In Third Person

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


"...like the thought of eating a steak topped with ice cream, the recently announced Street Fighter IV iPhone port has made me throw up in my mouth just a little bit. I can't imagine this being anything but an absolute nightmare to play." - Me.
Up until the recent release of Street Fighter IV on the iPhone, I expected nothing less than garbage from this mobile port. In my previous post, I provided a bunch of reasons to support my initial feelings towards the final product. But then, the positive word-of-mouth online began to bubble. As a Street Fighter IV junkie, this was enough to push me over the edge and give this $10 app a shot. To my surprise, Street Fighter IV on the iPhone does very well considering the platform its on, providing players with a fun fighting game that controls well enough. This opinion is coming from someone with over 3,000 online wins on the XBOX 360 version. I'm definitely not the Diago or Justin Wong of the scene, and you don't have to trust any of what I say after this, but I've played enough Street Fighter to say that this version of it is really fun and I can't put it down.

Let's the get the obvious out of the way: no, this version does not have the best controls. The on-screen joystick does a good job of moving your fighter around the screen, but the precision to pull off special moves consistently isn't there. I could throw fireballs and hurricane kicks relatively easily, but executing a dragon punch is something I still can't do consistently. Charge moves were a bit easier for me, but I've read that some people have issues with that as well. I think if you really wanted to dedicate yourself to being an iPhone Street Fighter champ the "legit" way, you could practice on that interface and get pretty decent. For everyone else, I recommend enabling the "SP" button.



Speaking of the buttons, Capcom made some concessions to the controls to make the gameplay better suited for an iPhone. Instead of using a six-button layout, users get four buttons: punch, kick, focus and special. The game comes with three different button layouts, but you're free to customize the location of the buttons and joystick, as well as the opacity of the buttons. You can get some variations in punches and kicks depending on your situation and what direction you hold the joystick, but the game basically goes with the best or most likely button you would press in that situation. For instance, as a Ryu player, I appreciated that when you jump in and hit the kick button, the game responds with a forward kick, giving me the ability to cross-up my opponent. If you come into this game knowing how to play each character properly, for the most part the limitations don't matter. When you manually do special moves, you will always do the hard punch or hard kick version of that move. Die hard players will notice and maybe be disappointed by this lack of depth, but I think within the context of this particular version, it's good enough.

The focus attack button works just as you would expect it to. As for the special button, it acts as a simpler way to execute special moves. The closest parallel I can think of to the special button is the way Smash Bros. uses its special button. You will get a different special move depending on the direction you hold the joystick. Street Fighter purists may scoff at "nerfing" the inputs, but those people can go into the options and turn this off. By default, this option is off. For myself, I love using the special button. I don't think it breaks the game, because real Street Fighter players know that the game isn't really about your ability to do special moves, but rather your ability to combine all your moves together into a cohesive offense. The special button will not turn a newbie into a grand master.

Working within the limitations of the platform, I much prefer enabling the special button. I don't feel like I'm cheating using it. I feel like it allows me to play this game more like I would on the 360 or the arcade, because it increases the likelihood of me properly executing my special moves. With some practice, I was even able to consistently hit Ryu's classic shoryuken FADC into ultra on the iPhone; a combo I can't consistently do on the 360 controller.



All things considered, I think the controls work well within this particular version of Street Fighter IV. If you can get over the fact that some concessions were made to streamline the experience, that manually pulling off special moves can be tricky and that activating super or ultra moves will take a bit of practice when in the middle of a combo, it's fairly good for what it is and it's surprisingly, a lot of fun to play.

