Sunday, April 29, 2012

Street Fighter X Tekken 2nd look, and an Arcade Stick

Ok, so I have had just enough hours in between work and sleep to play some games (which is what I wanted to do for a while), but just enough to taste the tip of the tongue. I managed to play the demo for Shank 2, and Dragon's Dogma. Dragon's Dogma might be the first game of its kind that I get into. That demo was fun enough, and it looks interesting to dive into the storyline. Maximilian has already put some vids on youtube about it, but I want to hold fff on watching it, since I dont want to spoil anything I might like to discover on my own. But Dragon's Dogma is still a while away, so I can give it real thought at a later date. Fighting games are what I really did with this bit of time.

Mainly, SSFIV:AE, and SFXT. To give a brief look on how long its been since I really spent some time and played, I just recently became a B in online ranking with SSFIV. Finally!!! I have been a C/C+ for what seems like forever. I use Chun-Li, and if you don't know...there aren't a lot of Chun players out there. I can't blame them really. Her tactics for winning really depend on how much the opponent has played against her. She isn't as well rounded as Ryu or Ken, and lacks proper anti-air tactics. She relies alot on Focus movements, and her awesome pokes. Frankly, you have to have good spacing to play as Chun, and try and set people up to fall for your Hazanshu overheads.

I also played a bit of SF x T. I gave the game some crap before about the comman input, and I finally understand what's going on. The reason why I couldn't chain things like crouchLP, standingMP, (H) Hyakuretsukyaku (HCF+HK) conventionally, is because they arent supposed to chain conventionally. SF x T has really big value on frame timing. They make sure to tease you with the custom combo of light, medium, hard but that's all you get. Everything else is on very precise buttom pressing on certain frames of the attack to chain the next. This is how two mediums, or juggles are linked. The system is similar to SSFIV, but a bit more in depth if you ask me. In fact, it is more like a subtle blend between standard Street Fighter engines, and crossover engines. SF engines usually dont allow for much juggling. Only certain characters have precise moves that leave the opponent either in an open falling state (Ryu/Seth/Gouken/Juri's jumping MP, Shun/Rufus' air Target Combos, Bison's double jumping MP's), or whose moves are intended to juggle on top of the person just for show (Chun/Seth's Triple air step). SF x T has more options with letting every character have some kind of juggle effect, although the timing is VERY sensitive. Capcom crossover games allow for different yet more flexible juggling prowess, yet still limited. Tekken is the real game that is all about juggles, and this is why I assume every character in SF x T can do it.
In Tekken...any Tekken, you need to have the ability to hit a person into some kind of stun state, whether is be a counter hit or not. This is where launchers come in as the main force. Whomever has the best follow-up after the launcher is usually the one who grasps victory. Also, with Tekken, if you can read the opponents "get up", whether they roll backwards or forwards, you can punish them even still after the juggle, and the hit will be full damage since they are on the ground as opposed to scaled damage when juggling.
I don't work for Capcom, nor Namco, but I can figure mixing the two engines is tricky. SF x T does allow for punishment if you predict the ukemi. It also allows for big damaging hyper combos, as opposed to one-hitter-quitter unblockables. I think they skimped on the dual-attack/scrambler mode, but I'm sure that aspect is there more to appease the fans that have been dying for this game. Pandora mode is not something I have really appreciated, and I think the vast majorit of players feel the same way. As I watch more and more ranked matches, I see less and less scramble mode, and have yet to see a Pandora activation.

Anyway, I gave this game some crap before, and knowing that I havent really gone in depth with it, I knew the game deserved more from me. This is why I dug into it again. But now that I found out how all this works, it has become apparent to me that if I want to make a damn difference, I need a stick. I never used a stick, and everyone I played that did gave me noobish eyes. I used to take pride in being controller only, but this would slow me down in arcades since my heavy hands would overdo commands, making me miss moves and drop combos all the time. I would lose to people I know I can beat, but all I can say is "I need a controller" and subsequently get laughed at. If I can find a cheap one (and maybe more hours in the day), I will consider it. With the stick, I know my timing will be better, as well as my left thumb not getting to numb after practicing what little juggles I know over and over again.

