limited to attack buffs, inflicting status ailments, etc. You can even increase the Social Link with your commentator, thus reaping even more benefits. It’s a simple twist on the typical survival mode, but it works surprisingly well.

If only that could be said for the multiplayer. It’s not bad, but it’s got some early-release jitters. The search functionality has all the necessary options, like region, rank, etc. Actually finding a ranked match is a hassle; the game will almost always kick back to the opponent list without connecting. The player rooms let you determine connection speeds, auto-skip idle players, and support voice chat. The game also takes cues BlazBlue: Chrono Phantasma’s lobby design. Instead of brackets and menus, you’re given an 8-bit avatar of your character and sent into a downsized version of the Persona universe. Familiar places like Junes, Yasogami, and Tartarus are converted into massive digital arcades, each sectioned by the respective Arcana seen in the RPGs. The rooms are visually bland and don’t do the original settings any justice, but at least they have the correct background music playing. Just walk up to an empty arcade cabinet and pray that another player wanders by. Despite its charm, the lack of voice chat and YouTube replay functionality is disappointing. The netcode runs well; aside from the rare hiccups in overseas matches, your matches will move smoothly. The controls respond just as quickly online as they do in local matches. When you finally get to fight, you won’t be disappointed.

That goes for just about everything else game. Atlus knew it had to deliver big on Ultimax, and it shows. There are dozens of new art and backgrounds strewn throughout the story. Persona 4 veterans will be shocked to see familiar haunts like the Junes Food Court twisted into demonic forms. Even the fake Yasogami High stages from Arena are touched up with new colors. The fighters are still fluid and lively, but the Shadow versions are just as creepy as their original appearances. Even when he’s smaller and fully animated, Shadow Teddie’s dead eyes and billowing inner abyss are pure nightmare fuel. There are tons of obscure character-specific dialogue and win quotes for all the hardcore fans. The animation has improved as well; there are over a dozen fully-voiced cutscenes, giving each character just a little glimpse of the limelight. The moment you watch Inaba go dark, you know something awesome is going down. The voice acting and localization is superb as always, particularly Johnny Yong Bosch’s Adachi. So is the soundtrack, which brings back old favorites like “Signs of Love” and “Mass Destruction.” The new theme, “Break Out Of…” sets the game’s faster pacing and epic tone perfectly.

It’s been a long time coming. Ever since Ultimax was unveiled, the anticipation has grown into something phenomenal. Now that it’s out, it’s exactly what you’d expect. The narrative is much better paced and streamlined; getting through all that text doesn’t seem so tedious anymore. It’s an extensive, well-done crossover between the respective Persona games, and ends Arena’s storyline with enough hints of things to come. The roster is as impressive as it is varied; between all the new fighters and Shadow characters, there’s more than enough to choose from. The core gameplay remains the same, though some of the new combat mechanics are questionable. At least they’re optional; newcomers will have an easier time getting into the game, while experienced players will have to contend with all the little tweaks to their old favorites. The additional gameplay modes are as demanding as ever, and the new Golden Arena Mode is surprisingly fun. The online multiplayer needs a few fixes, but the matches themselves run fine. You’ll be too busy enjoying superb visual and audio design to care either way. Ultimax may not be perfect, but it’s a fun and impressive sequel worthy of the Persona series. Break out, indeed.

*Originally posted here.

Ultra Street Fighter IV Review

Don’t stop believin’…

It was inevitable. After a long, successful run, Capcom wanted to return to Street Fighter IV one last time. It’s understandable why they did it; with the gaming industry transitioning to a new console generation, appealing to the established audience was vital. Not everyone has switched over to the PS4 and Xbox One, and adding content to a popular game would’ve been more practical than adapting it to new hardware. Of course, they’d have it as a lower-priced DLC as a nice gesture to the fans. The trick was finding the balance between content and pricing; how much – or little – of an update could justify buying Street Fighter IV again? What could they possibly change to make such an aged game fresh and new? Capcom attempted to accomplish all of it with Ultra, but with mixed results.