Enough about the controls. How does the rest of the game stack up? As far as graphics go, it looks great for an iPhone game. To make this experience work, Capcom chose to go with sprites instead of 3D characters, and all the backgrounds are static images. It looks great nonetheless. I don't think the frame-rate is 30 frames per second, it does stay steady. The audio is identical to the arcade and home ports, making this feel like home for any seasoned Street Fighter IV veterans. The only major omission is the song "Indestructible", but that may be for the best. The game engine is 100% Street Fighter. Everything behaves the way it does in the other ports, meaning that all of the move properties and priorities are in place. With the exception of a few missing normal moves, you can still pull off most of the combos and juggles from its counterparts, which is pretty amazing considering the platform it's on.

The game comes with eight characters: Ryu, Ken, Chun Li, Blanka, Abel, Dhalsim, Guile and M. Bison. It's a bummer that less than 1/3 of the Street Fighter IV cast is represented here, but I guess Capcom had to make cuts somewhere. Maybe they'll add more characters via DLC. Considering the eight choices they made, they were all pretty safe bets and odds are you already play one of those eight. I main Akuma, but Ryu and Ken are close enough, and my secondary is Abel, who plays just as I would expect him to here.


The game doesn't have the more frivolous options such as time attack or survival modes, but it does have a main single player mode (that lets you save replays of any match), a training mode (with most of the options you would expect), tutorials on how to play the game as well as a challenge mode to strut your combo skills. There is no wi-fi or 3G play in this one, but it does support Bluetooth local multiplayer. No online play is a bummer, but I'm sure that any attempt at online Street Fighter on a phone at this point would be a total mess.

The only other bummers I wanted to mention are the loading times, battery consumption and sound options. The game does feature some loading times, which does hamper the quickness of the experience a bit. This game will also destroy your battery, as it is a processor-heavy game. I love the sounds of Street Fighter IV, but not giving me the option to listen to my own music or podcasts while playing it is a huge letdown. My biggest pet peeve when it comes to applications is when apps don't let me listen to my own music while I use them.

Overall, this version of Street Fighter IV on the iPhone has me eating my words. Capcom brought in the right amount of Street Fighter IV goodness onto a mobile platform, making it a lot of fun to play for lapsed Street Fighter fans or Street Fighter IV enthusiasts like me. At $10, it's a bit pricey as far as apps go. For me personally, it's a great game at $10 and I will definitely get my moneys worth. If you still can't stomach paying $10 for it, wait for the moment it inevitably goes on sale. Street Fighter fans will not be disappointed with this one.

Image from Games On Smash

A few weeks ago, I vented my thoughts on the possibility of me purchasing Tatsunoko vs. Capcom: Ultimate All-Stars. I was interested in the game, but maybe not enough for me to buy it. However, it was also an opportunity as a core Wii owner to show the world that I will buy hardcore games if companies put them out on the platform. This moral dilemma also hit me shortly before I lost my job. With all of the things stacked against it, Tatsunoko vs. Capcom seemed out of my grasp for the time being.

With my final severance check arriving in the mail a few days ago, I figured that I owe it to myself to have one last hurrah. Was it worth all the fuss that went on in my head, or did it just leave me salty?

As someone who didn't really get into Marvel vs. Capcom 2, it's a bit of a surprise to me how well I've transitioned into Tatsunoko vs. Capcom. The MvC 2 experience just felt excessive for me. There were too many characters to learn, too many characters you have to manage at once, too many gameplay systems, the game was too fast and combos required too much twitch skill for me to pull off. There are many people who play MvC 2 on a much more casual level, but playing it that way didn't feel very satisfying for me. TvC is toned down just enough for me to grasp without losing the frantic fun. Instead of 3-on-3 matches, they're 2-on-2. The game's pace is slightly slower. For me specifically, I can pick this up and still feel like I'm doing something. Right away, I got a general feel for the fighting system and was able to perform some decent combos and hyper combo set-ups.

Image from End Sights

Playing TvC made me realize that the TvC style of play is what I was really looking for in BlazBlue. BlazBlue is a pretty good fighting game in its own right, but the barrier to entry for me is far too high because of all the command inputs you have to learn. Every single character has unique button commands for every single special move, which is a lot more effort than I would like to put into a fighting game at this time. TvC sticks to the standard Capcom control conventions so that players that played the original Street Fighter II can jump right in.

