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The thing that nobody tells you about Jet Set Radio

9th December 2023 By Qazimod Leave a Comment

In the early 2000s I was still a poor student, and gamers were deep in the console wars of the sixth generation. The main competition took place between the PlayStation 2, Microsoft’s Xbox and the Nintendo Gamecube – with Sega‘s Dreamcast ending up as an early casualty. Here in the UK, shelves of DC hardware and games were quickly cleared out to make way for more PS2, Gamecube and Xbox games. In fact, this is actually how I bought my Dreamcast – a used console was in the bargain bin for around £20 of your early 2000s money, and as I never had the patience to save for the newest tech, I was content with staying one generation behind the curve. That being said, this meant that I already knew which games I wanted to try when I bought the console: Sonic Adventure, Space Channel 5, Virtua Tennis, Soul Calibur… Jet Set Radio. Magazine coverage had made the cel-shaded skating game look impossibly cool, and adverts naturally cast it in the best light. I was being sold the idealistic vision of what the game was trying to be, and I became that guy who tells you about Jet Set Radio. I was rambling about the game to my friends on the bus into college – even though they all played games on Xbox or PS2 – and I had fully bought into the dream. The thing is, it’s much easier to appreciate a game like Jet Set Radio when you’re a carefree youth without adult responsibilities and with plenty of free time, and playing the games today definitely requires a certain mindset.

Nobody tells you about Jet Set Radio and its intended gameplay

In Jet Set Radio you control one of several characters and complete missions where you skate around open urban areas, collecting spray cans and finding locations where you can tag graffiti through a QTE minigame or a single button press. When a given number of tags have been put down, police units will drop in and attack you – resulting in a game over when your health is drained. If you put down all of the required tags in a stage without running out of time or being defeated by the police, you complete the stage and move on. Later on in the game you unlock new maps to explore and new characters to use, and the story escalates until you have a showdown with the main antagonist. If you have youth and lots of spare time, the original game can be a fun waste of an afternoon – but what nobody tells you about Jet Set Radio is that failure is a natural symptom of the game’s design, and you’ll be hitting some excruciating lows before reaching the highs. From a developer’s point of view, the goal of every stage is to put down the tags before the time runs out – but from a player’s point of view, the objective is more like trying to create that euphoric run promised in the pre-release coverage where you’re flying down the street evading cops and completing tags. You know, instead of wrestling with the camera, running out of spray cans at the worst moments and failing to snap onto a rail that you needed to grind on, as you now fall down to street level and lose a chunk of health. Again.

The thing that nobody tells you about Jet Set Radio - image 1

For all the fronting of the characters being hip streetwise youths, the player drops into each new stage having to become familiar with the map layout, the placement of the tags, the requirements of the tags (which tags require one can and a single button press, and which tags require long QTE sequences in two places after you’ve restocked your spray cans), the locations of the spray cans and health pickups, and the timing of the scripted moments where the authorities arrive on the scene. Then, all of this needs to be pieced together in a route that covers everything whilst beating the clock. You’re not a carefree rebel moving to your own rhythm – you’re a member of Ground Force (a garden makeover show that aired on TV over here until the mid 00s, for our younger readers) meticulously crafting a plan to decorate an environment in the window of time you’ve been granted. And this might not be so frustrating if the rest of the game didn’t have such inconsistent quality, but this is a sixth-gen 3D game with all of the camera issues, clipping nightmares, twitchy analogue control and cheap environment transitions (later on in the game various zones are connected and you “travel between” them by skating into a flat image of the road leading into the horizon, as if Wile E. Coyote is trying to send you speeding into a wall) that come with that classification. Even when things are going to plan, the pacing of each stage shatters the dream of hi-octane action – with moments of slick tag placement and fleeing the authorities broken up with lengthy trips back to where the health and graffiti cans would spawn. It’s an experience where resource management and engaging gameplay are permanently at odds with one another. For the longest time, I just didn’t get it – why was this game looked back on so fondly when a player has to wrestle with so many dissatisfying interactions?

Nobody tells you about Jet Set Radio and its loop of failure

Today, I think I kind of understand. Earlier this year I finally managed to reach the end credits of Jet Set Radio. I failed stages many times along the way, but each failure brought knowledge with it – how many tags you can complete before the authorities arrive, which tags require the most amount of cans, where the cans respawn, how to reach certain areas of the map. I ended up making plans for each stage – Shibuya GG, Benten Boogie, Monster of Kogane… all the way up to the likes of Fight or Flight. And with each failure, I refined my plans. By the time I’d nailed an approach for every stage in the Steam copy I was gifted, I was so confident in my knowledge that I did it all over again on the Vita version I had bought years ago. This is what nobody tells you about Jet Set Radio – it’s intended as an experience of learning through failure and repetition right up until you know how to complete each stage, and then all of the associated frustration evaporates and you wonder what you were even complaining about. Which is why anyone familiar with Jet Set Radio will think that those who raise similar issues with the game are exaggerating – from their point of view, the issues don’t exist.

