I Can Stop Playing Music Games Now

…because I’m almost certainly never going to out-do this:

sadisticmusicfactoryexcellent

Sadistic Music Factory is the “Boss Fight” of Project Diva ƒ, and in keeping with series tradition it’s yet another super-high-BPM cosMo@暴走P song.  It was also the last song keeping me from getting a “Great” or better on all songs on Hard difficulty.

Great requires a score of 90% or better, and I kept getting 89.x, where X was at one point 9.  That was also the run where I had my best combo, a 264-note monster, and not getting the Great on that run had me *this* close to giving up for the day.

sadisticmusicfactorystandard

SO MUCH HATE

Two more tries later, everything came together and I got the very satisfying score above.  As a 40+ year-old guy, I’m not physically able to press buttons fast enough to make more than a casual attempt at most of the songs on the Extreme difficulty setting, so Hard is going to do quite nicely.

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In Which, I Try Another Elder Scrolls Game

skyrimlogo

I have not had a particularly good history with the Elder Scrolls games.  The first one I tried, Arena, was so long ago that I actually had to install it from 1.2 MB 5.25″ floppies, and my experience with the game consisted of struggling through the godawful long install and then promptly being killed by the first rat I ran in to in the first dungeon.

The second one I tried was Morrowind, on the original Xbox, and I got a little further in that before I got swarmed by mudcrabs and died horribly.

It’s apparently been long enough for me to forgive both of those, because I decided to give Skyrim a try this weekend.

My first impressions were not good. The opening is dreary at best, the controls weren’t clicking, I didn’t like the character models, and I was pretty sure that this was going to be strike 3 for the Elder Scrolls… and then I decided, well, everyone talks about how amazing the mod community is for this game, maybe I’ll give the internet a chance to make this game something I want to play.

So, I found some high-res texture packs, and a new ragdoll engine, and some enhanced character models, and realized that I could use an Xbox 360 controller, and that let me put up with the game to the point where I made it through the introduction and got out into the world, at which point it pretty much hooked me good and proper.

…and then I installed enhanced water and snow effects, and hi-resolution foliage and lush grass, and reskinned versions of the first couple of towns, and a new skeletal engine, and found a way to turn off helmets and replace the standard armor textures with “high fantasy” (read: bikini armor) versions, and added environmental sounds for towns and dungeons and wilderness, and on and on and on.  I’m at the point where I probably shouldn’t go adding any more mods because they are at some point going to start fighting with each other, to be honest, but the end result is that everything UNDER the hood is the same, but the visuals and audio have been pumped up nicely.

I also get now why people get so sucked into the world.  I get that there’s a story and all that, and I should probably get on that, but in the meantime I just walked past a cave full of bandits and bandits always need killing.  I’ll get back to saving the world once that’s sorted out.

 

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I’ll feel guilty about this once I stop giggling.

Occasionally, I find a move in a fighting game or brawler that is so insanely silly that I can’t help but try to use it at every opportunity, even if it makes little to no sense.

For example, in the second “Darkstalkers” game, there’s a Yeti character.  He has a special move where he swallows his opponent, chews a couple of times, and spits them out.  I am very bad at pulling this move off, but I can not help occasionally putting in the disc and trying to beat computer opponents by doing nothing but eating them.

I have found, in Dead or Alive 5, the latest move to make me giggle – and, true to form, I’ve been trying to use it in online matches, failing miserably, and usually getting locked into a long stun / juggle combo that winds up with me crying on the floor in defeat.

Basically, Marie Rose can, if you roll towards your opponent AND chain it into a throw at just the right time, AND he or she doesn’t swat you away like a fly, you jump onto them, wrap her legs around his or her waist, and use their chest like a pair of speed bags.

This motivated me to make another animated gif to highlight the insanity:

marie_v_mila_600

Side note: DoA may get a lot of flack for focusing on bounce and jiggle simulation, but that is some surprisingly neat hair physics.

