Terry Rants

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Giving In

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Namco’s Tekken x SF Poll

For those of you interested in Tekken x SF, Namco has a poll up to see what characters the fans most want to see. The list is quite extensive and includes some surprising faces, like Captain Sawada from the Van Damme movie and Dan’s father, Go Hibiki. I voted for Asuka, Lili, Christie, Leo, Jinpachi, Chun-Li, Charlie, Dan, Sawada, and Retsu. In hindsight I shouldn’ta voted for Retsu; he’d just be another shoto. Even so, I’d like to see some more of those SF1 characters pop up more often.

https://fb.namcobandaigames.com/fbtekken/

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Chun-Li Vs. Norimaro

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Here it is, my very first comic. Posted only for the sake of historical context. It certainly wouldn’t come close to meeting the standards we have at the CCA today.

When I first made this comic, it was shortly after some jerk using the screenname Norimaro (taken after the gag character in the Japanese version of Marvel Vs SF) took pictures from my Chun-Li galleries and posted them with other game girl art, including some softcore hentai. At the time, mine was not the only Chun-Li shrine in the fan community and an equally noteworthy one was being run by a guy calling himself Hayato, hence the cameo from him at the start of the comic.

Finally, see how it all began and thank whatever god you pray to that I got a hell of a lot better!

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Grumble grumble…

The links to some of my (Gilgamesh) comics are gonna be down for a bit due to technical crap regarding kikouken.com, the CCA’s sister site which has been hosting my comics for most of our history. So, a lot of em are gonna be down until I get enough free time to endure the exhilarating task of transferring and updating computer files. The silver lining is a lot of this needed to be done anyway so by the time it’s over I should have a whole slew of classic comics once again ready to be enjoyed/mocked.

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Athena Vs MTV

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The CCA’s first ever improv comic and Athena’s first CCA comic! Athena tries to make her big break into the music industry by premiering her new video on MTV’s TRL, but little does she know a sinister plot is afoot! Gilgamesh, Ash Rigo, Violent Dave, Spence, G-Man, and Graveheart take turns making up the story as it goes along!

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Silent Hill Downpour

When I first heard that Silent Hill Downpour was going to be delayed for nearly five months a sense of trepidation filled me. The feeling was gradually replaced with cautious optimism as I saw videos of the actual gameplay. At long last I got my hands on the game and got to see it play out with my own eyes, and I’m sure nobody is gonna call the Federal Trade Commission over the endings of this game. The Silent Hill franchise has been a roller coaster ride with high highs and low lows, and Book of Memories for the Vita is likely to be a low point comparable to the arcade game, but Silent Hill Downpour is a strong horror game and a great installment.

Silent Hill protagonists as a rule have been ordinary people in otherworldly circumstances, and this time we experience the creepy town through the eyes of an escaped prisoner. A man running from the law and imprisonment as he flees the horrors of the town and captivity by the force which runs it, this concept is brilliant and simple it’s a marvel nobody thought to try this out in a Silent Hill game before. The game begins with a scene in the prison and an act of savagery which leaves the player wondering what kind of man they are playing. And like a good game, the player gets to answer their own question by their own actions.

The mechanics utilize different elements from different installments, and even the two or three good ideas from the Saw games. Destructible weapons are still around, but they come in many varieties and in such quantity that the player is never in shortage. The inventory is more limited so that the player doesn’t carry around enough lead pipes to start his own hardware store, and this is balanced by the aforementioned quantity of improvised weapons lying around. Combat is brutal, amateurish, and risky. However, there are times when fighting enemies is the only option and when sufficient damage is done an enemy will become Incapacitated. While in this state, the monster is prone and out of the player’s hair for a while at least. Sometimes the monsters get back up ready for another round. To prevent the monsters from getting up the player can finish them off, but it is pretty cruel.

Like in Shattered Memories, the player can ease their way into opening doors to take a peek and assess the situation before going in. Seamlessly traveling from location to location, except for times when the game chugs like a raging alcoholic, is another staple from Shattered Memories. One new feature is the utter lack of a manual save and now only autosaves kick in. This could easily be problematic, but checkpoints are fairly generous and it plays into the idea that the town is in control and not the character or the player.

Monsters in general are more human compared to other installments, and the prison parallels are reinforced with the idea of fellow inmates being just as hostile as the captor. While I couldn’t decode the meanings of every monster, at least none were recycled from earlier games nor were they too hopelessly goofy. The otherworld is freaky as ever, and the fleeing from a pursuer concept in Shattered Memories returns but this time the entity after the protagonist isn’t trying to glomp him into unconsciousness.

