Wednesday, October 31, 2012

In The Shadows Of Giants: The PlayStation All-Stars Battle Royale Multiplayer Beta - Part II: Kratos & Radec

This is the second installment in a series of articles about PlayStation All-Stars Battle Royale and its ongoing multiplayer beta. This part will focus on two of the characters, Kratos and Colonel Radec.

Character balance in fighting games is the idea that all available fighters should be equally valid choices in the hands of a skilled player in the hope that the characters themselves disappear and the only thing that matters is which player is better. Every character should be equipped to deal with any situation if the player in control is good enough, but no character should be so good that players who use that character have an unfair advantage over those who don't.

It's the holy grail of fighting games because it's so hard to achieve. The development team can spend as many hundreds of hours as they want trying to keep each character in line, but the second that game gets into the hands of the public, it's practically inevitable that "character tiers" will form as players begin ranking each fighter's inherent worth. At that point, all the developer can do is study player habits, paying attention to which characters get used the most and why, and then react with patches to try to maintain balance.

And if the six characters in the PlayStation All-Stars Battle Royale multiplayer beta are any indication, the guys at SuperBot Entertainment have their work cut out for them.

Friday, October 26, 2012

In The Shadows Of Giants: The PlayStation All-Stars Battle Royale Multiplayer Beta - Part I

This is the first installment in a series of articles about PlayStation All-Stars Battle Royale and its ongoing multiplayer beta. This part will examine the beta as a whole.

Making a fighting game in the same vein as Nintendo's Super Smash Bros. series is one hell of a challenge, one that the guys at SuperBot Entertainment have been finding out the hard way. And it's not so much designing the game itself as dealing with the fans.

First came the outrage at the very concept itself — the claims SuperBot has done nothing but copy the Super Smash Bros. formula wholesale, that they haven't changed enough to make it its own game. Then, as SuperBot began showing off the game and emphasizing the myriad differences between All-Stars and Smash, came the outrage that the game wasn't similar enough. It seemed like SuperBot just couldn't win; yet, through it all, SuperBot has stayed on message: "Try it before you judge it."

Well, now I've tried it.

Monday, October 22, 2012

The Art of Checkpointing, or Why I Won't Be Finishing Double Dragon: Neon

I did not expect to like Double Dragon: Neon. In fact, I did not expect to even play Double Dragon: Neon. And why would I? At a glance, it brings to mind the atrocious Teenage Mutant Ninja Turtles IV: Turtles in Time remake that fiercely tried to sour my fond memories of that original game: it's polygonal, has a really crummy art style, and just looks slow and boring. The conventional wisdom seems to be that modern beat-em-ups just don't work anymore, so why would anyone play that?

Of course, then it debuted for free on PlayStation Plus. "I guess I have to download it now," I said, alone in my living room, covered in Cheetos and in just my underwear. "But I won't like it." So I downloaded the game, threw a controller at one of my housemates, and booted it up, totally ready to hate on the game in glorious, cynical co-op.

"But I guess it'll have to wait a second," I said, "because that intro was actually kind of funny the way the game paused and started playing a guitar riff when Marion got hit. And this music's pretty rad, too, and hell, even these backgrounds look nice with all the pink and blue colorization. And—wait just a fucking second here—am I having fun with this game that is quite clearly supposed to be total garbage?"

Well, shit.