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.

Friday, November 4, 2011

The Marvelous Countdown, Day 2: Nemesis



Threatening to take Albert Wesker's throne as Resident Evil badass, Nemesis enters the fray of Ultimate Marvel vs. Capcom 3 with a vengeance, tying Street Fighter for most Capcom representations in the game (4 [Jill is DLC, she still counts]). This hulking goliath looks to fit in with the tankier characters in the game, such as Haggar, Hulk and Thor. He's got plenty of tools to set him apart from the pack, though, most notably of which is his gigantic freaking bazooka; sure, Hulk's got his Gamma Wave projectile, and Thor has the Mighty Spark beam, but did those really work as ranged options? Nemesis looks perfectly capable of holding his own at a distance, but make no mistake, he's an in-your-face nightmare.

His Tentacle Grab attacks are what scare me the most; unlike the other grapplers' respective command grabs, Nemesis' go nearly fullscreen, making his job of landing the big hit into a full combo that much easier. Combined with his ability to create reset opportunities with his other special moves, he is certainly a character you'll want to stay away from. FAR away.

I'm guessing that the best way to deal with the big lug is to zone him out with projectiles, or assuming you don't have that option, take advantage of his sluggish attacks and strike the first blow. Nemesis' plethora of HP and potential to do good damage without spending any meter lead me to believe that most players will use him on point. This means that he'll likely be backed up by assists that shore up his limited bazooka options, which will even make keeping him at bay difficult. Capcom wasn't kidding when they said they created a monster.

His theme from the game does a good job recreating that HOLY FUCK WHAT IS THAT THING AND WHY IS IT WALKING TOWARD ME feeling that Nemesis gave players back in Resident Evil 3. It's a hard-hitting, mostly bass-oriented piece, with some odds and ends thrown in to make it more creepy. It even has a little dubstep in there for fans of the wubwub. A good track, sure, but when you hear it it means that you're dealing with a Nemesis player.

I have a hunch that we'll be seeing plenty of this thing online. Faaaaantastic.

Thursday, November 3, 2011

The Marvelous Countdown, Day 1: Dr. Strange



With the (second) release of Capcom's tertiary installment in their action-packed fighting game series, Marvel vs. Capcom 3, looming over us, I thought it would be a nifty idea to celebrate the occasion by highlighting each new character before the game is released, albeit via their theme song and my opinions. And by that, I mean that the idea was thrust upon me by forces unknown and I liked it enough to roll with it. BUT I DIGRESS

12 days till launch. 12 new characters. 13 new themes. Let's do this shit.

To kick things off we'll talk about Dr. Strange. The sorcerer supreme (whom I know almost nothing about, to be honest) looks to be one of the most tricky characters in the game, both learning how to use and fighting against him. He looks capable of keeping the opposition at bay with a variety of sneaky glyphs and projectiles, and when things get too hairy he has teleport options for mounting an offense or flat-out getting out of there. Combine this with an assist and Dr. Strange could be one of the most hard-to-block characters in the game, as well as a great point character for a zoning-based team. His combos appear tough and tricky, complete with crumples, unwieldy OTGs and relaunches. Characters that hope to outgun Strange in a firefight need not apply; he's got a hyper that counter projectiles and fires back with a fullscreen beam of his own, making the only effective tactic to rush him down. He has ways of dealing with this.

While the learning curve looks high for the good doctor, so does the payoff. I don't plan on using the guy myself, but somebody is sure to. I just hope that person stays the hell away from me.

Strange's theme captures that eerie mystique that the character is known for through the subtle use of bells and chants. The guitar riffs provide a sharp contrast to the mix, and are nicely accompanied by the orchestral elements of the piece. Overall it's a perfect fit to both the game and the genre it occupies.

Now if only everybody played Dr. Strange on point so I can hear this a lot in-game.

Friday, September 16, 2011

VGM of the Day #25 (Dean Edition): Level 1 (Silver Surfer)



Before my time as it were, I can make no claims to have even scratched the surface of the NES library. I may have played a Zelda here or a Mario there, but that is the extent of my escapades into the past. I'm sure there were critically acclaimed titles that I've yet to delve into, grand adventures I've yet to go on, timeless classics I've yet to experience.

This is not such a game.

Silver Surfer was, to summarize the notions of the Angry Video Game Nerd, a fermenting pile of compost riddled with awkward gameplay and controls, most notably obvious during the top-down sequences. The Surfer's board is oftentimes detrimental to navigation in these stages; tight turns and no way to shoot in any direction other than straight ahead of you does not a good cake make.

But yo. The MUSIC.

Tim and Geoff Follin made sure with this piece that, even if the game was the butter in the melting pot of ass, you would at least stick around for the tunes. The Anamanaguchi-esque touches here and there make me smile, strengthening a solid and fast-paced introductory theme. The melody, rising and falling like my motivation, is the heart and soul of the song, and it complements the consistency of the bass and percussion, as well as the mindless shooting the game has to offer.

For the most part I don't regret missing out on the NES age. Surely it has the ups and downs characteristic of every era, but if playing Donkey Kong also means playing Silver Surfer, that's a deal I'll have to refuse. I've never cared to pass the first stage, nor do I plan to, but at least there's SOMETHING I can appreciate about this game.

Tuesday, September 13, 2011

VGM of the Day #25: Paper Mario New Partner Theme

 
Paper Mario is amazing, isn't it? No doubt about it. If you do doubt it, you're stupid. Paper Mario is one the best RPGs of all time, ranking up there with Final Fantasy and the Tales series. It's just an amazing series with outstanding humor. Though it doesn't have as much character development as many other RPGs, it is still a charming little game for the N64 that will last for a long time with it's simple graphics that look great on the N64. No need for a remake for it for a long time, if ever. Then there's the sequels, The Thousand Year Door and Super Paper Mario. The Thousand Year Door is an amazing sequel and it evenly matched or even surpasses the original! With it's humor at an all time high, and the chapters becoming very creative, what could beat this? Nothing, that's what. Because Super Paper Mario is balls. The end.

Continuing on, the series has always had an unique combat system including endless badges and strategies you can choose, and partner abilities. Man, the partners in the series always leave an impact on me. They do all the talking for their duo (of them and Mario) so you get to know their personality a bit through their speech patterns. Take Parakarry, for instance. He's a boring old mailman who is boring and old and does nothing but be boring and old. Not really, Parakarry is probably my favorite partner from the first game. The speech pattern thing doesn't really occur until the second game where everybody has their own nickname for Mario (ie. Yoshi's being Gonzales).

But enough backstory already, we're here to talk about the theme! Oh man, the music in Paper Mario is AMAZING. But we're gonna talk about just a small jingle today. Whenever you get a new partner in the original Paper Mario it always plays a catchy little tune that the longer you listen to it the harder it is to get out of your head.

Though only an 18 second jingle, it has a lot of joyfulness that just makes you want to pick flowers with puppies running behind you. As I said above it's a very catchy tune. With beautiful instruments playing the joyous melody and a beautiful usage of the accordion keeping the beat in the background, it really makes you happy about getting a new partner. You're just like, 'Yo I got a new partner, even if I hate him I'm still gonna be friends with him because this song makes me happy," or something. It's a really good track, even though it loops every 18 seconds.

Wait, wtf I'm not Dean, why am I doing this.