The Legend of Zelda: Majora’s Mask 3D Review

I’m holding out for a hero ’til the end of the night

Termina is on the brink of annihilation. Armed with the dark power of Majora’s Mask, the Skull Kid wanders the land and corrupts everything in its path. Nothing can escape it. The Southern Swamp has been poisoned, and its holy temple is now in ruins. In the north, Snowhead’s idyllic springtime countryside has been ravaged by an endless winter storm, and its inhabitants are dying in the frozen wasteland. In the west, a family grieves for those lost in the Great Bay’s monster-infested waters. In the east, the ancient Ikana Kingdom is being slowly overrun by its undead subjects and rotting from the inside out. In the middle of it all, the residents of Clock Town go about their daily lives. They’re pretending that everything is still normal, that the sense of foreboding and desperation is just their imagination. But they know better. The moon is falling, and it’s going crash soon. When it does, all the suffering and loss will be forgotten in the apocalypse.

You have three days to save the world. Go.

It’s not going to be easy. If the hero was anyone than Link, it’d be impossible. Thanks to the Ocarina of Time he acquired in the previous game, he can travel back in time whenever he needs to…and he will. A lot. Termina is a massive place; fully exploring even one section requires you to relive same days several times. The basic game structure is standard Zelda series fare; you complete a dungeon, load up on items, find hidden areas, collect heart pieces, etc. But what makes Majora’s Mask 3D different is that you’re operating under a time limit. Termina will die in three days, but each in-game hour equates to 45 seconds in real life. Even if you use an ocarina melody to slow things down, you’ve got a maximum of three hours to get your business done and escape back to Day 1. It’s pretty tense at first – you’re under enough pressure as it is – but this new version makes the process far easier to get into. There are more save points, which are ideal for portable gaming sessions; unless you have to stop while deep in a dungeon, there’s little risk of losing much progress. It’s perfect for newcomers, though veterans of the original might be disappointed by the lack of difficulty. The clock display is simpler to read, and even displays the progressing minutes. The game also introduces a revamped Song of Double Time, which lets you fast forward to specific hours of the day. This is a huge improvement over the original N64 game, which only let you skip between day and night. With this new song, you have much greater control over how you plan and progress through each loop.

There’s good reason to have it, too. At first glance, it’s easy to assume that you’re supposed to cram as much adventure into each three-day session as possible. That’s not always the case, though; some of the most important moments in the game happen at various – but specific – hours of the game. While you’re gallivanting all over Termina, its inhabitants have their own plans. Sakon always tries to steal from the old lady on the first night. There’s a mystery afoot at the Romani Ranch, and its horrific extent isn’t revealed until the third day. Reuniting Anju and Kafei is one of the most intricate (and tragic) side-quests in the Zelda series, and it requires you to be at <i>exactly</i> the right places and times. You won’t figure most of these things out unless you stand back and observe where and when people go. This Groundhog Day-style method of getting to know the NPCs is mitigated with the Bomber’s Notebook. The N64 version of this daily side-quest planner was functional, but a vague; rather than using its cues, you were far better served by reading a guide to complete it. Majora’s Mask 3DS improves upon it with entries for all the pertinent characters, their locations, and active objectives. It’s more organized and takes a lot of the time-wasting guesswork out of the equation. It’s a double-edged sword, though; discovering stuff through your own observations and effort felt more rewarding. Having everything spelled out for you lessens Termina’s mystique. Regardless, you’ll be surprised at the tapestry of bizarre and twisted stories interconnected throughout the game.

You’ll be rewarded for your efforts with a collection of masks. There are over twenty, each with different effects on either Link or the surrounding environment. Some are used to progress certain side-quests or acquring heart pieces, but others are more practical. For example, wearing the Captain’s Hat or Gibdo Mask in front of ReDeads – those nightmare-inducing enemies from Ocarina of Time – they’ll perform a harmless interpretive dance. The Stone Mask makes you invisible to minor enemies, and the Bunny Hood lets you move faster. You’ll spend most of your time using the three main transformation masks, though. These are obtained during key moments in the game, and allow Link to physically transform into a Deku, Goron, or Zora. Each of these has their own playing style and drawbacks; the Deku is tiny and slow, but can temporarily fly and hop across water. The Zora swims quickly and has boomerang fins, but weak against elemental attacks. The Goron fares better against heat and cold, but sinks like a stone. However, it lets you curl up into a ball and roll around at high speeds. Zooming around Termina Katamari-style is ridiculously fun. When you’ve acquired a few masks, take the time to explore and experiment with them; you might be surprised at the results.

The process of equipping masks – and any item, for that matter – is streamlined thanks to the 3DS’s touch screen. The menus are well organized and responsive, allowing you to choose and button map the inventory quickly and efficiently. This is especially rewarding in later dungeons like the Stone Tower Temple (arguably the most tedious part of the original game), which require you to use several items to solve puzzles and get past obstacles. The biggest improvement, however, is the revamped camera controls on the New 3DS. The older games relied on Z-Targeting to keep the camera focused on enemies and important items. For its time, it was a revolutionary new method of maintaining perspective 3D environment. Outside of combat was another story; you’d have to constantly re-center the camera behind Link, or enter first-person view to look around. If you’re playing Majora’s Mask 3D on a regular 3DS, you’ll have to contend with those limitations as well. Unless you’re a masochist, there’s no way you’d suffer the alternate gyroscope aiming mechanics. The Circle Pad Pro gives you more control a la Monster Hunter 3 Ultimate, but it’s rather cumbersome. If you can, play this on a New 3DS; the C-Stick gives you free reign over the camera, allowing you to explore areas without having to deal with awkward and rigid angles. It takes some getting used to – it’s a pity Nintendo couldn’t incorporate a second control stick instead of a relatively tiny nub – but it’s responsive and definitely worth using. It’s a great example of how updated technology can make old games feel new again.

That goes double for the overall presentation. The original Majora’s Mask reused just about every asset from Ocarina of Time. Thanks to the N64’s Expansion Pak, it managed to hide its creative, but undeniably aged appearance. Its transition onto the 3DS is nothing short of stunning; textures and colors have been redone in gorgeous detail. Unlike most games, it makes you actually want to use the 3D effects. You can waste a whole time loop just wandering around Clock Town and seeing how alive it is. Look at all the mosaics and posters on the walls, or how the lighting and shadowing change over the day. The Great Fairy Fountains are incredibly shiny, and the sunset view at the Great Bay is amazing. Even Tatl seems more energetic than before. The sheer scale of the buildings and the draw distance are really impressive; Termina Field and Ikana Canyon feel much larger than they used to. It feels like Link is merely a tiny part of a much larger, vibrant world. More importantly, it retains the sinister tone of the original game. The moon is not only falling, but it has a monstrous, leering face that gets ever closer to devouring everything. Listen to how the music subtly shifts as the days pass; the cheery Clock Town theme becomes increasingly frantic and deranged, eventually giving way to a somber, tragic theme in the final ten hours. The lack of an orchestrated soundtrack is such a shame, especially given the 3DS’s audio quality. No matter where you are, the sudden clanging bells are always an ominous reminder that time’s running out. Not to mention some of the NPCs; the Happy Mask Salesman is somehow even creepier now that his smile is more fleshed out. The phrase, “You’ve met with a terrible fate, haven’t you?” is still strangely chilling.

Looking back, the original Majora’s Mask deserved so much more attention than it received. Ocarina of Time was a hard act to follow, and the time-based mechanics seemed strange and unfitting for the series. It’s great to see it finally take center stage; it’s a wonderfully nostalgic trip for old gamers, and newcomers will find unique and engaging experience. Termina is one of the most lively – and often terrifying – places in the Zelda series, and you’ll want to explore every last inch of it. Some of the new features, such as the upgraded Bomber’s Notebook and the Song of Double Time go a long way in making things more accessible. However, they also make the game incredibly easy; some of the mystery and intrigue was lost in the translation. Uncovering the windy, twisted story felt like an accomplishment when done alone. However, the touch screen menus and updated camera controls are inarguable improvements; once you’ve gotten used to these, going back to the N64 version will be difficult. The visuals are among the best on the 3DS; Nintendo took an already beautiful game and made it absolutely stunning. There are only three days to save the world, but you’ll enjoy every second of them.

*Also posted here.

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Kirby Triple Deluxe Review

So eat it, just eat it…

They thought it was over. After years of saving their homeland from evil, Kirby and King Dedede thought they were safe. But this morning, their worst fears were realized: Dreamland was invaded by Queen Sectonia and her army. Someone unleashed a giant beanstalk, utterly wrecking the idyllic kingdom and thrusting whole chunks of countryside into the clouds. The queen’s second in command personally handled the attack on the remains of Dedede’s castle. Despite mounting a valiant and desperate defense, the king was kidnapped Princess Peach-style and carried off into skies unknown. With no remaining allies and the fate of Dreamland literally on the edge of destruction, Kirby must ascend the beanstalk and wipe out the new threat.

Kirby’s latest crusade spans six sections of the remnants of Dreamland, each broken down into six or seven levels each. Progression involves the simplistic platforming that has become a staple of the Kirby series. Unless you’re completely inept, the risk of falling into a bottomless pit is practically nonexistent. Oh sure, there are some lava pits and collapsing walls of instant death, but those are exceedingly few and far between. Well-placed collectibles and unlockable hidden stages keep things from being a complete cakewalk. Rather than focusing on difficulty, the game uses its backgrounds to introduce hazards or obstacles. You might have to wait for a train to pass through the foreground before crossing the tracks, dodge falling columns, or navigate through layers of boxes in order to reach a door. Some of the more creative puzzles involve outrunning an enemy running parallel through the background, and defeating them when they jump over to Kirby’s side. It’s a clever use of 3D models and camera perspective; you have to focus on what’s happening in the distance while dealing with the layout in front of you. There are also a handful of obstacles that use the 3DS’s gyroscope, mainly to control the direction of a gondola or aim missiles at unwary baddies. They aren’t bad – few games utilize the motion features at all – but they feel tacked on at best. Considering how much more Kirby Tilt ‘n’ Tumble accomplished with similar technology on the Game Boy Color in 2001, this latest implementation reeks of wasted potential.

