Posts Tagged ‘Capcom’

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Resident Evil 5/Biohazard 5 (PS3, 360)

Sunday, March 15th, 2009

Let’s not kid ourselves, if you’re reading this then you probably already have an opinion of Resident Evil 5.You will know about the ‘unique’ controls and know how they will affect your enjoyment. If the barrier of these controls is insurmountable for you, don’t buy it. While the game is more varied than the demo let on, the controls never improve is exacerbated by the camera, which at times zooms in so close that you loose peripheral vision. But I am not here for a technical breakdown of the game. I’m here to tell you what I think of it.

Bear with me on this. RE5 is like a bowling ball which has had an ice cream scoop sized hole taken out of the middle of it. Well not quite the middle, a little off center. It feels a little hollow and unbalanced. But the ‘bowling’ experience, throwing the ball, the atmosphere and slipping around in rental shoes, remains fun even if the game isn’t as ‘good’.

It’s hard to explain why this game feels hollow. A lot of it is to do with the characters. Previous installments managed to produce an interesting, frequently camp, cast. Though they were usually raging stereotypes, this worked in the games favor. Capcom never went out of their way to develop character, so their archetypal nature helped you fill in the blanks. In RE5 Capcom leave the same gaps in character development but now their motivations are unclear. Eventually you ‘unlock’ case files for each of the characters. These help fill out the back story but they tend to become available only after characters are no longer relevant.

Take the game’s initial target Irvine. His direct counterpart in RE4 would be Salazar. As an antagonist Salazar is ridiculous but his behavior is at least consistent, providing the player with a clear concept of his motivation. With Irvine, the writers seemed to want to make a more complex character, but couldn’t find away to convey this during the main narrative. This leads to him to ping-ponging between being confident and cowardly for no obvious reason. Even your motivation for chasing him seems unclear beyond the fact he’s annoying. It makes it hard to care. It’s only upon reading his file that you discover why his behavior oscillates so wildly and how involved he is in the proliferation of bio-weapons. It repeated for every character bar Wesker, you simply play through them like road bumps as opposed to being invested in the fight.

Similar problems extend to the story, which takes itself too seriously. I should qualify that at first, though the series did mimic many B-movie traits it was not in parody but in homage. The setting, the villain perpetually wearing sunglasses provided a mirror in to Japan’s view of American horror movies. RE-Code Veronica set the series off in a more camp direction. It continued to use the crazy puzzles seen the original games, but created a series of strange settings to keep the pace of the game moving. RE4 took this a stage further with walking statues chasing you and vast underground vaults erected to protect sections of puzzles just to open a door. RE5 seems to have decided to move towards a more serious style. Crazy puzzles are rare, and feel like a contractual obligation to the fans. Environments also feel like they are more grounded, but this only serve to exaggerate how artificial the game environments are, and leaves everything feeling soulless.

RE5 goes out of its way to recapture the atmosphere of RE4. Indeed maybe this is the problem. It hits many of the same milestones, trying to recapture the last installments’ magic. Sometimes a little too overtly. You can predict the majority of the game just by thinking back to the last installment and transferring the setting to Africa. Even the games few plot twists are as hackneyed as a Tom and Jerry episode.

Of course the RE always touted itself as survival horror but the series departed from the traditional tropes of the genre after the third game. Initially the changes were subtle. Resource management was down played, ammo became plentiful and enemies became more numerous, until it became a different kind of game. Suspense was replaced by action and survival was replaced by… well survival, but the fight kind rather than the flight kind.

The introduction of a partner (Sheva) also serves to dilute the horror experience. It was a concern I had back with RE0 on the Gamecube, but there you could at least separate from your partner. In RE5 you are bound throughout. Even if you leave control of Sheva to computer the ability of your partner to revive you makes you nearly invincible. Indeed the only times I died during my first play through the game was during quick-time-events and instant kill sections of the game. Oh, and one boss encounter when Sheva locked me in a furnace. This makes the only tense sections of the game times when you are up against a dude with a chainsaw or cut scenes when you’re not sure if it’s going to become a Q-T-E. So I suppose it does remain scary, but for the wrong reasons.

It sucks. No not the game, but the fact that it isn’t as good as I had hoped it would be. It goes through the sequel motions, better graphics, interface tweaks, co-op, but it never manages to live up to its predecessors. Where 4 felt fresh 5 feels stale. But I guess that’s the risk of stretching a single story over thirteen years. In truth it is a good game, just not a great game, which as a fan leaves me feeling a little disappointed.

