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You are here: Home / Archives for fighter

Reality Fighters review (PS+)

3rd March 2016 By Qazimod Leave a Comment

Reality Fighters is a videogame, and videogames can deliver some great experiences when it’s obvious that a game has been built around the host machine’s controller and what it can do. Think about how Super Mario 64 made it fun to simply move around the gameworld with the N64 controller, or how Mad Maestro for PS2 features one of the most novel uses of the clickable DualShock sticks in any PlayStation rhythm game. Novel functionality can’t guarantee a hit though, and when something like the PlayStation Vita comes along, there is so much potential in the device’s features that you’re inevitably going to find some gimmicky titles as well as gems such as Tearaway. If you’re one of the people who bought a Vita on day one, you’ll remember that the European launch greeted owners with traditional games such as Wipeout and Rayman…and then there were games like Reality Fighters. Whilst it takes advantage of other Vita features such as motion control and touch-based interactions, the USP was the ability to take a photo of your face and put it on a fighting game character.

Reality Fighters is nonsense

Reality Fighters

Before I go any further – how does that even make any sense? In fighting games, the characters aren’t just central to the gameplay, they also provide so much of the game’s identity and help to make it so memorable. No-one outside of hardcore NFL fans would care about the identity of every player in a Madden game, but before you get a feel for a fighting game character’s moveset, you might just pick the one that looks cool, or wacky, or outlandish, or different. No, the real value in the photo-faces comes from taking pictures of celebrity images so that you can have brawls between Taylor Swift and Channing Tatum…but I digress. Swapping faces in a fighting game doesn’t revolutionise the genre, it changes the graphics slightly, and so once the novelty has worn off you’re left trying to enjoy whatever gameplay is there.

Reality Fighters is rough

Reality Fighters

And it’s not great. Normal moves are limited in their application and variety, hit spark effects are weak and feel slightly delayed, your character jumps like they’re on the moon and backdashes feel oddly sluggish. Even if you can get used to the fighting (mercifully, special move and super inputs are fairly easy to execute on the d-pad), the Vita gimmicks present in Reality Fighters still prevent you from having any fun – tilting the handheld makes the camera look around freely rather than locking to a fixed plane, and so if you move the handheld a bit too much or are on a particularly bumpy bus journey you could quickly find yourself looking at the characters’ feet and not knowing what’s going on outside of the shot. In fairness, the Scenario Lock options offer some control over this, but there’s still no way of switching this tilt feature off completely, and even with the lock you can still be backed into a corner and not see everything that’s going on.

Reality Fighters – in conclusion

Reality Fighters

I get it – Reality Fighters is a Vita launch title designed to show off the hardware gimmicks… but this should have been a free demo with two characters, one stage and basic AI, not a retail game that someone actually put in a box and gave to store owners to put on their shelves. Anyone looking for a decent fighting game is going to buy Ultimate Marvel vs Capcom 3, and anyone looking for novel experiences that are only possible on Vita will play Tearaway. Still, if you’re willing to put up with the weird tilt camera and don’t mind a simple button basher, it’s still easier to get on with than other AR titles such as Invizimals.

Reality Fighters is currently available for free during March for PlayStation Plus members

Filed Under: Games, Reviews Tagged With: fighter, games, Reality Fighters, vita

Street Fighter V review

20th February 2016 By Qazimod Leave a Comment

Street Fighter typifies a certain kind of mindset when it comes to immediacy in games. You hear it from the console gaming crowds (although SFV is available for both PC and PS4) – why spend time fiddling with INI files and downloading drivers and patches when you can put in the disc, press the button and go? It’s just like the arcades, they say – you put your coins in, pick your characters and within seconds you and your friend are enjoying a few rounds of Street Fighter with minimal amount of fuss. Such a strong legacy and association with immediacy has to bode well for Street Fighter V, surely?

