Showing posts with label SilverTrinity. Show all posts
Showing posts with label SilverTrinity. Show all posts

Saturday, December 24, 2011

A Psychotic Little Christmas, Day 12: Freezeezy Peak


To wrap things up we have Banjo-Kazooie's Freezeezy Peak, by Grant Kirkhope. This is a game I must've played through at least 5 times in my childhood. I was engrossed in the wide variety of locales, songs, and characters, and wanted to see them again and again. The plot wasn't much to look at but as a kid you didn't need that, as your imagination filled in the blanks. You could run, swim and fly around the vast expanses of each stage, your sense of curiosity piqued by what might be behind every nook and cranny, with the difficulty constantly raising but managing to stay unfrustrating.

And the music sure doesn't disappoint. Be it a tropical beach, a murky swamp, or in this case a gigantic snowy peak, Kirkhope's works fit the theme and add a whole new layer of flavor. Freezeezy Peak's bells, lead trumpet and background touches make the piece sound celebratory; hell yeah, it's Christmas! Food! Presents! Family! It's a really happy song, and it not only matches the stage and its theme perfectly, but it's a fantastic way to get into the holiday spirit.

This wraps up my Psychotic Little Christmas list. I hope you all enjoyed the tunes as much as I enjoyed writing about them. Take care, and happy holidays! =)

Friday, December 23, 2011

A Psychotic Little Christmas, Day 11: Frappe Snowland


Much like Diddy Kong Racing, Mario Kart 64 is a classic and addictive time sink, spending hours at a time just having a blast with friends and family. Unlike DKR, however, I actually owned this game, and played it quite a lot when my brothers and I got into the mood for it. The variety of tracks was fun and exciting, with a cast of characters gamers have known and loved for years. The music is masterfully done and memorable, and has been remixed time and time again.

Frappe Snowland is one such track, a setting that beckons memories of both good times and frustration. The entire song is carried on a simple three-note chord, but the bells and peaceful melody support it very well. I find it impressive that it maintains repetition without being annoying, but then again, I've built up very high expectations of Koji Kondo. He never fails to deliver, and neither do the games his work encompasses.

A Psychotic Little Christmas, Day 10: Frosty Village


Diddy Kong Racing. Not gonna lie, I've only played this game a few times in my life; I never caught on to the party game scene back then, I was more of a single-player adventure kinda guy. As such, my experience with this game is restricted to the times my friends came over and brought it with them. Still, it's a great game in hindsight, with rich visuals and even better music. Exhibit A is Frosty Village, which draws heavy inspiration from the popular song Winter Wonderland.

Frosty Village is very bouncy and cheerful, fitting in both that it's that magical time of year and songs like this are generally very upbeat, and that the game itself is conducive to gathering a bunch of friends and having fun. It works on both fronts, the hours of the day just flying by in the warm embrace of your living room. Before you know it, it's time for bed, and Christmas is another day closer.

Wednesday, December 21, 2011

A Psychotic Little Christmas, Day 9: Snow Mountain



Nearing the home stretch in our winter VGM collection, we have the iconic Snow Mountain, from Super Mario 64. I don't think I need to sing Koji Kondo's praises when it comes to music as it speaks for itself really, but this is a Christmas list and it belongs here in any event. Sure enough, in a game with as many hits as it does, Snow Mountain manages to stand out among the pack, which speaks volumes in its own right, but when combined with a game of this caliber it makes for an unforgettable experience.

The song itself is a holiday take on the game's main theme. Lots of atmospheric touches like jingle bells keep it in character, and the melody is a catchy and memorable one. Great stuff, but it's not like it had to try very hard to do its job; the game itself had that covered. Unlike many entries on the list, this one is celebratory, cheerful, and doesn't need to tell a story. It's just about having a good time, and isn't that what Mario games are all about?

Monday, December 19, 2011

A Psychotic Little Christmas, Day 7: Another Winter



Moving into our latter half of the list, we have Anamanaguchi's Another Winter, from Scott Pilgrim Vs. the World: The Game. The snowy streets of Toronto, Canada come alive with the band's signature mix of rock and chiptunes, and for a source like Scott Pilgrim I don't think there could have been a better group for the job.

