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InfiniteSpark

I'm an idiot.

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2017 Early Thanks: Giant Bomb, Games, et al

Giant Bomb

First and foremost, I have to thank the entire staff for providing a lot of entertaining content to occupy my mind in many spurts. I have maintained keeping up with the two podcasts (Bombcast and Beastcast) as each of them provide their own exciting content on a weekly basis. The additions of Ben Pack and Abby Russell definitely added a lot more flavor and mesh in very well with the other Bomb members. I am unable to get through every single content that all the members produce but it’s crazy how productive all of them are in having something for us to look forward to each week. I also love how much passion and love they have for games, for their jobs, and their constant appreciation with the community. Though I have only been around for over five years out of the nine Giant Bomb has existed, the least I can do is show my appreciation through my words here and by being a premium member.

A small personal thanks goes to Brad for taking a minute to go back through the Bombcast e-mail bin to read my e-mail on Bombcast 473 (March 21, 2017). As Jeff was speaking about SNK releases during the e-mail segment, Brad paused for a moment and recalled seeing an e-mail about it and went back to retrieve it. So many thanks Brad to going back to read my e-mail and Jeff for answering and providing his insight on my question!

Games

Man, what a year it has been for video games. There are a number of games that were released earlier this year that I doubt I can get around and yet there are still a number of games forthcoming that I wish I could get around to. I am really interested to see what folks place which games on their year-end GOTY lists. I’m going to have a hard time which games that I can afford to sink time into and have an internal debate to which ones resonated with me more than others. I am sad for a number of games fallen by the wayside because this year is simply ridiculous with the amount of excellent gaming goods at our hands.

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In spite of the number of over 50-hour work weeks with barely any breaks (no vacations/lengthy weekends), I have been able to play through a number of games that definitely took up a lot of time one way or another. Any game that I either finish or play enough of its content to make a comprehensive is a major accomplishment in my book, whether it’s the long single player journeys of Gravity Rush 2, NieR:Automata, and Persona 5, to the multiplayer focused games of Guilty Gear Xrd REV2 and Splatoon 2, it’s been awesome that I can get through these games amid of the tremendous amount of stress that work has produced this year. I can’t believe that not only I can squeeze in the time to play, but also still have a newfound appreciation of how much games can provide that escapism that we all need from time to time.

I foolishly wish that the start of 2018 will be slow so that I can try to tackle some of the great games released this year.

MorkkiTH

MorrkiTH is a fellow duder that I originally met way back at the Gamespot forums back in 2005(?) and we along with a few others kept in touch back then by writing timely blog post on how our lives have been and what games we’ve been playing. We lost each other a bit during the period where the GB crew was transitioning over to setting up Giant Bomb. Once I made my way to Giant Bomb, we somehow found each other and kept up communication through PMs with each other ever since. I always like writing over to him and find out how he is going about things over where he resides in Finland. I know he’s doing his best to squeeze in gaming time while raising a family and gone through some tough personal hardships, but lately he seems to be in good spirits. Though I may not meet him directly in person, it’s nice to have a long distance friend to talk with once in awhile.

#GB_P4A

I am giving one personal shout-out to an IRC, where a small group of friends who stuck together after the hurrah of Giant Bomb Persona 4 Arena Community events fizzled out. It was my icebreaker to befriending a number of folks who competed in a number of those events and though my communication with them have subsided due to my hell-ish work schedule the past year or so but it is cool to see the those guys stick around and talk and do a bunch of stuff amongst themselves. Five years and the #GB_P4A IRC room group still run strong.

GB FGC Discord

I am giving another shout-out to the folks at the Giant Bomb FGC Discord. There’s an awesome amount of folks who are grinding out their FG skills as well as talk about other games and matters as well. The FGC is not limited to a few FGs, but any and all FGs are welcome and folks are more than willing to play with others at it. I sincerely apologize to folks at the Arksys channel for not being much of a match to others in the Guilty Gear weekly tournaments that I entered in. (My FG skills have been down in the dumps this year.) But if there’s anyone at GB who is reading this and want to throwdown with other duders, look no further than the GB FGC Discord. There’s a thread on the forums with a link to access the Discord.