The game tries to make up for it with a surprisingly complex combat system. Kirby retains his iconic (and slightly terrifying) power of eating his enemies whole and copying their abilities. Kirby Triple Deluxe boasts 26 different techniques, most of which are from older games. While the swords and beams are always good standbys, they’re completely trumped by some of the newer attacks. The deadliest weapon is the Beetle ability, which can pull off several devastating close-range attacks. Depending on the control inputs, it lets you charge into and skewer targets, carry and throw your victims, or even drill them into the ground. Kirby’s archery skills not only let him snipe foes quickly and efficiently, but give him temporarily invincible camouflage as well. While not game-breaking, these powers render Kirby’s defensive options – a block and dodge mechanic akin to the Smash Bros. series – almost pointless. The biggest addition, however, is the Hypernova ability. It basically supercharges Kirby’s inhaling and swallowing capacity, resulting in him chowing down on everything from vehicles to mini-bosses. Unfortunately, it isn’t used creatively enough; in most levels, the Hypernova is just used to pull blocks or destroy certain obstacles. It’d have been much more interesting to beat levels that are designed around this power. You’re capable of devouring backgrounds, so why not have more interactive and complex stage elements?

Things don’t get interesting until after Kirby’s adventure ends. Finishing the main game unlocks a slew of additional gameplay modes. This includes Dedede Tour, which lets you replay an abridged version of the story as the king himself. His raw power and flaming hammer attacks are balanced out with larger and more aggressive enemies, as well as revamped bosses. It’s not challenging in the slightest – you might be able to breeze through it in a single sitting – but at least your exploits are timed and ranked. Dedede’s Drum Dash is far more engaging; it’s a challenging rhythm mini-game disguised as a platformer. Not only do you have to jump along a row of drums, collect items, and avoid hazards, but you have to press the buttons in sync with the beats as well. Getting perfect scores and unlocking the final level is arguably the toughest part of Kirby Triple Deluxe. The other contender is the True Arena, which pits Kirby against a gauntlet of super-powered versions all the bosses. Considering the ridiculous damage output and attack patterns involved, this brutal test of endurance and gaming skill isn’t for the faint of heart. It does give you access to all of the copy abilities, though; even if you fail miserably, you’ll at least get to practice and hone your strategies against some vicious opponents. The Kirby Fighters multiplayer mode really demonstrates how intense and competitive Kirby combat can be. Unfortunately, it’s limited to only CPU or local matches. Having all of these crazy powers and slugging it out Smash Bros.-style online would’ve done wonders for the game’s longevity. Kirby Fighters Deluxe was later released as a standalone title, but its absence here was a huge oversight.

It’s mostly drowned out by the nostalgia, though. Nintendo wanted to celebrate the Kirby franchise’s debut on the 3DS, and it shows. There are tons of shout-outs to the previous titles, like the reappearance of certain characters from The Amazing Mirror, a boss reminiscent of Canvas Curse’s antagonist, and a wall scrolls depicting Kirby’s old adventures and graphical evolution over time. There are also over 250 collectible key chains strewn throughout the levels, each depicting different Kirby sprites from all the games. Seeing classics like Meta Knight and Dyna Blade redone with a shiny metallic sheen is pretty awesome. While it would’ve been better to have descriptions for each item, they provide a good incentive for replaying stages multiple times. You’ll probably spend more time tinkering with the Jukebox; there are over 100 songs available, all with the superb quality expected from Kirby soundtracks. Special mention goes to the amazing violin and guitar instrumental of Green Greens, which is hidden near the end of the playlist. The piano and xylophone remix from the Old Odyssey stages is pretty catchy as well. Kirby Triple Deluxe might not be the most engaging 3DS game out there, but its soundtrack has some of the best music on the system.

It’s sad. This game tries so hard to make you like it. Using both the back and foreground in tandem is a clever way to approach a platformer, but there could’ve been so much more in terms of creativity and complexity. It looks interesting in terms of 3D graphics and camera perspective, but little else. The combat system is surprisingly deep and rewarding, even though quite a few offensive and defensive techniques are overshadowed by the new ridiculously overpowered abilities. The whole Hypernova concept seems amazing at first, but it could’ve been implemented in better ways. That goes double for gyroscope controls, which are treated more like an afterthought than a gameplay feature. The post-game content is what’ll keep you coming back. Between ridiculously tough mini-games and the sheer amount of collectibles, it’ll take a while to get a 100% completion…assuming you don’t get bored first. Kirby Triple Deluxe is a decent franchise debut on the 3DS, but it hardly lives up to its name.

*Also posted here.

Animal Crossing: New Leaf Review

You wanna go where everybody knows your name…

Moving to this town might have been a mistake. When you first arrive, it barely resembles civilization. There are only a handful of residents, a few run-down shacks selling their wares, and sparse vegetation. No pavement or lighting. The river has more garbage than fish. An old dock is rotting away on the beach. The desperation is palpable; the villagers nominate you as their new mayor almost the second your feet touch the ground. That’s a bad sign. Your predecessor must have been a horrendous leader. It’s such a shame. All the potential this town had to offer, and this is the best they could do? Your new neighbors deserve better, and you’re the only one who can make it happen.

You have to take care of yourself first, though. You don’t have a place to stay, but a generous fellow named Tom Nook offers to build a house and gives you an unlimited time to repay him. It seems fine, until you get the bill. There’s a lot of zeros involved. Thankfully, New Leaf provides several ways to make money. Much like any Animal Crossing game, it starts off small and humble, usually with seashell collecting or fruit harvesting. Take whatever you’ve scrounged up over to the nearest shop and sell it for pocket change. Meet the neighbors, do a few odd jobs. Furnish your little home one piece of furniture at a time. Get some spare clothes. Put the rest in the bank account, and watch the numbers add up. Rinse and repeat, hour after hour, day after day. It’s just like real life, except with talking animals. Eventually, you get enough cash to pay off the house, but Nook will coax you into renovating it further. Then the whole process repeats itself multiple times, culminating with you running out of floor space for your massive hoard of items. The transition from flea-ridden tent to a six-room mansion takes many hours and over 7.5 million dollars, but it is worth the effort.

While every Animal Crossing game is structured in the same way, New Leaf adds several new aspects to keep things interesting. Aside from the Happy Home Academy grading and the hidden Feng Shui decorating systems, Nook now runs a home exterior customization service. Various doors, fences, pavement, and entire architectural makeovers are available. The bland, generic houses can be tricked out with fairy tale-style spires, humongous modern windows, or even Japanese Zen Buddhist temple rooftops. The upgraded furniture list now boasts over 1,200 collectibles spanning multiple sets and motifs. If you’re a completionist, prepare to be in for a long haul; items appear randomly in the store, so getting full sets requires some patience. The process is mitigated by the new Happy Home Showcase. By utilizing the 3DS’s Streetpass system, you can view other players’ houses and order nearly everything inside. Though it’s only limited to five shipments per day, it’s immensely useful in finding obscure items and sets. However, there’s no in-game list that shows what you already own. If you’re not careful, you could waste thousands on extra furniture. Even something as simple a checkmark on an object’s description would’ve saved a lot of hassle. Once you’ve loaded up on stuff, you should indulge in the newly-implemented refurbishing service. With some expensive gemstones and patience, your furniture can be redone in more stylish colors. As nearly everything in your home can be altered, crafting your dream home is easier than ever.

That goes for the clothing options as well. There are hundreds of shirts, dresses, skirts, shorts, pants, hats, eyewear, and shoes to collect. You can be a ninja, pirate, doctor, mummy, ballerina, witch, wrestler, schoolgirl, steampunk noble…the possibilities go on and on. That’s just with the clothes you can find in the stores; thanks to the game’s impressive pattern-making menu, it’s possible to make and share complex designs. It’s a feature that debuted in Animal Crossing: City Folk, but the touch screen makes it much easier to handle. Since your work is converted into QR codes, uploading and giving out designs online is a simple process. Just a quick Google search results in intricate, stylish designs and countless cosplay outfits. It’s amazing how much can be done with such a simple editing tool. This is one of the few Nintendo games to utilize the 3DS’s camera and Internet functionality so well. The ability to wear any clothes and hairstyle regardless of gender is a neat addition as well; my avatar rocks the Street Fighter Chun-Li look.

The game isn’t just about you, though. While it’s easy to forget that you’re mayor, paying attention to the town is important. Your patronage upgrades the shop’s inventory, eventually unlocking a stylish boutique with rare furniture and clothes. Even if it’s just to access the pattern-maker, there’s something heartwarming about visiting Sable every day and getting past her shyness. You’ll eventually get the tools needed to plant trees, catch bugs, and go fishing, all of which become the cornerstone for your financial success. The whole landscape can be converted into a huge, profitable fruit orchard. Many of the collectibles can be donated to the local museum, which results in a massive aquarium, insect garden, archeological exhibit, and art gallery. Getting that last part is particularly tricky; the art have real-life counterparts, so you need to able to tell which ones being sold are fakes. It’s a clever nod to art and cultural fans, and it’s nice having works like The Great Wave off Kanagawa and the Winged Victory of Samothrace on display at home. If you’re not obsessed with collecting, you can spend more time developing the town with sidewalks, benches, fountains, and a slew of other public works projects. If you’re creative and hardworking enough, you can turn your town into anything from Hogwarts to Silent Hill.

Getting that far, however, requires more than just cash and imagination; it requires time. New Leaf’s in-game clock runs on real time, which means things change depending on what hours, days, and months you play. Depending on the time of year, the trees will change colors and different species of wild animals will appear. Most real-world holidays are celebrated, too; even if you play sporadically, you might stumble across a special event. If you play long enough during the day, you’ll notice how the game’s lighting, background music, and weather gradually change with each passing hour. If you’re up too late at night, you’ll find all the stores closed and the townsfolk already asleep. Speaking of whom, your neighbors enjoy some one-on-one interaction; be it chores, giving items, or sending letters, they appreciate the attention and will warm to you accordingly. There are over 300 different characters, but only a handful can live in town at a time. They have a small range of personality traits; some are upbeat and peppy, while others are cranky or lazy. It’s charming at first, but it won’t take long to see the extent of their quirks. Compared to Tomodachi Lifea technically inferior game in every other wayNew Leaf’s character interactions are boring and shallow. Aside from acquiring specific public works project requests and rare items, there’s no reason to interact with them. If you ignore them or alter the clock’s settings long enough, they’ll eventually leave town. Unless you’re obsessed with keeping inhabitants, losing one isn’t going to matter much.