Characteristic of most side-scrolling beat 'em ups, Another Winter cuts to the chase with its consistent bassline and retro melody. The guitar, drums and chiptunes really capture that blend of old and new that the game itself is embodying, and it matches the Scott Pilgrim vibe just as well. It's something you can easily pound the shit out of your enemies to, which is really all you're going for in a stage 1 theme to a beat 'em up.

Sunday, December 18, 2011

A Psychotic Little Christmas, Day 6: Chrysanthemum in Winter



A DAY LATE BUT LETS PRETEND IT ISNT

Reaching the halfway point in the holiday VGM list, we have Chrysanthemum in Winter from Star Ocean: Till the End of Time; a game not as popular as your Marios and Zeldas, but deserving on this list nonetheless.

Fayt Leingod, just a normal guy on vacation with his friend and parents on the resort planet Hyda, faces a scary situation as the planet comes under attack. The citizens are evacuated onto a military ship in relatively quick fashion and everything seemed well, but the tragedy wasn't over, as even the ship comes under attack! His parents now missing, Fayt and his friend file into seperate escape pods and eject into the unknown.

Landing on the first planet he can, Fayt is perceived by the locals as a kind of higher being, possessing technology of a time far more advanced than theirs. After getting caught up in a string of circumstances with the residents of the town, he is located by a mysterious man named Cliff Fittir, who apparently had business with Fayt and had been following him since the Hyda incident. The two hop into Cliff's ship and leave the underdeveloped planet.

All is not well in space, as Cliff's ship comes under attack by the same people who attacked Hyda and the military ship! They crash-land on the planet Elicoor, and give themselves up to the local authorities, who presume they are enemy spies. After being busted out of prison by a mysterious woman from the opposing country, they leave the city through the sewers.

That is when this song starts playing; on some backwater planet a million miles from home, unsure of whether he'll ever see his parents again, and in the freezing cold of enemy territory, the song is both grim and atmospheric. It's a sad piece, but at the same time it manages to capture the essence of its setting and paint an audible picture, something I can commend in music.

Friday, December 16, 2011

A Psychotic Little Christmas, Day 5: Ice Cap Zone (Act 1)



Aaaaand coming up next in the holiday VGM list, there's Ice Cap Zone from good ol' Sonic 3, Sega Genesis. One of my favorite songs from one of my favorite stages in one of my favorite games. While many can question the quality of the blue blur's escapades in and out of 3D, you simply cannot hold a candle to Sonic music, then and now; a feat that is doubly impressive considering the Genesis' sound library was kind of muddy and unattractive.

In any event, Ice Cap Zone. As Sonic iconically snowboards down the frosty mountain, it's as if the entire song starts at once; no beating around the bush here, Sonic games ain't about that shit. It's a fast-paced piece of music clearly meant to compliment the speed onscreen. And it clearly worked, too, because Sega's used the same musical formula for years without fail. Can't say the same about the actual GAMES, however.

With the mostly positive reception of Sonic Colors and more recently Sonic Generations, it's good to see that the little guy's back on track, though, and the music is better than ever. Does it capture the majesty of the classics like Ice Cap Zone music-wise, or the actual gameplay of the older games? No. But they're a hell of a lot better than '06.

Thursday, December 15, 2011

A Psychotic Little Christmas, Day 4: People of the North Pole




Coming up next in the holiday tracklist is perhaps my favorite of the bunch, albeit from a game I didn't care for all that much. It's People of the North Pole, the theme of Mt. Gagazet in Final Fantasy X, and much like the other tracks in the game, it tells its own story and accompanies the gameplay perfectly. It's one of those things that Nobuo Uematsu got better at with time, and this game's soundtrack is very telling of that fact.

(0:01 - 0:30) Tidus, Yuna and the gang are nearing the end of their pilgrimage. The only thing lying between them and the (alleged) final destination is Mt. Gagazet, a behemoth of a mountain teeming with fiends and blistering cold. The violin sounds sad almost, as if to signal the finality of their situation; this is it, just one final stretch and it can all be over...

(0:31 - 1:01) ...but the journey to the summit is a rough one. Fiends tougher than the likes of which they'd previously encountered are around every turn, and the freezing temperatures are nearly unbearable. The backup violin kicks in here, a really slight touch that intensifies the song.

