Posts Tagged Capcom

Skullgirls: This is What Love Feels Like!

I’ve been playing fighting games competitively for about 3 years now; I started with Street Fighter 4, and have moved on into Skullgirls. I’ve played hours and hours of the SF4 series. I’ve gone to local tournaments, and even a major. I’ve gone on forums, argued about tiers and techniques, and spent still more time in practice mode refining and discovering my technique.

I’m not a very big fan of the Street Fighter 4 series.

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In Other Words: Mar. 2nd, 2012

I spent this entire week reading articles on videogames so you didn’t have to. Do you know what that means? Do you have any idea of the love that shows for you, you faceless audience? No?

Well, screw you too, and here are your articles.

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The Word of God Hand

Put simply, God Hand is the reason I stopped liking videogames. But that doesn’t even come close to reaching my editor’s Demanded Word Count™!

*ahem*

A Big Thing with videogames these days is difficulty. Difficulty is an especially poorly explored topic, because most videogame critics and designers+ suck at videogames++, and ESPECIALLY at videogames that have Actual Difficulty. Actual Difficulty is a unique beast; it doesn’t rely on memorization, or on setting you back far from where you were+++. It relies on intricate patterns, robust interactions, and strong knowledge of the underlying system mechanics. Actual Difficulty arises solely from strong design, constant testing, and the type of genius that only years of experience can create.

God Hand has more Actual Difficulty in the first level than most designers can fit into their entire game, and all of it comes from constantly varied scenarios that require a mastery of the absurdly robust combat engine Clover Studios birthed.

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