In Third Person

A personal look into video games, the video game industry and video game culture.

Image from Playstation Lifestyle

For the past few weeks, you've probably read a lot of my Street Fighter IV posts. Ever since I got an XBOX Live gold account in May, Street Fighter IV has become a huge part of my life. Besides dropping over 100 hours into the game and playing over 1600 online matches, I've spent a ton of time listening to Gooteck's Street Fighter Podcast, reading the Street Fighter thread over at NeoGaf, watched any tournament videos I could on YouTube, and almost dropped $200 on a Mad Catz TE Fight Stick.

Image from Size 12 Font

It's been fun to get sucked back into the universe of Ryu, Ken and the rest of the gang. The feeling was almost like I was sucked back into 1992, when fighting games first burst onto the scene, except I was now old enough to not suck at them and I could fight everyone around the world from the comfort of my living room. However, I've come to the realization that I need to take a break. The game is grabbing me unlike any game before it, and it's kind of scary.

The adrenaline rush I get from online one-on-one Street Fighter competition is doing some really weird things to me. I'm generally a cool and calm guy, but I get seriously psyched up playing this game. When I'm winning, I get cocky. I'll yell at the screen, whether I'm winning or losing. I think what really sets me off is the losing.

I'm not a sore loser. I've never rage quit. I've lost a good few hundred matches in these last few months; most of which occured against opponents I never had a chance of beating. But those losses hurt. I think part of that comes from the fact that this is the first fighting game I can actually beat strangers in. Throughout my history of playing against strangers, I've lost every single time. If I were to play BlazBlue or Marvel Vs. Capcom 2 right now, I would lose every single time. However, I don't get mad cause I know I'm not that good to begin with.

With Street Fighter IV, I've proven that I can hang to a point. I've won over 1000 matches with a winning percentage of over 70%. It feels awesome to win. But because I now have so much invested in this game, losing hurts so much more. They hurt to the point where I would yell vulgar language, pound my hand against the armrest of my chair as hard as I could, throw my controller and just be overcome with pure rage. I've had an ex-girlfriend confess to me that she was cheating on me, and the anger I felt then did not match the anger I would instantly feel losing a close match in Street Fighter IV. This feeling would hit me almost every single time I lost.

Even when I can totally rationalize why I lost, or I learned something valuable from it for the next fight, or even when I've tried to consciously calm myself down, this feeling of rage just overcomes me. I've been playing video games for almost all of my life, and never have I exuded this type of behaviour before. I don't play games to become filled with rage. It's actually freaking me out.

Which is why I've decided that I need a break from Street Fighter IV. I buried it to the bottom of my XBOX 360 games pile, where it'll sit until I feel I'm ready for it.

Image from Casual Gamer Chick

So maybe I'm a bit late to the party on this one. This 5-year-old game from Pop Cap has probably been played by everyone and their grandma by now, and not much really needs to be said about it.

A few weeks ago, I grabbed this on sale for $0.99 on the iTunes store. To be honest, it was actually the first time I'd ever played Bookworm. I bought it because it was a great price for a game that everyone seems to like.

Now I see personally why it's so popular. It's been my go-to iPhone game for the past few weeks, and the basic premise of spelling words within the bounds of the game works really well. The interface that the iPhone or iPod Touch provides works perfectly for this style of game. While the game is fairly feature bare, it was a great pick-up for $0.99. Not sure if $3 for this is really worth it.

At this point, you either have this game cause you like it, or you don't because you don't like it. If it goes on sale again though, it may sway a few late-comers like me.


Image From MTV Multiplayer Blog

While the demo to Batman: Arkham Asylum has been available on XBOX Live and Playstation Network for a few weeks now, I haven't had a chance to try it out until recently.

I must admit, I came into this demo with a bit of skepticism. Historically, almost every Batman game has been horrible, and the video game based on the Dark Knight movie was cancelled before it was officially announced because of how bad it was shaping up to be. Would this one be any different?

According to early reviews, the answer is yes. It's been scoring very well on Metacritic and the video game podcasts I've been listening to have been hyping this game up pretty hard.

Do I agree? From the short taste I got from the demo, I may be on the verge of agreeing. Graphically, it's very solid. It's pretty obvious the game was made with Unreal 3, as the game does look almost like Gears of War: Batman, including scenes of Batman holding his fingers against his earpiece to communicate to others. The voice acting so far has been great. While I had a little bit of trouble getting used to the controls, overall it felt very good to handle Batman around the environments.

The best part about the demo is that it conveys possibly the best interpretation of Batman in a video game. It has a great mix of brawling, detective work and stealth to make you feel more like the character.