(1:02 - 1:32) The gang can't give up now, they're in too deep at this point! After so many people have given their lives, and all the hardships they've faced, it's far too late to turn back! The backup drums and violin stop, and the violin changes its melody to one almost urging the party not to give up, to keep going.

(1:33 - 2:02) They get back up, their second wind afoot, and continue their race to the proverbial finish line. Yeah...yeah, they can do this! The drums come back, once again serving to drive the point home that the song is aiming to make.

and then the songs loops but whatever

Wednesday, December 14, 2011

A Psychotic Little Christmas, Day 3: In A Snow-Bound Land



Keeping the ball rolling here, number 3 on the winter VGM list is In a Snow-Bound Land from Donkey Kong Country 2, a game that would have dodged this list entirely were it not for me playing it for the first time a few weeks back. David Wise is quickly climbing up the ranks of my list of favorite composers because of games like this one, and he doesn't disappoint on this track. In Diddy and Dixie Kong's quest to rescue Donkey Kong from the evil klutches (hah) of King K. Rool, they find themselves in various locales around the world; be it underground in a mine, lush green forests, or In a Snow-Bound Land (HAH), the music accompanies the gameplay well, and that's one of the most important things you want in a soundtrack.

This track, like many others in the game, is laid-back, slow and ambient. It makes you want to stop and enjoy the amazing scenery the game is pumping out of the SNES. Sure, the dynamic monkey duo has a job to do, but they should soak in the journey while they're at it, and how beautiful the sights are around them. It's one of those songs that go as far as to make you look back at what you've done in your life, and look ahead at what your goals are in the future.

In ways such as this music has proven to be emotional and thought-provoking, which is something other forms of media can have trouble successfully manifesting. It's a beautiful thing.

Monday, December 12, 2011

A Psychotic Little Christmas, Day 1: Over Shiver Mountain



'Twas the night before Christmas, and all through the house
nobody could sleep, not even a mouse
for into the hall, and out the window
I blasted this song from Paper Mario.
So to kick off this holiday countdown of sorts
I bring you the first in a dozen of shorts,
twelve musical pieces rejoicing the season
hand-selected by me, for whatever reason.

Anyways, this track takes place in the latter half of the game, more precisely Chapter 7. Amongst the snowy sights and frozen heights this track is a perfect fit, capturing the mystique of winter with its subtle background synth. The main melody is impatient, rising and falling constantly, yet made catchy via the hard bass and winter bells that accompany it. It's a great piece of music to fit an even better time of year, as Mario and the gang traverse the frosty plains ridden with tough enemies and tougher puzzles.

The piece in general is very cheerful and laid back, as most actual holiday songs characteristically are, yet this one has a more playful nature to it; it's a winter wonderland out there, so go out and enjoy it while it lasts, ya know? It's the impermanence of things that make them beautiful, and this is especially true of winter, coming and going in the blink of an eye. I think this track and the game itself do a great job expressing that, particularly in the sharp contrast of the Freeze Palace encountered later in the chapter.

And that's that! The countdown will continue up until Christmas Eve, with me bringing you one new holiday track every day, so check back now and then if you need a wintery fix of VGM!

Monday, November 14, 2011

The Marvelous Countdown, Day 12: Frank West



The last remaining supplement to the Ultimate Marvel vs. Capcom 3 roster is none of than zombie photographer extraordinaire, Frank West. This isn't his first time appearing in a fighting game, as he was first on the Wii's Tatsunoko vs. Capcom, but his playstyle has been revamped and refined into something that fits the character.

The first thing you'll notice about Frank is that he can "level up" by taking pictures of his opponent, much like in the original Dead Rising. As he gains experience and levels up he gains access to more and more moves, and many of them improve as he powers up. At the maximum level of 5, Frank is one of the most effective and powerful solo characters in the game. He can throw various objects to keep the opponent away from him, as well as several variants of zombies that can attack and grab the other player to grant you a free combo.