The thing that nobody tells you about Jet Set Radio - image 2

I’m confident that with a few variants of maps and mission goals, 90% of my “issues” with Jet Set Radio would never have existed. Let the player practice the same mission but with an unlimited timer. Let them practice a mission with infinite health, or without the police escape sequences. There was a time when Jet Set Radio Future used to be in my list of all-time favourite games, and its improvements over the original – the absence of a timer allowing for more pleasant exploration, the denser maps that were able to be designed, the one-button tagging preventing any lapse in momentum – shone through. Everyone’s had the experience of going to a new town or city for the first time in their lives and finding out where certain stores or attractions are, but they’ve usually been able to book the time they think they’ll need – rather than having to do everything in 900 seconds before returning home.

The revival

However, there’s still hope. Earlier this week, a new Jet Set Radio game was unveiled as one of several teases for “revivals” of classic Sega IP (including Crazy Taxi, Golden Axe, Shinobi and Streets of Rage.) To many people, the return of Jet Set Radio represents another sequel to one of their favourite games. To me, it represents another chance. I believe that the gameplay loop of Jet Set Radio can be harnessed into something both challenging and satisfying; something that can be admired by veterans and newcomers. More than two decades later, I’m still waiting – but I hope that the next game proves me right.

Filed Under: Games Tagged With: Dreamcast, games, jet set radio, jet set radio future, microsoft xbox, Sega, Sega Dreamcast, smilebit, xbox

New Persona series ports announced

13th June 2022 By Qazimod Leave a Comment

Disposable Media is updated by enthusiastic fans of games, music, film and TV, but we’re doing this out of passion. We don’t have exclusive press access to the people who bring this entertainment to your screens and speakers, but that doesn’t stop us from asking questions that we’ve never really had answers for. For instance: what, exactly, goes on with Atlus, P-Studio and their decisions to publish their games on selected platforms? We don’t know of any exclusivity agreements with platform holders that would otherwise force such decisions, so it may be a simple matter of development costs. However, we do know that they’ve been happy to develop new versions of Catherine and Persona 4 Arena Ultimax, not to mention the Steam version of Persona 4 Golden, so they have already demonstrated that they’re willing to release some classic games on different formats. And now this – new Persona series ports for Windows and Xbox announced during the Xbox and Bethesda Games Showcase 2022.

New Persona series ports – Signs of Love towards fans

New Persona series ports

My history with Persona began with me picking up P3 for PS2 as an impulse purchase and then following the series from there. New releases in the series were already influencing my decisions to buy new generations of hardware – Persona 4 Golden effectively sold a Vita to me – and so I’ll admit that I enjoy the series enough to buy consoles for new entries. However, the new Persona series ports indicate an exciting future for the series; potentially introducing entire new audiences to the games, and – with the Windows ports – giving the games a home on a platform that isn’t dependent on generational cycles and new-gen remakes. What we know so far is that Persona 3 Portable, Persona 4 Golden and Persona 5 Royal will release on Xbox One, Xbox Series and Windows PC, with Persona 5 Royal being the first of these releases on October 21st of this year. (It wasn’t until four months after publishing this article that we would find out release dates for Persona 3 Portable and Persona 4 Golden – they are due to be available on January 19th 2023.)

With Royal and Golden essentially being deluxe editions of the original P5 and P4, this will open up the best versions of these games to new players. Opinion is divided on Persona 3 Portable, as it lacks some of the content from PS2’s “FES” release, but a new female protagonist and direct commands in battles (as opposed to AI tactics selected in the original) make it a great edition of the game. We reported on the Steam release of Persona 4 Golden when that originally came out, and if it’s any indication of the quality we can expect from the new Persona series ports I’d be pretty happy (provided my PC specification can handle the new ports.)

New Persona series ports – a Last Surprise

New Persona series ports

Furthermore: as we were drafting this article, we also received word that Atlus has confirmed PS5 releases of the three games, and so even if you had been following the RPGs on older PlayStation platforms, it hopefully won’t be long before you can enjoy Persona 3 Portable or Persona 4 Golden on the big screen. And the news didn’t stop there – on June 28th, an announcement during Nintendo Direct confirmed that the games would also come to the Nintendo Switch.

Of course, this leaves the future of the series open to question. Atlus have a couple more Persona-related announcements due this year, and (from comments regarding a new recruitment drive) they’ve already expressed an intent to deliver a sixth game in the future. With these new Persona series ports announced, it invites speculation over where the next game will go. I feel like most people are expecting the Atlus announcements to culminate in a Persona 6 reveal, but that remains to be seen. In the meantime, people can look forward to Persona 5 Royal in October 21st, with the releases of the other games to be confirmed at a later date.

