Hey, did you know I really like this game? I do.
And you should too, because it’s so freakin’ great. So let’s talk about why while I fight my
hardest to avoid choking to death on my unbridled joy.
I’m gonna need something to keep my throat
clear. Like a longsword.
Also, I need to learn how to swallow swords.
CHARACTERS, YAAAAAAAAAAAAAAAAAAAAY!
Full disclosure: I haven’t played with or fought
against every character in this game, so I can’t say with 100% accuracy how
“good” they are or what sort of juice they have. Frankly, there’s a pretty strong argument
that I don’t know anything about the characters I DO use. But let’s set that reality check aside. Here are my impressions on a handful of the game’s
fighters.
Ready? Here
we go!
Ky: He
was the first character I ever tried in the franchise, so it goes without
saying that I’m pretty fond of him. He
feels approximately the same as he did in earlier iterations, except he gained
a couple of things (compared to other cast members, who lost some tools). He got a
new move that lets him attack at close range and set a glyph on the field;
shoot a projectile into it, and it’ll get powered up into a stronger, faster
form. Neat stuff for sure.
Still, the core of my strategy is to go for a knockdown
and fire off a Charged Stun Edge; while the opponent’s getting up, they have to
sit there and deal with the projectile while I’m free to keep up my
offense. Between his usual moves and the
system mechanics, Ky’s got some simple but effective combos. Definitely recommended for beginners.
Axl: He’s
in a weird place where he hasn’t changed enough to be completely different, but
he did change enough to make knowledge of him from previous iterations
borderline obsolete. Some of his air
moves are gone, but his new bag of tricks helps fortify him as one of THE
premiere zoners of the cast. Still, I’ve
always felt like Axl is the sort of character who can fight at close and long
range, and that hasn’t changed here.
For whatever reason, ArcSys decided it would be
cool to give Axl a DP -- meaning that he invalidates most zoners’ weakness by
having a dedicated get-off-me move (that you can combo into with a RC!). At long range, Axl’s got a special stance
that lets him throw his chains out to reach full-screen -- and then some -- and
combo into those hits six times in a row for surprisingly ridiculous
damage. Couple that with his unique
counter, his unblockable move, beyond respectable
power, and his chains in general, and you’ve got a legitimate threat.
Venom: He’s
probably the hardest character to use out of my personal stable, but damned if
he’s not fun to play. A huge part of his game plan revolves around setting up billiard balls
and launching them with his attacks; you can use those
balls in plenty of ways, from long-range offense to landing a surprise attack
on an opponent who thinks he’s got a clear shot. I’m not 100% sure about how well he does
without his setups. There
are probably plenty of players who know the ins and outs, but I’m betting there
are characters much better at a blistering offense.
Going from version to version, Venom lost his
Dubious Curve, a move that knocked an opponent down and set a powered-up ball
on the field. It sounds like a major
loss (and for me it is, because landing a Dubious Curve felt so good), but in
exchange he got QV, a move that blows enemies back while summoning a ball…and
if you hold the button, the ball will go from normal to massive. Venom’s powered-up
balls do major damage,
but it’s worth noting that there aren’t a lot of characters that can match his
chip damage.
Also, he can get a free super off of a normal throw
while generating space. So there’s that.
Potemkin: I
didn’t really play Potemkin in the past, so I decided to fix that with this
iteration -- which might be to my detriment, because I’ve heard he’s
significantly worse than before.
Could’ve fooled me, though; grapplers in general have an uphill battle
to fight, so any weaknesses Potemkin has are shared by pretty much all of his
big brawler brethren. Still, he’s got
the tools to take the fight to his opponents instead of getting locked down on
the other side of the screen and scraping up his last will and testament. Case in point: he can score a free knockdown
on any grounded opponent, and start his approach. Or, with this new game, he can go for a YOLO
dive and close the gap that way (with a RC making it a mostly-safe “get in
there” move).
Probably the most important tool in his arsenal --
besides his command grab, which has sickening
range -- is his Hammer Fall. He’ll
charge forward and mash his fists together, preferably with an opponent between
them; the secret benefit to this move is that it’s got armor, meaning that Po
can take a hit before getting knocked out if it. Used properly, there’s no better move to
start gaining momentum on an opponent, especially since it can start a couple
of his combos (with RC, but AFAIK meterless if you’re in the corner). Beyond that, his massive size gives a lot of
his attacks some dangerously-long range…though weirdly enough, sometimes the
size of his body means he overlaps an opponent, making it hard to see what they’re
doing. It’s a rare event, but it did
happen a couple of times. Regardless,
he’s a cool character…independent of his ability to shave 50% of his opponent’s
life in one combo.