Ultra Street Fighter IV Elena Arcade Ending

The most prominent changes come as five additional characters: Elena, Rolento, Hugo, Poison, and Decapre. If you’ve played Street Fighter X Tekken, four of those names should sound familiar. While it’s easy to accuse Capcom of taking the lazy way out (and it is admittedly disappointing), at least they took the time to rebalance the fighters to better fit with Street Fighter IV’s combat mechanics and slower pacing. If they were ported directly over, they would have annihilated everyone else. Elena has short range and decent speed, but her fancy high/low footwork keeps opponents guessing. Rolento is much faster and more aggressive thanks to his baton twirls and rolling evasions. Hugo’s raw power and throwing combos are offset by his ridiculously huge size and questionable hit boxes. Poison is all about punishment, in terms of personality, projectiles, and close-range set-ups. Decapre is the only true newcomer, though she has the unfortunate burden of looking like a Cammy clone. Despite her unoriginal appearance, her charge-based play style and mix-ups make her devastating in the right hands. This is all on top of the returning roster from Arcade Edition. With a total of 44 characters, you’ll be sure to find someone that fits your playing style.

The new challengers aren’t the only things being reused. There are six stages added in this update, and all of them are taken directly from Street Fighter X Tekken. Rather than giving seasoned players a new background, Capcom decided to return to Pit Stop 109, Blast Furnace, Half Pipe, Mad Gear Hideout, Cosmic Elevator, and the Jurassic Era Research Facility. They’re much more interesting than some of the older Street Fighter IV backgrounds; the Pit Stop’s intricate truck designs and lighting effects make it one of the best locations in the game. As enjoyable as it is seeing the Final Fight crew and other Capcom mainstays doing cameos in the backgrounds, it would’ve been better to have at least one unique stage. The Half Pipe features new music exclusive to Ultra, though it’s only the rap track heard in one of the game’s trailers. By no means is it the best song – they’ve still yet to top the Volcanic Rim theme – but at least it’s something different.

Rolento VS Hugo

The basic mechanics haven’t changed much, either. There’s the normal setup of light, medium, and heavy punches and kick combos. Every Hadoken, Sonic Boom, and the rest of the special moves are present and accounted for. All of the returning fighters have had their animation frames, hit boxes, health, or attack power tweaked yet again, though only the those interested in high-level competitive play will likely care. However, everyone will be affected by a handful of major additional features. As its name implies, the new Ultra Combo Double system allows the fighters to use both of their Ultra attacks instead of just one. It comes at the price of a fraction of the attacks’ original strength, but that’s a decent tradeoff for several characters. For example, Elena can balance between the offensive capabilities of her Brave Dance and the practicality of her Healing support. Or Gen, whose four Ultras makes him nigh unstoppable if played well. On the defensive side, the new Delayed Wakeup mechanic allows you to prevent your knocked-down character from standing up too quickly. Since many tactics involve timing combos to maintain offensive pressure, being able to stay down a little longer gives you a little more breathing room by keeping the opponent guessing.

The biggest change, however, is the Red Focus Attack mechanic. If you’re familiar with Street Fighter IV, you’ve probably heard of Focus Attacks. By pressing certain buttons, you can have a character charge up an attack animation, endure a single incoming hit, and counter accordingly. Depending on the inputs and the amount of energy you have in your attack meter, it even lets you cancel special moves and link them into longer combos. It encourages players to learn better spacing, timing, and keep the pressure on the opposition. Red Focus Attacks, on the other hand, take the functionality to the logical extreme. Characters still charge up, but they can soak up as many attacks as their life bars can sustain. Yeah, that includes Ultras. Even Sagat’s mighty Tiger Cannon and Decapre’s Psycho Stream can’t get through it. The tradeoff for this temporary invulnerability is two sections of your meter. This has the potential to change your entire strategy; do you use a bit of meter to launch more hard-hitting combos, or do you save up and spend double the amount for Red Focus’s defensive and countering properties? It’s reminiscent of Street Fighter III’s parrying mechanic, albeit nowhere near as technically demanding. Thanks to this new feature, Street Fighter IV’s fundamental strategies are now more varied and balanced between offensive and defensive aspects.