Study Time

New Persona series ports

If you’d like to read some impressions of the three games, I covered the original Persona 5 and the Royal update, I published news on the Steam release of Persona 4 Golden and I celebrated the original Persona  3 turning 10 in Japan. Whether I pick up Royal again could depend on the PC requirements, but I’m sure there will be more Persona-related events to cover later this year. As always, let us know what you think of the new Persona series ports in the comments below.

Filed Under: Games Tagged With: Atlus, games, pc, Persona, persona 3, persona 3 portable, Persona 4, Persona 4 Golden, persona 5, persona 5 royal, PS5, xbox

Apathy, horror and more – Qazi’s E3 2019 notes

12th June 2019 By Qazimod Leave a Comment

I’ll be honest: after the last of the main E3 2019 conferences ended, I was struggling to come up with an article for this site that had my collected thoughts, and not just because Sony were absent. I was still hoping for multiplatform game reveals, trailers of indie games I could play on PC and maybe even some mobile titles from Nintendo. However, I think that whilst there were a lot of nice announcements, nothing really jumped out and inspired me to gush for hundreds of words. Instead, here are some more considered E3 2019 notes on the announcements that have intrigued me so far.

E3 2019 notes: Dungeons

E3 2019 notes

Although I don’t own an Xbox One I still tuned into the Microsoft conference, partly because I own a half-decent PC I use for articles here, and partly because I was expecting some trailers for multiplatform games. And in the end they had a few genuinely interesting announcements that ended up in my E3 2019 notes. One of the opening games, Bleeding Edge, was quickly dismissed as being some kind of “heroes” game – Ninja Theory’s take on Overwatch. However, when the words “ONLINE MELEE” accompany more predictable lines such as “COMBAT ACTION” and “4V4” – I get the feeling there will be less shooting and it may be more of a brawler akin to Anarchy Reigns. As a fan of fighting games, I’m keen to see how this develops. Another interesting reveal was the first showing of Battletoads; the new game is still 2D but it adopts a cartoon-style aesthetic whilst seemingly sticking to the original gameplay. I saw a lot of criticism over Battletoads’ presentation, with people claiming that it looked like a “Flash game” – apparently in 2019 we still aren’t able to see through an aesthetic we’re not expecting and talk about the gameplay. At least Minecraft Dungeons impressed by merely making me interested in a Minecraft game – dungeon crawling from a raised perspective always feels more purposeful than building my terrible and confusing cave networks in first-person.

E3 2019 notes: More dungeons

E3 2019 notes

I also belatedly took a look at the main Nintendo conference in the hope of getting more E3 2019 notes from that – I don’t own a Nintendo Switch or 3DS but there’s always the chance that something may persuade me into making a hardware purchase. Contra Rogue Corps initially looked interesting, but I imagine that nostalgic attachment for the Contra games may have influenced me. Take away the Contra name and what you have left might not be so special after all. Something that was special emerged from the latest The Legend of Zelda: Link’s Awakening trailer; “arranging” your own custom dungeon with parts obtained from the main game could end up providing a lot of fun in a series that’s traditionally kept its tools to itself. Also, we got to see a little more of Astral Chain, which seemed to have both the same smooth combat and awfully corny characters we’ve come to expect from Platinum; apparently the studio can only pull a decent cast together when Yoko Taro’s providing the story.

E3 2019 notes: Pause modes

E3 2019 notes

Unusually, it was Square Enix’s show that I had the most interest in this year. Last time around there was the intriguing Babylon’s Fall and news of a Nier Automata release for Xbox One and PC. When preparing my E3 2019 notes I was wondering if we would see more from Platinum’s game or maybe even a new Nier project such as a remake of the 2010 original. None of that happened – instead there was plenty Dragon Quest, Final Fantasy, Kingdom Hearts and Marvel. With so little news on Babylon’s Fall since E3 2018 one must wonder what’s going on, but I’ll hold out until the end of the year before judging. At least we had a lot of new FFVII footage to enjoy, with confirmation that battles could be paused and commands issued in a turn-based fashion. I had hoped that this was the case ever since seeing that unused “Command” prompt in early trailers, but many others had less faith than me.

E3 2019 notes: Best Game

E3 2019 notes

There were lots of “interesting” games then, but very little made an impression until I belatedly looked at Digital Devolver’s “Big Fancy Press Conference 2019”. From the adorable Fall Guys to the new expansion for The Messenger, there were plenty of announcements to keep fans of indie games happy. The most interesting thing I saw in any conference was Carrion, a Devolver-published 2D game where you play as “an amorphous creature of unknown origins” and explore what the game’s store page on Steam calls a “reverse horror” experience.

And those are my main highlights from my E3 2019 notes. Carrion is Game of the Show, Babylon’s Fall is either dead or will re-appear later this year, and I was actually intrigued by both a new Zelda and a new Minecraft, which is a surprise. As always, let us know what you thought of E3 2019 in the comments below.