Instead, you’ll probably spend more time with real people. You can invite other players into your town (or visit theirs) via WiFi or local wireless. It’s mainly used for item trading or auctioning off certain townsfolk, but the process is tedious. There’s no way to transfer objects or money directly from the menus. You have to dump everything out on the ground and hope the other person doesn’t steal. It’d be much easier to have a trading system in Pokemon X/Y’s style; there could be a preview image and a price attached to it, as well as a way to back out of the transaction. Also, the game only lets you communicate via the touch screen keyboard. You’re limited to short phrases at a time, which gets annoying when you’re trying to hold a conversation. The lack of microphone functionality is a huge oversight, especially considering that the last Animal Crossing featured it. After the business is handled, you can ride out to the game’s tropical island and play mini-games. Stuff like balloon popping and item collecting is fun the first couple of times, but there’s a lot of room for development. During your inevitable solo sessions, you’ll likely spend most of the time on the island’s shores, catching the rare – and valuable – insects that spawn there year-round. Doing so makes money a non-issue, allowing you to quickly amass a nearly endless fortune.

It won’t last, though. If you don’t have enough friends or interest in designing your own stuff, you’ll eventually burn out. With no ultimate objective aside from earning money and collecting items, the experience feels increasingly hollow over time. It’s easy to forget to log in for days, then weeks, then months. By the time you remember and come back, you’ll find the town covered in weeds and inhabited by complete strangers. You might catch a fish or dig up a fossil, only to realize that you’ve already found everything and have more cash than you’ll ever need. You’ll fondly remember when the game seemed fresh and new, when you felt the rush of finding some rare furniture, or the satisfaction of creating something unique. With the sheer amount of items and customization options, those moments can be plentiful and rewarding. It’s a reality brimming with potential, if slightly flawed and inherently limited. In the end, Animal Crossing: New Leaf is only as great as the effort you put into it. It truly is a simulation of life.

*Originally posted here.

RIP, Monty Oum

Today, it was announced that Monty Oum passed away. For those unfamiliar with his work, he was the mind behind web animation series such as Haloid, Dead Fantasy, Red vs Blue, and RWBY. He wasn’t just some random YouTube personality; in an Internet full of creative people struggling to be heard, he was one of the few who really showed what could be done with hard work, dedication, and ideas. He set an example that others should strive for. I’m not going to pretend that I knew him, but I understood and agreed with his world view. His work was awesome and inspiring. I wish I had some funny story about meeting him at a convention, or that I could’ve had the chance to collaborate with him on a project. But I don’t.

And now I never will.

What I can do, however, is follow the Rooster Teeth crew’s advice and do something creative. I’ve been a fan of RWBY since its debut (think Harry Potter meets Final Fantasy by way of Wuxia) , and I had originally intended to do a review log of every episode as a lead-in to the Season 3 premiere in July. But now, I think I’ll move it up in my schedule. February is already going to be a busy in terms of gaming and reading, but I’m sure I can fit the reviews somewhere in there. In the meantime, I’ll just end this with an old quote from Monty himself: “Never let anyone tell you that something is impossible.”

Godspeed.

Star Trek Into Darkness Review

When the Star Trek franchise was rebooted in 2009, many long time fans rejoiced. Gone were the stale plots built up from the previous series; it was time to revisit that universe with a fresh set of eyes, new ideas and possibilities, and a cast that could the characters all their own. With the first film laying the foundation, hopes were high that the sequel, Star Trek Into Darkness, would be even better. In the attempt to appease the fans and make a modern sci fi action movie, however, something got lost along the way.

****SPOILERS****

The movie opens with what can only be described as a sci-fi homage to Indiana Jones and the Raiders of the Lost Ark. Kirk is being chased through an alien jungle by a horde of angry natives. Seriously, the only difference is that the trees are red, the natives are covered in crusty white paint, and Kirk is wearing a shabby robe as disguise. He makes it a few hundred more yards before some gigantic saber-toothed bear…thing rears up in front of the camera. Like any good action hero, Kirk whips out his phaser and stuns the beast unconscious. The monster drops out of view, revealing an angry Dr. McCoy behind it.

“Damn it, man! That was our ride! You just stunned our ride!”

Wait, what?

This is the first of many instances in this move that demonstrate Kirk’s utter inability to think things through. It’s one thing to neutralize a wild animal in your way. But why would he willingly take out something so integral to his own mission? He’s the captain; shouldn’t he, of all people, be privy to the exact details of the plan? They went through the trouble of disguises and exit routes, so it’s not like they’re making this up on the fly. Did he just panic and forget his method of escape? Is he trigger happy? Or just plain stupid?

Judging by the rest of the mission, it’s leaning toward the latter. The objective is simple: lead the natives away from an erupting volcano while Spock, Uhura, and Sulu somehow neutralize the explosion. This involves hovering a shuttlecraft over the mountaintop, lowering an armored Spock on a tow cable, and detonating a “cold fusion device.” Things go awry when the shuttlecraft’s engines overheat, and Spock is dropped onto a rocky outcropping surrounded by lava. As the others ditch the craft, Kirk and McCoy jump off a seaside cliff and swim to the Enterprise hidden underwater. Now they have to somehow save Spock, detonate the device, and leave without being seen.

…Wow. So little of this plan makes sense, it’s kind of impressive. Firstly, why would they hide the Enterprise underwater? It’s a starship capable of planetary orbit; if they were worried about being seen (and it’s not like these natives have telescopes), they could’ve just drifted on the other side of the planet and designated a rendezvous. What’s the ship made of, anyway? Scotty implies that saltwater will potentially wreck it. Also, what’s the deal with the shuttlecraft? As an exploration vehicle, it’s designed to enter and exit alien atmospheres. That requires an incredibly high resistance to heat; reentry is far hotter than surface lava. On that note, why would they even send an away team in the first place? The ship has a transporter. All they had to do was set the cold fusion device on a timer, beam it to coordinates that account for gravity and timing, and let the thing detonate. Speaking of which, the “cold fusion device” is basically useless in this situation. Cold fusion refers to nuclear reactions that happen at room temperature, certainly nothing capable of stopping an active volcano.

But since this is a summer blockbuster action movie, everything works out okay. The Enterprise rises out of the water in an admittedly awesome shot, and they focus on getting Spock back on board. The problem is that by doing so, they’d be seen by the natives and directly violate Starfleet’s Prime Directive of non-interaction. Because stopping a volcano from exploding and drastically altering a planet’s geothermal system with advanced technology totally isn’t the same thing. They do know that just freezing the surface of a volcano doesn’t turn it dormant…right? Way to stave off the inevitable, guys. Whatever. Kirk predictably defies orders and Spock is beamed out at the last second. Uhura is noticeably angry that Spock (her apparent boyfriend in this alternate universe) was so willing to throw his life away. He’s more angry about the Prime Directive thing, but Kirk just shrugs it off. The crew triumphantly hightails it back to space, while the natives draw and worship an Enterprise-shaped symbol in the dirt. Kinda like Comic Con, but with less cosplayers.

After the title card, the scene shifts to a family in London. A mother and father visit their daughter at hospital; it’s implied that the little girl has some kind of terminal illness. Side note: the special effects in the background are pretty cool. Having anti-gravity gurneys in an otherwise realistic facility is a nice way of showing that this isn’t too far in the future. There’s a brief scene with the parents staring teary-eyed at the poor girl, something to which anyone with sick relatives can relate. What can you do for the dying? The answer comes from Benedict Cumberbatch, who walks up to the father with a swell of music and says that he can save the child. The guy asks who this mysterious man is, and of course there’s no answer for the sake of maintaining the drama. Most savvy viewers will immediately – and correctly – guess that he’s really Khan, but whatever. Why is someone so blatantly evil hanging around children’s hospital wings? Is the father so desperate that he’ll believe any random passerby proposing a cure?

Meanwhile, Kirk is having some PG-13 rated fun-time with a pair of alien cat girls. Apparently some traits never die, even if they are in an alternate reality. Side note: Kirk not only has a vintage record player, but he’s playing “Body Movin” by the Beastie Boys. I was in high school when the Hello Nasty album dropped, and this movie has now made me feel old. Lovely. Kirk and Spock get called to Starfleet HQ in San Francisco, apparently for a meeting with Admiral Pike. Kirk optimistically assumes they’ve been promoted for the fleet’s upcoming 5-year mission – a nice foreshadowing/call back to the original Star Trek series – but Spock is doubtful. Even if they’re brief, these glimpses of Starfleet are interesting; there are plenty of people in dress uniform, complete with military-style caps. It’s a good indication that Starfleet has recovered since the events of the last movie.

So has Pike, who’s traded his wheelchair for a cane and an immaculate office. He questions Kirk and Spock about the mission, but it’s obvious he’s not happy. Kirk apparently lied on his captain’s log and tried to cover up the ludicrous plan. Spock, being the responsible paragon of proper protocol, wrote his own report. If this was happening in the old Star Trek verse, the situation would probably be brushed over and forgotten, maybe with a threat of demotion. But this shows what would actually happen if a military captain pulled these kinds of shenanigans: He gets demoted and loses command of the Enterprise. That’s it. It’s amazing he didn’t get a court martial. Pike gives the kid a much-needed dressing down over his recklessness, irresponsibility, lack of humility, and inability to understand his shortcomings. Kirk points out that he was originally given the Enterprise for being such a maverick, but clearly doesn’t understand what being a leader is all about.

Gee, I wonder what Kirk’s character arc is going to be.

This meeting scene is brief, but it’s one of the most underrated ones in the movie. While everyone else is acting like younger, hipper versions of the iconic characters, Bruce Greenwood’s take on Admiral Pike is the most believable. He captures the angry, aging father figure with just the right amount of energy and personality. Of course, the fact that he’s retaking command of the Enterprise (and taking Kirk back as his first officer?! Wow, so much for common sense!) means he’s going to die pretty soon. Mentor characters have a habit of being killed as a way kick-start the student’s character growth. It’s a narrative thing. Side note: the face-to-face argument gives the audience lingering shots of Chris Pine’s inhumanly bright blue eyes. Did the post-production crew think Kirk was secretly an alien?

Back in London, it’s established that Benedict Cumberbatch has magic blood. No, seriously. This is the plot point they’re going with. Apparently it has healing properties that completely disregard things like type or allergic reactions. Why, that’s just what the little girl needs! Dad hooks up the IV and watches his daughter’s stats return to normal. In exchange for this wonderful cure, he is tasked with blowing up the Starfleet building in which he works. He does this by dropping some kind of chemically-enhanced ring that explodes in water. The camera pulls back from the fiery destruction and settles on a snapshot of the little girl. It’s the way to remind the audience that this horrific act was done for her sake by a loving father. But why? After seeing his daughter healed, he could’ve easily contacted the authorities and had Mr. Magic Blood arrested for plotting terrorism. The magic blood could’ve made a temporary recovery; the girl could’ve keeled over the next day. Also, how did he think this was going to end for his daughter? Did he really believe the doctors were just going to let her walk out after a miraculous recovery? If anything, they’d keep her there for scientific study and discover a mutation in her blood…Growing up is not going to be fun for that kid.