Decapre VS Cammy

If only the rest of the game were changed that much. All the new characters get their own Arcade Mode stories, but they’re an afterthought at best. None of the newcomers have entries in the Trial Mode, which is unfortunate for anyone trying to learn the finer points of the fighters’ movesets. Considering Capcom’s penchant for DLC, they’ll probably be added in a later update. At least the Training Mode can now simulate online matches by giving you control over the amount of input lag; even the best tactics fail when a fighter doesn’t respond quickly enough. There’s also the version select option, which lets you choose amongst the IV, Super, Arcade Edition, Arcade Edition 2012, and Ultra iterations of every character. Anyone who’s played the games knows the original Sagat’s raw power, or how Arcade Edition Yun was utterly broken. The feature isn’t new; it’s a throwback to Hyper Street Fighter II, but with on a much bigger scale. Unfortunately, this awesome option is only available in the offline Versus Mode. There’s no way to take these blasts from the past online, where such matchups would be far more interesting on a competitive level.

Speaking of which, the online multiplayer isn’t quite perfected yet. It gives you the usual choice between Ranked, Endless lobbies, and Tournaments, as well as an Online Training Mode. There’s even a new Team Battle mode, which is set up as a 3-versus-3 elimination match-up a la The King of Fighters. It’s structured well and surprisingly fun… At least, it would be if you actually find someone else to play it. Maybe it’s a lack of interest or not enough early Ultra adopters, but opponents outside of the Ranked and Endless Modes are unbelievably rare. Even in those modes, securing a matchup can be dodgy. When using the Quick Match search, you’ll be paired up immediately if you’re lucky. If not, you’ll be left staring at the screen until the search fails several seconds later. The Custom Match search is a little more promising – it lets you choose from a list of potential contenders – but you’ll occasionally be disconnected before the fights even start. That’s aside from the random sign-outs from PSN, which is another level of annoyance. It can become a huge waste of time. Your best bet is to make your own Custom Match or Endless lobby; your opponents come to you, no tedious searching required. The fights themselves are decent in terms of lag and pacing, but the display of your opponents’ connection data is often inaccurate. Some of the smoothest matchups can come from someone with a single bar. Hopefully it’ll be improved in the next update. Considering that the multiplayer also supports direct replay uploads to YouTube – something the previous games sorely lacked – it makes up for some of the minor flaws.

Poison VS Cody

That can be said for Ultra Street Fighter IV as a whole. It’s not a bad game. Far from it. The sheer amount of characters and playing styles is amazing, and all the balance tweaks give veteran players another shot at mastering the returning fighters. The new gameplay mechanics add tons of variety to the tried and true tactics of the original version. The Delayed Wakeup and Red Focus Attacks manage to add deeper layers of defensive strategies to the otherwise offensive-heavy gameplay. A few of the minor improvements, such as the lag simulator in Training Mode and the YouTube uploading capability, have been long overdue. That being said, the game leaves plenty to be desired. The lack of more character content and new stages is disappointing. Capcom took what it needed from Street Fighter X Tekken, but little else. The online multiplayer needs some serious work, especially in terms of finding player matchups and connection consistency. These are a lot of small issues that limit what is otherwise the best version of an already excellent fighting game. Street Fighter IV deserved a better send-off, but Ultra does the job well enough.

*Originally posted here.

Soundtrack Saturdays: Capcom VS SNK 2 – This Is True Love Makin’

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Much like Nintendo and Sega, the rivalry between Capcom and SNK was one of the defining aspects of 90’s video gaming. Both companies had immensely popular fighting games; it’d be impossible to find an arcade that didn’t have at least a couple of their cabinets. They had no qualms about taking little jabs at the other, either. Dan Hibiki, one of Street Fighter’s most iconic characters, was a parody of Art of Fighting’s main protagonists. After nearly a decade of mounting tension, someone finally had a bright idea: turn the rivalry into a game! Capcom VS SNK came out in 2000, but it was quickly overshadowed by sequel, Capcom VS SNK 2: Mark of the Millennium 2001. It had 48 characters spanning almost all of both companies’ libraries, intricate combat mechanics, a deliciously hammy announcer, slick animation, flashy special effects, and a metric ton of fanservice. It also had an absolutely killer soundtrack, as demonstrated by the London stage theme, This Is True Love Makin’. Few fighting game themes can get you to stand up and dance. Turn it up!

If you want more Capcom VS SNK 2, you can find the full OST here.

Good gaming, good music.