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The Enemy of my Enemy or something like that

I’ve watched a lot of truly irredeemable love-polygon anime over the years.  You know the sort – hapless nice guy sort of character finds himself surrounded by cute girls who are occasionally also mystical creatures or aliens but who are for some reason haplessly besotted with our resident male audience surrogate.

The Familiar of Zero isn’t ENTIRELY this, but it does have a definite love polygon thing going on in addition to all of the wars and politics and betrayal and stuff.

For the first two seasons, it’s pretty much just your garden-variety triangle, where the main character – Saito – is being fought over by two girls: Louise, a mage who can’t cast spells and whose personality is generally explosive and Siesta, a maid at the magic academy who often has to patch Saito up after he’s been whipped by Louise or give him food when she sends him to bed without supper as punishment for looking at other girls.

The third season introduces the Third Girl, which sets everything up beautifully for the One Beautiful Moment when Girls A and B suddenly realize that, while they certainly still have their differences, they now have Girl C to contend with and – for the moment – they should work together.

More below the “Read More” bit as it spoils the end of an episode in season 3:

Continue reading

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Demon Gazed

dg_logo

I finished Demon Gaze last night, and according to the in-game timer, it took me a hair over 42 hours.  I started it back in mid-December, so I’ve obviously taken some breaks from play here and there.  Some of that was because it was the game I was playing in an attempt to convince myself that I didn’t actually NEED to go to the emergency room and that I would be fine if I just toughed it out…

…yes, I’m stupid sometimes.  I’m a guy and I’m allowed to be an idiot now and again.  Anyway, it did make for an unfortunate association that took me a little while to get over.

As I expected, the fan-service level dropped pretty quickly after the first few hours – specifically, just after the first Big Plot Twist.  There’s still a fair amount of skin on display, but nothing truly eyeroll-worthy.

I haven’t played any games with the same mechanics since Eye of the Beholder back in the late 1980s, so the genre has obviously evolved considerably.  You still have the grid-based map, the first-person perspective, the ability to customize your party to the point of possibly not being able to finish the game, but amenities like auto-mapping, auto-move and the ability to retreat to a safe inn at any point make it a much less vicious game.  There were, admittedly, a couple of really nasty bosses, and the final encounter of the game violates almost every rule of polite game design: a) there’s no save point before you get to it, b) there’s a massively long talky cutscene bit, and c) you have to fight two bosses back-to-back without being able to save between them.

Demon Gaze goes into my book as an overall good time.  I liked the characters, I enjoyed the story, I found myself really sucked in to the loot-collecting aspect of it, and I can’t even kvetch too much about the grinding I occasionally had to do to beef up for later bosses.

Of course, there’s always ONE thing I’m going to gripe about, and that would be that the penultimate dungeon is huge, to the point where I’d estimate that I spent half of those 42 hours just getting through the one dungeon, and it really wasn’t a very interesting place to look at.  I very nearly gave up on the game a couple of times while I was trying to get through it, and the only way I eventually managed to tough it out was to stop trying to power through and instead just play for 15 minutes at a time and make a little progress each time.

Next up… no clue really.  Maybe I’ll start taking the 3DS to work instead of the Vita.

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The Eternal Spinning Maid

So, there’s a bit in the opening credits of The Familiar of Zero where several of the secondary characters are doing this little hop-spin thing, and I decided that Siesta’s pirouette needed to be made into an animated .gif.  You know, for science.

Siesta_Spinning_300

I don’t think I got the timing quite right, but otherwise I’m happy with the outcome.  It was a fun way to get some ffmpeg practice.

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I Bought This Game for the Plot

Lot of Dead or Alive posts recently, sorry about that.

I could talk about The Familiar of Zero instead, since that’s the show I’m currently using as a distraction from spending 90 minutes a day on the exercise bike. I don’t know if I’d ever sit down and binge on it, but I’m a fan of the comedic light-fantasy genre and it features Kugimiya Rie getting her tsundere on. If I had any complaints, it’d be that it tends to go a little heavy on the panty gags and that the main male character is changed to pump up the lech factor between seasons 1 and 2.

That wasn’t a lot of words. So, back to Dead or Alive.