Whatever. Starfleet’s been attacked, so Admiral Marcus (played by Peter Weller of RoboCop fame) calls for a meeting of all senior officers at HQ. En route, Kirk gives Spock a bitter talk about the whole honesty thing, and even calls it a backstabbing. He implies that Spock doesn’t understand that the two are friends, something that would actually make sense. In the original series, Kirk and Spock had known each other for years, and their relationship reflected that. In this alternate universe, they’ve only known each other since the events of the last movie. They were at each others’ throats – literally. Not surprising they still don’t work well together. The two part ways at the start of the meeting, believing they’re never going to see each other again. Yeah, like that’s going to happen.

Admiral RoboCop explains that the building in London was a Starfleet data archive. The father-turned-bomber conveniently sent a message (Seriously, why didn’t he just send the message without triggering the bomb?!) warning of what was going on. The mastermind is John Harrison, one of Starfleet’s top agents gone rogue. He’s commandeered a ship and gone into hiding, but apparently hasn’t left Earth. Kirk, of all people, makes an astute observation: Why would a terrorist target a data archive? Everything in there is public knowledge and has no tactical value. Also, why hasn’t he stolen a ship with warp capability and vanished into deep space? It’s almost like Harrison wants to stay close by…As everyone mulls this over, a small ship hovers outside the window and starts blasting everything.

Oh, so that’s why Harrison is still there.

The plan is simple: bomb the archive to get the Starfleet’s top brass in one room, then blow it to smithereens. It’s brutal, effective, and relies heavily on a complete lack of common sense. Is the audience supposed to think Starfleet is incompetent? They know Harrison is one of their top agents; why would they use the same protocol – which he would know – to set up an emergency meeting? Couldn’t they have chosen a new place to hold a conference? Also, why are they having this secret meeting in the upper floors of HQ, next to a massive window? They live in a world where flying vehicles with guns are normal. Anyone could hover nearby, take a phaser shot, or even read lips with a telescope! Why aren’t they in an underground bunker? How did Harrison even get close enough to the building? They know he’s commandeered a ship. Doesn’t it have trackers or anything on it? This is all happening mere hours after a terrorist attack; shouldn’t the airspace around Starfleet HQ be closely monitored? He should’ve been blasted to smithereens by security as soon as he opened fire.

But of course that doesn’t happen. The attack lasts just long enough for most of the senior officers to be gunned down, including Pike. (Called it!) He spends his final, agonizing moments cradled in Spock’s arms. Unlike certain characters in other Star Trek films, he does not die well; there’s blood flowing out his mouth, and his eyes are brimming with tears. Bizarrely, Spock takes the opportunity to do a Vulcan mind meld. Why? Does he have some kind of fascination with death? Was he trying to preserve Pike’s memory a la Wrath of Khan? Is he using it to better understand his own mortality? Shouldn’t he have been trying to get Pike to a doctor? Meanwhile, Kirk manages to destroy the ship’s engine , and he and Harrison have a brief stare-down before the villain teleports away. Kirk actually has a pretty sad moment when he realizes his mentor is dead. Then airspace security shows up.

In the meantime, Harrison reappears on some other planet, dons a stylish hoodie/trench coat, and vanishes into parts unknown. Scotty has a pretty good idea, though; when examining the wreckage of the ship, he comes across a “portable transwarp beaming device.” No, seriously. That’s the mouthful they’re going with. It conveniently displays its last programmed destination, the Klingon homeworld…Wait, what? Technology in this universe has not only advanced enough that people can carry their own personal transporter, but it lets them go to other planets too?! Why isn’t every ship in Starfleet equipped with these things? Doesn’t this undermine the entire point of building habitable starships? Why don’t they just send probes equipped with these things into deep space? Wouldn’t that save tons of money and resources? Boy, they sure could’ve used one during that  volcano mission…And if Harrison had such technology, why would he even need to get someone else to blow up the archive? Why attack the conference room directly?  He could’ve just teleported a bomb into the room. If he’s Starfleet’s top agent, I shudder to think what the red shirts are like.

Despite the Klingon planet being the space equivalent of North Korea, Kirk is determined to get revenge. Admiral RoboCop inexplicably gives him the Enterprise again – despite demoting him less than a day before – and assigns Spock as his first officer. Also, the building Harrison destroyed wasn’t an archive; it was a secret military research facility run by Starfleet’s clandestine Section 31. Ooh, Star Trek espionage sounds promising. They’ve even developed a long-range, untraceable photon torpedo! The mission is simple: Take all 72 of these bombs to Harrison’s location, blow everything up, and warp out before the Klingons figure out what happened…even though the Klingons would be able to read the Enterprise’s warp signature and trace it back to Earth. They don’t seem to realize that last part. You’ve got to wonder why the admiral chose to reinstate Spock, though; he’s a notorious stickler for rules, and I’m pretty sure the whole murder-from-a-distance-and-possibly-trigger-a-war plan isn’t Starfleet regulation. There’s no way he’d let that happen. It’s pretty obvious that there’s a bigger scheme going on – the lingering shot of the spaceship models in the admiral’s office is blatant foreshadowing – but everyone agrees to go along with it.

Especially Kirk, who poorly attempts to hide his revenge-fueled rage as they prep for the mission. Spock points out the lack of morality involved in killing someone without a trial, how it completely goes against protocol, and the needlessly risky idea of bombing a place home to a war-faring people. If only they had a portable transwarp beaming device…Kirk, of course, brushes all of this off. He’s too busy staring at Carol Wallace, an advanced weapons specialist assigned to the mission by the admiral himself. Carol Wallace…That name sounds familiar. Like Carol Marcus, Kirk’s love interest in the original timeline. But that means she’d have the same last name as the admiral. There’s no way those two could be connected, right? Right?

The mission prep hits a snag with Scotty’s recurring bouts of common sense. He’s refusing the shipment of those long-range torpedoes because he can’t scan their payload, and the contents are classified. He’s absolutely right, too. If you’re working with weapons, especially explosives, you need to know exactly how they work. Are the contents toxic? Does they have to be stored at a certain temperature? What is its fail-safe? What kind of fuel does it use? It’s kind of important. Considering that the ship’s warp core is essentially “a radioactive catastrophe waiting to happen,” Starfleet’s militarization, and his transwarp equation being weaponized, Scotty has legitimate concerns. Since Kirk is too revenge-focused to give him another choice, he promptly resigns and begs him not to use the weapons. Later, man. See you when the plot inevitably needs you again!

Forty minutes in, and we’re finally back on the Enterprise. I’m suddenly reminded of bridge’s ridiculous lighting scheme. It’s like going to an Apple Store, but even more blinding. I get J.J. Abrams has a thing for lens flares, but what kind of spaceship has lights that are positioned to shine directly in the crew’s eyes? After warping into space and replacing Scotty with Chekov (Seriously?) in engineering, Kirk announces his plan to the entire ship: He will take a landing party to the surface, arrest Harrison, and bring him back to face trial. Wow, looks like Spock’s impromptu ethics lesson paid off! So has his background check of Carol, which reveals that she’s the admiral’s daughter and boarded with false documents. Man, Starfleet really is inept; there have been two acts of terrorism in a week, and they just let anyone on without proper inspection? For all they know, she could be some kind of saboteur. They should keep her locked in the brig until they can find out her actual intentions…But due to plot purposes, Spock keeps her secret for no reason.

Speaking of sabotage, the warp drive breaks down 20 minutes away from their destination. Kirk, Spock, and Uhura (and two guys who will probably killed off-screen soon) take a shuttle to Harrison’s location in an otherwise deserted part of the planet. That leaves Sulu in charge, which is a cool nod to his counterpart in the original series. He’s tasked with broadcasting a message to Harrison, warning him to surrender or get wiped out by 72 missiles. “If you test me, you will fail.” Oh, how intimidating. Hey tough guy, how do you know Harrison can even hear you? Does he have a radio? How are you broadcasting this message? You do know the Klingons can probably pick up your transmissions, right? You’d change your tune if you had a few Birds of Prey aiming at you. Why are you even warning Harrison that you’re coming? You don’t know what other resources he has. You’re giving him time to come up with another escape, or even a counterattack! This is supposed to be a stealth mission, right?

Uhura’s priorities are a little skewed, too. She spends a good portion of the ride chewing out Spock over his stoic reaction to the whole near-death in the volcano thing. Because a lovers’ quarrel is exactly what we need in the middle of a high-stakes and possibly suicidal mission. He explains the difference between not caring and choosing to accept death on his own terms, which gives a lot of insight into Spock’s personality. Before anyone can ponder on it, however, the shuttlecraft is attacked by the Klingons. Wasn’t this area supposed to be abandoned? They try to hand wave it by saying it’s a random patrol, but how could they miss something like that? Don’t they have scanners? Maybe if they weren’t so distracted with the soap opera drama…Anyway, a big, loud chase scene ensues, resulting in them being caught and forced to deal with the Klingons face-to-face. Uhura tries negotiating, but gets nearly strangled to death.

They’re saved by Harrison’s grand, bloody entrance. He wastes little time in annihilating over a dozen Klingons in with a hail of lasers, blades, and explosions. The crew tries their best to fight as well – the entire scene has a first-person shooter vibe – but they’re completely outclassed by his brutal efficiency. There’s a reason he’s one of Starfleet’s best. He casually dismisses Spock despite being held at gunpoint, and surrenders after asking about Sulu’s torpedoes. Kirk takes the opportunity to use excessive force (several punches to the face) during the arrest, but it has no effect whatsoever; Harrison just stands there looking bored. It’s a demonstration of his physical prowess as well as his intellectual; unlike most battles, Kirk can’t brawl his way out of this one.

After notifying Starfleet, they put Harrison in the brig. This results in an unintentional homage to The Silence of the Lambs. A creepy, intelligent, and cultured killer trapped behind a wall of thick glass, while the heroes try to get information out of him? Yeah, Cumberbatch is channeling a sci-fi Hannibal Lecter. As McCoy takes his blood sample, he implies that he knows why the warp core is busted and offers his insight. Kirk angrily shuts him down at first, but eventually gets a set of space coordinates and the suggestion to open one of the torpedoes. It’s a start, but Harrison didn’t need to be so cryptic. Why not spell out what’s going on right then and keep the plot moving? …To bring Scotty back into the picture, of course. He’s busy getting hammered in San Francisco (sharp-eyed Bay Area viewers will note the club is at the end of Pier 3 near the Ferry Building), and takes a personal call from Kirk. Wait, what? Their communicators have a range that spans across planets?! How far apart are they? Scotty agrees to look into the Harrison’s mysterious coordinates and accepts the captain’s apology.