The narrative is relatively simple if you’re familiar with weird fiction, but even so nobody will struggle too much with the lack of narrative hand holding. A story not anal retentively explaining away every detail with lengthy cutscenes which are more like short films is a refreshing change of pace. There are times when the player is faced with a moral choice and what the player does is reduced to pushing a button to decide, but thankfully these moments are few and far between. Not a deal breaker, but a little disappointing considering that two of the moral choices could have been made utilizing the in game controls and I think they might have enjoyed more emotional punch if the choices were made using the regular controls.

That said, at least the finale is good. Bosses are rare, and the big encounter near the end is a welcome departure from the old Silent Hill Overkill Formula. Previous Silent Hill games could nearly all be played like this: hoard the ammo for the really good guns, face the final boss and proceed to unload on it with the best gun until you run out of ammo, then fire away with the second best gun, then the next best, then the next best if it still isn’t dead. The encounter was something I had dearly hoped for when I played Shattered Memories and it feels more appropriate then the previously mentioned Overkill Formula.

Oh yeah, from the title you can guess that water is prominent in the game, especially rain. There’s still plenty of fog in the town and between the combination of fog and rain I’m still half anticipating a Japanese high school boy with glasses to pass by. When exploring the town, sometimes it will start to rain and during this time the monsters will come out in greater numbers and be more aggressive in hunting the player. Silent Hill has some empty buildings to provide shelter during the downpour and even stumble onto a sidequest. There have been bonus stuff in earlier games, but Downpour expanded on it with often simple and quick side objectives which do little to expand on the main story but at the very least offer neat diversions. Unfortunately, the quests which offer the really good rewards can only be resolved well into the game and by then the perks don’t really matter.

The occasional technical problem and a new feature that doesn’t really work well in implementation can mar the experience, but the core of the game is solid. Games like Resident Evil make a player jump a little with surprise that quickly gets old, but Silent Hill works as a horror game because it’s about messing with the player’s head. Not many games can make a player freak out from the sound of their own footsteps, and the struggle for freedom is worthwhile for any horror enthusiast.

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Soul Calibur V

The internal mythology of the Soul Calibur series spawns many questions, and for me the biggest one is why Namco started the numbering with Soul Calibur when the very first was Soul Edge. Why didn’t Namco just make up a new magic sword for each game and take the name of the new sword? In summary, it all started with a legendary sword called Soul Edge which was said to give the wielder immense power and of course this attracted all kinds of warriors from across the globe with their own agendas. Naturally, Soul Edge is damn evil because it tends to turn those who bear it into murderous monsters. Enter Soul Calibur, the magic blade which can negate the evil weapon and from there the battles are about one person using a blade against the other, bringing the swords together for some reason, or having this big meaningless finale like in Soul Calibur IV where nothing felt like it came to a head.

While most fighting game sequels tend to be updates rather than sequels, Soul Calibur V made a fairly gutsy move and set the story many years after the previous game and so many of the characters have dropped out or were replaced. Changing up the cast is a welcome idea, especially with young minor characters coming of age and participating. One of the oldest subplots in the series revolved around Sophitia’s children and their viability as vessels for Soul Edge. It was high time that the kids finally became proper characters, and yet for a story that had been hinted at for so long the end result feels rushed.

The story mode isn’t bad as fighting games go, except that there’s so little of it. With a new cast of characters, the smart thing would be to have stories for each character with at the very least introductions and endings for them. However, story mode covers goes with the conventional protagonist and rarely deviates from his perspective. Most of the characters are little more than cameos, and several of the new characters are inexplicably traveling together so that they can be reduced to a single encounter. Why are all the new Asian characters hanging out with each other? Why is Maxi their chaperone? Up until Soul Calibur IV, there were even multiple endings for the characters. This time there aren’t even bios.

Story is one reason to play, but one of the big draws of Soul Calibur games has been the custom characters. Giving the established characters a crazy new look, or creating customs that resemble favorites from other franchises are reliable sources of fun. The shop system had been reliable, though some players don’t enjoy farming for gold to get that one perfect piece of equipment. Part IV had an interesting system which tied new equipment to clearing achievements, but some hinged were tricky and/or required a combination of luck and skill. I’m not sure if certain pieces of equipment were attached to those achievements or to the number of achievements unlocked. This time around Soul Calibur V compromised in the worst way: The player earns points to gain a higher level, and as the player levels new gear is made available without letting the player pick and choose.