With all that said, I personally won't be picking this up at launch. I could be missing out huge. In the future, I'll definitely be looking out for this one either at a lower price or renting it. For those that do want to pick it up on the day it comes out, you can grab it in stores as early as tomorrow in North America.


A few nights ago, after a match of Street Fighter IV, I received a message from the guy I just beat. Usually, when I receive these types of messages, it's either something like "good game" or some form of verbal harassment. This time though was different.

He asked me in a voice message (not in an exact quote, but you'll get the idea), "How do you do moves and combos? I've only had this game for 2 days."

My instinctive response was to refer him to the training mode. He then replies with something like, "I know there's a training mode, but what buttons do I hit? I don't understand this."

Uh oh.

If you know anything about Street Fighter, you know that's a very ambiguous question to ask and an even weirder one to answer. Moves are dependent on your character and button configuration, while combos mostly rely on the "canceling" system, all of which is far too much to explain within the 250 character limit over XBOX Live.

I learned how to play Street Fighter IV primarily because I've been playing Street Fighter II for almost 20 years now. We learned by either playing similar-skilled people in person at the arcade or at home, or played with people better than us that were willing to give us pointers. Even back then, Street Fighter was a complex game to learn and you couldn't really get better unless you dedicated a lot of time and effort into getting good at it.

That environment to go hands-on and learn doesn't really exist anymore.

There is no arcade scene pretty much anywhere outside of Japan. People aren't really getting together to play at other people's houses like they used to. Fighting games, while making a comeback, are still not even close to mainstream. If you strictly play online, odds are you're playing a seasoned veteran who will just beat you up and go without giving you any sort of advice. If you're not able to spot patterns or observe the right things in an online match, you'll just get beat repeatedly without learning anything.

So how do you learn now? Well, unlike my generation, there is more resources on the Internet than ever before. Just Google it and you'll pull up a ton of beginner guides. There are also a ton of beginner and expert videos to watch on YouTube. Those helped me transition into IV a lot, but part of that was because I have a Street Fighter II foundation to build on. Without that, reading the guides and learning from the videos becomes much more difficult.

I hope the guy who messaged me on XBOX Live eventually figures the game out to a point where's he's happy playing it. Sadly, the best ways to learn just don't naturally occur in today's gaming environment.



"I Got Next" is a documentary about the fighting game scene. Filmed during the Sinsation tournament earlier this year, its goal as a movie is to cover the scene and the people behind competitive fighting games. I watched the short version of the film at www.igotnextmovie.com. A longer version of the movie is due out this winter, with footage from Evo 2009.

After seeing "The King of Kong: A Fistful of Quarters", my hopes were high for this one. What made that movie so special wasn't the game, but the people stories behind the games. While the story was fudged a bit for the sake of entertainment, it ultimately became a video game version of Rocky with a clear protagonist and antagonist.

From what I've begun to learn about the fighting game scene, there is definitely enough of a people story there for a film. After watching a few tournaments online, listening to podcasts and playing a ton of Street Fighter IV myself, I was really psyched to learn more about the pros that drive this scene. Did it succeed? From what I saw, I felt the documentary left a lot to be desired.

Before I begin to criticize, I must preface by saying that the two movies are very different productions. The King of Kong was a fairly big venture, while I Got Next is basically a one-man project. Also, unlike King of Kong, which had a clear story and progression that occured over a long period of time, the majority of material for I Got Next was cobbled together mainly during a tournament that spanned only a few days. Considering the limitations holding back I Got Next, Ian Cofino did a pretty good job with what he had.

Maybe it's just me, but I really felt like it could have gone so much further. With the exception of Gootecks and the East vs. West thing, I felt like the film only scratched the surface of the guys they spotlighted for the film and the scene that holds all these guys together. I was watching it, warming up to the film, and then it abruptly ended without really satisfying any quenches I had for what the film was talking about.

If you're a fighting game fan, I still think it's worth a watch to get a glimpse of the pro scene you may be oblivious to. There's a lot more going on to Street Fighter than what happens on XBOX Live or PSN. Here's to hoping though that the next cut of I Got Next goes a little more in-depth.

Image from Gametrailers

The big console news to hit the Internet yesterday involved the results of a recent Game Informer survey. One of the questions they asked 5,000 of their readers was if they've had their systems break on them. Well, a startling 54.2% of respondents said their XBOX 360 has broken, which is in stark contrast to the Playstation 3 failure rate of 10.3% and the Wii failure rate of 6.8%.

Before we just accept these numbers as fact, there are a number of factors that could affect this result. First of all, while 5,000 is a decent sample, 5,000 Game Informer readers (who are likely hardcore gamers) isn't necessarily the best representation of the overall video game playing population. They may also not use their Wii as much, which means it gets less wear and tear.