That leaves the torpedoes. With Scotty gone, Carol is the only person qualified to examine them. Kirk’s confused reaction to her being Admiral RoboCop’s daughter is funny, but it’s a reminder of how pointless the coverup was. Did Spock keep it a secret just to mess with Kirk? Shouldn’t they be more worried about the security breaches involved with someone using fake transcripts? They’re lucky she’s not evil; she’s here because she knows her father is pulling some kind of scheme. After her ridiculous and pointless fan service scene (seriously, who thought that was a good idea for Kirk to ogle while she stripped down?), she and McCoy start operating on a torpedo. Since this would be too boring on its own, the bomb somehow arms itself and activates a timed explosion. Carol fixes it with the good old pull-out-all-the-wires trick from every action movie ever, and it’s revealed there’s someone cryogenically stored inside. Harrison then drops the big reveal of the movie:

His true name is Khan! (Dun dun dun!)

For a second, I thought they’d put in a bolt of space-lightning for dramatic effect. It’s supposed to be some huge revelation, even though long time fans could’ve picked up on it long beforehand. It was so obvious, even the back of the DVD case spoils it. The only real reason to have Khan return is because he’s the most famous villain in the Star Trek lore; people are familiar with the name, so it instantly makes the film more interesting to the average viewer. He reveals that he and his 72 followers were genetically engineered to be superior to human beings in every way. They were condemned as war criminals and frozen over 300 years ago, but were found by Admiral RoboCop sometime between the two movies. Khan was revived alone and tasked with developing weapons technology, thus laying the foundation for the admiral’s dream of a militarized Starfleet. Kirk asks, “Why would a Starfleet admiral ask a 300 year-old frozen man for help?” That’s a very good question; no matter how intelligent someone is, it takes time to learn things. Going by the timeline, Khan would’ve needed to learn three centuries’ worth of technology and science – including the development of interstellar travel and warp engines – in less than one year. That’s like asking Benjamin Franklin to design the Large Hadron Collider! Are there really no better qualified tacticians in this continuity?!

Khan tries to gain sympathy with Kirk (and the audience) by pointing out their similarities: they’re both leaders who would do anything for their “families.” Only difference is, Kirk didn’t go on a murderous rampage when he lost someone. Admiral RoboCop clearly isn’t working with a full deck, either. Not only did he try to blackmail Khan by threatening to kill the other 72 crew, but he knowingly sent the Enterprise into enemy territory with a sabotaged warp core as well. All for the sake of kick-starting a war with the Klingons and getting rid of any evidence of the conspiracy. Using the long-range torpedoes with Khan’s crew inside was just the icing on the cake…even though it makes no sense whatsoever. If you’re a evil military mastermind and have six dozen pieces of evidence linking back to your scheme, why would you let someone else dispose of them?! Why did the admiral even bother giving the torpedoes to Kirk? He could’ve just cremated the bodies and then equipped the Enterprise. Did he seriously think they’d risk bombing the Klingons after the engine broke down?

Admiral RoboCop tries to make up for it by personally taking the USS Vengeance – an absolutely massive warship Khan designed – straight to the Enterprise in a last-ditch attempt at a cover-up. Boy, he sure could’ve used a portable transwarp beaming device right then. So much for being discreet. He chides Kirk for disobeying orders (I don’t know why he’s surprised, as Kirk is an established rule-breaker), and asks for the prisoner’s location. After both sides give up on the pretenses of this being a real mission, the admiral admits the truth and demands Khan be given up. They attempt to warp back to Earth, but the ship is gunned down a hail of phaser fire and explosions. Carol tries to talk her father out destroying the Enterprise, but is promptly teleported to the other ship. With death mere seconds away, Kirk frantically tries to surrender himself to spare the crew – a nice parallel with Khan – but is mocked and shut down. It’s at this point that Kirk finally realizes what being a leader is all about: taking responsibility for your choices. You can’t just go gallivanting through life without handling the consequences. With his pride finally crushed, he turns to apologize to his crew before being vaporized…

…Or at least that’s what would have happened, but Scotty snuck on board the Vengeance and temporarily shut it down. Yes, he went to Khan’s coordinates and found a huge warship at a secret base, and somehow infiltrated their security. How convenient. Couldn’t he have sabotaged the weapons down earlier? You know, before all the explosions and death? With both ships now adrift and incapable of fighting, Kirk decides to team up with Khan, jump over to the Vengeance in a spacesuit, and take it over from the inside. When Spock calls him out on his ridiculous plan, Kirk admits that he’s just making things up as he goes along and isn’t fit to command the Enterprise. It’s true on both counts, considering that they’re only the moon’s distance away from Earth. Why don’t they just call for help? Kirk used his personal communicator to phone Scotty from Klingon airspace. Also, why are there no other Starfleet vessels in this area? Did Admiral RoboCop somehow plan for this to happen and order everyone else on deep space missions before dealing with Kirk? There were two terrorist attacks against Starfleet within a week; if anything, there should be even more ships near Earth than usual.

Whatever. Scotty warns that the Vengeance will have weapons restored in three minutes, so time is of the essence. While the entire space jump scene is nonsensical, it provides some of the coolest-looking visuals in the movie. If you’ve ever seen any of the NASA space walks, you know how awesome they are. This version goes much, much faster, and the visor navigation displays have a nice Tron vibe. There’s even a bit of tension with Scotty temporarily getting caught by security (Finally!) and the entrance being wide enough for only a couple of people. Of all the potential teams to infiltrate a ship in Star Trek, would anyone expect Kirk, Scotty, and Khan to do the dirty work? They make it up to the bridge just as the Vengeance powers back up – the infiltration actually takes about nine minutes instead of three, but the audience is supposed to be too distracted to care – and hold Admiral RoboCop at phaser-point.

Kirk is savvy enough to have Khan stunned at this point, but apparently forgot that he’s capable of withstanding physical injuries. The villain plays possum just long enough for the admiral to babble some last-minute fanatical warmongering. With the dramatic tirade over, Khan jumps up, knocks out both Scotty and Kirk, breaks Carol’s leg, and crushes Admiral RoboCop’s skull like a melon. With full command over the deadliest starship in the area, he triumphantly contacts the Enterprise and demands Spock hand over the crew in the torpedoes. It’s kind of disappointing. In Wrath of Khan, there was a similar battle between two ships. But what made the original Khan so dangerous and awesome was his cunning; he nearly destroyed the Enterprise by using a smaller, less-equipped ship. This time, everyone knows he’s going to pull something, but he wins via superior firepower anyway. Oh sure, there’s a brief spoken battle of wits – Khan and Spock are the two smartest characters in this continuity – but Khan wins by virtue having the only ship that can actually function.

Spock isn’t out yet, though. While the others were busy with the Vengeance, he took the time to call Spock Prime and give Leonard Nimoy a cameo scene. He did this to get advice about Khan, even though he just assumes his alternate reality counterpart knows about the villain. It’s supposed to be a haunting callback to Wrath of Khan, but it’s kind of pointless. Spock Prime’s scene can be summarized as, “I’m not supposed to tell you anything that might alter your destiny, but Khan is a really dangerous guy.” No kidding. Presumably Spock Prime explains how Khan’s pride and vengeful nature makes him easy to manipulate and outwit, but those are insights the younger Spock could’ve realized on his own. Did we really need to drag the older, wiser Spock into the fray just to give a villain a little more credibility? Also, if you’re capable of contacting someone on a nearby planet, why are you not calling for help?!

Spock must have learned something, though. His plan is simple: Pretend to give into Khan’s demands, but take the frozen crew members out of the torpedoes first. Set the bombs to detonate, and watch the pretty fireworks of a huge space ship exploding. It’s actually a clever trick, and it’s much more interesting than the mindless battles in some of the other movies. The problem is the fact that Khan let it happen at all; he willingly teleports armed torpedoes onto the Vengeance without thinking it through. At first glance, it’s a way to demonstrate Khan’s flaws and overconfidence, but it doesn’t work. Before taking the bait, he spends a few seconds to scan the torpedoes. It would be befitting of his methodical and tactical nature, except that he doesn’t notice his crew has been removed. How did he miss that?! The entire point of the scan is to confirm the physical makeup, contents, or location of an item; do life signs not show up in cryogenics? The oversight is baffling.

Khan’s temporary triumph is admittedly awesome, though. After getting the torpedoes, he teleports Kirk, Scotty, and Carol back to the Enterprise. His taunt, “No ship should go down without her captain” is easily one of the best lines in the entire movie. He even dishes out ten more direct hits on the Enterprise before the torpedoes detonate. The crew doesn’t have time to celebrate, though; the ship took way too much damage and is now caught in Earth’s gravity. Sulu says that without shields, the ship will burn up in the reentry. If they don’t get the engines back up and running, they’ll crash in minutes! It’s an interesting dilemma, even if it isn’t scientifically possible. The battle took place near the Moon, and both ships lacked propulsion. Nor were they using momentum from coming out of warp; from that distance and lack of speed, it would’ve taken them months to drift to the planet. However, it gives Kirk just enough time to get a serious reality check. As he and Scotty race down to engineering, he gets to see the consequences of his actions: the Enterprise is being torn apart, his crew is dying, and there’s no chance of escape. Watching him trying to save someone from plummeting to their death – and failing – is gut-wrenching. Some of the scenes, like people running through a sideways-tumbling hallway, are some of the most nightmarish visuals in any Star Trek film.

Boy, they sure could’ve used a portable transwarp beaming device.

This doesn’t last long, unfortunately. Considering how much this move takes from Wrath of Khan, it’s not surprising that it’d reuse the ending as well. Kirk makes it down to engineering, goes directly into the housing of the warp core to fix it (apparently it involves a bunch of dropkicks from impractical angles), and gets a lethal dose of radiation. He gets it working just after the Enterprise falls through Earth’s cloud layer…Wait, didn’t Sulu say they’d burn up in reentry? They should’ve been a giant cinder by the time they reached that altitude! At least seeing the battered, broken Enterprise triumphantly rising was worth it. However, Kirk’s conversation with Spock and his death-by-radiation kind of spoil the mood. It’s sad watching Spock with a trembling voice and teary eyes. He just lost the closest thing to a friend. However, any tragedy is lost when he turns his head skyward and screams:

KHHHHHHHHAAAAAAAAAAAAN!

