Sunday, November 22, 2009

Archive for February, 2006

Live Action Dead or Alive Stills

February 28th, 2006 by Ponder in Musings |

doa-movie-thumb.jpgTeam XBox has published some still shots from the upcoming live-action translation of Dead or Alive to the big screen. I’m not sure how I feel about this one: most of the actors look convincing, but the backgrounds, costumes and overall visual style is just too simplistic. I think they would have done much better to have taken their cues from something like Mission Impossible instead of trying to directly mimic the images from the game. It doesn’t look as bad as Street Fighter (1994), of course, but it’s getting there. Maybe it will surpise me. Coming sometime to a theater near you (hopefully).

The Evolution of Link

February 24th, 2006 by inkblot in Musings |

linkevo.jpg

Infendo posted this nice image of Link in all his various forms, which echos my blog on the evolution of fighting game graphics. Too bad the evolution of Ryu is not nearly as dramatic.

Nice Sirlin Article on Lessons Learned from Gaming

February 22nd, 2006 by inkblot in News |

wow-ss1.jpgDavid Sirlin has written a great piece on Gamasutra about the lessons that games teach us, specifically contrasting Street Fighter and World of Warcraft (guess which comes out ahead). This is required reading. There will be a pop quiz tomorrow. Blah Blah.

Fight Night Round3. I don’t get it.

February 21st, 2006 by inkblot in Reviews |

So I just downloaded and tried out the Fight Night Round 3 demo on Xbox Live. Can someone explain the appeal of this game to me? I mean, the game looks crazy good graphically. It’s close to photorealistic. But it plays like molasses. Jabs are slow, my guy shuffles around like a zombie, and there’s no on screen display telling me if I’m winning or losing or anything. Can I get a power meter at least? Aren’t demos supposed to make you want to go out and buy the game?

DOA Joystick and PC Estranged

February 15th, 2006 by Ponder in News |

I’m sure you all remember David’s glowing review of the Hori Dead or Alive 4 joystick for the XBox 360. One of the great things he mentioned about the stick was that it used a standard USB plug so it should be usable on the PC, too. I went out and picked one up on his recommendation in preparation for some emu quality time. Unfortunately, I ran into a particularly nasty problem. The Hori stick forward and roundhouse buttons (those 2 grey ones in the bottom right) map to positive and negativeanalog rotation about the Z-axis on the PC. This makes it impossible to programatically disingush between both buttons and both buttons depressed!

Not being able to detect simultaneous forward+roundhouse means all 3-kick moves just don’t come out. So no Zangief lariat, no Gen stance switching, etc. Needless to say, I’m completely bummed about this. Maybe the good people at Hori will come out with a software remedy for XP. Until then it looks like I have to find another joystick.

A Matter of Scale

February 13th, 2006 by inkblot in Musings |


Pop quiz. The silhouettes above are characters from four popular fighting games. The trick is, this drawing is to scale according to the height of the character in pixels. As I’m sure you all know, the tiny guy on the left is Ken from Third Strike. Next is Chipp from GGXX and Kazuya from Tekken 4. That monster on the right is Elliot from Dead or Alive 4, and he’s the smallest character in the game!

What’s going on here? As technology has improved, so has the resolution of fighting games. Capcom’s CPS-2 system, state of the art for it’s time, runs at a resolution of 384×224. DOA4, by contrast runs at resolutions up to 1920 x 1080! More resolution means more pixels devoted to each character, and (with talented artists) more expressive characters.

This element is lost in the typical “2D vs 3D” debate. For the vast majority of non-hardcore gamers, 3D fighters are not popular because they’re 3D, but because they have outstanding graphics and highly detailed, expressive characters. Any 2D game resurgence must consider this fact and include new technology to generate beautiful, high resolution, fluidly animated graphics. There are lots of ways to do this, but one of them for sure is not hand drawing enormous sprites. Sprites are a dead technique, and should be relegated to the 2nd tier gaming platforms like hand-helds and cell phone games.

What amazes me is how resistant to change the 2D fighting game companies have been. Capcom basically has two teams of artists, one to generate high quality illustrations for posters, manuals, and boxes, and another to generate the sprites for the game. Instead Capcom should invest in technology to use those high quality illustrations in the game directly. The pen is a more expressive tool than the polygon; just compare some of Bengus’ or Akiman’s illustrations to the high-res 3D models in VF, Tekken, or DOA. 2D games have the potential to look much better and more exciting than even the best 3D games on the market now, but the 2D game companies must invest in that potential.