The game is a good game. A VERY good game, and its really made (in my opinion) for the fighter's fighter. The elements of linking through precise framing, juggling, ukemi predictions, and launch tagging are all very welcomed by me. Also, with the addition of practicing online, and having team fights is another great way to enjoy the game. I am slightly disappointed that there is no 1 vs 1, but they made this game for people like me in the first place, so, I guess you cant have your cake and eat it too. I do however, like the moves that they picked for Tekken characters. They seem to pick what I always thought were staple and essential moves that make the character who they are, and make them into QC, HC, dragon punch command moves, and they chose wisely. They also make very good use of the 3 level meter, in order to not abuse things like hyper combos, resets, etc.
As for bad? Well, I'm sure Capcom got ALOT of sh*t about the bad things about this game, but for simple me? I will say the Pandora thing, glitches, and time.
Time is a big issue. The fact that doing hypers/Pandora/scramble, etc does nothing to the clock is pretty new to me. Some hypers take virtually no time from beginning to end, like Ryu, and some take up a good chunk on the clock, like Marduk. I think the idea they were going for is to have this heavily affect your character selection. Thing is, there are times when both characters do nothing but walk back and forth for several seconds not hitting each other. It's not from lack of fighting spirit, but because the distance between you has gapped, and both want to be tactical for theit next approach. That isnt happening in SF x T You would think to just not play with time. That doesn't work to well, either, because time does give you a small sense of urgency to finish the fight, and that kind of tension is what makes fights worth fighting. The clock is pretty fast as is (almost real time), and since it doesnt stop for anything less than a pause or KO, you really have pull out your tricks from the start. No time to fish out what the guy plays like...just beat him the only way you think you know how. If you ask me, Capcom got it right with mostly all of their other fighters in the past. I always assumed the clock was a parameter they never needed to dive into. In this aspect, Capcom committed one of my biggest pet peeves, by fixing what isn't broken.
Glitches WILL be found in any game...any game, so I don't think the prduction team at Capcom are sumbags for the glitches people found. What I will say, is the glitches that were found are...pretty bad for a fighting game. Kazuya's infinite, Jin's axe-kick spin glitch, Kuro's MP infinite, and MegaMan's flying glitch are big ones right off the bat. The infinite dont bother me personally too much, but for high level players, I'm sure that makes them tear their heair out. Jin's glitch is bad to where suspending the opponent in the air is not only leaving space for a infinite, if left alone, there is nothing you can do about it. We already know the clock is bad news, so be spinning on the air for ten seconds of it is even worse. While you're in the air, Jin and sit there and troll on you several times before he axe-kicks you again to start it over. Not cool, bro. MegaMan's is a problem since it changes the mechanics of the game. Once you go up, that's the end of the match. Whatever health you are at stays, and even when the clock runs out, the match does not end until BOTH parties are in a neutral state...which wont happen when MegaMan is somewhere in the Stratosphere.
Pandora. Ah, Pandora. To make a long story short, the risk is too great. you get 8 seconds of it. Sure, you're hyper strong, but if the combo you di is blocked, its over. Pandora's biggest payoff, is that the hyper combos you do in this state is mega powerful, but if you dont kill with it, once the 8 seconds are up, you lose. Kinda bullsh*t is that? I would appreciate it more if you were given a sliver of life, no meter, and decreased stats or something. Even Blazblue has reprocutions for using the barrier burst. Pandora's reprocutions are ultimate. In that sense, its a kamikaze (which I'm sure is the point) for no reason. becoming a super-duper man is awesome...until the guy blocks everything, or runs away from you.

I'm going to spend a bit more time learning the game better. I think this game might actually get me to play as Vega for the first time, so kudos there. Also, I'm waiting for the new characters to be realeased. I can;t wait to play as Bryan. Dude was always my favorite.