Leveling up looks to be a pain at first glance, but there are ways around it. For each hit in the combo, the photo will give Frank 1 extra experience point, so snapping it during a 10 hit combo is 10 experience all at once. The fastest way that's been discovered to max out his level is through the use of a Team Hyper Combo after a long combo. Certain hypers (like Dante's Million Dollars) last a lot longer than Franks's shopping cart, allowing him to snap a photo or two and level up in one fell swoop. That will be the goal when using him, I believe.

I think he'll be a tough character to get the hang of, but once players find easy technology for landing the big combo and getting to level 5, he'll end up as one of the best characters. And why shouldn't he be? He's covered wars, ya know.

And that wraps up my Marvelous Countdown for Ultimate Marvel vs. Capcom 3. The game hits shelves tomorrow; are you ready?

Sunday, November 13, 2011

The Marvelous Countdown, Day 11: Rocket Raccoon




A lot of attention was on Phoenix Wright in Ultimate Marvel vs. Capcom 3; nobody knew how he would turn out, and for the most part he was well-received as part of the roster. While he was the hype machine on Capcom's side of the roster, the Marvel half of things has a much smaller newcomer that's gotten quite a bit of controversy leading up to the release of the game. His name is Rocket Raccoon, and he looks to be one of the most intriguing characters in the game.

First and foremost, he's the smallest character on the entire roster, so he'll probably be dropping out of combos left and right. He has a variety of weapons and traps to keep the opponent away from him, and when things get too hairy, he can burrow into the ground to escape danger. However, he is also aptly capable of rushing down and creating an offense, equipped with a pair of rocket skates that allow to travel quickly in any direction that, when combined with an assist, can place the opponent in a very hard-to-block situation.

It's a versatility that I think will have to be taken on a character-by-character basis; of you're facing a character that can't get in on you very easily, make use of your zoning tools and keep them at bay. If you're up against a character that can outgun you or has a teleport for easy access to close range, mount an offense of your own and get the first blow.

If you find yourself up against Rocket Raccoon, I think you'd have an easier time rushing him down; sure, he has projectiles and traps to limit your approach, but think of the alternative. How are you going to zone him out when he can dash around in 8 directions and, more importantly, burrow under anything you throw at him? It's the lesser of two evils to attack him directly.

With Rocket Raccoon on the roster, there are finally 3 tiny characters in himself, Arthur and Viewtiful Joe. Aside from seeing that team on occasion online, I think that Rocket Raccoon will be used fairly often. His small size and versatility can make him invaluable as both meter-builder and meter-user, making him viable as both a point character and an anchor. He'll be as good as the player is, I think.

Saturday, November 12, 2011

The Marvelous Countdown, Day 10: Vergil



Of all the new additions to the Ultimate Marvel vs. Capcom 3 roster, Vergil is the guy I fear will be the best. At first when I saw the trailer, I assumed he would turn out to be a clone of Dante, as I recognized a move or two of his in Vergil's arsenal, but that theory has been proven wholly wrong. What he has instead of Dante's moves are some of the best in the game; fast teleports and normals with amazing range, tools to create and maintain extended combos, a VERY versatile super that creates a barrage of swords that can attack at a variety of angles, and even a projectile.

To reiterate on the super in question, it summons several swords that will hover around Vergil's body for a period of time. However, if you press certain buttons while the swords are out, they will change formation and attack one at a time from either in front or above the opponent. Even more worrisome is the fact that the swords are spaced out in such a way that they won't lock the opponent in block stun if the first one is blocked, allowing for you to create high/low mixups in between swords. The swords will then combo into each other, making it an extremely dangerous situation to be in.

As with any character with a teleport, your goal with Vergil will be to open up the opposing player's defense using your mixups to land a combo. Any assist that will place a projectile of some sort on the screen will become very effective and hard to block against if you used in conjunction with a teleport, so bring one of those along.

If you're fighting against Vergil, however, I don't really know what one would do. With the universal nerfs to offensive rushdown via the removal of airdash blocking, you'd think it would help a bit, but he doesn't need to airdash, as he has a teleport. Your best bet is to bring an invincible assist along that you can use when you anticipate the mixup coming.

Vergil will probably be pretty popular online, so be prepared to deal with a lot of it. How exactly you'll do that, well, I have no idea.