Filed Under: Games, Life Tagged With: Astral Chain, Battletoads, Bleeding Edge, Carrion, Contra, e3, FFVII, Minecraft Dungeons, pc, sony, xbox, zelda

The new SF 30th lobbies are the best bit of the collection’s update

30th June 2018 By Qazimod Leave a Comment

It’s fair to say that the SF 30th lobbies turned out to be one of the biggest disappointments when I first tried Capcom’s most recent collection of fightjng games. You can talk about how the product is just a lazy collection of roms with a few token extras, how the museum could have had more content, how the display filters seem limited, and so on… but online play has the potential to inject new life into those old classics. That potential, however, was not shown in the initial release – attempting to set up SF 30th lobbies on launch day only resulted in a bizarre situation where the game would never register your opponent readying up at the lobby – and when your opponent had the same issue on their end, it led to some amusing exchanges. Happily, a patch was released this week that addressed the SF 30th lobbies (as well as fixing sound issues in the SFIII games, adding a connection-based matchmaking filter and banning Akuma from ranked Super Turbo games), and I was able to play a few games of Street Fighter II recently.

(Note: as I was joining a friend’s lobby I didn’t check to see if the previous issues with filtering by game were resolved, but the next day I tested some filtered searches myself and they still seem as bizarre as before, with search results ignoring the deselections you make – once again, if you only tick Super Turbo in the filter, you’ll see lobbies that only host Super Turbo, lobbies that host ST and Hyper Fighting, lobbies with all four games available, etc. So this is still a curious oversight.)

SF 30th lobbies – the stutter

SF 30th lobbies
Embarrassingly, the biggest issue I faced during my matches was probably a result of my own connection – I noticed a few momentary split-second pauses in a few matches as the netcode and my own connection tried their best to keep up with the action. These micro-pauses weren’t really an issue with a game as slow as Street Fighter II, but I think they may have had a worse impact if we were playing Street Fighter Alpha 3 or Street Fighter III: 3rd Strike. Like I said, I’m willing to take part of the blame here as I don’t know how much other network activity might have been going on at the time, but in casual friendly games where I don’t care about frame-perfect actions I think that these momentary stutters can be overlooked a little.

SF 30th lobbies – the spectators

SF 30th lobbies
When not in the middle of a match, waiting players can pass time in one of two ways. If they hit the Spectate button before the next match is underway, they can spectate the next match in the way we’ve become used to in SFIV, SFV and SFIII 3rd Strike Online Edition. If they don’t push the button, the lobby’s player list updates to show not only the active combatants, but also a crude graphical representation of their lifebars, a basic indication of round wins and the characters selected by the players. It’s a cute way to keep the spectating player engaged in the lobby activity even if they missed the button prompt, but it probably would have been better to assume players would want to spectate, and instead offer a button press if players want those basic lifebar and round win indicators. (As an aside, I didn’t look into voice chat that much, but I would assume it’s perfectly fine to use something like PSN’s Party feature – making sure that you have a headset that slots into your fighting game controller or a USB port, of course!)

SF 30th lobbies – getting there

SF 30th lobbies
Like a lot of aspects of the collection, online play doesn’t feel revelatory but at the same time you can still play it without wishing you were in the middle of another Fighter with seemingly solid netcode. Online play in this game is neither flawless nor a disaster, but it is “good enough” and perhaps makes up for the lack of substance elsewhere in the collection. I still have to give the other online-enabled games more lobby time, but if you’re keen on killing a few hours with online friends, SF 30th lobbies might tick that box for you.

Street Fighter 30th Anniversary Collection is available now for PS4, Switch, Xbox One and PC.

Filed Under: Games, Reviews Tagged With: capcom, microsoft, nintendo, pc, playstation, sony, steam, Street Fighter, Switch, xbox

Samurai, gods, big rosters – notes from my E3 2018

13th June 2018 By Qazimod Leave a Comment

Stepping out into the mid-June sunshine, away from the hype and noise that follows any series of E3 press conferences, I couldn’t deny that some of that hype may be rubbing off on me. Before we even get to my E3 2018, let’s remember that we’re already in the middle of what people are claiming to be a new golden era of gaming – one where modern classics are being released with uncommon frequency. Zelda: Breath of the Wild, Super Mario Odyssey, Nier: Automata, Persona 5, Cuphead, Sonic Mania, Celeste – the list just keeps going, and it looks like the list will grow even more if my E3 2018 was anything to go by. Rather than one platform holder emerging as a clear winner or loser (and let’s not pretend that there haven’t been clear winners and losers in the past), my E3 2018 had Microsoft, Sony and Nintendo revealing exciting and interesting new games.