Slayer: A
dangerous character, without question.
Once Slayer gets going, he’s very hard to stop; his combos and attacks
are such that there are gaps in his offense in
theory, but in practice? Even if it
looks like he’s just doing single hits, in reality he’s chaining them together
in such a way that he’ll A) leave you forced to block his pressure, or B) pile
on the damage with what feels like an endless combo. As expected of a dandy vampire…assuming
that’s what dandy vampires are known for.
One of Slayer’s most notable properties is that,
instead of having a run like everyone else, dashing with him has him “teleport”
a short distance. In other words, he can
easily get in front of or behind you if you’re not careful, and land a grab
that puts you in a bad place. Apparently though, his dash is weaker than it
was in the past; Slayer could practically ignore projectiles and attacks in
other iterations, but this time he can’t just phase through them. (Not reliably, at least -- if at all.) Couple that with the better part of his move
set, and it gives Slayer a slight but notable weakness: even if his dashes and
attacks can help him clear distance VERY quickly, he does the majority of his
approaching in a linear fashion. In other
words, competent zoning can completely ruin his day.
Ramlethal:
The franchise’s newest boss character…although compared to someone like KoF XI’s Magaki, she’s pretty tame. (In Arcade Mode, she’s only cheap because she
generates meter constantly and spams her supers.) I’d think that she’s a dangerous character
for plenty of reasons, but she’s not so powerful as to be unbeatable. Her main gimmick is the ability to set her
giant swords out in the field, kind of like how Venom sets up his billiard balls
-- but the key difference is that her swords cover HUGE range with a single
sweep. Potentially, she can lock down a
character like Potemkin fairly easily…and arguably, she can do that to a big
part of the cast.
Like the others, she’s plenty competent at close
range too; I was on the receiving end so I don’t know the inputs for her
attacks, but either way some of her potential combo strings have an overhead
mixed in. In other words? You’d better be ready to block high and low attacks, or else you’re risking
a big combo buffet. Her supers are no
joke either. She’s got a quick one where
she rushes and mauls you, but I consider her other two much more dangerous; one
of them links her swords together and sends them spinning through the screen,
while the other just has her firing a MASSIVE laser. The chip damage is real with that one.
Sin: Well,
if you needed proof that GG Overture is
canon, here it is. In any case, Sin has
the potential to be a real problem character.
He’s pretty much this game’s version of Hakumen, meaning that his special
moves do ridiculous damage and are unbelievably useful -- only unlike Hakumen, he’s got greater
mobility, even greater range, and he pretty much starts a match ready to unload
instead of having to wait for his meter to fill up. Sin hits like a damn freight train if you
give him the chance, and his array of high and low moves mean that one misread
move can lead to you taking a nasty hit.
Still, Sin has an EXTREMELY fatal flaw: in order
to use his special moves without impunity (punishes aside), he has to keep
himself fed. Each time he uses a move,
he takes energy out of his unique meter; if you keep trying to use special
moves while it’s empty, Sin will double over and clutch his empty stomach,
leaving him wide open for an attack of the opponent’s choosing. He can tag a food-eating special move to the
end of some of his attacks, and in the worst case scenario you can RC with him
to take him out of a doubled-over state.
That said, it seems as if the key to ruining Sin’s day is to keep the
pressure on; he can’t eat if you’re on top of him, putting him in a bad spot. I guess it’s only natural for him to be
inferior to his father (King) Ky in every way…
Elphelt: In
the absence of his main man Johnny, she’s my brother’s character of choice -- which
is
strange
considering his
usual
preference
for characters
in
fighters. Beyond the on-the-nose Guns and Roses motif
she put on display, it was hard to know just what sort of moves Elphelt would
have to offer when announced; now that I’ve fought against her in plenty of
matches, I know what she’s all about: a nigh-relentless offense. I’d wager that an Elphelt who wants to be in
your face WILL be in your face, thanks to a suite of blisteringly-fast attacks
and get-in-there moves. The crux of her
game plan is in her grenades; once she tosses it, your first instinct is to
stop attacking and block…which is just what the Elphelt player wants so she can hit you with a high-low
mixup and start up a nasty combo.
