Tagged: fighting

Done Playing: Street Fighter IV (Xbox 360)

sf4Katy and I both signed up for e-Rewards through Blockbuster Video so the best deal we can get are some free game rental coupons from time to time. We set out to rent Rock Band 2 and start a new World Tour but the store’s sole copy was damaged beyond use so I ended up jumping on the bandwagon and picking up Street Fighter IV.

Within two hours I’d fully relived my glory days with the series and completely burned out on fighting games once again. It doesn’t help that the Xbox 360 controller is possibly less useful for fighting games than a dead mackeral in your hands. The D-Pad is painful to use, the analog stick whips out Dragon Punches instead of Fireballs, and can we please start making controllers with six face buttons again? Trying to use bumper buttons and shoulder triggers in a fighting game is like the first time you picked up a GameCube pad, only I could never get used to it. Like every other console version of a Street Fighter game, I just relied on Medium and Heavy attacks on the face buttons and gave up on ever using Guile’s bitchin’ Weak punches again.

I’m not complaining about the game at all. For starters, it’s exactly what I pictured a 3D Street Fighter looking like all these years. It doesn’t even need 3D movement because the gameplay is dead-on perfect. Beyond the controller it plays like a dream and feels completely “Street Fighter” from the high kicks that always go over Honda’s head to the wall jumping antics of El Fuerte. I even managed to turn the tide on several rounds I expected to lose and ever-so-briefly felt a rush of strategic brilliance in a series of moves that turned into a multi-hit combo.

But I turned it on this morning and realized that I have no more desire to hit people. Be it punches or kicks or flashy special ultra finishers, I just don’t care. Squaring off against an opponent, one-on-one, hasn’t captivated me since Soul Calibur and after those first few hours of battles against A.I. and human opponents, I was done. Good luck World Warriors, in your quest for titles and icons and 108 round winning streaks, I’m going back to the Arthaus with Flower and Noby Noby Boy.

Done Playing: Super Smash Bros. Brawl (Wii)

Smash Bros. Brawl

In the months leading up to Super Smash Bros. Brawl’s release Masahiro Sakurai — the game’s director — doled out tidbit after juicy tidbit of tantalizing news at SmashBros.com. First it was the shocking cameo appearances from outside the Nintendo world by Solid Snake and Sonic the Hedgehog. Then it was the user-created stage builder that would offer endless new arenas on a daily basis. Then the news of the soundtrack with over 300 tracks and work from some of gaming’s best known composers. Each week the game grew bigger and more robust with features, archives, and even playable demos that no one could’ve guessed. After The Orange Box it looked like Super Smash Bros. Brawl would take the pun-tastic cake as the greatest value in gaming. There’s just one caveat, though.

All the content and cameo appearances can’t make me love the game if I don’t enjoy the gameplay… and I don’t. I’ve never been too crazy about fighting games and definitely not Smash Bros.’ trademark hand-gasm explode-a-thons that send Nintendo mascots flying off screen at lightning speeds. I didn’t care for Smash Bros. 64 or Melee but with all those layers of new stuff I thought maybe Brawl would pick up some new moves.

Unfortunately, the gameplay is spastic as ever with even more tide-turning items and super smashes that turn bouts into fanboy cumshots of Nintendo history. Yes, seeing all the franchise stars and seldom-seen fan favorites is fun but it got old real quick for me. Managing stickers (themselves a tribute to even more obscure Nintendo gamestuffs) to upgrade characters became a time-wasting chore and the gameplay in the single player Subspace Emissary mode grew either repetitive or infuriating depending on which character I was forced to use. The jumping and fighting is just not suited to a complex action-platformer and while it’s designed well as a mix-of-four fighting game, I still don’t enjoy it. The more characters you cram on screen, the further out the camera zooms, and the smaller everyone gets. It’s a formula that guarantees only the computer players (or guys who’ve been into it since the N64) are skilled enough to make sense of the madness and win with any sense of accomplishment.

It’s sad because I was really hoping this would be the game to finally draw me into Smash Bros. with its excess of fandom. It’s an incredible value for anyone who enjoys the core fighting gameplay, just don’t expect it to ever evolve into anything more. Now, time to spoil all the surprises for myself. Where’re those YouTube videos I tried so hard to ignore four months ago?