Microsoft favourites from my E3 2018

my E3 2018

The biggest reveal of Microsoft’s show was undoubtedly Sekiro: Shadows Die Twice. A new IP from revered developer From Software, it promises polished third-person action with a samurai flavour. The trailer was only about two or three minutes long but showed the mechanical arm first seen in the “Shadows Die Twice” trailer, and its owner – a character who can go toe-to-toe with swordsmen, use said arm in a grappling-hook fashion to ascend to higher positions or cross chasms, and supposedly rise to his feet after being “killed”, which seems appropriate given the subtitle. Elsewhere, it was revealed that the once PS4 and PC exclusive Nier Automata would receive an Xbox port with the release of Nier Automata: Become as Gods Edition (perhaps to make up for Scalebound’s demise), so hopefully more people can enjoy the weird and wonderful combination of slick Platinum gameplay and distinct Nier quirkiness. Also of note was the first true reveal of Cyberpunk 2077 and news that Devil May Cry would be getting a new numbered sequel, but the lack of substantial gameplay footage for either game suggests that these are very early announcements.

Sony familiarity in my E3 2018

my E3 2018

By comparison, many people criticised the lack of new reveals in Sony’s conference; there were many games we already knew about from previous shows (such as Spider-Man, The Last of Us Part 2 and Death Stranding), and with the remake of Final Fantasy VII still early in development, there was little hope of seeing anything new from that game. Despite this, we did get confirmation of an exciting new PSVR title with From Software’s Deracine, reaffirmation that Mizuguchi’s The Tetris Effect still looks superb, and more gorgeous footage of Sucker Punch‘s Ghost of Tsushima. (As an aside, it seems that samurai games were the general theme of this year’s E3, with Tsushima, Sekiro and a trailer of Nioh 2 all making appearances somewhere amongst the conferences.) Another notable surprise was Remedy’s Control, a game that seems to combine shifting geometry with conventional gunplay and creative mind control mechanics. It was a fun looking title, even if it did make me wish for a sequel to Psi-Ops: The Mindgate Conspiracy…

Nintendo’s contribution to my E3 2018

my E3 2018

As is to be expected these days, Nintendo combined the bizarre with the exciting, from making me question the need for a Pokéball peripheral used in conjuction with Pokémon Go (which will transfer Pokémon data from the mobile game to a new console game) when you already have wireless communication technology in your primary gaming devices… to the surprise reveal of Daemon X Machina, an exciting action game from Marvelous Entertainment that boasts bright and colourful visuals and shows off the kind of gameplay that brings to mind games such as Omega Boost and Transformers Devastation. Elsewhere in the show, the unveiling of a new Mario Party was hardly a massive surprise – at the same time, the immediacy and social nature of the series is an obvious fit for the Switch hardware – and the new Super Smash Bros seemed hell-bent on including every character from previous games in its roster, to the delight of series fans. It was also revealed that these characters will all be tweaked slightly, hopefully resulting in a balanced game and some exciting re-learning of old favourites.

The highlight of my E3 2018

my E3 2018

All of the three main shows succeeded in giving fans something to look forward to, but the reveal that interested me the most was Babylon’s Fall. This was one of the new announcements from a very short Square Enix showcase scheduled separately from the three main conferences – a new IP being developed by Platinum Games, Babylon’s Fall only revealed a glimpse of CG at the end of its trailer, but was introduced with text-heavy stills that promised a tale of clashing ideologies, of gods striking down against mankind, and of huge armoured characters and electric (or perhaps arcane) powers. It was perhaps the only trailer I went through frame by frame as I tried to make sense of what I was seeing, and it’s definitely something I intend to keep an eye on between now and its 2019 release.

Obviously, I saw some criticism levelled at the three main conferences as people collected their own thoughts on discussion boards and in social media – people claimed that Sony’s show repeated the same announcements as last year and didn’t have enough new reveals, or that Nintendo’s show needed to give fans more details about known games in development (precious little was seen of Metroid Prime 4, Yoshi, or Starfox Grand Prix)… Microsoft’s show was perhaps the most refreshing, but I noticed people claiming that their conference pushed 4K and the Xbox One X a little too much for owners of older Xbox models. Despite all of this, I’m remaining optimistic about the future of all three platform holders – there’s something for everyone to look forward to in the near future, and the absence of any big new hardware reveals (certain optimistic individuals expected the unveiling of a PlayStation 5 before the show commenced) suggests that the current generation still has some life left in it for the time being. As ever, let us know if there were any reveals that stood out for you in the comments below.