Elphelt’s greatest strength is also her greatest
weakness; outside of those high and low attacks of hers, she pretty much needs to use her grenade shenanigans to
get started. Unfortunately (for the
Elphelt player), tossing a grenade is a two-step process where she has to pull
the pin, then toss it before it blows -- either on her if she waits too long,
or if she takes a hit. So basically, if
you get aggressive before she can toss that grenade, you can completely thwart
your opponent’s offense -- and that’s even easier than it sounds, because one
good attack while she’s readying a grenade is enough to stop her cold. It’s worth noting that she has some extra
stances with her guns (a sniper stance and a shotgun stance), but I get the
feeling that they’re not essential to her game plan…and dealt with fairly
easily, damage potential aside. That
said, she’s got a move where she pulls out a pistol that has surprising speed,
range, and power. Don’t get hit by it, ever.
MUSIC?
MUSIC?! MUSIC!! MUSIIIIIIIIIIIIIIIIIIIC!!!!
I’d be a damn fool if I didn’t take some time out
to talk about the music. And I will --
but first, there are some things I want to bring up. See, it was pretty much a given that the
soundtrack would be amazing, but the question on my mind -- and plenty of
others, I’d bet -- was “All right, so what are these guys going to sound like
in English?” As I’ve said, I’m one of
those strange and terrible people that actually like the dubs of anime/video
games, so a part of me was looking forward to hearing guys like Axl and ladies
like Millia in my native tongue.
As it turns out, the voices are…a mixed bag, to
say the least. Chalk it up to listening
to the Japanese voices for so long, but a lot of these voices leave me
scratching my head. JP Axl has a
high-ish voice and sounds like a goofball, while the US version has him (voiced
by Liam O’Brien, of all people) sounding like a smug Englishman…even though Axl is American. (The wiki says he’s from England, but I swear
he’s American, and even in Xrd he references
Houston.) Weirdly, JP Venom has a cool,
deep voice, while his US counterpart makes him sound like he’s fifteen.
Tara Platt does solid work as Millia, but for
whatever reason she doubles-down as the voice of I-no. US Slayer sounds like Sean Connery, which I
can’t decide is awesome or stupid. Sam
Riegel’s a perfect fit for the noble Ky, and Faust is glorious, but in stark contrast?
Sol, the main character of the
game, is borderline unacceptable. I
can understand them not being able to get Troy Baker back, but cripes. US Sol sounds like a forty-year-old trying to
sound like a ten-year-old who’s trying to sound like a forty-year-old.
But let’s put that unpleasantness behind us and
talk about the music…is what I’d like to say, but I can’t do that without a
hefty caveat. As much as I’d like to
continuously link to the songs on YouTube, the latest tracks have probably been
taken down again. ArcSys is pretty
protective of their music, I suppose, so your best bet for listening to the
songs is to search
for/through a playlist on SoundCloud.
I’m worried that even that might not last.
For what it’s worth, though? As I explained to a friend a while back,
Daisuke Ishiwatari’s songs are such that they have absolutely no need for
lyrics. Not one word needs to be said
for the song to do what it should do (besides get the player hyped): tell you
in three to four minutes’ time exactly who this character is and what they’re
about. Force, grace, style, menace,
innocence, will, sass, all those things and more can be perceived by song’s end
-- and because of that, they perfectly complement each character. Hell, if you’re having trouble deciding which
character you’re going to use, I’d recommend listening to their songs
first. Couldn’t hurt.
So I hope you’ve got your playlist ready. I’m gonna do a likety-split run-through of
each character’s song.
Sol: Tough
as all hell, with enough power to break your bones. I think the character it belongs to is a
bastard (memories of Riot Stamps are flaring up), but this song is just too
cool to shrug off.
Sol (Dragon
Install): Yeah…this is probably why Ishiwatari songs don’t have
lyrics. Also, I hear “RATED RRRRRRRRR!”
instead of anything else.
Ky: A
song that says “time to get serious!”
Has some heroic beats to it, but there’s a sense of weight to it that
makes me imagine some sort of struggle.
Very fitting for a warrior king.
Ky
(damaged): Holy Orders III returns!
Everything about it screams “divine judgment”. ‘Nuff said.
May: Playful
as all get out; weirdly, it makes me think of one of two things: a magical girl
anime, or Wave Race. All told, they’re both fairly appropriate.