I haven’t been doing any more online matches yet, because I decided that I’d sit down and play through the story mode. It’s something of a novelty to me to have a fighting game with a story mode, to be honest – I’m used to the old-school thing where you pick a character, they fight between 8 and 12 other characters including a hopelessly cheap final boss, and then you get a single screen which explains how winning this fighting tournament has helped them grow as a person.

Dead or Alive 5’s story mode, by contrast, is 71 chapters, some of which are just cutscenes but most of which feature at least a couple of fights, and it took a solid hunk of time over three nights to finish. It’s an interleaved story, where the main story deals with the wacky ninja family fighting the Big Bad of the series and trying to foil his attempt to, once again, take over the world by cloning Kasumi and making an army of unstoppable ninja warrior assassins. The rest of it is all about the characters who are NOT part of the wacky ninja family (and, thus, generally secondary to the actual plot) as they enter the most recent iteration of the Dead or Alive tournament for a variety of personal reasons. I mostly tried to ignore the tournament bits, to be honest, because I can only stomach SO much “I wanna be the strongest in the world!” and “I wish Hayate-sempai would notice me!” before I want to turn the console off.

The wacky ninja family bits were OK. There’s one particular bit which I won’t spoil but which features Ayane getting out a good 17-years-worth of frustrations re: her half sister, so Ayane fans will probably get extra enjoyment from it.

During all of this, you spend an AWFUL lot of time playing as the male characters, which was a novelty. Not a particularly welcome novelty, mind you, because it’s very weird when you’re used to picking the smallest, fastest characters in any fighting game and suddenly you’re made to play the lumbering brutes.

Still, I guess Team Ninja puts guys in the game and wants to make it so they’re not completely ignored, and making those characters a mandatory part of the story mode accomplishes that.

Oh, and it does have a fantastically cheap final boss, so that part is true to form.

Next up, I’m going to take a crack at some of the tutorials and try to get some online time in this weekend.

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In Which, I Purchase Cosmetic DLC

So, there’s apparently a bit of a kerfluffle going on right now in the competitive fighting “scene”, as it were, where fans of the Dead or Alive series are concerned that their punching simulator of choice is not taken seriously by, well, anyone.

doa5_options

I can’t fathom why.

Anyway, one of the proposed ways to make other people take DoA5 more seriously as a game and not, you know, as a waifu simulator, is to disallow certain costumes from being used during tournaments.

While I don’t have any stake in either side of the argument, this made me go through the lists of banned and approved costumes, and I fell head-over-heels in love with this one:

doa5_costume

And I figured, well, it’s about Y200, I will pay that to beat people up dressed as a witch.

I could not buy this from the PS4 store.  Where there would normally be a price, it just said “not buyable”

It had a link to an explanation.  When I clicked the link, it said “You can’t buy this, because you can’t buy the following content: Marie Rose Halloween Costume”

…this seemed circular.

I also tried the web store and was met with the same “you can’t buy this”

Finally, I tried the PS3 store, and found that it actually had a price link and that it would let me give them virtual Yen in exchange for virtual clothes and all was well.  I was even able to download it when I went back to my PS4!

…and then it wouldn’t show up in the list of costumes, which had me fuming just a touch.

It turned out that, if I downloaded the free-to-play version of DOA5, the costume WOULD show up in the full paid version.  I’m not going to try to figure this out, and I’m not going to fuss too much about needing to have two copies of a game installed, but for a game that’s sold at a decreased price with the intent of nickle-and-diming the player to death with DLC, it made it annoyingly hard to get nickled-and-dimed.

Oh, and now I can have epic faceoffs:

doa5_faceoff

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Well, that was unexpectedly brutal

doa5_lr_logo

It turns out that playing through DoA: Dimension’s tutorial has boosted my confidence enough that I’ve decided that I’m actually going to try playing a fighting game online, and I had a bunch of PSN credit left in my Japanese account so I bought DoA5: Last Round and I’ve been trying to pick a character to play as.