I don't say this very often about Wii games, but the graphics are gorgeous. The art style does a lot to overcome the inherent weaknesses in the Wii's graphical capability. Backgrounds are well done and the cell-shaded characters look and move great. Hyper combo animations in particular are about as zany and flashy as you would hope for in a "Versus" game. On my 42" plasma, the characters look a bit jaggy up close, but if I sit about 10 feet away from my TV, it looks awesome. The only other downside is that I feel the game could look a bit sharper. While there are a lot of colours, the colours don't pop out as I think they should.

I respect the fact that Capcom put in support for all the "main" controller options Wii users have at their disposal. You can play this Wii remote only, Wii remote and nunchuck, Gamecube controller, classic controller or with a joystick. If you want to play for real, then a joystick or classic controller are your only options. I can only imagine how much of a train-wreck this would be to play with Wii remote and nunchuck or Gamecube controller, as neither of those control setups are optimized for fighting games. If you want to play it like Smash Bros., the Wii remote only option changes the controls so that it sort of plays like it. One button is dedicated to all your normal moves and the other is dedicated to special moves. For my younger cousins who want to try this out, I think it's a great way to ease them in.

Image from G4TV

Having written down a few hundred words already without mentioning the cast is a bit of a miracle. One of the biggest points people will hold against this game is the fact that half the roster is comprised of Japanese anime characters, which you probably won't know unless you're an otaku. For me, I came into it not knowing any of the Tatsunoko people, and not even a lot of the Capcom cast. If you really need that character recognition to get into the game, then maybe this isn't for you. However, I've dabbled with all of the characters at least a bit and everyone is fun to play if you play them right.

My biggest beef with the game so far is a point of contention among many fighting game fans. Some people like to play their fighting games over and over to unlock all the characters. I hate it. You have to beat this game more than a dozen times to unlock all the characters and beat it under particular circumstances. While they're not as crazy as the stipulations in Street Fighter IV, it doesn't do anything positive for me. I don't care that I'm playing this game longer, and it doesn't really lend itself to trying out new characters. I just put the difficulty down to one star, pick Ryu and whoever I need to beat the game with and thrash the computer until the final hit of the last boss, where I bring in the other character to finish the job. Having to unlock characters just makes the first few hours of playing the game a chore to me.

I am thankful that Capcom also incorporated online play into this, which was not available in the Japanese version. Does it work as well as Street Fighter IV on XBOX Live, which isn't the greatest experience to begin with? No. When it does work, it's fine. However, I've run into a number of connection problems that I think are not so much the fault of the game, but the fault of Nintendo's poor online support. When it doesn't work, I can spend 15 minutes or more just trying to find a match, only to end up getting cut off before we can even get to the character select menu. I've also experienced matches with really unfair lag. In Street Fighter IV, I've noticed that both players are equally affected in a laggy match. However, I felt like I was at the complete mercy of lag and my opponent was playing just fine when lag did hit. Button presses would take seconds before finally being registered way too late, while my opponent beat me to a pulp.

Image from G4TV

While I would much rather tie the release of Tatsunoko vs. Capcom: Ultimate All-Stars to a more joyous occasion other than me receiving my final severance payment in the mail, the game offers a great fighting experience for anyone willing to give it a chance on the Wii. Nintendo loyalists haven't received a good 2D fighting game on the platform since Super Street Fighter II in the early 1990s, and if this bombs like how I think it will, it may be the last one you'll get for a long time. For the love of fighting games and all that is left of "hardcore" on the Wii, pick this up.

Image from IGN

If you've been following my blog for the past few months, then you'll know that I am a huge fan of Street Fighter IV and a fan of iPhone games. However, like the thought of eating a steak topped with ice cream, the recently announced Street Fighter IV iPhone port has made me throw up in my mouth just a little bit. I can't imagine this being anything but an absolute nightmare to play.