Outside of all that though, I do believe that XBOX 360 number to an extent. Having seen all of the anecdotal evidence, knowing that all of my friend's with 360's have had this problem, knowing that I myself have had one system red ring, and that Microsoft has spent over $1 billion dollars to try and fix it, I almost feel like 54.2% is too low. Heck, I'd even go as far as saying that any 360 that hasn't broken yet will in a matter of time due to the poor build quality.

As much as I love my XBOX 360, there is no way I'm buying their next system on day one. With this red ring/E74 problem to the original XBOX power cord possibly burning down your house, their track record of hardware quality is atrocious.

Image from Blog CDN

If you're wondering how my drum surgery went, you're about to get your answer.

Since the surgery, my brother and I have been re-energized and have begun playing a lot of Rock Band 2 again. However, not because the surgery worked out.

After letting the glue dry and re-inserting the plastic butter knives for support, our drums did not work as desired. They would still drop random notes all over the place. It was at this point we decided we needed to find a new drum set for the XBOX 360 anymore. Problem is...it appears as though no retailer (brick and mortar or online) actually sells the Rock Band 2 drum kit separately. I also didn't want to spend premium dollars on The Beatles: Rock Band drum set.

So what then were we to do? Just as though God had heard my prayers, I walked into an EB Games and they had marked down the price of the full Rock Band 2 band kit for about 50% less than the original price! So essentially for the price of buying the drum set separately, we got a guitar, mic, drums and game instead.

Image from Gamespot

I know I'm late to the party on this one, but the Rock Band 2 instruments are heavenly. It feels so good to know that when I miss a note, it's because of me and not because of a hardware fault.

As for our old instruments, I gave them to my 7-year cousin. They should work just fine for his purposes.


In a deal that sounds too crazy to be true, Activision is for a limited time, offering those who purchase Guitar Hero 5 can get Guitar Hero: Van Halen for free before it hits stores.

If I were a Guitar Hero fan, I'd be all over this.

Key word: "if".

For a myriad of reasons big and small, I've hated every single Guitar Hero game since Guitar Hero 2. It's also worth noting that I began hating the series once Harmonix got bought by MTV to make Rock Band instead.

As someone who has played every single Guitar Hero game not made by Harmonix and disliked it, and as someone who has dropped hundreds of dollars in Rock Band instruments, games and downloadable content, a free copy of GH:VH pre-Hagar only isn't going to get me back into the series. However, don't let me rock your boat. If you're a Guitar Hero fan, there's much reason to rejoice.

Image from Video Games Blogger

As someone whose fighting game history is almost exclusively tied to Street Fighter, BlazBlue makes me feel as though I'm on another planet. While the general idea of one-on-one fighting is the same and there are many parallels that can be drawn in terms of the execution of normal attacks and special attacks, BlazBlue is a very different fighting experience.

The overall pace of the game is notably slower than say, Street Fighter IV, yet it's still more frenetic. The combo system rewards crazy combos that can finish an opponent off before they get a chance to press a finger down onto the controller. Even the heads-up-display and how it works will vary based on what character you choose. It's not my place to get into all of the intricacies of the fighting engine though. There are a lot of other sites that cover that type of stuff a lot better than I ever could.



Not to say that the differences make this a bad game, but a very different one from what I'm used to. Like most fighting games, the learning curve is fairly steep, so it's going to take me some time before I ever get If you are a fighting game fan and you're looking for something new, there is a lot to like about BlazBlue. The 2D-graphics are absolutely stunning. The gameplay is deep enough for fighting fans to really get into and master. Also, the experience does feel very fresh, as the roster of characters are fairly unique and nobody in the cast plays like Ryu. Come to think of it, almost every 2D fighting game I can think of has at least one character that plays like Ryu in it. Having a character like him would probably help ease me into this game, but I think the game is probably better overall without it.

The game isn't without a few faults, however. While the production values during gameplay are incredible, the same love and care was not put into the content between fights. Most of it consists of barely animating characters talking in front of a static background. The voice-acting is pretty bad; likely what you'd expect from translated Japanese anime. Also, the story is so incomprehensible that trying to follow it in the story mode will make your head explode. The most out-there portions of the story revolve around this series of cut-scenes below:



I do intend on sticking with it and seeing where I go from there. I'll keep you updated on my progress of trying to learn the game.



If you bought the regular edition of BlazBlue like me, you missed out on the sweet bonus tutorial DVD that shows you how to not suck at the game.

Well, we're in luck. Thanks to Youtube user Jaxelrod, we have access to all of the character guides in that DVD. Above is the Noel tutorial.