Filed Under: Games Tagged With: 3ds, Babylon's Fall, e3, e3 2018, From Software, Ghost of Tsushima, Mario, microsoft, Nier: Automata, nintendo, platinum games, playstation, PlayStation 4, playstation vr, PS4, psvr, Sekiro, Sekiro: Shadows Die Twice, Shadows Die Twice, sony, Sucker Punch, Super Smash Bros, Switch, xbox, xbox one

Street Fighter 30th Anniversary Collection review

30th May 2018 By Qazimod Leave a Comment

Never underestimate the strength of “convenience” as a selling point. A new compilation of games from your favourite series has been released – that’s great! Oh, but what about when you move on to the new generation of hardware, or when more games from the series have been released? You’d better make sure that you pick up the next compilation as well. And so it goes on. I’m bringing this up because when I saw the amount of games listed as part of the Street Fighter 30th Anniversary Collection, I felt relieved that I didn’t have to dust off my Xbox 360 to play 3rd Strike or the SFII series – similarly, I thought it would be nice not to be left digging out the PS2 every time I wanted to play the SF Alpha games on the Anthology. And sure, there’s nothing on this collection that you couldn’t emulate on PC, but even that would involve BIOS hunting, controller configuration, hooking the PC up to the TV and more bits and pieces that feel… well, inconvenient. Let’s take a closer look at those listed games – the Street Fighter 30th Anniversary Collection has the original Street Fighter (itself something that I haven’t seen since maybe the Capcom Classics compilations on PSP), all major SFII games (with the exception of the Switch-exclusive Ultra SFII), all three SF Alpha games and all three SFIII games. It’s the most generous and convenient collection of Street Fighter games I’ve seen in a while, and you can play it on the same system you use for SFIV and SFV matches. Well, if you own a PS4 or PC.

Street Fighter 30th Anniversary Collection – curious lobbies

Street Fighter 30th

Unfortunately, some people may be disappointed if the best thing to say about the Street Fighter 30th Anniversary Collection is “well, all of the games are there”. Training modes are stuck in the past as you practice against a dummy – there are no trial modes or combo examples that help you learn. Online lobbies are a welcome feature, but searching is unusual – first, you toggle the games you wish to find lobbies for, and then it shows results based on those toggles. You’d think this would be useful if you’re never going to play Alpha 3, but instead the results ignore the games you’ve deselected. If you just want to play 3rd Strike, you’ll see results for purely 3S lobbies, but also lobbies for combinations of games that include 3S. I’m not too bothered because most of my online play will probably come from invites to private lobbies from friends, but it’s still peculiar.

There’s also a Museum segment with a series timeline and zoomable art, character details (including bio details and a neat sprite viewer), a “Making of SF” segment and – my favourite inclusion – a Music menu with playlists from all twelve games. There are even shuffle and repeat modes for when I want to listen to Jazzy NYC all day. The repeat function won’t go as far as making clean loops from the songs, but it’s a fun distraction.

Street Fighter 30th Anniversary Collection – memory lane

Street Fighter 30th

As for the games themselves? They mostly play how you remember – SF1 is still a nightmare to control, Alpha is all about daft custom combos and neglected ISMs, and 3rd Strike isn’t the labour of love that Iron Galaxy released last gen, but it’s still lots of fun. The online play seems smooth enough – I’ve had hardly any issues jumping around with my SFII Honda, getting guard crushed in Alpha or dashing through opponents with my Ibuki in 3S. After a win or loss there’s the option to rematch, but again, there aren’t the bells and whistles seen in 3rd Strike Online Edition such as visible ping or disconnect rates. Of greater concern is the weird nature of joining friends’ games – right now people are running into situations where both players will try to ready up for a match, but they can only toggle what looks like the ready status of the opponent, and even if both players try this it still looks like only one player is ready. Cue a lot of “why haven’t you hit the button” confusion until both players realise that the game can’t communicate the ready status correctly. Hopefully this gets fixed soon.

For the time being – especially in terms of local play, where a lot of my time will disappear – I’m satisfied with the Street Fighter 30th Anniversary Collection. Again – it’s hard to think of another Street Fighter collection that’s this generous in terms of games offered, and whilst more could have been done in terms of training/challenges, better lobby filters, more display options (there are screen size and filter toggles but they seem more like a token gesture) or even dipswitches (something I appreciated in 3S: Online Edition)… if you just want to play the games without swapping consoles or configuring emulators, it might be worth a look.

Street Fighter 30th

Street Fighter 30th Anniversary Collection is available now for PS4, Switch, Xbox One and PC. The official website can be found here.

Filed Under: Games, Reviews Tagged With: capcom, microsoft, nintendo, pc, playstation, sony, steam, Street Fighter, Switch, xbox

Capcom announces a new SFAC for consoles and Steam

10th December 2017 By Qazimod Leave a Comment

Just as I was about to tune out for the night, I recently heard news on Twitter that there would be a brand new Street Fighter Anniversary Collection on the way. This new SFAC seems like one of the most well-rounded packages yet, although of course as the news has only just emerged we may need to wait and find out what kind of other details will be made available. The announcement of the new SFAC comes more than a decade after the release of Street Fighter Anniversary Collection for the original Xbox – a collection which contained Hyper Street Fighter II, Street FIghter III: 3rd Strike, online play and the (censored) Street Fighter II animated movie.