Friday, November 11, 2011

The Marvelous Countdown, Day 9: Nova



Nova looks to be one of the more dynamic characters new to the Ultimate Marvel vs. Capcom 3 roster, albeit somewhat straightforward. Strong special moves, the ability to OTG and relaunch all by himself, and a solid flight mode round him out. He's got tools to lame it out (a projectile and more importantly a shield that both repels opposing attacks and locks them in place for a time), tools to rush down (fast Flight mode for overheads, sneaky moves with deceptively long range), and can easily follow up a throw with an extended combo into super. The Swiss army knife of Ultimate Marvel vs. Capcom 3.

If at any point you're using Nova, and you notice that all your red health is missing, fear not; it isn't some weird glitch in the game, but rather a mechanic unique to Nova: his supers will consume his own red health to deal more damage. I feel that the concept of giving up your ability to heal for extra damage is a nice OPTION to have, but unlike Akuma (who can either shoot a myriad of fireballs or a beam), he has no choice in the matter; every time you use a super with Nova, say goodbye to your red health. That irks me a little bit.

Certainly not on the popular and clamored-for end of the spectrum, Nova may not be on peoples' to-do list, but that I feel that he'll be one of the better characters of the new dozen. He can play however you want him to, with the tools he needs to fit any role. That versatility will eventually be recognized, and that's when we'll start seeing more Nova.

Thursday, November 10, 2011

The Marvelous Countdown, Day 8: Phoenix Wright



Yes, THAT Phoenix Wright. The lawyer. He's in Ultimate Marvel vs. Capcom 3. I don't know either.

Okay, so he might be a little out of place in this battle of juggernauts and mega men, but from what I've seen he's one of the most unique fighting game characters ever made, with a lot to bring to the table. Phoenix Wright completely plays by his own rules in combat, having 3 "modes" of play: Investigation, Courtroom, and Turnabout. The goal when using Wright is to get to turnabout mode as quick as you can, but let's back up for a second.

In Investigation mode, Wright collects "evidence" by pressing combinations of buttons, up to 3 pieces total. If you have a "correct" piece of evidence, the picture of said evidence will light up in his custom HUD display. If you have the wrong evidence you can throw it at your opponent and try for another piece.

Once you have everything you need (3 pieces of "correct" evidence), you can enter Courtroom mode, gaining access to some new moves, and the ability to use your collected evidence to shoot projectiles. While Wright can hold his own a bit better than before by taking advantage of his newfound abilities, the goal in Courtroom mode is to land his famous Objection while holding the right evidence. That seems to be where the main challenge will lie, ad Objections are slow to start up and I imagine hard to combo into.

Once you manage to object to your opponent, it's time for Wright to truly shine (literally) in Turnabout mode. All his aforementioned projectiles are faster, his normal attacks produce gigantic Objection fingers, and his Cornered theme begins to play. In Turnabout mode, he is one of the best characters in the game, and gains access to his absurdly powerful level 3 hyper. Be mindful though, that Turnabout mode has a time limit; once it runs out, it's back to searching for evidence.

What I think would be the best strategy is to get to Turnabout mode, use Wright until Turnabout is juuuust about to run out, and then tag in another character; Wright's assists will retain their Turnabout properties, making him a very useful assist character as well. How you'll GET to Turnabout mode, well, that's the part I'm unsure of.

People clamored from far and wide to get Phoenix Wright in Ultimate Marvel vs. Capcom 3, but now that his playstyle has been dissected and found to be complex, will people actually use him? Or will they opt for a more beginner-friendly character? This is an interesting test of character loyalty in my opinion, but are people up for it?

Wednesday, November 9, 2011

The Marvelous Countdown, Day 7: Iron Fist



Shaping up to be one of the more straightforward supplements to the Ultimate Marvel vs. Capcom 3 roster is Marvel's Iron Fist. He'll definitely be among the more in-your-face characters in the game, with his offense being almost solely close-range melee-based. Highs, lows, and mixups abound once he establishes that close range, but therein lies the problem; he doesn't appear to have any tools to help him get in close. This is where I imagine the challenge will be when using the chi master.

