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Ultra Street Fighter IV


JLM

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At least Transformers had lasers.

Even as a child I felt something inherently uncomfortably about Action Force shooting big assault rifles with their giant biceps and yelling "U.S.A.! U.S.A.!"

Was someone saying something about having trouble separating fact from fiction?

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I'm a rail gun man. Purple rail. Rainbow name. Usual. Also, were there scripted responses from the AI to certain words or phrases in Quake 3? They certainly seemed to be excellent responses.

I always thought Stryker's gun in Mortal Kombat seemed a lot like one of those to Ray Guns where pulling the trigger rotated something noisy and made sparks/lights come on:

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...but I did enjoy the loading screens in particular.

Haha, I wanted to say something about the loading screens but it was hard to do so without generating spoilers, because the text was always so delightfully expositive and that's what I wanted to celebrate about them.

I have warmed to the game since I stopped playing it, to be fair, and now I think it's only major problem is that it's a FPS, which in 2012 pretty much condemns it to being pretty dull gameplay-wise for significant stretches. I started to put together a bit of a theory about why this is*, but didn't get too far and so it might be ill-considered nonsense better kept to oneself.

*

Something along the lines of how the COD-style FPS allows for instant kills with the majority of weapons, which might be realistic but as far as gameplay's concerned means that no matter what weapon you pick up off the corpse of an enemy you will still either kill the next guy with one shot or you won't, which means that the game has to be lenient in its punishments for missing, which then goes on to mean that the only way to ratchet up the challenge/intensity of play (in this world it's created of ubiquitous powerful weaponry and weak enemies) is to throw more dudes at you, or more dramatic cutscenes. The kind of meter management that characterises a game like Half Life (both vitality and ammo/rare weaponry) is almost entirely absent, which means there are no degrees of failure, and in order to keep a mainstream audience onside the developer ends up opting to basically remove failure from the game - because he can't set up a situation where you half-die and can try and struggle on with limited options, which, let's face it, are the situations which characterise most of the best-feeling moments in earlier FPS games.

With the videogame industry leaning towards presenting its games as entertainment rather than challenge, this problem is allowed to continue existing. But then new games get caught in this progress trap of constantly having to add new innovations to a fundamentally flawed formula, all of which draw the core gameplay ever further away from the kind of simple but compelling formula that originally characterised videogames - and continues to characterise fighting games, shmups, score attacks etc. Which I guess is also why, with a couple of exceptions, games like Vanquish are the FPSs that offer the best replay value - they put some of that continuous challenge back into proceedings by adding a score counter, thereby reintroducing that feeling that each near-miss is going to cost you, even if it didn't kill you. But that's a borrowed mechanic from a different genre, rather than a refinement of the vitality/power weapon/ammo/enemies management that made Half Life or Goldeneye or whatever so much fun to play.

(edited a bit in)

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I think you might be on to something there with the meter management angle actually. I don't really have a lot of time to get into a discussion right now, so I'll respond properly later, but before I forget to write it down, I wish that they did a little bit more with the music.

I thought the use of diegetic music at the start of the game was cool, and could see how that could contribute to Walker's growing desire to be a "hero", so I thought it would have been nice to have some aural glitchiness or twisting of the regular rawk themes as you near the end of the game into something more sinister. I did notice that all the barks and little comments that Walker says become progressively wilder as the game goes on though. That was a nice touch. Also it was fun going through all the endings and seeing how extreme they let you make the character!

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I liked the music even as it was, but yeah that would have been cool.

I haven't been back to try the different endings, but I might give it a go before I uninstall it. I do like to repeatedly play bits of games where you're obviously destined to die and see how long I can hold out, as I suspect happens in one of these endings. Like when the King of All Cosmos is angry and trying to shoot you with lasers or pool balls or whatever, except I guess in this case significantly more brutal.

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I'm playing arcade mode, probably for the first time ever since vanilla. I just got to Guile and he put his shades on right at the start of the first round which was excellent. Then he started doing insta-booms and flash kicks, which definitely wasn't excellent. Also, I am so glad that CPU Seth is nowhere near as scary as Poongko.

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Hey, see how I won that Metal Gear Party pack thing, I need 9 confirmed attendees so I'm blitzing my contacts - should be the rockingest party ever. My mum might be there and everything.

If anyone on here is willing to PM me their email address I'll put them down for an invite - as well as the party swag there's a 1 in 250 chance to win a meet with Hideo Kojima for me + 9 attendees. I don't think my mum will care so it'd be cool if it did happen and we could get some rllmukers along.

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Just played a bunch of games against an Adon named StreetHarder. That guy is... better than me. A lot better than me. I think it was something like 19-2. And I still have no idea how to fight Adon!

I do kind of find it fitting though that Sagat was the best, and then Adon appeared in Super claiming he was the best, and now he actually is the best. In my head, at least, which pretends that Cammy and Akuma don't exist because I find them offensive.

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Do Yang's dive kicks kill instantly if he lands one though? That would be superb.

No but his super activates automatically and the final hit always does the ultra flash. Constant dive kicks at a touch of a button. Next time we need a mirror match :)

Oh and T. Hawk can move before the round starts a la Marvel :)

And Happy nearly Birthday Imp, don't listen to that mouldy donut.

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And half a screen's pushback on block. That was hilarious. Shame about the lag, though.

Dan is incredible in this. HCB+P is a taunt that has infinity hits worth of armour, followed by a standing fierce that does 1200 stun. :lol: and he has a command grab now. And almost everything he does can be taunt cancelled. Outrageous stuff.

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