A new SFAC – lots of games

new SFAC

This new SFAC sounds almost too good to be true – the trailer posted by the official Street Fighter Twitter account reveals that the new SFAC will feature twelve games. These are: Street Fighter, Street Fighter II, Street Fighter II CE, Street Fighter II Hyper Fighting, Super Street Fighter II, Super SF2 Turbo, Street Fighter Alphas 1 to 3, and the three Street Fighter III games. Also, there will be various galleries with art and music… however, most notably, there will be online play for a select few titles, with Street Fighter II Hyper Fighting, Super Street Fighter II Turbo, Street Fighter Alpha 3 and SFIII: Third Strike supporting ranked and casual play, lobbies and leaderboards.

A new SFAC – will it meet expectations?

new SFAC

It all sounds remarkably generous – I would have been happy enough with a current-gen port of Street Fighter III: Third Strike – Online Edition, but this is so much more. I have to wonder if the netcode used will be good enough, and if the price is right. That said, for the amount of content promised in the package I’d expect them to charge accordingly. In the meantime, I may have to reconsider shelving Street Fighter; I expected one of the many other new fighters in 2018 to vie for my attention, but the new SFAC could keep fighting fans occupied for weeks if not months.

The Street Fighter Anniversary Collection will be released on PS4, Xbox One, Nintendo Switch and Steam in May 2018.

Filed Under: Games Tagged With: capcom, microsoft, nintendo, pc, playstation, sony, steam, Street Fighter, Switch, xbox

My highlights from the E3 2017 conferences

14th June 2017 By Qazimod Leave a Comment

As I write this, the last of the E3 2017 conferences has come to a close and – if you are to believe more cynical types – games journalists everywhere are scrambling to draft their hot takes, expand their wordcounts and plug whatever rubbish they were talked into endorsing via promises of promotional swag. Naturally the likes of Disposable Media are in a different scenario, since we’re a general entertainment website that features content from people who just talk about the things they like to talk about, but it would be remiss not to give the show some coverage. Despite the extent of my eighth-gen hardware being limited to a PS4, Vita and half-decent PC, I made time for each of the main shows – happily, it was worth it, as pretty much everyone presenting the E3 2017 conferences had games worth talking about.

E3 2017 conferences: new hardware and anime “FighterZ”

Let’s focus on the big three for now; there were other E3 2017 conferences but I’d like to cover their games individually as more news surfaces. Microsoft was the first to show their hand in perhaps the most conveniently timed show for people in the BST zone. As expected, they opened the show with news of the Xbox One X and proceeded to show off incredibly pretty Forza Motorsport 7 footage; it’s an obvious candidate for showcasing the graphical fidelity of new hardware, and the large fanbase will ensure it enjoys success on the system. Amongst the more predictable reveals – a new Assassin’s Creed, the aforementioned Forza segment – was news that the terribly-named PlayerUnknown’s Battlegrounds was coming to Xbox, and no annual conference would be complete without the obligatory Minecraft segment. More promising trailers included Dragonball FighterZ (a 1v1 fighter based on an anime I barely follow, but the presentation and gameplay look superb), a new Life Is Strange game and the gorgeous Anthem, so there was a lot to get excited about. (Of course, a number of the games shown off will be multiformat, so it was worth tuning in to the show even if you don’t own an Xbox One.)

E3 2017 conferences: PSVR support and updated classics

Sony’s was the second of the E3 2017 conferences and, as is tradition, it went live during the small hours for UK gamers. Catching up with the conference revealed a mixture of familiar names (Days Gone, God of War), bizarre trailers (FFXV: Monster of the Deep) and some more daring ventures – a number of PSVR titles were there to reassure people that Sony weren’t about to let the headset follow the Vita into obscurity, and a PSVR update to Skyrim could be a huge hit depending on controller requirements and performance on various PS4 models. Another bold gamble came in the form of a new Monster Hunter – it seemed somewhat more simple and bombastic than the handheld titles, and observers have accused it of being a dumbing-down, but I’m curious to see if the new direction pays off. (On a personal note, I was happy to see a new FFXII: TZA trailer after my recent revisiting of the original, and news that Undertale is coming to PS4 may finally prompt me to try out the game.)

E3 2017 conferences: working titles and series extensions

The last of the E3 2017 conferences I watched was Nintendo’s, and whilst Microsoft was busy showing off a new hardware platform, the Kyoto giant was tasked with building the library of the console it released this March. Happily, they’re never shy of falling back on familiar names, and fans welcomed news of more Mario, more Zelda, and more Metroid. As a fan of the side-scrolling platformers I was particularly fond of the trailers for the currently-unnamed Yoshi and Kirby games (unless they really will be called “Yoshi” and “Kirby” as per the trailer outros.) However, with so much to play on my existing gaming hardware I’m still in no hurry to pick up a Switch.