Millia: Lots
of fast notes, which you’d expect from one of the game’s fastest characters. Despite that, it still maintains an air of
class; given that she’s wearing pants now (or tights, at least), you’d expect
no less from Miss Rage. Man, if only I
had the reflexes to play her…
Zato-1/Eddie:
Menacing as shit -- which is really the only way you could have a theme
song for a character that once occupied a tier slot of his own. Really gets the bloodlust flowing.
Potemkin: The
theme song that convinced me that I HAD to use Po in this version. Sick intro followed by a heavy advance, but
not without some lighter parts that both fit his character and make for miles
of smiles. And, you know, sound pretty
sweet.
Chipp: Fast
like his previous theme, but oddly enough, it’s a lot more mellow. Not as loud, I suppose; either way, it’s a
song that says “leaping into action!”
And as a corollary, “try and catch me!”
Faust:
He’s one of the canon’s goofiest characters, but his themes have never tried to
match that. Still, that’s not a fault;
this song makes it sound like a big man strutting his way through town, and he
doesn’t care WHAT others think. He’s got
butts to poke, damn it!
Axl:
The perfect theme for a (wannabe (but ostensibly)) cool guy. It’s a song all about the guy taking things
at his pace -- which is just what the franchise’s premiere zoner would prefer
to do, I’d bet. Side note: his sprite in
earlier games tapped his foot to the beat of the song, so I don’t know if
that’s back here.
Venom: A
strange song, if you ask me. I wasn’t
into it at first because of some of its melodies, but the more I listened to
it, the more I realized, “Yeah, this is Venom.”
Mysterious and bewildering, but always ready to take you by surprise
once it’s all set up.
Slayer: Castlevania? Naw, man.
It’s all about the DANDY-vania!
I-no: The
ultimate bad girl theme, without question; just listening to it is tantamount
to having a cold-hearted woman have you caught with your pants down by everyone
who by law should love and respect you.
That’s an oddly-specific scenario, but expect no less form Xrd’s soundtrack.
Bedman: I
haven’t played this character very much, but good GOD is this theme
amazing. It really does feel like
there’s a monster coming after you, AND you’re fighting your last desperate
fight in the middle of a dream. Or nightmare,
more appropriately.
Ramlethal: For
a final boss theme, it’s decidedly low-key.
To be fair, the character the theme belongs to isn’t typically the most
expressive, so that’s to be expected. It’s
still not the strongest song in the soundtrack, but even then it’s plenty of
steps above the norm.
Sin:
The name of his theme is “Just Do It”, which is about as apt as it gets. The chords and general sound make it feel
like something decades old -- yet paradoxically, Sin is probably no older than
five. Whatever the case, it’s a cool
song with lots of energy and spirit.
Elphelt: So
I guess the “Valentines” are a thing in the GG
canon. Huh. Well, her theme comes close to sharing a
leitmotif with Ramlethal (and Overture’s…er,
Valentine), but ends up becoming its own thing before long. And what an awesome thing it is; despite the character being the embodiment of
waifu material, her theme is overflowing with both power and passion. Much appreciated.
Leo:
I’m at a loss as to how to describe how manly this song is -- what with its
full-blown anthem thrown into the mix -- so I’ll just toss up some of the guy’s
quotes. Ahem.
These royal
blades are ten times stronger than any other!
My strength is ten times that of any other man! Since I feel generous, I’ll DOUBLE their
multiplied power, for 200 times the force!
Grave crimes
deserve…? (Grave punishment!)
Petty crime
deserves… (Grave punishment!)
Yes! And only I may pardon!
MANLY AND COOL.
But then again, you could say that about the game in general. So I will.
This game is manly and cool, and if nothing else I hope you’ll at least
check out some of the matches floating around YouTube. They’re a real treat, and you can see what
real world warriors can do with the tools at their disposal.
So, I think it’s about time for me to wrap this
post up. Thanks for reading, and here’s
to the triumphant return of the hardest-rocking franchise in fighting game
history.
Next week?
Something significantly less manly.
This is gonna need some explanation…
I dunno what it is about Guilty Gear. I'm never upset about buying it and I'm wild about it up until the point I've seen the supers for each character three times. IT pains me to put such a great game in the same category as Mortal Kombat and King of Fighters, but it just doesn't have the Street Fighter staying power.
ReplyDeleteI really don't understand it either. I love the Capcom Vs. games and can play them all day. Guilty Gear is like that except without the tag mechanic. (Looks like I hit the nail on the head).