…Wow, I never thought I’d be laughing so hard at a Star Trek death scene. Did you really have to go there, screenwriters?! That scene was hammy enough in Wrath of Khan. Can’t you at least try to let this film stand on its own? Whatever. Turns out the Vengeance is also crashing back to Earth, and Khan aimed it straight for Starfleet HQ. Of course. He actually misses his target and destroys a huge chunk of San Francisco, and manages to jump to the ground with only a small face wound. Then a prolonged foot chase between he and Spock ensues. No, seriously. Because there’s no better way to end a blockbuster space action movie than a foot chase through San Francisco.

They end up fighting on top of a floating barge, and it seems promising in concept. Both Spock and Khan are gifted with extraordinary intelligence and physical strength…so they battle like a couple of drunken brawlers. It’s the Vulcan Nerve Pinch versus raw genetically-enhanced power! Khan actually has a few opportunities to kick Spock off the edge – the fall would’ve easily him – but tries to crush his head a la Admiral RoboCop. So much for being a master tactician. Uhura teleports in as a distraction and says they can use Khan’s blood to save Kirk. This gives Spock the reason not to succumb to vengeance – hence the big theme of the movie – and manages to haul Khan back to the Enterprise off-screen. Two weeks and a magical blood infusion from McCoy later, and Kirk wakes up in the hospital. Way to go, screenwriters. You’ve completely negated the tragedy of a main character dying, thus cheating your audience of any lasting emotional torque. Kirk was dead for less than ten minutes! Now that they’ve found a way to cure death, how are they going to handle mortality in the next movie? Rather than having Khan studied and the effects replicated, they put him back in a cryogenic tube and leave him in storage. What about a trial? Whatever. Skip forward a year, and the Enterprise has been rechristened and is embarking on her iconic 5-year mission. Cue credits and a classic Star Trek theme music remix.

…Well, that could’ve gone better.

It’s a shame. Star Trek Into Darkness has a lot going for it. The premise of Starfleet espionage and the issues of its militarization are interesting. Having an intelligent villain like Khan is great; it makes him more dangerous and fascinating. Kirk’s overall character arc is great; he starts as irresponsible braggart and gets a deadly, painful lesson in responsibility and leadership. From a narrative standpoint, however, the rest of the movie falls flat. Several characters didn’t get enough development, and there so many plot inconsistencies that it’s mind-boggling. There’s a fine line between paying homage to the original series, and using it as a crutch. Wrath of Khan was an amazing movie; Into Darkness should be able to stand on its own without it, but doesn’t. Don’t go in thinking like this is an old-school Star Trek film. If you just want sci-fi that’s more about flashy explosions and action, go for it. Otherwise, trek somewhere else.

Super Smash Bros. 4 (3DS) Review

He’s got the whole world in his hands…

Designing the new Smash Bros. must have been hard. It’s understandable why Nintendo did it; adapting a famous franchise for their currently most popular system was the obvious, practical, and lucrative option. Actually producing the work, on the other hand, must have been Herculean undertaking. It’s one thing to make a follow-up to Brawl, which was by far the most content-extensive title on the Wii. But how do you take something so over-the-top epic and cram it into a 3DS card? Not only did it have function with the limitations inherent to a handheld format, but had to meet the ridiculously high standards set by the previous game as well. The results aren’t perfect, but it’s a valiant effort nonetheless.

It looks promising at first glance. Iconic fighters like Mario, Link, Kirby, Fox, and a slew of others make their triumphant return. Zelda and Samus now have separate entries for their alter egos, resulting in some much-needed move set revisions. The Pokemon Trainer from Brawl has retired and left only Charizard to do the heavy lifting. The Ice Climbers were completely cut due to the technical limitations of the system. Metal Gear’s Solid Snake is also missing, though it’s likely due to licensing issues. Once they get over the loss of some of their favorite characters, longtime fans will find several new characters to master. Pac-Man’s appearance is practically a given considering the growing ties between Nintendo and Namco, but it’s a pleasant surprise to see the original Mega Man – complete with a range of signature attacks from the NES games – back in action. Others, such as the Wii Fit Trainer and the dog from Duck Hunt, are completely unexpected. Some of the returning franchises boast even more characters, like Lucina and Robin from Fire Emblem: Awakening, Rosalina from Super Mario Galaxy, and Palutena from Kid Icarus: Uprising. Aside from a few wasted slots (Did we really need Dark Pit?), the nearly 50-strong roster is varied and impressive.

Despite all the new faces, the basics remain the same. The goal is simple: knock your opponent off the stage. The more damage they rack up, the further they’ll go flying. If they manage to make it back on solid ground, you’ll have to keep fighting. Aside from an assortment of punches, kicks, slashes, and throws, each character has a set of special moves taken from their respective games. Link’s Spin Attack isn’t just for cutting grass, Mega Man’s Buster even has the classic power-up sound effect, and Kirby’s copying ability remains as versatile and somewhat unnerving as always. Hidden tactics, like Ganondorf’s Reverse Warlock Punch and Samus’s Grapple Beam ledge tether, have returned as well. That’s on top of the usual blend of dodging, tactical rolls, shielding, shield breaking, and wall jumping. The old ledge-grabbing tactics have been completely revamped; if your character grabs a ledge while someone is already on it, you’ll automatically latch on and send your opponent scrambling. The most important revision, however, is the removal of random tripping. It allows players to focus more on competitive strategies instead of luck. The overall gameplay pacing falls somewhere between Melee and Brawl; it’s slow enough to keep new players from being overwhelmed, but fast enough to keep veterans satisfied.

That’s assuming you can even keep track of what’s going on. While the gameplay is solidly built, how it is presented and played certainly isn’t. The Smash Bros. series was originally designed with televisions and consoles in mind; the scale of the stages, the number of items, camera perspective, and everything else were built for a larger screen. To make that work on a handheld, a few sacrifices had to be made. Longtime fans might have trouble getting used to the button layout, especially on the original 3DS model. Playing on relatively large stages like Corneria or Boxing Ring becomes a hassle because the camera has to zoom out to maintain view of all the characters. At least it spares you from seeing the limited texturing. Even with the optional highlighting reticule, it’s still easy to get characters mixed up or overlook smaller items. That’s really troublesome when you have to contend with motion-sensing bombs, banana peels, smoke balls, bee hives, and the slew of other weapons that randomly spawn. Using such items also demonstrate the 3DS’s technical limits. The game runs at a surprisingly smooth 60 FPS most of the time. However, Assist Trophies are animated at 30 FPS, and Pokeballs only appear one at a time. It’s telling that, unlike previous Smash titles, there’s no way to adjust the frequency of item appearances. If there were, it’d be too easy to crash the game completely.

These problems are even worse in online matches. Smash 4 is much faster than Brawl’s infamously laggy multiplayer…some of the time. As there’s no way to see your opponents’ connection speeds before you commit to a match, you’ll often be flung blindly into an unplayable fight. Sometimes the game completely freezes before kicking you back into the menu. Even decently-running matches are slightly slower. It’s doesn’t completely break the game, but it messes up more advanced tactics and input timing. When you manage to get a great connection, the fights are smooth and responsive. You’re allowed to manage lobbies with people on your friends list, but there’s no way to narrow down based on location, voice or text chat, and other features common to fighting games. The ability to play one-on-one matches with strangers via For Glory mode is a great feature for more competitive players, yet it lacks a ranking board. Though it’s possible to view other people’s matches via either live spectating or replays, you can’t look up specific playbacks. Speaking of which, there aren’t any options for the replays you save on the system; there’s no way to share them with friends, upload them to YouTube, etc. While the online multiplayer functions on the most basic level, it could’ve been so much more.

The designers tried to make up for such shortcomings by giving you more gameplay options. One of Smash 4’s most touted features is its customization menu. All of the fighters have unlockable variations on their special moves. Most have practical effects, like adjusting jump trajectories or attack range. For example, Ganondorf’s Warlock Blade not only lets him wield a sword, but it extends his punch as well. The game also lets you equip items that boost the characters’ attack, defense, and speed capabilities. In an attempt to keep things balanced, you can only equip three things at a time. Tired of Bowser being so slow? A little tinkering with his speed stat – at the expense of his raw power – can make him far more dangerous. Some equipment has secondary effects, like auto-healing, stronger smashes, etc. While this adds some much-needed variety, its implementation is lacking. Aside from a brief description and stat chart, the equipment is utterly forgettable. That’s a step back from the image stickers in Brawl, which served the same function while delving into Nintendo’s back catalog.

The customization is taken even further with Smash Run, a gameplay mode exclusive to the 3DS. Taking cues from Melee’s Adventure Mode and Brawl’s Subspace Emissary, Smash Run drops four fighters in a labyrinth crammed with platforms and enemies from various Nintendo franchises. The goal is simple: Explore under a time limit, slaughter tons of foes, and pick up whatever items they drop. Every last Kremling, ReDead, Goomba, and wild Pokemon leave stat boosts, allowing you to build up your attack, speed, defense, etc. There are also treasure chests containing unlockable character moves, extra equipment, and additional power-ups. Doing a Metroid-esque Shinespark and summoning laser beams is quite awesome. Actually playing Smash Run is another story. The platforming is straightforward, but it becomes a hassle when you’re completely surrounded by enemies. Depending on your stats, it’s easy to get thrown around and killed without any chance of recovery. It’s annoying when you’re just out of reach of a valuable item, only to get denied at the last second. All of your efforts culminate with a brief battle with the other contenders. Most of these fights are based on the old Special Melee rules; giant characters, set stamina, and enemy teams are common. Others are designed as contests, like the traditional Race to the Finish mode. The problem is that rule types are randomly chosen; there’s no way tell if you’ll have the necessary stats built up until the fight starts. It would’ve been far less frustrating had these matches been selectable separately.

Once Smash Run inevitably goes stale, you can fall back on more conventional single player features. Classic Mode returns with its usual assortment of giant and metal opponents, but it’s been expanded with branching paths, random rewards, and varying difficulty settings. Since you bet more of your in-game currency the higher the difficulty, there are much bigger risks and rewards involved with a playthrough. All-Star Mode is still a gauntlet of opponents set in chronological order, but little has changed about it. The same goes for the Multi-Man Smash modes; aside from recording matches and high score bragging rights for Cruel or Rival Smash, there are few incentives to play them more than once. At least Melee’s iconic Home Run Mode is back and tough as ever. That can’t be said for Break the Targets, though. The formerly grueling test of your ability to handle characters’ moves has devolved into a simple Angry Birds knockoff. You merely launch a time bomb at a huge wood and block structure from different angles. In their attempt to make things more appealing to new players, the designers completely missed what made the target challenges fun and interesting. It’s overshadowed by the new Trophy Rush, in which you fight through an onslaught of falling boxes and explosions to nab dozens of collectibles. It’s entertaining, but it doesn’t make up for the game’s lesser offerings.