In short, it’s a good time to be a fan of games. Everyone had plenty of trailers to show (and the ratio of trailers to preamble was most welcome) and I know I have a few more upcoming games on my radar now. As always, if you have any thoughts on the E3 2017 conferences that you’d like to share, leave a comment below.

Filed Under: Games Tagged With: 3ds, Anthem, Dragonball Fighterz, e3, E3 2017, FF15, FFXV, forza, Forza Motorsport, games, Kirby, Life Is Strange, Mario, Metroid, microsoft, Monster Hunter, nintendo, PS4, psvr, Skyrim, sony, Switch, xbox, Yoshi, zelda

Project Spark adopts “fully free model”

30th September 2015 By Qazimod Leave a Comment

On September 28th it was reported on Xbox Wire that the Windows and Xbox One “game creation engine” Project Spark was to transition from a micro-transaction model to a “free and open” format, and that all previous paid DLC would be unlocked for new and existing users. Project Spark isn’t the first example of Microsoft encouraging console gamers to create their own fun experiences in virtual sandboxes – in 2009 they offered a free downloadable application named “Kodu Game Lab” for Xbox 360, a visual programming environment where users can create basic 3D experiences with nothing more than an Xbox gamepad.

project spark

Project Spark was originally met with mixed reception – users claimed that it was somewhat clunky and unintuitive, and that (like many other games with UGC elements) it suffered from poor promotion of genuinely impressive user-created content, with user ratings being vastly at odds with the actual quality of the rated content. Whether the change to a fully-free model will encourage more people to try Project Spark remains to be seen, but it’s encouraging to note that new content and features for Project Spark are planned for its “fully free” release on October 5th. In the meantime, you can still find the original release, microtransactions and all, on the Microsoft Store.

More details about Project Spark can be found at http://welcome.projectspark.com/

 

Filed Under: Games Tagged With: project spark, windows, xbox, xbox one

Inside My Radio Xbox One Review

18th September 2015 By Robert Knight Leave a Comment

New to Xbox One, Inside My Radio is a game where Guitar Hero meets Donkey Kong. You “journey as a green LED mysteriously trapped inside a dying boombox,” says the description. With music at its heart, IMR’s ultimate aim is to “bring electro, dub and disco music back to life!”

That’s the sort of campaign I can get behind!

Inside My Radio

Inside My Radio was released on Steam back in June and became available for Xbox gamers today.

Where screenshots might suggest a standard left-to-right platform game template, IMR steps into promising and unconventional territory.

Beyond finding your path to the level exit by avoiding obstacles, using the walls in a ‘Parkour’ way through momentary stickiness to maintain a climb or navigating and even influencing sequences of moving platforms, progress comes by ensuring every move you make is timed with a beat of the evolving background music. Noire Blue’s walk-through video demonstrates the Inside My Radio way nicely…

Your power as a player comes in developing an ability to work to the soundtrack’s timing. Each synchronisation will fuel your jumps, give you a dash to traverse gaps between platforms and along with the slam, break obstructing walls.

Enough theory…

Though based on very good ideas, I didn’t find the game quite as enjoyable as I’d hoped.

Initially plenty of fun, both the gameplay and the music started to get a bit repetitive all too quickly. The only thing keeping me interested in IMR was the occasional mini-games – the Guitar Hero-like game shown during the slideshow below, for example.

This slideshow requires JavaScript.

A further positive about Inside My Radio is that it became a game my girlfriend was able to play. Video games most definitely are not her strong point, so that kept her happy! Reservations about repetition aside, it did likewise keep me entertained whilst I waited for Forza Motorsport 5 to update!

Bored clever…

I’m not denying the fact that Inside My Radio has some smart ideas and is even an inventive game – I just got bored of it quite quickly. It’s a shame really, because as I have said, the mini-games are rather enjoyable and making the game easy on the eye, the use of colours and effects is excellent. Another pleasing touch whose value will vary with the player is the wide use of visual and text-based pop culture references. As can only be expected, they’ll be ‘hit or miss’ depending on whether they have any meaning to you, but they are an amusing inclusion nonetheless.

This slideshow requires JavaScript.

If you are a fan of platform games, this one will potentially be highly enjoyable for you. It has all of the elements of a classic platformer and is boosted by that musical twist and lively characterisation. As a lover of music, I thought Inside My Radio would be right up my street, but I guess platform games just aren’t for me.

I think I’ll give it a 6 out of 10, but by all means, do give it a try – and if you do, let us know what you think!

 

Seaven Studios’ Inside My Radio launches as a digital release for Xbox One today.

Update: IMR is now listed on the Xbox Store with a price of £11.99 and a 1.15GB storage requirement.

It is also available on Steam in Standard and Digital Deluxe Edition form for £10.99 and £13.99 respectively. The Digital Deluxe Edition includes the game soundtrack.

Filed Under: Games, Reviews Tagged With: adventure, iceberg interactive, imr, inside my radio, pc, platform, rhythm, seaven studios, steam, xbox

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