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Tags: 360, Capcom, PS3, Resident Evil 5
Posted in game opinion 4 Comments »

Street Fighter 4 – Home Version Update Update

Wednesday, March 11th, 2009

Here is a quick update. Last week I posted my impressions on the home port of Street Fighter 4. In short I loved it. A further week of play has unearthed a few more facts that I feel are worth mentioning, especially as some of my discoveries apply to a few of my previous points.

First and foremost among these additional tidbits is the discovery that I could perform a game install. Unlike most PS3 games which force this option down your throat pretty early on in the process, SF4 hides it about four (in my case Japanese) menus away from the title screen. But find it I did and instantly reduced frustrating pauses between matches to a few seconds. Absolute joy as it corrected my biggest gripe about the game.

The other key statement I made in the last post that I wanted to revisit was the games character balance. While improved from the arcade it remains imperfect. I don’t know if it’s just my play style but it feels like fast/weak characters struggle to land enough hits to redress the damage they receive from a single contact from a ‘heavy’. Sagat and Zangief are two of the chief ‘heavy’ offenders. Both are lethal at close range, especially Zangief whose devastating spinning pile driver is now easier to execute. I’m sure against a tournament level player the speed of these ‘fast’ characters would render them untouchable, but for the average player they simply feel underpowered.

I stand by my original assessment, Seth remains cheap, His move priority (the ability of a move to override another) and recovery time combine to make him, simply, unfair. Frequently I find myself cursing as his pile driver animation moves though my attack or he is able to counter immediately after an attack which would leave other characters stunned. Occasionally I do wonder if my anger and cursing result from my ineptitude with certain characters rather than Seth himself… No, its Seth he’s cheap.

Okay, just wanted to get that off my chest. I’ll get back to playing.


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Tags: Capcom, SF4, Street Fighter
Posted in game 1 Comment »

Street Fighter IV – Home Version Update

Sunday, March 1st, 2009

I don’t usually mention my choice of platform, but I suspect on this occasion it will make a few differences. I sided with the PS3 version because my play time overlaps with more online friends on PSN, and in Japan I suspect there will be more online players. The PS3’s d-pad also is far superior to the 360’s, not that this is a huge factor for me I have a cheap Hori stick. While I prefer the stick I have tried the controller and find it more than satisfactory, so guest won’t be at too much of a disadvantage. The other difference (and I have no evidence for this it is just a suspicion) is that the 360 version would suffer less from the load times I am experiencing in the PS3 version. Having been spoilt by my time in Japanese arcades the ten second loads between matches is excruciatingly frustrating.

For the most part the game mechanic is unchanged from the arcade version. The extra characters and backgrounds are welcome, though I am not sold on some of the choices. Personally I would have preferred to see some SF3 characters making and appearance to bolster the roster over those from Alpha/Zero. Rose never appealed to me and Seth’s existence still seems like a huge mistake.

That said Seth’s presence as a playable character is not an issue for me, as it seems unlikely that I will ever get around to unlocking him. Yes, the games new characters have to be unlocked. They are obtainable only through the single player, some with conditions to their acquisition. It’s an outdated mechanic and an annoyance for those who only want to play online but are forced into the solo game for several hours.

Capcom didn’t only spend their time on character and backgrounds. People who played in the arcade will also notice that the characters are more balanced than in early versions of the arcade build. Sagat is no longer as god like as he was six months ago. Indeed every character I have unlocked and played with possesses enough moves in their arsenal to hold their own making online games feel fair. And by ‘fair’ I mean you can’t blame the game for the fact you suck.

Strangely though it is not what is added to the arcade game but what is carried over which is exciting. The arcade mode has the option to turn on ‘drop-in’ matches. This enables you to play the single player game while allowing other players to challenge you at any point. This is similar to being in a Japanese arcade in that you never see your opponent and there is a strong possibility you’ll get your arse kicked. It is an amazing addition to the game. It removes the need for a lobby if want to quickly get into a game.

Though this option is fantastic the online isn’t perfect. One possible problem for some people (and I could be wrong about this I can’t translate all the menus) will be that you don’t seem to be able to filter players in the arcade game mode. Fine for some but lacking the option is an oversight in the current online gaming environment where people want the ability to control their experience. It is also lacking tournament options and lobby features present in HD Remix’s online play. While there is a tournament patch in the works, for some this is seems to be something of a false start.

It is impossible for me to separate SF4 from my nostalgia for the series. For me the Street Fighter games remain among my favorite and this is one of its most polished iterations with a beautiful art style. It feels like Street Fighter. Players of the previous titles will find many of their skills will carry over but the addition focus attacks and two special bars add a new layer of complexity to the classic game-play. Personally I whole heartedly recommended it but I do admit I will be interesting to see if new comers to this classic gameplay find it as satisfying.

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Tags: 360, Capcom, PS3, SF4, Street Fighter
Posted in game 5 Comments »

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