The same can be said for the stage selection. As this is a 3DS game, there was an effort to design levels based on Nintendo’s handheld titles. Some, like the Magicant, 3D Land, and Paper Mario stages, are fun in their variety and colorful visuals. Gaur Plain inverts the usual layout by having all the platforms on the sides and a huge hole in the middle. The old Gameboy-styled version of Dream Land was a nice touch. Others fall flat, though. Of all the places in the Zelda franchise, the decided to go with a collapsible Gerudo bridge fraught with fire and ice attacks. The Unova Pokemon League has the same basic stage hazards, yet is even less interesting to look at. Not all of Tomodachi Life took place in the apartment complex; as funny as it is seeing your Mii cowering in the background, it would’ve made more sense to tour the entire island and vary the platforming. At least returning fan favorites like Jungle Japes and Brinstar keep things from getting too bland. It’s disheartening when to play in the Living Room or the Trophy Rush mini-game, because they’re so reminiscent of Brawl’s level editor. It’s a shame that feature didn’t make it into this version. Even with the optional flat levels for competitive players, it feels like something’s missing.

The music fares better, though. There’s no way Smash 4 (or any game, really) could top Brawl’s gargantuan playlist. Instead, the soundtrack uses a couple of optional tracks per stage. Though lacking anything as grandiose as MGS4’s “Theme of Love” or Wind Waker’s sailing theme, this OST focuses more on the essentials. The Corneria and Fire Emblem themes from Melee are obvious choices. Tracks like “Ocarina of Time Medley” and the orchestrated “Tetris Type A” were far too good to pass up. Several familiar tunes are back, but as arrangements. The “Gerudo Valley” guitar instrumental and Donkey Kong Country 2’s “Stickerbrush Symphony” are some of the best versions out there. The Gaur Plain theme and the Mega Man 2 remixes are more than enough incentive to play their stages. Combined with a little voice acting – the Kid Icarus and Fire Emblem casts especially – Smash 4’s sound menu exemplifies quality over quantity.

It’s been a long time. The build-up to this Smash Bros. was unlike anything else in gaming. No title could have lived up to the expectations, but this one tries so hard. The results are far from perfect; most the single player modes are flawed, the online multiplayer needs an overhaul, and every technical aspect of the gameplay limited by the 3DS’s capabilities. Despite such glaring issues, the game has a huge roster, hundreds of collectibles, tons of stages, a deep (albeit bland) customization system, improved combat mechanics, faster pacing, and a great soundtrack. To take all of that and make it work on a handheld system is an impressive feat. Is this the best Smash Bros. ever? No. Is it one of the best 3DS games? Absolutely. Nintendo’s greatest fights are finally in the palm of your hand.

*Originally posted here.

Guilty Gear Xrd Review

She’s A Killer Queen…

It began with a declaration of war. Ramlethal, a mysterious young woman from another dimension, proclaimed that all who were unworthy would be destroyed. Genocide isn’t a new concept in the Guilty Gear universe – it’s only been a year since the showdown in Overture – but there’s good reason to take her seriously. She backed up her boast by summoning The Cradle, a magical structure the size of a mountain. Within seconds, an entire city full of people was wiped off the face of the planet. The Cradle vanished as quickly as it appeared, with the unspoken threat of a future attack. It’s up to Sol Badguy and Ky Kiske, the two most powerful and iconic fighters in the franchise, to join forces and save what remains of human civilization.
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It’s not the most ideal partnership, of course. As any Guilty Gear veteran knows, the rivalry between Sol and Ky is the stuff of legend. As a direct sequel, Xrd examines how they and the returning cast are dealing with the fallout of the previous game. Ky has matured into a competent king, though political realities and responsibilities have forced him to rethink his morality. Sol is still a gruff and bitter bounty hunter, though he’s kept his word and raised Ky’s son as his own. Sin doesn’t have his father’s brilliant mind, but he certainly has his idealism. May is similarly positive, but vague hints at her backstory (and foreshadowing of events in the next game) imply that all is not well with her and the Jellyfish Pirates. Faust is still crazy, though he’s embarked on a long, wacky road to redemption. The Assassin’s Guild is still operating under Venom’s leadership, and he’s even managed to end the longstanding feud between himself and Millia. More importantly, Zato – long dead and possessed since XX – has been magically resurrected. His surprise reappearance is a herald of something far more sinister.

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Not everyone is back, unfortunately. The Guilty Gear series is known for its bizarre and unique designs, but some of the biggest fan favorites didn’t make the cut. Baiken is arguably the most missed; her incredible swordplay was among the best in any fighting game. The same can be said for Johnny, who gets nothing but a few scenes in Story Mode. Dizzy gets a similar treatment, though she’s out of action for plot purposes. The newcomers have enough personality to distract you from such shortcomings, though. Ramlethal pretends to lack emotion, but she enjoys summoning giant swords and viciously slashing you to pieces. Elphelt is far more cheerful and ditzy, but she’s a bride that takes the term “shotgun wedding” literally; she tosses grenades instead of garters, and pumps any runaway spouses with lead. Bedman looks like a harmless coma patient in a silly-looking hospital bed…until he starts summoning spiky wheels of death with his mind. Sin isn’t as terrifying, though his long-range spear combos are powerful. He’s balanced by a stamina gimmick akin to the Monster Hunter games (he has to eat steak to prevent exhaustion), but he’s lethal in the right hands. That goes double for Leo Whitefang, the exclusive DLC character. Imagine a hulking man/lion hybrid who dual-wields greatswords, can change stances to attack you backwards, and whose every word is dripping with deliciously hammy voice acting. Yes, Leo is hilarious, awesome, and a perfect fit for the game’s setting.

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Speaking of which, Xrd’s story is surprisingly easy to get into. Guilty Gear’s lore is notoriously convoluted, but this game alleviates much of the problem. While the new Story Mode has the underlying assumption that you know what happened in Overture, it occasionally retouches some of the major points – such the importance of Justice and That Man – to keep new players from getting lost. If you’ve endured the stories of Persona 4: Arena or any of the BlazBlue games, don’t worry; Arc System Works forgoes its usually sprawling narrative in favor of focused storytelling. It takes only a few hours to finish, with plenty of cameos and no repeated scenes. As usual, the majority of it is told through voiced dialogue. Instead of simply plastering the characters’ avatars on the screen, however, it uses drawn scenes. They aren’t fully animated – there’s a lot of standing and talking – but it gives players something interesting to look at. Considering the costs for such a production, having a relatively brief story makes sense. If you miss anything, there’s an entire in-game library to keep you informed.

However, you’ll probably skip over all of that and dive right into Arcade Mode. If you’ve played any of the XX games, it’s like returning to a childhood home: familiar and nostalgic. It utilizes most of same move setups as before; there’s the usual array of punches, kicks, slashes, and heavy slashes that create a wide variety of combos. Every character comes with their unique special attacks, like Sol’s iconic Dragon Install or Venom’s billiard-style ranged tactics. That’s on top of the guard crushing, air dashing, Overdrives, Psych Bursts, Faultless Defense, Instant Kills, and the other returning features. At first glance, it’s easy to assume that Xrd is a hyper-aggressive button mash-fest. Blindly running into battle, however, will get you slaughtered. While not as intensive as BlazBlue’s commands, the inputs in this game require a good sense of timing and attention to frame animation. Unlike the Persona 4 fighting games, Arc System Works didn’t implement any kind of auto-combo control scheme. If you take the time to learn the fundamentals, you’ll be surprised at how far they carry you.

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For more experienced players, there are several new advanced mechanics to master. Guilty Gear’s Roman Canceling system is back again, but it’s been expanded into three types. They still allow you to cancel attacks into other moves, but their effects are more situational. RCs depend on things like opponents’ hitstun status, timing with animation frames, using projectiles, character momentum, etc. It’s technically demanding, but mastering it pays off in spades. Elphelt, for example, has some ridiculously good unblockable setups with her grenades. The classic Dust Attack has been modified as well. The traditional homing jump version lets you launch foes skyward and follow it up with mid-air combos. The homing dash, however, forces your opponent into the wall and leaves them wide open for cornering tactics. For more defensive players, the newly-implemented Blitz Shield lets you repel oncoming attacks while sacrificing a quarter of the energy otherwise saved for Overdrive moves. It doesn’t seem like much in the midst of all the offensive capabilities, but using it well can completely turn a fight on its head. So can Danger Time, which randomly triggers whenever attacks clash. It basically boosts your attack power, countering, and canceling capabilities for ten seconds. Unlike the other features, this one feels tacked on; the randomness completely throws off the match’s pace and doesn’t fit well with high-end competitive gameplay. If Danger Time had to be included, it would’ve made more sense to make it a limited optional command, like Instant Kill Mode. It detracts from what is an otherwise solid and engaging experience.

Regardless, there’s a lot to learn. If you’re feeling intimidated, there’s a robust Tutorial Mode that covers every aspect of the game. It’s even structured as a series of lessons taught by Sol to Sin, which is amusing in itself. There’s also a Challenge Mode that focuses on increasingly demanding character-specific combos. However, the Mission Mode is more practical. It assumes that you already know the basics, and focuses on situational tactics instead. How do you block attacks while dashing? How do you perform air-to-air combos? How do you combo into an Instant Kill? You need to know if you’re playing competitively. Having a feature that focuses on advanced tactics is immensely useful, and it’s something that more fighting games should include. It could never replace Practice Mode, of course. It lets you customize everything from the health and special bars to computer competency and blocking techniques. The recording function is as useful as ever, but it’s the Input Delay – essentially a lag simulator – that’s the most important. When the crux of your strategy depends on how well you can handle the animation frames, mastering the inputs is a must.
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Speaking of lag, the online multiplayer isn’t quite up to par yet. By no means is it unplayable, but it’s inconsistent. The majority of the matches played thus far have been incredibly slick and responsive – as expected for an Arc System Works title – and making the transition from offline has been easy. However, a few of the fights have slowed to a crawl or randomly disconnected. It’ll likely warrant another patch in the near future, but it’s questionable right now. Ranked matches are few and far between, though there are dozens of player matches going on at any given hour. The lobby system takes the next logical step from BlazBlue: Chrono Phantasma’s design. The rooms are separated by continental regions, and then further divided by geographic location. Each place on the map has 32 rooms, which can accommodate up to 64 players each. Not surprisingly, most of the rooms are completely empty. If you find a busy location, you can set up lobbies with certain skill level requirements, connection speeds, voice chat, and even differentiate between casual and serious matches. Inside, you have the choice of pairing off with someone for a quick match, switching opponents, or waiting on the sidelines and spectating someone else’s fight. Despite the lack of a YouTube uploading feature for replays, there are a lot of options packed into such a simple design.