DOA4 Rises 1 spot to #3

February 13th, 2006 by inkblot in Online Gaming |

Dead or Alive 4 has moved up to #3 on Major Nelson’s ten most popular XBox Live games. Actaually, his list just tracks how many people are logged into Live and playing the game, not necessarily those who are playing online. Given the shall we say “unsatisfactory” nature of Call of Duty’s online play, it’s quite possible that DOA4 is the second most played game online for Live.

Ask Not What Capcom Can Do for You

February 9th, 2006 by s-kill in Musings |
some old guy
Even though they are responsible for some masterpieces, Capcom’s recent track record with fighters hasn’t been very good.  Well, what’s wrong with the old games?  As we all know, old games are old.  I mean they are ooooooooold.  Are you not getting me?  Let me make this point as clear as possible:  old games are aged.  They are *not as new* as new games. 
As I know from reading the ceaseless blitz of marketing materials for new games, new games are the shiznit.  I mean they are where it’s AT.  They should be played as early as possible, and as much as possible, due to their overwhelming awesomeness.  You want more polygons?  Bang.  You got em!  You want new physics?  Bam!  Done!  You want some other crap that you never heard of until the marketing department explained to you how awesome it is?  Well it’s all there!
Why is it that old games are considered worse than new games, independent of anything else?  This is true because you, the game player, make it true.  You treat video games as disposable and so they become disposable. 
Now for many games, this is completely justified.  A lot of games get really dull after you beat them a couple of times.  Story, level, and final objective-driven games, like Zelda for instance, are closer to books and movies.  You’re playing instead of watching, but you’re progressing through the designers’ vision, and usually in a pretty linear way.  You might have some surprises and exciting battles along the way, but once you’ve played through (or read, or seen) the content a few times, it starts to get pretty dry.   

Exactly the opposite is true for fighting games.  You and me and everyone who knows them understands that the more you play a good fighter, the better it gets (there’s no clearer example of this than the 3s resurgance in North America, which was widely hated until people figured out how to play).  This is because fighting games are fundamentally different from other games. They don’t have the same large amount of content you’ll find in the latest Zelda game, and they don’t offer the kind of stuff that can be played through once and then forgotten about.   They aren’t games at all in that traditional sense–they are better understood as a set of ground rules for a fight between humans. 
Fighters are a forum for human competition, and a good fighter is more like an expressive language than the set experiences offered by other popular video games.  The designers even understand this:  the 1-player aspect of most fighting games are a joke.  The designers *count on* you to be playing other people, and the content comes from the excitement of that interaction.  And just as there are interesting people you could happily talk to throughout your entire life, so are there games that you can happily play against people indefinitely.  If the conversation gets boring, we don’t think it’s because the language has failed us–we understand instead that maybe you’ve just outgrown the person you’re talking to. 
So the things that make even great traditional games (like Resident Evil 4) grow stale simply do not apply to fighting games in the same way, even though many fighting fans have been trained by marketing departments to think differently.  This is important because it means that the responsibility for maintaining “the scene” does not lie with the company.  Their releasing a new game won’t “save” you or the scene.  That’s because nothing is as exciting to new players as passion and skill.  That’s what motivates and inspires players and what turns them into hardcore tournament junkies. 
Ask anyone how they became addicted to fighters and they’ll tell you a story about some amazing player they saw somewhere.  What you won’t here is anything about polygons, newfangledness, or any of the rest of the stuff a marketing department can tell you about.  If you want something to happen, make it happen.  Stop waiting for something new and realize that you’ve already been graced with some of the finest competitive games ever created.  Stop being ashamed about video games, or about the fact that your game of choice is not just another FPS. 
This is not simply a “pro old games” rant–good games can be new or old, but their goodness of fighters doesn’t automatically fade with age the same way other classic games honestly do offer you less over time.  So if the fighters stay good (or actually improve) over time, the choice is simple:  1) understand the genuine awesomeness of your game, stand up for it, play your heart out, and excite new players.  2) remain the marketing department’s bitch, and keep sitting on your butt waiting for them to invent the new thing that will magically kickstart your imaginary superscene. 
The fighting game community is a special thing.  Get proud. 

Please Don’t Use Numpad Notation on the Wiki

February 7th, 2006 by Sirlin in Musings |

I ask this not under the guise of Shoryuken.com authority, but because it’s in all of our best interests. This post was sparked by my horror of seeing Numpad notation all over the Dead or Alive section of our wiki. Before we get to that, though, let’s define terms.
Numpad notation is when someone says 6P rather than f+P to mean “forward+punch.” Or 2K rather than d+k means “down+kick.” Or 214K rather than qcb+K to mean “quarter circle back+Kick.” The numbers correspond to directions based on the layout of a keyboard’s numpad.