But like I said, once he's in there Iron Fist looks to be one of the strongest characters in the game for opening up defenses and landing the big combo. He has a variety of special moves that can be cancelled into another special moves, up to 3 at a time, but even this should provide a decent mixup opportunity, as some of these said specials hit high and some hit low. It's very reminiscent of Street Fighter's Fei Long and Hurricane Polimar from Tatsunoko vs. Capcom, only seemingly much harder to defend against; even moreso when you throw a low-hitting or overhead assist into the mix. Your goal with Iron Fist will definitely be to get these mixups going, and capitalizing with a full combo once you land the first blow.

Something I'd like to touch on are Iron Fist's various "chi" powerups, which can briefly provide him with a boost in attack, defense or meter gain. I don't think such a thing has ever been done in the Vs. series, but it seems pretty damn cool that he can buff himself (even mid-combo!). Depending on the degree in which his stats are increased and how long these buffs last, a whole new layer of depth could be added completely unique to him; maybe increase your defense when at a distance to minimize collateral damage on your approach, and transition into your attack buff once you land the big hit (or meter gain, depending on how close you are to 3 bars). An interesting new mechanic, indeed.

People may be deterred from using Iron Fist because of his glaring disadvantages at a distance, but to players that tough it out and stick with him, it makes their hard work all the more satisfying. Good luck to anybody using this guy.

Tuesday, November 8, 2011

The Marvelous Countdown, Day 6: Firebrand



"Firebrand? Who the hell is Firebrand?"

This was the collective response to the character's reveal trailer for Ultimate Marvel vs. Capcom 3. Certainly one of the lesser-known , more-obscure additions to the roster (think M.O.D.O.K. or Nathan Spencer), Firebrand looks to be one of the trickiest and most mobile characters in the game.

While many of the existing roster have access to the power of Flight, perhaps nobody can take advantage of it as well as Firebrand can. In the air he gains access to mobility options completely unique to him, and some of his special moves even automatically put him into Flight mode afterwards!

Firebrand isn't designed as a character who seeks the big hit, as his combos don't do very stellar damage. He's meant to be a nuisance to the other player, flying around and dealing damage bit by bit. His aforementioned mobility options look to make him very difficult to block against, so he'll be opening up defenses all the time.

I'm intrigued by his level 3 super; it creates a second Firebrand that hovers around for a period of time. Pressing any of the attack buttons makes the doppelganger do a variety of attacks. I can only imagine the kinds of mixups this can create, or the damage potential it could have with the help of the double.

Offensive rushdown players will probably have to put some work in to master this crafty bastard, but the payoff it could have looks ridiculous. Firebrand is a character I'll need to keep my eye on, for sure.

Monday, November 7, 2011

The Marvelous Countdown, Day 5: Hawkeye



In addition to the individual character changes that have been implemented in Ultimate Marvel vs. Capcom 3, several general changes to the game system itself have been put into play. The most notable of these is the addition of Air Xfactor, and the removal of airdash blocking. The latter of these is a breath of fresh air to zoning players and characters alike, making it harder for characters across the board to approach the opposition safely; it's more risky now, and much harder.

While such a change is certainly helpful to just about every character with a decent projectile, it perhaps helps nobody more than newcomer to the game, Hawkeye. In a roster crowded with mutants, superhumans, superheroes, supervillains and the like, it's a refreshing change to see a normal guy, albeit blessed with uncanny aim.

Hawkeye's game plan is to lock down the opponent on the other side of the screen with his myriad of arrow variants. Poison arrows, lightning arrows, arrow traps- the guy's got quite the arsenal, all designed to pester the enemy from a distance. In conjunction with an assist (preferably one that can cover the vertical space above Hawkeye), and the nerf to airdashing, it's looking to be very hard to get in on him. Hopefully he has low health to help balance out his strengths.

I think what worries me the most about Hawkeye is a particular super of his, whose name escapes me. He fires a single arrow, and in a relatively small amount of time - WHEREVER YOU ARE - you get hit if you aren't blocking. You know, kind of like Magneto's Gravity Squeeze, but only costing one meter? That can't be a good sign.

If you find yourself fighting against Hawkeye, my best strategy would be to try and take advantage of his limited mobility to close the gap between you and him.Once he backs himself into the corner, it might be tough for him to get back out of it. That's when you force a mistake and tear him apart.

