There’s a couple of ideas I’ve been trying to conceptualize in my mind regarding habits in gaming, mine and others’. I’m not sure what the proper term for it is, and my brief searches in the thesaurus are unsuccessful. I’m thinking about one’s propensity for sticking with things they know and like versus their willingness to try new experiences. In psychological personality tests, this is called Openness to Experience.
Frosty Faustings happened just over two weeks ago, and I had a really good time. My favorite parts were meeting up with real +R enthusiasts, people who harbor love for the older game despite the prevalence of its successor, Guilty Gear Xrd SIGN. Guilty Gear XX Accent Core Plus R holds up amazingly well, as though it were a favorite Street Fighter game of ages past.
As 2015 wraps up, I’ve decided to write up a quick post that’s a small reflection on this years’ titles. Nothing major, because I haven’t even played some of the biggest contenders (such as The Witcher 3, I don’t have the equipment for it). Therefore, I’ve got a much more personal, unexpected candidate, similar to how Terraria was my game of the year in 2013. It’s a choice from the “indie” pool again.
It’s been forever since I paid attention to Omnomgames. Sometimes I wonder if blogging is worth it at all these days. Everything’s online now — millions of Tweets and Facebook statuses that are like mini blogs show up faster than we can refresh the page. I suppose it’s better to resist that train of thought and turn back before it gets too dark. After all, there’s also writing for the sake of writing.
Leaving Indie Game Magazine was a tough decision, and I’m still not sure what I’m doing right now. I’m loosely “freelancing” but I doubt I can pull that off even remotely close to full-time. Blogging could be an alternative to keep writing random thoughts about games if my career ends up going in a different direction. Which seems quite likely now.
Oh duh, forgot one big thing. My article about Yandere Simulator got published on Playboy! Hell yes.
It’s a pretty titanic moment in my “gaming career,” in my lifetime, even — although it doesn’t feel as jarring or emotional as it sounds. Having played Guilty Gear for nearly a decade, and Accent Core, which was the latest, and longest-running game in the series (approximately 2007 until 2013), it definitely was a big deal to play the next generation Xrd -SIGN- last night.
It’s been a long wait for the sequel to Persona 4 Arena, especially since there’s always plenty of Japanese footage to ogle. There’s been a surprisingly short amount of time between the JP and US disk release, so while I’ve been messing around with the overseas version leading up to Sept. 30th, I got it now, all to myself. Instead of doing a proper review, I’d rather lay out a few thoughts, informally.
If ArcSys x Atlus’s main goal was to shake things up, they dramatically succeeded. Those who hate one-hit-decisive games and thought the original Arena was like that, Ultimax is considerably amped up. Everyone seems buffed, crazier, stronger (unfortunately, some less). If full-screen supers, near-instant teleports, and often easy 4k-6k combos. Offense is still, by far, the best defense, and characters who can spam and reset easily are top-tier. This feeling goes out of the park with Shadow characters, who, once they build up the meter, can finish an opponent in one combo.
That said, the game feels even more accessible and beginner-friendly that ever. Maybe that’s just my impression, but somehow the game feels very transparent. All the special moves in the game are still just quarter circle motions, and there’s a new mechanic that does moves automatically by holding square, or A. I’d love to entice some new players, and I really enjoy teaching, but don’t think I ever stuck with a student for very long. Most of my friends just aren’t into it.
That accessibility is just a smoke shield, however. While you can easily get away with doing practical, simple combos, in order to get max damage from hits you need to sweat quite a bit. I’m speaking mainly from Yukiko’s perspective (because how could I speak for everyone’s combo learning curve). Not sure why or how, but they made her combos much harder than ever before. Whereas in the first game she had to make loops with Maragis, the ground fire, and do those while holding and letting go at the right time to release Agi explosions, this time around she has to do the same while doing insane cross-ups under the opponent and with tighter timings. Yes, to do combos with SB Agi, she needs to run under the enemy while they are popped up in the air from a Maragi and then continue the combo. It does sound hard, and the execution isn’t that insane, but the timings literally are 1-2 frames apart.
I think ArcSys is trying to layer the difficulty in Persona, and to be honest, can’t blame them. The caveat is that Yukiko can do simpler combos, but they just won’t be for that much damage. To get that highest damage or appropriate corner carry or okizeme set up really takes perfection. I suppose that’s a plus, and beginners won’t tell the difference as they do auto combos or just simpler, custom ones. The game is significantly more volatile and explosive, and some characters really amp up their damage a lot. If I can offer some critique personal to Yukiko Amagi, I think they sort of lost her character concept. Not in her combos, but her relatively weak confirms. It’s unclear what her game plan is supposed to be.
A feeling I get after playing for some time is that the matches feel really similar to one another. There’s a lot of repetition, which I’m not sure comes from a smaller number of tools or what. It’s not that the command list is small, but the game is very much about spamming and repeating what’s effective. In spite of games like Guilty Gear having characters spam things similarly, those things always felt like tools, rather than mere things to throw out. Think about Sol’s Gunflame, Baiken’s tatami, Anji’s butterfly, or Millia’s discs.
In conclusion, Persona 4 Arena Ultimax is weird, zany, explosive, and unpredictable. Anyone who’s looking for a more “sane” experience should head over to Blazblue. I didn’t play the story mode yet, just Arcade, and this time around I’m looking forward to finding out what happens in Arena. Just to see Koromaru interact with the cast. He’s so cute!
This time we’re looking at Risk of Rain, an impressive indie rogue-like in space. But we won’t be talking about the challenging gameplay or any of the cool classes – we’ll listen to the tunes produced by the amazing Chris Christodoulou. The first track, that you should have playing now, is “Chanson d’Automne..”