I would play the crap out of Guilty Gear if it was a three on three fighter. It has that degree of craziness and visual appeal that sucks me in, but it's too easy to walk away from it. Heck do it one better and have a Guilty Gear vs. Blaze Blue tag fighter. Then I'd be hard pressed to put it down.
As it stands, I can get the same enjoyment watching high level play on you tube. That makes me a little sad. GG deserves better. IT doesn't help that my gaming backlog has been getting longer and longer since I've started writing. *sigh*
Ah, I know the pain of an endless backlog all too well. I was lucky enough to find a copy of Valkyria Chronicles a while after it came out, and I haven't touched it in (by my guess) two years. And I can't even play that, because I'm not done with Ni no Kuni. Profound sadness.
ReplyDeleteOh well. At the very least, there IS a new Guilty Gear -- which means that there can be even more new GGs. Maybe somewhere down the line, there'll be a three-on-three mode; I can just imagine the madness mid-match where Ky launches some poor sap straight into Potemkin's clutches. The tradeoff, of course, is that it'd mean having to competently play three characters -- and I'm not wholly convinced I can do that with one.
Jeez. For me, it'd be like Tekken Tag 2 all over again -- sure, I can do okay with Paul, but managing even one more fighter? Team synergy? My fingers can only handle so much.
Anyway, I'd be down for a GG vs. BB crossover -- and since BB's story is (apparently) 80% complete or something, then maybe the two worlds will end up colliding sooner rather than later. In the meantime? ScrewAttack did a Death Battle thing where Sol and Ragna cross paths. Check it out if you're exceedingly desperate for a clash.
https://www.youtube.com/watch?v=t4SNKcKcaHM
Heh... heh... I might not be the best representative Madoka watcher, but I nonetheless appreciate the shout-out. ^_^ *boards up house*
ReplyDeleteThanks for briefly mentioning the difference between "bad" and "good" uses of despair, because... well, Urobutcher often mistakes the two. Like someone throwing seventy darts at a board in hopes most of them reach the board at all. To bring the comparison to Madoka, Sayaka's downfall was the epitome of bad despair while Homura's arc was good despair. (As far as just the show is concerned because I haven't watched the continuing movies.) Bad despair has the story make a big deal over nothing majorly harmful from an objective or emotionally sympathetic or reasonable standpoint; good despair actually raises stakes and threatens to cripple the characters in a way to hinder their efforts or disrupt their sanity.
Hopefully that didn't sound too much like an asspull.
I haven't seen a single Kamen Rider show, so this one in particular (thanks to Urobutcher's tendencies and influence) lost me at times. At least you managed to split the discussion of Gaim into three parts to address positives, negatives, and "meh" moments to keep things balanced. Though I haven't seen this show, I can see a bit more of Urobutcher's problems, especially after I watched Madoka and Psycho Pass. The projects he takes on seem to be more complicated than they need to be and thus some aspects of the story (characters, world building, theme, pacing, etc.) are sacrificed and ignored for the sake of the overmilking of another.
But oh well. At least Psycho Pass seems to have far less of the obvious Urobutcherisms than Gaim or Madoka, which I hope is the case because he witnessed the birth of a unicorn or other members of teh creative team told him to calm down and focus. So if you feel willing to give the guy another shot and you like sci-fiction intrigue, check out Psycho Pass.
In all fairness, you're a much better Madoka rep than I am, because I STILL haven't seen the show. And by the sound of things, you're more familiar with Urobutcher, too -- so that's like right million bonus points for you right there. (Plus you've done shout-outs for me, too, so consider this a belated YOU'RE THE BEST AROUND.)
ReplyDeleteYou know, I kind of wish that I'd come up with some snappier names besides "good despair" and "bad despair", because I get the feeling that this won't be the last time I'll have to explain the difference. Well, I guess that's just something to meditate on. I'm certainly done thinking about Gaim, at least; the problem now is that I want to watch the latest series (Drive) in bulk, but for obvious reasons that's not possible. Which is a shame, because A) I already started watching it, and B) it's got some cool-ass shit in it...though I am concerned that the main plot is moving too slowly. That could be because I'm watching episodes one at a time instead of a steady stream, but it's weird that a show whose Rider's default form is "Type SPEED" hasn't exactly taken off.
Well, whatever. Maybe I should give some of The Butcher's other shows a look -- see what he's all about beyond Gaim and Madoka. On the other hand, I started pecking away at the first season of Gundam Build Fighters, and...well, this should sum it up.
https://www.youtube.com/watch?v=t6MFR-gDIpY