The entire point of the wiki is to document fighting games in such a way that new players will be able to join our ranks. Fighting games are currently in a precarious situation in the business of games, and anything we can do to increase our numbers, rather than let them continue to fade, is a good idea for everyone. The wiki should be as easy to understand as possible to new players.

Now, I take it as self-evident that “Standard” notation is easier to understand than Numpad notation. Numpad notation adds another level of abstraction which the reader must translate. “6P…hmm…ok that means forward+punch.” There is less to translate when you present the reader with “f+P.” While it might be easy for YOU, the reader of this post, to understand Numpad notation, the wiki will be consumed by a much wider audience than you…and audience who doesn’t need another layer of abstraction thrown in. The last thing fighting games need is more jargon. I think many fighting game players are so caught up in our scene, that they have lost perspective about how much unnecessary jargon we have and how offputting it is to new players.
I tested this theory with 5 random co-workers today. Note that they all work for an actual video game company. A couple are casual fighting game fans, the others play mostly other genres. All five were confused by NumPad notation and didn’t see why we wouldn’t just say f+P…and I had to agree with them.

While we’re at it, I don’t think Dead or Alive gets to make up new jargon. We’ve had terms for things for years, and DOA doesn’t get to come along and call everything something else for no good reason. That only serves to further splinter the fighting game community. DOA is attempting to call the G button F. It’s attempting to call reversals “defensive holds” or something, I don’t even know. I play DOA and I can’t even keep all their silly terms straight. Here’s a list of what DOA should call things:

1) G is the Guard button.
2) P+G gives you a throw. A throw works against a blocking opponent, but not against the startup of an enemy attack.
3) A “catch throw” is special kind of throw that DOES work when the oppoennt is starting up an attack, but has more startup time itself to offset the advantage.
4) A “reversal” is when you grab an incoming attack. It’s usually perfermed with ub+G (high), b+G (mid punch), f+G (mid kick), or db+G (low).
5) The word “counter” is sometimes meant as “reversal” above. In 3D games, there is so much talk about whether something is “throw counterable” or “punch counterable” that we should probably stick to using the word in that sense. A move is “throw counterable” if you can block it and then throw the opponent guaranteed becuase the move had enough recovery. A move is “punch-counterable” if you can block it punch the opponent (meaning hit the P button) and hit them guaranteed, because their move had enough recovery.

We’ve had these terms for 10 years or so, and adding more jargon is not good for anyone. No one ever used to use the silly Numpad notation, including Virtua Fighter players (who predate Soul Calibur and DOA, btw). At the time, I called Joji Suzuki’s VF2 Akira faq “the best fighting game faq written in English, period.” Thank so much for writing that, Joji, it was a real eye-opener, and incidently it’s written in Standard notation.

Look at this faq for VF1. The guy actually wrote out “Back+Kick” and “For+Punch.” Or this VF3 faq where the author used ascii pictures of the joystick for move commands. I’m not advocating either of those notations, but at least they are clear! What I am advocating is the Standard notation that wonderful faq writers such as GLC have used for years. GLC has written VF faqs from VF1 to VF4:Evo, all of which use Standard notation.
There are only two reasons to use Numpad notation: 1) because it takes fewer characters to type 6P than f+p and 2) becuase it’s easier to read internationally, especially for the Japanese. The first reason is easy to dismiss. The goal is not to write commands in the shortest number of characters possible, but instead to write move commands in a clear way. The second reason has some merit, but I think it’s a lot more important to write commands win a way that English speakers can immediately understand than to sacrifice that in order to help out Japanese readers who honestly have far better resources than our wiki.

I really dread reading the comments to this post, but oh well. Please make our community a little more accessible by reducing jargon and layers of abstraction such as 214K.

Thanks,
–Sirlin

Top Games on XBox Live

February 7th, 2006 by inkblot in News, Online Gaming |

Major Nelson just posted the top ten games played on XBox Live, and what do I see, but Dead or Alive 4 coming in a #4, ahead of triple A titles like PGR3 and Madden 06! There are two important messages here.

  • The fighting genre is alive and kicking. Fighting game companies, if you make a high quality product people will buy it, play it, and love it.
  • The future of these games is online.

Before you get too excited, there are some mitigating factors here. Racing fans are split between no less than four popular racing games on Live. Nevertheless, this is an encouraging sign for the genre.