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In and Out, Out and About: Gaming Challenges in 2017

This year has been extraordinary in terms of my two-front battle against the games I want to play and push upon to its end and dealing with whatever work and life throws my way. The working front thus far has proven to be very difficult to deal with as the unexpected frequency of employee turnover at the company’s New York office and shortening windows to complete particular tasks have forced me to divert more of my time and energy in order to having them done on time. On top of all the time spent on working alone, my brother and I have been busy taking care of weekly errands and been going out to a number of music concerts and sporting events. Both of which has limited my opportunities to play through the games I want to play. I am in bad shape already with the existing backlog before heading into the year, but this year has made it worse with abnormal amount of excellent games already released before June.

In spite of all of the limitations, I do what I can to play the games within the times I am able to get to them. Some of the times I used to squeeze in a bit of gaming time, such as weeknights and Saturdays, have been lost due to increasing work demands and life events. It has been frustrating to see my available time to play games shrink, but it makes those times where I finally find an opportunity to play much more impactful than it has been. I probably could have squeezed in more gaming time here and there, but I made a promise to myself to not play anything if I was either in an extremely exhausted or irritated mood. I have only played a handful of games and only two of them count as this year’s major game releases that has been widely discussed by the gaming community. Luckily, those two games plus a few others have made my gaming sessions enjoyable and impactful. Those short and sweet times with games definitely provided some of my personal highlight moments of the year and provide that essential and necessary escape and relief from the constant unsatisfactory barrage from daily working and life events.

It’s always painful to miss out on a number of games, but this year is making that pain more excruciating by having so many great games already out there that I am certain I will not get around to this year. I am starting Persona 5 soon and after hearing total playtimes exceeding 100 hours, it’s going to make it tough to juggle other games while trying to keep a semi-frequent routine to keep up my momentum in P5. The timing to start P5 could not have come at a more rotten time, as two fighting games that I will try to put in some time into are coming out soon with Guilty Gear Xrd REV2 and Tekken 7. The gaming mess will compound when I eventually purchase the Nintendo Switch with The Legend of Zelda: Breath of the Wild, Mario Kart 8 Deluxe, and Splatoon 2 being the first games I plan to buy with it. No matter what games I get or not get around to, I hope that they will be the necessary excellent experiences I need to get through to balance out what I expect will be a very long year at work. Folks have been saying it’s the best time to play video games, I don’t doubt it one bit.

With so many games out there, there’s going to be a good chunk of those games that sadly will be on the back burner for the year. I already see Yakuza 0 as a victim of this year’s crop of games that I probably will not have a good shot of playing and completing within the year. Other JRPGs offerings outside of Persona 5 will probably see the same fate with the Dragon Quest VIII re-release on the 3DS and Tales of Berseria. I think Zelda will edge out against Horizon in terms of squeezing in another action adventure before Super Mario Odyssey takes the reigns later this year. I can see myself putting in a lot of hours into Splatoon 2 online multiplayer at the expense of trying to train and play some online games in any fighting game, particularly my focus on REV2. I could also jump in on buying an import digital copy of Under Night In-Birth Exe:Late[st] but erring on the side of passing it as I’ll be deep in the trenches with Persona 5 at that time. It’s going to stink not being able to get around to all of 2017’s great offerings, but for the games that I do manage to get around, it’s going to be some bloodbath to see which one gets the number one spot by year end.

I always placed precedence on current games so that I could compile enough games for a top-ten list at year end, but there are times here and there where I am able to squeeze in an old or side game or two. This year has been a mixed bag in trying out some side games to play concurrently with the main game. Before all of the great gaming releases started to come one by one, I got through a couple of quick short side games in Inside, Jazzpunk, and Pocket Card Jockey. Then I tried to gamble by playing a handheld JRPG in Rune Factory 4, as I wanted to give that game a chance after continually pushing it back in favor of other handheld JRPGs. Unfortunately the game was not impressing me as much as I had hoped and placed it on the backburner once again. I purchased Mario Sports Superstars in hopes that would be a decent side game to play but found the game to be pretty bland. Since then, I got through Wild Guns Reloaded, Picross e7, Neo Turf Masters (via the ACA NeoGeo line by Hamster), and Puyo Puyo Tetris (again).