With other news, the Masterpiece comparisons are still coming. It's just that I like to take the pics all in one fell swoop, and I dont have the ample hours in one setting to devote to it. After that, I'm probably gonna take a stab at that sexy Armor Plus Sage of the Halo I received, and maybe that Dragon Quest Legendary Loto/Roto Armor thing too. Also, I have a Coleection DX account, so If you want to see updated pics of the collection that I havent posted here, check it out @ http://www.collectiondx.com/gallery/v/Collections/Therion+Xion/
I might post some of my reviews there as well...still not sure about it. Stay tuned for more goodness!

Happy Hobbying, everyone!

Wednesday, April 25, 2012

Mail Call V

Before I start the Seeker Comparison and right after I finished WRS Review, some goodness came through. 2 of these pieces are a bit out of range for me, but one is a gift, and the other was a "tax return" purchase.
The Guyver III. An earlier work from Max Factory. This thing is pretty rare, and sold out quickly. Luckily,  Anime-Export received one, and I picked it up. It doesn't have much place in my collection without Guyvers I and II, and thus, this one is for my brother who still has them. Besides, the dude loves Guyver.
Hades Project Zeorymer of the Heavens. Another picked up from Anime-Export, and my 3rd Soul of Chogikin piece. I never knew a thing anout Zeorymer prior to the announcement of this Chogokin, but I could not stay away from that design. Its a sexy robot, and a great figure. Don't expect a review, but I dont mind talking about it a bit when I have time.

Ronin freakin' Warriors: Korin no Seiji (Sage of the Halo). A childhood staple in my life, and this is installment #4. Not only is this one of my favorite shows, its a figure of my favorite toyline, the Armor Plus series. I took a sneak peek, and I have to say...this is pretty damn good. That two handed blade is just beautiful. With him, Cye of the Torrent and Kento of the Hardrock is all that's left...that is, unless Bandai wants to release the Warlords as well. Don't tease me :) Brought to me by Big Bad Toy Store
Dragon Quest: Legendary Loto(Roto) Armor Returns. I never played Dragon Quest, and past DBZ, never dove into Toriyama's works, but this looked a bit too interesting to pass up. This is nothing more than Square Enix taking a stab at Bandai's Armor Plus formula. I will go a bit more in depth about it another time, but it has some things about it that is left to be desired, and that's putting it mildly. By Hobby Link Japan
Edward Elric. Ah, yeah. I don't want to touch this really, until Alphonse gets here. I just recently watched Sacred Star f Milos, so I feel a bit back into the FMA field. I can see these two being another double review for me. It doesn't seem to have all the accessories I would like, but I wont make a full judgment until I review this thing. Thanks, Angolz

Some exciting things coming up. gonna have to find time to attend to everything. Stay tuned.

Happy Hobbying, everyone!

Monday, April 23, 2012

Review 7: figma White Rock Shooter




Sing Love: An alien landing on Earth on December 24th, 2031. As a human, she became a very popular musical artist who worked with a scientist to create a series of clones…one of which being Stella. Stella, being the perfect clone of Sing, was inevitably challenged by her “clonee”, and the battle ensued. For a full profile, check out: http://blackrockshooter.wikia.com/wiki/White_Rock_Shooter


figma White Rock Shooter. This figure is an exclusive in every sense of the term. When it premiered, the only way to get one was to buy Black Rock Shooter: The Game – White Box Premium edition, and White Rock Shooter was packaged with it. It even comes with an illustration booklet I have yet to open. Thankfully, Jungle Special Collector’s Shop being the great webstore that they are, was selling the figure by itself. They have a good selection of rare/exclusive figures there, so I keep frequent tabs on them.
Front