Soundtrack Saturdays: Ultra Street Fighter IV – Elena’s Theme: Beats In My Head

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Last week, I chose the Street Fighter theme of my favorite character, Chun-Li. Earlier this week, however, Capcom released the latest entry in the franchise: Ultra Street Fighter IV. It brings five more fights into the mix, making a total roster of 44 playable characters. Some of them are from Third Strike, my favorite game in the franchise. One of whom is Elena, who was originally designed to showcase the graphical capabilities of 2D sprites. In 1997, she one of the most detailed video game characters ever. Since she specialized in capoeira, she was constantly moving and dancing. Even when you weren’t pressing any buttons! While she’s rendered in 3D now in 2014, her slick fighting style and positive personality haven’t changed a bit. What has changed, however, is her theme, Beats In My Head. The vocals didn’t translate well in the original, but the song was too awesome to forget. Capcom remixed it for Ultra, giving old-time fans like me something to enjoy.

If you want more Street Fighter IV, you can find (most of) the OST here.

Good gaming, good music.

Soundtrack Saturdays: Street Fighter II – China Street Beat

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I’m pretty sure I’ve mentioned before how much I love fighting games. Especially Street Fighter; from the original 1992 release of Street Fighter II on the SNES through the latest PS3 titles, I’ve been playing along the entire time. Chun-Li has always been one of my favorites, and I’m not sure why. Probably because she (and Samus Aran) was the first female character I’d played. Her unique style and color scheme made her stand out. The fact that she was one of the fastest and strongest warriors might have had something to do with it, too.

Like any good fighting game character, Chun-Li has an awesome theme song. It – along with several other iconic tracks – were composed by Yoko Shimomura in the early days of the SNES. It was the among the first to really demonstrate the console’s audio capabilities. Over the last 20 years and several Street Fighter games, the songs have been remixed dozens of times. That they’ve lasted so long is a testament to their quality and appeal. McVaffe’s version from OC Remix isn’t officially on any soundtracks, but it’s easily one of the best renditions of Chun-Li’s theme.

If you want more McVaffe, you can find his page here. If you want more Street Fighter…Well, you can start with SF II here.

Good gaming, good music.

BlazBlue: Chrono Phantasma Review

And in your darkest hour, I hold secrets flame

Doubt. It’s all Ragna the Bloodedge can think about. He’s been granted the nigh-limitless power of the magical Azure Grimoire, and he’s used it quite effectively. He’s known and feared as a one-man army, capable of bringing an entire corrupt government to its knees. After all this time, Ragna is still on the run. The Librarium and its military – along with just about everyone else – is out for his head. He knows he has to keep fighting, but why? Where is all this leading? For what and whom is he fighting? Was all this murder and mayhem necessary? Does he even comprehend the powers he possesses – or their consequences? He needs to figure this stuff out fast, because he’s unknowingly become an important part of a plan that could save or doom reality itself.

Ragna’s character arc is just one of many aspects of Chrono Phantasma’s storyline. It picks up not long after the previous BlazBlue; all sides and factions involved have put their endgames into motion, and it’s just a matter of who can outsmart the other. No longer content with scheming behind the scenes, Hazama and Relius Clover have taken center stage and are on the verge of destroying the world. Kokonoe and rest of the Sector Seven group are desperately trying to counteract them, to the point of joining an ever-growing militia of Librarium dissenters and attempting a coup d’état from within. Major Tsubaki has succumbed to the maddening influence of her weapon, and it won’t be long before she hunts down and slaughters her former allies and friends. The Six Heroes – the ones responsible for most of the game’s backstory – gear up for what will ultimately be the ending of their storyline. Within the ruins of Ikaruga, Bang Shishigami is about to discover the true nature of his powers. Hidden somewhere in the middle of all of the chaos, a young woman is being groomed to be a savior.

Needless to say, there’s a lot going on. As the third game in the series, Chrono Phantasma is burdened with continuing and resolving several dangling plot threads. For the most part, it pulls it off spectacularly. The Story Mode divides chapters amongst the main characters, the Six Heroes, and Sector Seven by way of a streamlined and branching display. It’s not nearly as tedious to finish as those of the previous games, which practically required a guide to get full completions. The hours of dialogue, twists, and joke endings are still present and accounted for. However, not everyone got the same amount of attention; Continuum Shift was mostly about Jin, Makoto, Litchi, and Hazama’s development, so they aren’t in focus as much this time. The new characters were treated even worse; Azrael, a nigh-unstoppable killing machine, serves as a dangerous but ultimately secondary threat to the heroes. Bullet, the badass mercenary with a chip on her shoulder, gets a handful of scenes before being forgotten. Amane, despite his flamboyant fighting style, has only a few vague encounters that set him up as a key figure for the next game. Only Kagura, the leader of the Librarium rebel forces, gets a decent amount of screen time. While it makes sense for the story to resolve an already massive narrative, the newcomers deserved better introductions.