The problem with controlling "traditional" games onto the iPhone is that the iPhone doesn't have the proper interface to handle these games. Without physical buttons on the platform, developers have tried to shoehorn in traditional games with on-screen buttons and directional pads, all of which I've thought have failed horribly. I've tried Megaman 2, Earthworm Jim, Resident Evil 4 and Sonic the Hedgehog on the iPod Touch, all of which I could have controlled better using my feet if I had a regular controller. Not having physical buttons and tactile feedback completely takes away the precision and usability required to properly play these games. The other problem is that your thumbs eat up almost half the screen, making it difficult to actually see what you're doing.

What makes Street Fighter IV on the iPhone even more baffling is that Street Fighter in its traditional form requires at least six action buttons and precision controls. Many players will only play Street Fighter with a joystick. At the very least, having six buttons is critical to the way that game was designed. I've played Street Fighter on the Genesis with a 3-button controller and Street Fighter on the Gameboy, which only had 2 buttons and both were awful. Knowing what I know about controlling games on the iPhone and seeing how they've laid out the buttons, I can't see this being anything other than a complete mess.

Image from Console Classix

If there's a demo, I'd definitely give it a shot. Also, I hate to be judgmental about a game that isn't even out yet. However, knowing what I know about both Street Fighter and the iPhone doesn't give me high hopes for this product. Let's hope for the best, but my expectations are fairly low.


Image from G4TV

I don't think I've ever been torn about a game like I have been for Tatsunoko vs. Capcom. With this game, I can put together a fairly solid case for why I don't want it. I'm not a "Versus" series style of fighting game player. My only experience with this style of fighting game was with the XBOX Live release of Marvel vs. Capcom 2. After years of wanting to test my chops in one of the most popular fighting games of all-time, I finally came to the conclusion that I'm awful at that style of game. I end up mindlessly mashing buttons and randomly doing traditional Street Fighter special move command inputs and hoping for the best. It's cool to see all the flashy action on screen, but I didn't find the fighting satisfying enough for me to commit to getting better. My only experience online with Marvel vs. Capcom 2 was an absolute disaster, where I didn't win a match and at times, didn't connect a single hit on my opponent.

The game is also a Wii-only exclusive, a platform that I hardly play and kind of despise for abandoning me as a core gamer. If I were to buy a fighting game, I would much rather play it on my XBOX 360, which gives me the benefit of HD graphics, achievement points and superior XBOX Live service.

One other reason I'm gun-shy on purchasing Tatsunoko vs. Capcom is that Super Street Fighter IV is just around the corner. If I get into Super Street Fighter IV like I did the original, then I won't be playing any other fighting games for the rest of the year.

Image from The Game Reviews

To all logical people, the debate should end right there. Yet, since the moment this game came into existence, I've wanted it. Part of it is just an irrational urge to have it. But I have other personal and altruistic reasons for wanting it, too. Altruism never is involved in my video game buying thought process, so this particular case is very weird to me.

For one, the critics say this game is great. It features solid gameplay, great graphics and capable online play. They also say the game is easy to get into. I felt burned last time people told me that Marvel vs. Capcom 2 was easy when I interpreted it as a weirdly complicated and difficult fighting game to follow. However, for some reason I'm starting to believe that my experience with MvC 2 wouldn't be the same with TvC. Maybe it's just the hype getting to me. If the game is as awesome as they say it is and I enjoy it then maybe it's well worth my hard-earned money.

So where does altruism fit into this? Well, for one, this game shouldn't have come over to North America in the first place. With over 12 different companies having rights to the Tatsunoko characters, it seemed like this game would never come in North America due to the legal nightmare it would have been to make a western version a reality. Thanks to fan pressure and probably some acts from a higher power from above, we're finally get the chance to get the game on our own.