Online play has been improved on with the Global Coliseum, which allows a player to get a lot of online matches rather than play the waiting game that Player Match lobbies force on the player. Ranked Matches are what they are, but I don’t know if they contribute to the player level so it’s pretty much there because ranked fights are par for the course.

If you’re a big fighting game enthusiast, you’ll probably find some form of pleasure out of it even if you feel like you got shortchanged. Anyone else will find Soul Calibur V good for little more than a rental. The real shame is that there were a couple solid ideas, but so much of the game was rushed and I suspect that Namco may try to pull a Capcom and force the consumers to fork over quite a bit of money for DLC before they can play the whole game.

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Duke Nukem Forever

Reviewing Duke Nukem Forever is much like reviewing the maiden voyage of the Titanic. Okay, that’s not fair at all. The Titanic had major flaws in design and provision for emergency, but it sailed just fine until everything went tits up. Duke Nukem Forever is a calamity from the start made all the worse by compound interest. Some people privy to my trophy list may be wondering why the length of time between when I played it and the writing of the review. The joke reply would be PTSD, when the real answer is laziness and losing a little data means the Mass Effect 3 love letter is going to be delayed.

Given the span of twelve to thirteen years that this game has been in development hell, one very well could forget who the hell Duke Nukem is. During the 90s, a mish mash of 80s action hero clichés were ground up like sausage to produce a one man sausage fest called Duke Nukem. His very first game was a typical sidescroller in which he fought a generic mad scientist, but it was when he went FPS that he caught on. He fought aliens, objectified women, and made references to action movies. All the right ingredients to be sure, so there were numerous spin-offs, but it was with the game entitled Duke Nukem Forever that for some reason never went anywhere. I suspect that it came down to gross incompetence, and nothing in the actual game leads me into any other direction.

The way the game starts should be a good indication of how frozen in carbonite this whole debacle is: You start off playing what was the climax in Duke Nukem 3D and upon defeating the boss… turns out it was Duke playing his own game, and his two lady friends named after the Olsen twins “rooting for him.” I never understood the fascination of creepy old men with their turning legal when it was a big thing on certain radio shows, that the writers actually remembered it and thought it funny to refer to is unsettling. I think the levels were worked on at a pace of one level a year so the game never got the much needed updates in material. After the trip down memory lane, the player is introduced to a universe in which after the events of Duke Nukem 3D he has become the most important thing in his universe. His name is plastered on more wildly successful ventures than an Ayn Rand hero, he’s more popular than Jesus, and could get away with saying it.

Aliens show up again and there’s this silly part in which who starts hostilities is allegedly Duke. Trying to throw in ambiguity doesn’t suit a game about a sociopath in a world that’s his personal playground. From there it’s standard fare as Duke single handedly kills everything in his path to… kill everything in his path. While FPS games lacking a narrative to link together the various levels is typical, the unlikable nature of the protagonist and the various flunkies who populate the planet leave one wondering what the hell is being saved. A sharper person would have at least attempted to make this premise a take down of celebrity worship if they couldn’t get away with scrapping it altogether.

Ugh, the inevitable discussion of gameplay and graphics. You get two weapons to use at anyone time, and they vary from peashooters to toys. Think Ratchet and Clank except much ruder and more useless. There is an automatic rocket launcher, but a proper chaingun would have been more appropriate for the slew of potential overcompensation jokes. The kicker is that bosses can only be harmed by grenades, rockets, and turrets so you’re pretty much screwed as you run around to avoid attacks making your way to the stockpile of infinite explosives out in the open. In the portions in which you are not slugging it through tedious gunfights you are cruising on a monster truck, action figure size, and dealing with the clumsiest physics based challenges. There’s even a part in which Duke is shrunk and driving around in an R/C car. I can’t help thinking that an encounter with an alien housepet during this section would have been a good opportunity to be both comical and kickass.

Graphically, suffice to say that late cycle PS2 games outclass this game. Ugly and sloppy are the two words which best sum up how Duke Nukem Forever looks. I’m willing to bet that over the years the engine has been swapped out several times because the game looks like one enormous rush job. Hell, Eat Lead: The Return of Matt Hazard managed to look a little better and it was more like the game Duke Nukem Forever should have been.

Not being a fan of the franchise I didn’t have the burden of a decade plus of anticipation to further sour the experience. Regardless, Duke Nukem Forever remains a disaster by which all further failures should be measured.

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Too Much of a Good Thing

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