Struggle Fighter

Street Fighter V

On day one, Street Fighter V greeted its players with missing features, occasional disconnects and long wait times where you don’t know if the game is actually doing anything or if you need to close the application and start over. Those who are able to get into one of the game’s available modes and start playing will find SFV to be very enjoyable… however, my first impressions when drafting this review led me to believe that I had bought an entertaining and refreshing fighter experience shackled to a wonky infrastructure that was struggling to hold everything together. Being able to play in the training or story modes whilst the game searches for online opponents is a great feature that worked well in the later SFIV games, but when this leads to connection errors terminating your play session in a single-player game mode, it can be frustrating.

V is for Very fun

Street Fighter V

And it’s a shame that I have to start the review in this way, because when you aren’t getting tied up in technical issues SFV is great fun. Matches are fast-paced, normal moves are more damaging than before (and more satisfying as a result), the animations and effects are excellent, and the roster has something for everyone. Whilst there are a few new faces, the classic characters are still given a slight twist with the V-System abilities. Have you ever wanted to play a Zangief with armour abilities or an R.Mika that powers up her throws by delivering peppy monologues to the viewer? SFV lets you do these things and more. The V-System takes the playfulness of USFIV’s Omega Mode and turns it into a standard mechanic, making every match satisfying in its own way.

It’s a gameplay feature that adds a lot to the game, but even without it Street Fighter V has one of the most well-rounded casts in a Street Fighter game for a while, where none of the initial 16 fighters feels like a wasted character slot. Coming from Street Fighter IV – which in its latest Ultra iteration features eight “shotokan” characters (loosely built from the Ryu template of “fireball, dragon punch and hurricane kick”) – the amount of variety here is welcome, and whilst charge and grapple characters exist in the game, you won’t be asked to perform triangle-input supers; Zangief’s 720 is about as intimidating as the motions get. Combined with the forgiving motion interpretation of SFV, this means that you’ll rarely suffer from input anxiety when playing random select sessions with a friend. Admittedly, this could all change when new characters get introduced as DLC, but for the moment it’s a great cast.

The faces and places of Street Fighter V

Street Fighter V

However, not everyone wants a Street Fighter V review that’s all movesets and gameplay systems, and happily the presentation of the characters and the environments is excellent. Even though SFIV’s fighters already had a charming cartoony quality with their bright colours and lively animation, each fighter in SFV’s roster immediately has a lot more personality, whether that’s from the way they behave in their idle stance, the facial expressions during more spectacular moments in fights, or just extra lighting and texture detail offered by new-gen technology. Elsewhere, the stages often impress – a lot of fuss may have been made over the dynamic, changing environments before release, but the backdrops have plenty of detail and colour irrespective of the stage interactions that may be triggered during matches. Whether the presentation and style of SFV will be as memorable as that of its predecessor remains to be seen, but generally matches are as enjoyable when spectating as they are when playing.

Fighter fun

Street Fighter V

What all of this means is that in-between a rushed front-end and some flaky activity behind the scenes, there’s a really fun fighting game, and the gameplay modes that are present on release can make idle evenings disappear in a flash. The single-player challenges offer incentives with in-game rewards, the battle lounge presents a simple but pleasing environment for two players to enjoy casual matches, and CFN works well at creating a unified player base amongst PC and PS4 owners. One mode that’s less impressive is the tutorial: much like the one seen in later betas, it covers movement, jumping, attacks, throws, guards and the V-System – however, it doesn’t mention stun, EX moves, Critical Arts (the equivalent of super combos), crush counters (unique attacks that send opponents reeling and leave them as open as they might be after a focus crumple in SFIV) or other advanced techniques, and with no manual in the retail PS4 game, that can be a problem. There’s still a lot in the game to keep players occupied though… and despite concerns about online play, I see fewer connection errors every day so I’m hoping that things will only improve. If you’re looking for something with the quality and robustness of Ultra Street Fighter IV, it might be worth waiting until the missing features get patched in, but if you just want to enjoy a new and fun Street Fighter game and accept that a few rough edges need smoothing out in time, it’s still worth a look.

Street Fighter V is out now for PC and PS4. More information can be found at StreetFighter.com and Capcom Unity

Filed Under: Games, Reviews Tagged With: capcom, fighter, games, pc, PS4, Street Fighter, Street Fighter 5, Street Fighter V

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