If you want something not so competitive, the offline M.O.M. Mode will keep you busy. It’s basically a huge, customizable survival mode. You begin at the center of a massive map of panels, and must fight across other panels to progress. The more you win, the more cash you’ll earn towards stat boosters, items, and equipment. For example, my Slayer can’t move quickly, but he hits like a truck and his health bar is three layers thick. You can spend time building up resistances to status ailments, reduce chip damage, etc. You’re not the only one with upgrades, either; at higher levels, you’ll run into enemies with increasingly broken movesets. You think Axl is bad at long range? Try dealing with a version of him that doesn’t flinch and can summon May’s whale. Only patient and masochistic completionists need apply. It’s worth the effort, though; everything you do in any of the modes will net you bonus points that go towards unlocking stuff in the gallery. It’s a little sparse compared to BlazBlue’s offerings, but it’s definitely a case of quality over quantity. Character avatars, cutscenes, voice acting, music…It’s all there, practically begging to be unlocked.

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You’ll want every last bit of it, too. In an unusual move, the designers chose to use Unreal Engine 3 for Xrd’s graphics. Rather than attempting to make traditional hand-drawn character sprites, they decided to go with 3D cel-shading. It works beautifully with Guilty Gear’s anime-influenced style; just look at the way Ky’s hair moves when his ponytail becomes undone, or the way Ramlethal’s cloak flaps in the breeze, or how Slayer seems to slide across the screen in one fluid motion. Sol’s detailed Dragon Install animation – and the epic music track that activates with it – is the stuff other 2D fighters could only dream of achieving. Not to mention all of the fully-animated and voiced Instant Kills. The backgrounds are detailed as well. May’s airship drifts above the clouds before diving low enough to skim the ocean, and the bridge in the Japan colony gives a good sense of depth and perspective. There accompanying soundtrack is, as usual for Guilty Gear, a stellar blend of rock and metal. Tracks like “Storyteller” and “Holy Order III” steal the show with their awesome instrumentals, and “Lily” sounds like a long-lost Queen song. Considering who designed the game, there’s nothing more fitting.
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It’s been a long time. After so many years, it’s great to have Guilty Gear retake center stage of the 2D fighting genre. Arc System Works has learned from their experiences with BlazBlue and Persona games, and it shows. It’s a reminder of what makes these games great: a small but unique cast of quirky and awesome characters, highly technical gameplay, and a style second to none. It’s not the easiest game to get into, but the streamlined story and in-depth tutorials are enough to keep newcomers hooked. The drastic changes to the old combat mechanics are interesting, though not everything is perfect. The online multiplayer still needs some reworking, though most of the matches work flawlessly. This game sets a new standard for the inevitable future titles. Judging by what Xrd has accomplished, Guilty Gear is back and here to stay.

*Originally posted here.

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.

Azure Striker Gunvolt Review

Ride the lightning…

It was supposed to be an easy job. The Sumeragi Group – the corrupt worldwide conglomerate responsible for rounding up anyone with superpowers – had its hands on something that could amplify psychic abilities. As a member of the underground resistance, all Gunvolt had to do was infiltrate the building, track down the target, and destroy it with his unique electrical powers. Nothing more, nothing less. It should’ve taken him only a night, if that. It was anything but simple, though; his target wasn’t an object, but Joule, a young girl whose singing was literally magical. Refusing to kill an innocent for the sake of his mission, Gunvolt opted to rescue her instead. With the world’s largest corporation and several of its most dangerous warriors gunning for them, this pair of unlikely heroes has to survive long enough to bring down Sumeragi and bring freedom back to their world.

At a glance, Azure Striker Gunvolt’s story has a lot going for it. It’s set in a future dystopia, and its hero is surprisingly downbeat and world-weary. There’s a lot of potential to be had in a main character who is both a fugitive and freelance gun-for-hire; he’s not a savior, but an irritable young man trying to do the right thing. Unfortunately, the game can’t decide on its tone or character development. Aside from a few lines of pre-mission conversation, Gunvolt never grows as a person. Despite being the unwitting lynchpin in everyone’s plans, Joule has very little personality beyond acting in the typical distressed damsel/magical support role. For a game that tries to take itself seriously, most of the cast seems silly and out of place. For example, Elise is a boss with dual bodies and personalities. The split between her shy and aggressive personae is briefly played for drama and horror, but quickly devolves into cliched banter. Zonda – an explicitly bigender character who uses gender-neutral pronouns (an admittedly bold and welcome move on the writers’ part) – is nothing more than a lustful, innuendo-spouting caricature of a villain. Copen, the rogue gunman stealing everyone else’s powers, is the only one to get any semblance of depth, dignity, and proper motivation. The sheer amount of missed narrative opportunities is staggering.

Once you get into battle, you’ll probably stop caring. Azure Striker Gunvolt is a spiritual successor to the Mega Man X series, and it shows. The dashing, wall kicking, and general stage layouts are taken straight from the game’s SNES predecessors. After the intro, you’ll be given a choice of six missions (eventually unlocking four more stages and a series of gauntlets) that can be completed in any order, each with their own theme and boss battle. None of them are particularly difficult; the stages are linear, checkpoints are frequent, and the platforming is decent at best. Gunvolt focuses more on action, not jumping or exploration. Since he has the power to generate electricity, his effectiveness as a fighter depends on how much energy he puts out. He can pull up a circular forcefield to gradually damage everything nearby and temporarily alter his jump physics, or he can tag enemies with magnetized bullets and use them as makeshift lightning rods. Either method will drain his energy, forcing you to either wait for the onscreen meter to recharge, or automatically replenish it with a quick double-tap on the directional pad. Depending on what gear you have equipped, any damage you take will also take a chunk out of Gunvolt’s power supply instead of his life bar. The built-in limitation keeps an otherwise cheap gameplay mechanic in balance, and encourages players to get better at evasion instead of spamming attacks. Screw up too much, however, and Joule can step in to sing an infinite energy song and bail you out. Rinse and repeat enough times, and you’ll destroy Sumeragi in no time.

Going by just the default settings, it’s easy to believe that Azure Striker Gunvolt is shallow and repetitive. And honestly, it is. Missions take only a few minutes to complete, it’s difficult to actually die on even the hardest stages, and tagging and zapping everything gets old fast. The real meat of the game takes a little more effort to uncover. If you take a peek at the in-game menu before going on a mission, you’ll uncover a wide variety of optional objectives for each level. That one stage you’ve practically memorized? Try beating it in under four minutes, without taking damage, destroying a set number of enemies, or doing it with certain weapons. There’s also an arcade-style score multiplier that resets whenever you’re injured or activate a checkpoint, so you’ll have to do a perfect run to maximize your score. Joule will even start singing different songs if you manage to get the multiplier high enough. Since your performance is graded and ranked all the way up to S+, knowledge of every gameplay mechanic is vital. Beating the game is easy, but fully mastering it is something else entirely.

The payoff for the extra effort is an assortment of customizable techniques. With the spare parts you earn from beating missions, it’s possible to craft gear to boost Gunvolt’s energy output, perform aerial jumps and dashes, prevent knockback from incoming attacks, and reduce damage. Depending on how you design his equipment, Gunvolt will move completely different from his original loadout, thus allowing you to tackle old stages in new ways. Unfortunately, his tag-and-zap combat mechanics remain constant. There are six guns that can tag different amounts of enemies or have altered bullet trajectories, but little else. Only one unlockable pistol trades off electrical attacks for heavy-damage bullets, but there’s still nowhere near enough variety. You can learn a handful of super-powered attacks or support abilities via leveling up, but they usually boil down to screen-filling projectiles and health/energy replenishments. Since they’re limited to a few uses per level, they’re really only helpful during boss fights. Aside from that, there isn’t really anything else Gunvolt can do as a fighter. Consider Mega Man X and Mega Man Zero, the series that directly influenced this game. Players were given access to several secondary attacks and a much wider variety of weapons. Gunvolt’s relatively limited gunplay is a disappointing reminder of what could’ve been.

The game tries to distract you from such shortcomings by making everything as loud and flashy as possible. Gunvolt’s purple forcefields and multicolored lightning bolts are bright and well-animated; even his idle animation includes electrical currents coming out of his shoes. There’s something strangely satisfying about tagging a whole roomful of enemies and zapping until they all explode in tandem. Joule’s fully-voiced support songs give the stages some much-needed intensity. Some of her unlockable anthems, like “Rouge Shimmer” and “Beyond the Blue,” would fit well in a techno or j-pop concert. Your foes are bland in comparison, but they’re designed and positioned well enough. You’d be surprised how annoying an automated laser turret or generic, flame-throwing soldiers can be when they’re next to a platform or surrounded by spikes. The levels are more impressive in terms of setting and design. Most of them manage to make sense within the story while adding some variety. For example, one mission involves climbing and shutting down Sumeragi’s media tower. Not only does it destroy Sumeragi’s broadcasting, but it also turns the entire level into a sheer vertical ascent through numerous obstacles. You don’t just destroy a company train shipment, but fight off the gigantic spider tank guarding the convoy as well. Though the bosses have one-dimensional personalities, their combat abilities are impressive. Viper is more than a temperamental, fireball-spewing warrior; he can turn the entire battlefield into a miniature shoot’em-up challenge. Elise’s dual bodies and personalities have to be killed in sync, forcing you to tag and time your attacks accordingly. These clever ideas demonstrate how much thought was put into their design, and how far things have come from the Mega Man games of old.

It’s still got a ways to go, though. Azure Striker Gunvolt has some interesting concepts, but doesn’t fully utilize them. The dystopian setting has tons of potential in terms of the cast and overall narrative, but the inconsistent tone and the characters’ shallow personalities make the story utterly forgettable. The lack of weapon variety is disappointing as well. Gunvolt can control electricity; you’d think there’d be something more creative to do with his powers than just tagging and zapping. The quick levels, repetitive battles, and easy default settings are hardly satisfying. But if you take the time to delve deeper into what the game offers, you’ll be rewarded for the effort. The wide variety of customizable gear lets you tackle levels in different ways. The optional secondary objectives are often grueling, and maxing out your high scores practically requires perfection. All while dazzling you with flashy attacks, creative bosses, and a pulse-pounding soundtrack. Azure Striker Gunvolt is by no means a perfect game, but it’s a great reminder of why the best gameplay designs are timeless. This lighting is worth the ride.

*Header image taken from NintendoLife.com.

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.