They steal the show in Arcade Mode, though. BlazBlue has always enjoyed a relatively small but diverse character roster, and Chrono Phantasma adds plenty of variety. Azrael’s brutal punch and kick combos are quite satisfying to pull off. Amane looks beautiful with his kimono and flower petals, but his deadly shawl and drill powers are reminiscent of Guilty Gear’s Eddie. Kagura’s stance-based swordplay is like a 2D version of Soul Calibur’s Siegfried. Kokonoe is finally a playable character (albeit as DLC), but the inventions and gimmicks built into her attacks make her unbelievably broken. Izayoi (Tsubaki’s powered-up alternate ego) is more manageable, but can chain attacks ridiculously well. Bullet is the only uninteresting one; her speedy, grapple-based moveset doesn’t leave much of an impression. She feels more like a fighter designed solely for fan service. It would’ve made more sense to have Jubei – an important secondary character established since the first game – tossed into the fray. Everyone else from Continuum Shift is back in action, complete with the usual assortment of rebalances and tweaks to their movesets.

The fundamental gameplay mechanics haven’t changed much. Rather than using the weak, medium, and strong attacks seen in most fighting games, BlazBlue assigns the buttons as A, B, C, and D. An A attack might be a quick jab or kick, while a C move could result in a slash or stomp. Depending on the directional inputs, those basic moves could change into uppercuts, aerial slashes, dive kicks, throws, and everything in between. The D button focuses on the characters’ unique powers and techniques. For example, Amane’s shawl can chip through defenses and wreak havoc on blocking opponents. Azrael doesn’t just beat his enemies; he puts weak points on their bodies that add staggering and extra combo properties to his attacks. Such special moves are the cornerstone of each character’s playing style, so you’ll have to learn them well.

That goes double for the more complex combat mechanics. Much like its predecessors, Chrono Phantasma is an incredibly demanding game in terms of technical skill. You can mash the A-D buttons until your fingers go raw, but you won’t stand a chance against a high-leveled AI or decently-trained opponent. Aside from the plethora of super attacks, move cancels, blocks, counters, dashes, tactical rolls, wake-up recoveries, there’s more emphasis on guard breaking and energy meter management. There’s a ton of stuff to learn, and the extensive tutorial that breaks everything down step by step. The Training Mode lets you customize and record your sessions, giving you some much-needed opportunities to get the basics down. Each character also has a set of challenges, which focus on linking attacks and perfecting the timing on your inputs. If you’re feeling overwhelmed, you can switch to the Stylish control option and let loose some pre-programmed combos. Once you’ve gotten a handle on everything, the gradually increasing difficulty of the Abyss and Score Attack Modes ought to give you a decent run for your money. But if you think you’ve truly mastered everything (or you’re a gaming masochist), the Unlimited Mars Mode pits you against a gauntlet of super-powered versions of each character, set to the highest difficulty level. It’s definitely for the hardcore players; if you just think you know how to play, you probably won’t survive a single round.

If you want something a little less soul-crushing, the multiplayer is a better choice. There’s the usual assortment of ranked and player matches, complete with search functions for skill level, area, connectivity, etc. You can customize your profile with character icons, messages, and decorations. If you don’t want to spend time reading through a list of potential opponents, you can submit your profile for a match, then enjoy the other game modes. When someone else wants to play, you’ll just get a pop-up message offering a fight. It’s pretty handy when you don’t want to sit around waiting for other gamers to show up. If you prefer a more direct approach, you can use the game’s online lobby. Rather than giving you a bland assortment of menus and brackets, you’re granted an 8-bit avatar and whisked away into a virtual arcade where you can text with and challenge anyone inside. It looks ridiculous and ugly, but at 64 players per room, no one’s going to care about the aesthetics. The lack of voice chat and YouTube replay connectivity are disappointing, though. The fights, however, are an entirely different matter. The BlazBlue series has always had great netcode, but Chrono Phantasma has a few kinks that need working out. The matches occasionally suffer some lag, which doesn’t bode well for the technically demanding gameplay. Choosing an opponent from the ranking list is hit or miss at best, and the profile stats don’t always update correctly. Hopefully these issues can be rectified in the coming weeks.