Handhelds have a special place in my gaming heart as they have kept me busy during my hour-long frequent commutes to and from work for many years. It’s helped that many of my favorite games have come through the handhelds, such examples are Etrian Odyssey IV, Fire Emblem: Awakening, The Legend of Zelda: Link Between Worlds, Picross 3D: Round 2, etc. Persona 4 Golden on the Vita helped me finally play through and complete Persona 4 which I failed to do for so long until I finished it back in 2015. The handhelds have been a major source of my JRPG ventures the past few years with EO4, SMT4, FE:A, P4G, etc. Though I do have plenty of backlog handheld games, I fear trying to tackle a major handheld game is going to be problematic trying to play concurrent with the major console games which has gotten a majority of attention this year. As a result, I don’t think the handhelds will get a big shake from me this year.

Despite the seemingly hell landscape on trying to get games done in 2017 so far, I am glad the two major games I did get done so far this year have been very enjoyable. Both of them took a good chunk of time to finish (close to 40 hours each), but Gravity Rush 2 and NieR:Automata have been excellent games to play and experience and I am glad I chose those two games to start of the year. Those two games kept my interest and I always wanted to get around to them even if I couldn’t due to work or other circumstances. I did all that I could to play both games as frequently as possible so that I would not forget too much on the progress I have made on both games. Persona 5 will be a slightly tougher challenge as a JRPG with so many items to be mindful for during its very lengthy time to complete. Nonetheless it’s a task that I hope will be enjoyable and keep me company until its end.

I applaud everyone who has completed their fair number of games already as lot of these games take a lot of time to complete. I won’t get to every one of these games but I hope to join many of you in a few games that I hope to complete or play plenty of to share my thoughts over the year and by year end.

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The Long Haul

Finish

  • Gravity Rush 2
  • NieR:Automata

Starting

  • Persona 5

Hopeful

  • The Legend of Zelda: Breath of the Wild
  • Super Mario Odyssey

Pessimistic

  • Dragon Quest VIII
  • Horizon: Zero Dawn
  • Tales of Berseria
  • Yakuza 0
  • Ys VIII

Plug and Play

Priority

  • Guilty Gear Xrd REV2
  • Splatoon 2

Hopeful

  • DiRT 4
  • Everybody’s Golf
  • Mario Kart 8 Deluxe

Pessimistic

  • Tekken 7
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The Longest Grind 09 - Myself and Fighting Games, An Introspective

I am a terrible fighting game player, but I am a big fighting game fan (albeit more toward the casual end). I have awarded a couple of fighting games as one of my favorite for the years the past five years and can easily proclaim on number of classic fighting games as one of my favorite games of all-time pantheon. However, it’s been getting harder for me to get in adequate time and effort to play and learn the little ins and outs of a fighting game and to evaluate its impact against other games I have put in more time and effort into. While my fandom for fighting games remains strong, I do hold a bit of frustration on my increasingly diminishing time with fighting games the past few years. Thus I try to give a fighting game special consideration if I really enjoyed playing the game and the game exemplifies a quality release, such as Guilty Gear Xrd -Revelator- did to shove its way to number two on my GOTY 2016 list.

Since the fruitful year of 2014, where I awarded four fighting games on my GOTY list that year, it’s been a trying time for me to get in decent time to play fighting games both for personal curiosity and coordinate matches with others. I do not recall any significant fighting games being released in 2015, which reflects the lack of any fighting game listed on my GOTY list that year. Adding to a lack of a strong, interesting fighting game release that year was a multitude of longer hours toward work, the diminishing desire to play fighting games, my diminishing communication with my peers at a few internet chat rooms, etc. My attention and enthusiasm for all fighting game related items (and at a time, gaming in general) was at an all-time low. I did not even bother watching many fighting game tournament streams aside from EVO and a few other big ones (Combo Breaker, CEO). It also did not help that Splatoon was an awesome game that filled in my online competitive urges nicely.