Having watched a few of these, I still feel horribly lost and confused. Maybe if I keep at it I'll eventually figure this game out.



If you have any sort of interest in pro-Street Fighter IV play, definitely check out the live stream above. A lot of the top Japanese players are there (including Diago and Mago) as well as a few of the top North American players.

It's really interesting to compare and contrast this from how players were playing at EVO a few weeks ago. The styles of play for the same game are very unique to each region.

The Rock Band series of video games are hands-down my favourite video game series this console generation. I could go on for days talking about how awesome the games are. However, this time I wanted to highlight one major gripe I've lived with since I bought the full band kit on launch day of Rock Band 1:

The Rock Band 1 instruments are some of the worst-made video game controllers of all-time.

While my guitar technically still works, the strum bar feels horribly mushy and makes it difficult to consistently hit the notes.

My drums though, have given me way more problems.

I've sent them back 4 different times over the course of 2008. All 4 sets broke. In that time I've had 3 kick pedals. All of them have snapped in half.

Unfortunately, the warranty ran out on my drums a while ago. So what am I left to do? Besides drop $100 on a new set? Attempt to fix them.

My first attempt at fixing the drum pads involved me snapping the cracked pads back together and taping them up. That worked for about...two days. Then, I got more serious.


In order to prevent the pads from cracking apart again, I taped plastic butter knives across the cracks. This worked...for about a week. Unfortunately, directly around the middle piece is a round crack where not even a broken piece of butter knife can properly reinforce.

My next step? Construction glue.


They're drying right now on the table. I'll re-enforce these with something else once the glue is dry.


My kick pedals had to go through this shoddy surgery too. In order to keep them together, I've taped plastic butter knives to the bottom of the pedal.

It's so frustrating to be in this position. I could just buy new drums, but why should I if there's a way I can fix them on my own? I know my fixes feature terrible craftsmanship, but if it works, why not? The Rock Band 2 drums as far as I know work fine, but for the millions of people who got punked by the Rock Band 1 drum set, I feel your pain.


Top image from PS3 Attitude

I'm a huge podcast junkie, and the Player One Podcast has been one of my go-to shows since the very first episode. This week's episode from Chris Johnston, Greg Stewart and Phil Theobald (all former EGM editors) is a tribute to former EGM editor Andy Baran, who recently passed away at the age of 35 due to pancreatic cancer.

Growing up, EGM was a huge part of my life. Andy Baran worked at EGM during the early to mid 1990's, which many hail as the glory days of the magazine. While I personally don't recall much of his work in EGM specifically, listening to this very touching tribute makes me wish I had paid more attention.

The show features a ton of voice mails and the Player One crew celebrating the life of Andy Baran, and it's very touching to hear all these great stories about him. If you have a heart, definitely check out this week's episode of the Player One podcast if you don't subscribe to them already. Below is a link to listen to the show:

Player One Podcast Andy Baran Tribute

Image from Arcade Game Sales

Over the weekend, I was out with my girlfriend on a date that partially consisted of a trip to the local...I'm hesitant to call it an "arcade", cause it's more of an amusement place with lots of arcade games in it. Semantics aside, they had a Street Fighter IV arcade machine there. This is significant because Capcom never made a North American arcade version, so this place actually imported a machine (not the one above, but something like it). I didn't think this place in particular would do that, but there it was and I had to give it a go.

With over 70 hours of experience, 1000+ matches and a 65% winning percentage, I knew I wasn't a complete scrub and could actually do some damage. However, there was one problem that has forever plagued me since the inception of arcade fighting games.

Image from Gizmodo

I may be in the minority here, but I play my fighting games with a control pad. I never jumped on the joystick bandwagon. Growing up, I almost never got a chance to play in the arcades, because my parents deemed me too young to go to the arcade alone to play. During the few times I actually got to play in the arcade, I was up against either a tough computer opponent, a guy twice my age who didn't care that they were going to school a kid in Street Fighter II, and I just wasn't used to the feel of a joystick and that button layout. By the time I was old enough to go to the arcade and play for real, fighting games had become too complicated and unappealing to me.

This time, the only thing holding me back was the joystick and buttons. I'll give credit where credit is due; the guys I played against were good. But I really believe I could have taken them if my hands could communicate with the joystick like they do with the controller. It was exceedingly frustrating to not perform to my best in front of that crowd knowing I would be better with what most would consider an inferior setup.

It's gotten me thinking seriously about investing in a joystick. There are a number of reasons why I shouldn't invest in a stick, but just for my own piece of mind I'm thinking of finally overcoming that hurdle and going joystick.

I may never play Street Fighter IV in an arcade ever again, but maybe the switch in some way, shape or form will be worth it. Should I take the plunge?