At least the visuals keep you distracted. The universe of BlazBlue is a gorgeous, vibrant, and often bizarre work of art. Arakune is a gigantic, disgusting blob of slime, but his fluid animations puts most 2D characters to shame. You can practically feel the weight when Noel hefts up her cannon for a super attack. Azrael’s aura not only absorbs projectiles, but gives him an intimidating, blood-red glow. That’s aside from all the character-specific intros and mid-fight banter; those little details show just how much attention and effort was put fleshing the fighters out. Since the story takes place in a different city, there’s a nice assortment of new backgrounds. There’s something strangely fitting about fighting Jin Kisaragi – the deranged master of swords and ice – in the middle of a peaceful, snow-covered village. The soundtrack is more familiar with its remixes of certain themes (Taokaka’s Catus Carnival II theme is amazing on the violin), but the blend of classical and metal may not be for everyone. Nor will the updated voice acting; the new Bang sounds great, but longtime fans will notice the difference immediately. That’s just a minor point, though. The amount of talent and effort put into making these characters come alive is far more than what most fighting games can muster.

It’s about time. The BlazBlue series started on the PS3, so it’s only appropriate it’d be one of the last fighters to send it off. As the third game in the series, Chrono Phantasma has some tough acts to follow. For the most part, it succeeds. Parts of the lengthy story finally reach their conclusion, allowing the narrative the foundation it needs for the next inevitable installment. Aside from a few missteps, the newcomers are awesome and add plenty to an already diverse cast. The basic gameplay mechanics are unchanged, but the sheer amount of techniques and skills needed to master this game are almost overwhelming. The detailed training and brutally difficult modes ought to keep seasoned players interested. The simplified control mode keeps things accessible for everyone else. Though the multiplayer still has a few things to sort ought, it’s still fun to play. Chrono Phantasma might be a fine ending to the trilogy, but BlazBlue won’t be over any time soon.

Originally posted here.

Soundtrack Saturdays: Tekken 5 – Moonlit Wilderness

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I love fighting games. Always have, always will. However, I’ve been more of a Street Fighter and King of Fighters kind of gamer. It’s more to do with pacing and character design than anything else. However, that doesn’t mean I dismiss 3D fighters. Take Tekken for example; as of 2014, it’s got one of the biggest and most diverse playable casts in gaming history. The sheer amount of detail and variety put into each game is staggering, and it’s still going strong.

The series reached new heights in 2005 with Tekken 5, which boasted 32 fighters, robust gameplay modes (including the first three games!), and the continuation of what had become a character-driven story. Corporate espionage, assassinations, ninjas, robots, boxers, kangaroos, pandas, demonic possession, high schoolers, sibling rivalries, daddy issues…Tekken 5 went over the top and just kept going. The same goes with its soundtrack, which took full advantage of the PS2’s audio quality and gave fans some of the best tracks in the series. Nearly a decade later, it’s still superb.

If you want more Tekken 5, you can find the full OST on YouTube and iTunes.

Good gaming, good music.

Soundtrack Saturdays: Marvel VS Capcom 2 – Swamp Theme

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Anyone remotely interested in fighting games circa 2000 will remember Marvel VS Capcom 2. It boasted 56 playable characters from not only Street Fighter, Mega Man and other famous Capcom games, but all your favorite Marvel comic book characters as well. The result? Dazzling visuals and ridiculously fun competitions. The game’s eclectic jazz and electronic soundtrack was equally amazing, but it’s been unfortunately removed in subsequent ports. Longtime fans and arcade connoisseurs ought to remember this tune well. Swing your body!

You can find the full OST here.

Good gaming, good music.

Soundtrack Saturdays: Skullgirls – In Just A Moment’s Time

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Most people assume video game soundtracks are just bunch of bloops and bleeps. Anyone who’s actually played a game in the last twenty years or so know better. Here’s the ending credits song to Skullgirls, released in 2012. Since it’s an indie game, it’ll be woefully overlooked. It’s worth noting that the most prominent name on its playlist is none other than Michiru Yamane, the mind behind some of the greatest Castlevania tracks ever made. If you like what you hear, I’d strongly suggest checking out the rest of the superb OST on iTunes. Or on YouTube.

Good gaming, good music.