I usually like playing Kasumi, because, well, really fast and a huge reach and all that, but she’s also part of the F2P set of fighters so I figure there are going to be about a zillion Kasumis out there.

Instead, I figured I’d practice some with Marie Rose, under the assumption that people might actually hesitate to go TOO hard on a super-cute little girl character.  Anyway, it seemed to work when I tried playing Tera on a PVP server a few years ago – I was actively trying to get ganked and instead got left mostly alone until the point at which I logged off in disgust.

But I digress.

Anyway, so I was playing as Marie Rose against random opponents when I had this fight with an surprisingly vicious ending.  Keep in mind that Christie here, my opponent, is an internationally-feared trained killer and Marie Rose is, well, a maidservant.  I’m going to blame the school swimsuit on having had random costumes on, it’s a little too fetishy for me.

It’s the crunchy sound of the neck snapping that really makes the entire thing just that much more cringeworthy.

Oh, as a follow up: Did go online and look for matches.  Surprisingly hard to get a match, eventually wound up losing 2 and winning 1 which I am going to chalk up to an amazing spot of luck.

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She Kicks High

Dead_or_Alive_Dimensions_cover

I had written the fighting game genre off as something that I’d used to enjoy but no longer could.

Honestly, most of that is just because the games that I grew up with have gotten to be hopelessly complex. Looking at the move lists for characters in a modern Street Fighter, for example, leaves me boggled that there are actually people who learn these things.

In an effort to recapture some of what I’d felt I’d lost, I bought Skullgirls a couple of years ago. I’d heard good things about its tutorial mode, and I can report that the tutorial is in truth very approachable, but also very dry. For a second strike, the character designs left me unable to get into the game proper and trying to apply what I’d learned in another game (MvC2, if you’re curious) left me pummeled into the group by CPU fighters on the easiest difficulty level. That was three strikes and done for me.

Now, I did buy Soul Calibur 4 when it came out, which I was able to enjoy even as a scrub mashing random buttons, and had great fun playing around with its custom character modes and Mine Yoshizaki-designed fighter… but, well, I’m not a teenager with friends to come over and waste afternoons beating each other up anymore, so I never felt like I was getting any better and it kind of felt like a waste after a while. I figured I was just done.

Then I bought a 3DS, mostly for Kingdom Hearts, and figured I needed at least a couple of other games for it, so I bought Dead or Alive Dimensions, partially because I really enjoyed DoA2 back in the Dreamcast days but mostly because I am a boy-type person and let’s not even try to pretend that there isn’t a certain appeal to the concept of DoA in 3D.

In truth, the limited viewing angle of the 3D effect on the 3DS does not lend itself well to a fighting game where you are frantically mashing buttons, but I will give them an E-cup for Effort.

I’m going to hell for that. Also I think I’ve used that gag before, and it doesn’t even really apply because the famous DoA bounce was turned to almost zero when they ported it to a Nintendo system. I have shame.

Anyway, setting any further entendres aside, I had left DoA:Dimensions on the shelf until just a couple of days ago, when I figured that I’d been enjoying Titanfall a lot and that it might be worth trying another genre that had fallen outside of my comfort zone.

It turns out that, in addition to versus and arcade modes, DoA:D features a “Chronicle” mode, which both serves as a tutorial and takes you through the story of the first four games, and it turns out they actually DO have a plot behind them that has been carried forward from installment to installment since the first installment in 1996.

Not exactly the deepest of stories, mind you, but it’s a fighting game and they’re not exactly games you go to looking for narrative.

It was enough to keep me going through the chronicle mode, which in turn meant that I stuck with the tutorial, which turned out to be a very hand-holdy sort of affair that devotes a lot of time to explaining the different sorts of attacks and guards and throws and which take precedence in the event of a tie and often freezes the action mid-fight to force you to input moves.

It was exactly what I’d needed, and I came out of the thing feeling like I might actually be able to enjoy a fighting game for the first time in a very long while.

So anyway, kudos are seriously due to Koei Tecmo for taking a game that probably would have sold just fine if they’d done the bare minimum and going the extra mile to make it so dang approachable.

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