Hawkeye's theme is probably my favorite out of all the new characters. It's bouncy, full of character, and just downright catchy. That's all I've really got to say about that.

Hawkeye's not really my playstyle, but I do know a good character when I see one. Any player who enjoys keeping their opposition on the other side of the screen will be looking at this guy when the game launches for sure.

Sunday, November 6, 2011

The Marvelous Countdown, Day 4: Strider Hiryu



When Marvel vs. Capcom 3 was released, while most fans were overjoyed with the vast majority of new characters, there was also hype for the return of series staples such as Ryu and Wolverine. However, they soon discovered something:

One person was missing.

Yes, it was so obvious! How could Capcom have possibly left HIM out? He was in the first two Marvel vs. Capcom games, what were they thinking, kicking him to the curb like that?! He's like the fan favorite of the series!

...hm? Mega Man? Oh yeah, he's missing too, I suppose. BUT WE'RE NOT TALKING ABOUT MEGA MAN

That's right, techno-ninja extraordinaire Strider Hiryu makes his triumphant return to the crossover fighting game scene in Ultimate Marvel vs. Capcom 3. And he looks freaking awesome, complete with his old bag of tricks: tricky teleports, mechanical animal projectiles, the new-and-improved wall cling, and his infamous Ouroboros. It's a beautiful thing.

However, one major change has been implemented that completely changes the way Strider should be played: Ouroboros is now a level 3 hyper. So that means no more lockdown chip damage with Dr. Doom, at least not as often as before. His health is also one of the lowest of the entire roster, so you're gonna have to be more careful in your approach, or you'll likely die in a single combo. Aside from that he's pretty much the same, just like people wanted. And who says Capcom doesn't care about its fans?

Playing against Strider looks like an uphill battle from the start. It's gonna be hard to tell where he'll come in from, and with a projectile assist he's going to be pretty hard to block. On the bright side if you happen to catch him it's not likely he'll survive.

Strider's theme song is revised from its Marvel 1 version; this time it's a little more subtle, not as much focus on the harmony of the piece. The melody is unchanged but the bass got a major overhaul, it's not really as loud or pronounced as before. Fine with me, since when were ninjas noisy?

Popular though he may be, I have this gut feeling that Strider won't get too much (effective) use. His combos look tough and tricky, his tactics are risky, and the learning curve looks steep and discouraging. People might instead opt for a simpler yet just as effective character. Ho-hum, more ninja action for me.

Saturday, November 5, 2011

The Marvelous Countdown, Day 3: Ghost Rider



Dear Dormammu,

I've waited patiently these past nine months in the bowels of Hell, observing your abilities in Marvel vs. Capcom 3. Suffice it to say, I am sorely disappointed in you. As a fellow member of the Flaming Head Alliance, I find it necessary to step in and show you how it's done myself. There's only room for one hot-headed badass in this game, and if you can't pull it off, step aside. (ps. you owe me 5 bucks)


And so, Ghost Rider donned his leather jacket, hopped on his bike and rode into Ultimate Marvel vs. Capcom 3, toting his trusty whip and what looks to be a pretty unique playstyle. While most characters that shine from a safe distance rely on their projectile output, Ghost Rider doesn't have to, as his whip goes pretty much fullscreen. He can even perform full combos from a mile away! Your goal will surely be to keep the opposition away from you, because Ghost Rider's close-range options leave something to be desired.

Not that he's without his useful moves up close; he's got a flaming pillar (and 2 supers) that can OTG, and a command grab level 3 hyper, his trademark Penance Stare. It's just that outside of combos Ghost Rider will be looking to create breathing room, and once the enemy is in close, it might be hard to get them back out. Only time will tell.

If you're facing Ghost Rider, it will probably be on point. I'm sure that any projectile assist (Hidden Missiles comes to mind) will be a large boon to his keepaway game, and maybe a get-off-me assist like Haggar's lariat can help create some space defensively. In the right hands, we could be looking at the next Dhalsim. Dhalsim pisses me off.

When I write these articles, I generally leave the song in question on repeat for the entirety of it. Ghost Rider's theme somehow hasn't grown stale yet; I just love that guitar, and the screams here and there are a good fit for the character.

I don't think Ghost Rider will be an easy character to play, but he's going to be hard to deal with as well.