I had hoped 2016 was going to be the year I get back into the fighting game fold, and that Street Fighter V would be the spark plug to do so. It did for the first month or so, as I played plenty of online games along in ranked and briefly with other Giant Bombers. I got close to reaching 1,000 PL before falling into a bad losing streak and stopping sometime in July down to 642 PL. That’s where I was also grinding out other games I was playing concurrently that slowly took precedent over SFV. I got back into FG mood a bit with Revelator’s release, getting in solid sessions with a few GB folks before a lot of things made it hard to sustain the GG momentum I built up. I feel really bad that I did not get in any significant time with KOF XIV and BBCF as both games took a big back seat against JRPGs I was playing at the time of their releases (TMS#FE and Bravely Second). Aside from SFV and Revelator, the only other FG that I managed to get in some solid time in was the PSN release of The Last Blade 2, which I was disappointed on how the game came out to be, but still played it enough to earn all PSN trophies for it.

It’s frustrating to evaluate fighting games against other games because there’s so much more work to undergo to truly see what the fighting game has to offer. While in the long-term fighting games can provide that nice pick up and play anytime aspect like other games, it takes a long time beforehand for a player to get up to that point. There’s a lot of internal preparation one must undergo before heading out into the competitive wilderness, such as finding the fighter that best suits your playstyle, then learning how to mesh the game’s universal mechanics to integrate with the fighter’s characteristics and your playstyle to utilize in battle, and eventually learning what tools you can use with your character to counteract your opponent’s battle game plan. No matter how “accessible” certain fighting games are to others, there’s always that initial cliff-like challenge that makes it tough for anyone hoping to just jump right in after a quick tutorial session.

I’m not sure how other fighting game fans feel, but I feel like the pay-off of finally getting a good grasp on a fighting game gives off a much higher rewarding feeling than getting through a tough boss or section in other genres. There was a short time while playing a Revelator casual session with other GB folks where though I was not winning many matches, I finally felt like everything came together and had a great time battling for that session. I’m sure others feel equally as ecstatic once success starts coming in once everything comes together in battle. It’s awesome to see folks who are passionate of the genre to continually improve their own crafts and celebrating being in each other’s camaraderie. I’m not sure how 2017 will shake out for me, but I hope to attain some sort of that camaraderie every so often by trying to carve out more time for fighting games both alone and with others if possible.

There are a lot of general fighting game concepts applied to all games in the genre that still go over my head, but I hope my lack of knowledge in some aspects of fighting games will not harm my enjoyment of the ames in the genre and affecting others while playing with them. While improvement continues to be an on-going agenda to strive for, my goal for 2017 is just spend more time with fighting games wherever possible. It’ll be a challenge with work continuing to be a massive time sink and squeezing in available time in between the big gaming releases early in 2017, but I am feeling a big hole of not playing much fighting games lately. There’s no shortage of FGs that I want to get back to, whether it’s continuing my good early feels from Revelator (edit: Revelator 2 incoming, though console TBD), getting back into SFV with season 2, or just getting in more time in other FGs that I have been unable to get around to much (Nitro+, KOF XIV, BBCF) or for the first time (KI). In terms of new FG releases expected this year, I am looking forward to Tekken 7’s eventual console release and may give Injustice 2 a chance.

Fighting games are what helped me gain a few friends in Giant Bomb, as I participated in the numerous Persona 4 Arena community events as I joined GB in mid-2012, followed up with MikeFightNight’s sessions in 2013 through 2014, so they hold a special place in my gaming heart. I also attended my first and only fighting game tournament thus far in Summer Jam back in 2013. Adding to that playing a number of classic FGs on my own during that helped me get through life back then, it’s something that I don’t want to lose a hold of. The only thing I don’t mind losing is losing a lot of fighting game matches.

Equipment

Upon the five years of FGs with a few GB duders, I learned on certain things unknown to common knowledge that certain equipment can impose additional input lag. I know the television I have been playing fighting games on is not the ideal monitor to play it on, but this TV has served me well and buying a gaming monitor that reduces input lag is out of the cards as I consider that an unnecessary/luxury purchase. I have hooked up my consoles on a wired connection to the router, but I know full well that will not ensure the best, consistent connection playing online against others.