Back

Illustration Booklet


Full assortment


I like the teeth on the angry face


WRS is a beautiful figure to look at…period. Because of the particular detail of her, it isn’t just some Black Rock Shooter clone/redeco. Unlike BRS, WRS sports a white color scheme (naturally) with black trims. Clearly, she was made with the intent to be the polar opposite to BRS. She even has white hair (opposite to BRS’ black), and red eyes (again, opposite to BRS’ blue). She sports some high heels, and an interesting arrangement of leg gear that is otherwise hard to explain without showing a picture. Pantyhose stop ¾ of the way up her thigh, and leave just a small amount of skin before the short shorts come in. Exposing all of her midsection, her string bikini top is draped by a cutoff hoodie what zips at the top. Hoodie has black star on left breast, with big short sleeves revealing a second pair of full length sleeves with black tabs. Both sleeves have black trim, and she uses her bare hands.
The open hood reveals her head, which is pretty identical to BRS, save the color scheme and most importantly, the hair tails. Both of her pigtails are the long, and are the same length. Personally, I’m very happy about that. Her eyes have the same “Rinnegan” looking style as the rest of the BRS characters, with magenta pupils. 
White Rock Shooter






Oh yeah!



"Restriction 666 released. Dimensional Interface Field deployed."

"Code S.O.L. Blazblue..."

"ACTIVATE!"

"Let's..."

The articulation is standard for a figma, although it is hindered in some places. For instance, the top of her hood is removable, and must be undone for full range of motion of the shoulders can be used. Due the tabs on the sleeves, the hands must be carefully articulates to compensate for their interference. Her knees don’t bend as far as BRS 2035, and good luck getting her to stand properly without the stand. Her heels aren’t a good enough base for her weight, especially if you put her gear on. Aside from the little tidbits, any calm pose you put her in is bound to look stunning.
figma  joints are on the ankles, knees, elbows, neck, and pigtails. Due to the mold of the hair, they offer a bit less movement than BRS, but still enough for me. The neck is not straight up, but rather angled forward from the top of the torso, so when the head is on, the chin is away from the neck, and the entire face is free from obstruction from the hood. The midsection has its own separates articulation from the chest and waist, but nothing too significant. 
"Rock and Roll."





Such a lovely weapon.


White Onslaught



Paint. Do I really need to talk about that? It’s a figma, so paint will be great, no matter what. One thing I want to note is that everything on her is clean…even her weaponry. She doesn’t have a Rock Cannon which is painted to seem rusty, but what she does have is squeaky clean and shiny. Since she is mostly white with black trim, her paint is less likely to smudge or chip than the likes of other figures with darker tones. 
Full Gear

Flexible appendages





Laser cannons






"Let be the one to unite all souls..."

Special parts are where this figure really shines. Starting with that beautiful scythe of hers, the “White Scythe”, it’s mostly white with a black handle, and magenta transparent plastics on the curved blade. You also get several hand pieces, a separate hood with robotic armor, and her wings appendages.  The second hood has these armor pieces that articulate around the top of her arms. The wings are the real crown here.
Inserted into a backpack, they are five separate links connected via ball joints, making every blade moveable. The tips of the appendages are cone shaped, and I can only assume they are used for firing lasers of some sort. The ball joints are a bit restricting, so be careful when articulating. Finally, you get her magenta flame manifestation hair piece. Make note of the fact that it’s the right eye, instead of left.

Now...Fight your rival!











Overall: 7/10. All in all, it’s a good figure. However, the fact that it is a figma, as well as having so much gear means that the main purpose for this is to stand and look fearsome…in which it completely pulls off. Subtle grace isn’t something this excels at as a figma, but that isn’t what I bought it for. If I had to compare it completely to BRS 2035, I would say that BRS is the better figure in terms of mechanics and paint, but WRS takes it in terms of accessories, and dynamics. 












The Rock Shooters



Black Rock Shooter figma family.



The reasons to get this would be: 1 – Hardcore fan, 2 – You can find it and 3 – You can afford it. It’s got a pretty hefty price tag on it since it’s an exclusive, and it will only get heavier with time. Only a few places have it left, so get it while you can if you’re really into what Huke has to offer.

Here she is in action:
Stay tuned for the next project…Compare and Contrast: An in Depth Look between Masterpiece Seeker Molds. (Still working on that title, though.) And it you want to know more about the rival. check out the sister figure review: http://therionxion.blogspot.com/2012/04/review-5-figma-black-rock-shooter-game.html
Happy Hobbying, everyone!