Image from Night Dreamer

On top of that, this is very much a statement game from Capcom. This is in a way, a love letter to hardcore Wii gamers who don't have that many appealing options to choose from. Heck, Tatsunoko vs. Capcom is arguably the first good fighting game for a Nintendo platform since Super Street Fighter II on the Super Nintendo. As a kid who was waited for the next great fighting game to come out on a Nintendo platform after Super Street Fighter II and never got it, now could be a time to close some psychological wounds and have fun in the process.

Even beyond my own personal pain, buying this game could be my part in showing video game developers that Wii owners want hardcore games. The last few major Wii games that targed the core audience, such as Mad World, The Conduit and Dead Space: Extraction flopped hard. For all the complaining core Wii owners do about the lack of core games, we haven't supported the core games we do get. If we don't show game publishers that core Wii gamers will buy core Wii games, then we'll only get the usual Mario and Zelda games along with 1,000 more crappy mini-game collections. This is a chance for me to stand up and say that I will support quality core Wii games so that companies will continue to support players like me on this system.

If there is any game I personally should stand up for, it's this one. It's a great fighting game on a system whose lineage hasn't seen a good fighting game in 15 years, and if this flops, may never get another good one again. And unlike those other core Wii games I mentioned earlier, Tatsunoko vs. Capcom is even more likely to fail harder than those other games, due to the small population of fighting game players and the fact that most people in North America don't even know half of the characters in this game. Even if I pay full price for this game, I still expect it to bomb hard.

Generally, my thought process behind buying a game doesn't run very deep. If I want it, I buy it. If I want it, but not enough to pay full price, then I'll get it on sale. I don't even know yet if I want this game based on my normal criteria for why I buy games. But if there was ever a time to buy a video game to support a cause - that cause being the continued support of core gamers of the Wii - maybe it's time I plunk down some paper and show the world where my curly mustache is at.

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.



"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 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.

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?

Image from Arstechnica

On my way back from my trip, I picked up my pre-order on the regular edition of Blazblue: Calamity Trigger. I had no idea what this game was about till a few weeks ago, when the limited edition version was getting rave reviews from the press.

Fighting games in general haven't been too kind to me since the days of Super Street Fighter 2. To this day, I still love those classic Street Fighter 2 games of yesteryear. However, after that the genre went either 3D or ultra-crazy 2D, which I could never get into.

My interest in the genre though has piqued with Street Fighter IV. HD Remix is great, but IV really took it over the top for me. It was familiar enough that I could jump right in and not suck, while adding new layers of complexity to learn. It was also awesome to play on XBOX Live.

Blazblue just happened to be at the right place at the right time for me. It was pretty. It had great word-of-mouth. I was getting back into the genre again. And Fight Night Round 4 kind of broke on me. I traded in Fight Night Round 4 to get Blazblue with the credit. By the time I traded Fight Night in, the limited editions of Blazblue were long gone. Oh well.

Here's to hoping it's awesome, and that I don't suck at it. The former is a lot more likely to happen than the latter.



This fighting game needs no introduction, as many still hail it as one of the greatest fighting games of all-time.

To me though, I'm basically jumping in cold. Back when this hit the arcades, I was a bit too young for my parents to let me just go to the mall and hang out at the arcades. Also, during the few chances I got to play this game, I was destroyed by a pro every single time.

Marvel Vs. Capcom 2 is probably the fighting game I've always wanted to get into that I never really got a fair shake at. Now that it's out for XBOX Live and PSN, we'll see if I can find out where my curly mustache is at.

So far, it's fun, but on a very base level. I can do special moves, but all of the intricacies of the game are lost on me. I've won a few matches, but that was thanks mainly to some Sentinel button mashing and Cable super spamming. I'll definitely work on my game so that I'm not a complete embarrassment.

With Street Fighter IV as currently my main game, and with Blazblue around the corner, will this find room in my regular rotation? Or will I forever be the New York Knicks?