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My small but prideful accomplishment is getting acclimated to playing with a fight stick over a game pad. I can definitely feel the ease of playing certain fighting games (like SF and GG) with their button setups over a pad, though I am still far from being the expert fight stick executioner.

Notable Games/Event

Persona 4 Arena - August 2012 to Mid-2013

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I knew I played a ton of Persona 4 Arena due to all of the casual sparring and participating in almost every GB P4A tournament held when it was really active. Easily earned my #1 spot on my GOTY 2012 list as well as a place on my favorite games of the 10s decade group.

Summer Jam 7 - August 2013

I wrote a brief blog on my experience as a spectator at one of Philly’s three major FG tournaments. I was there to cheer on my friend “Mistah Foo”, who got knocked out early in Injustice and UMvC3 and hung out at the anime room a bit and chatted with one player who participated in BBCSE and P4A.

Guilty Gear XX Accent Core Plus R - Late 2013 to Mid-2014

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I think I was playing the Japanese version first as they had +R installed first before the US PS3 version got patched with it later. As you can see, I did not play as many games in GGXXAC+R in total against P4A, but I had a ton of fun playing the game with a small group of others. I also kept a record of results when weeklies were held for this time period.

Persona 4 Arena Ultimax - Late 2014

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Compared to P4A, P4AU was not quite as fun to play with the additions and changes the major cause of the lackluster enthusiasm of the game compared to the vanilla version.

Under Night In-Birth Exe:Late - August 2014 to Early 2015

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Yes, you are not seeing things. I won only 7 games out of 100+ matches in UNIEL ranked online. The game was a bit rough for me as I never got into the groove that I had with P4A and +R, but I still had a ton of fun with the game as I played close to 430 games in UNIEL and earned my #1 spot for 2014.

Guilty Gear Xrd -SIGN- - Dec 2014 to Mid-2015

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I similarly struggled with SIGN as I did with UNIEL because I did not find a characters I was totally comfortable in playing with. Even with that struggle, I am surprised on how well I performed with a 35% winning percentage on ranked and managed to played a decent amount of SIGN in spite of a tough working year.

Street Fighter V - Feb 2016 to July 2016, onward

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I got into the SFV as much as I can in spite of its early problems and got close to Ultra Bronze until falling back to lower Bronze status. While SFV may be more notorious to the gaming world at large for its problems, it’s still the number one attended game to play in almost every major FG tournament worldwide. I’ll see if I can get back into SFV amongst a busy work and gaming schedule this year. I did sneak in one ranked match last week and won, so that’s a start.

Guilty Gear Xrd -Revelator- -June 2016, onward

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I did not play many ranked matched, but the player matches I played with other GB-ers were very fun to play. Jam definitely feels much better to play compared to Bedman and I think I held my own very well during the few but lengthy sessions I had in Revelator. Along with SFV, I hope to get some more games of Rev under my belt, now with the recent news of Revelator 2 in the works.

PS4 Fighting Games

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I feel bad for the other FGs I bought but due to unfortunate circumstances that they’ll be on the back burner, especially KOF XIV (as I am a huge SNK fan) and BBCF (second fiddle to GG to me). I may not be able to play many games in FGs this year, especially with a stacked game schedule in Q1 and Q2 2017 and continuing long working hours, but I will do what I can to get in some games in whenever I can.

Thanks for reading!

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Quick Impressions on Round 1 Arcade Exton, PA and Some Arcade Games

Hello fellow duders. I am sharing my quick impressions on the newly opened Round 1 Arcade franchise at Exton, PA along with a few games included at that location.

Round 1 Arcade - Exton Square Mall at Exton, PA

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Round 1 Arcade continues its expansion and presence in the United States by slowly opening new franchise locations outside of California, where they have six locations around the SF/LA area. I had an enjoyable experience visiting their Bloomingdale, IL location during my trip to Chicago last year, so I was ecstatic where I heard they were opening a new location around the Philly area (albeit a long drive from the city). My quick impressions upon visiting the local location's opening weekend remain the same, although I do have some minor personal peeves on the arcade's layout of where they placed their games and a few malfunctioned or inoperable machines. Otherwise, Round 1 Arcade is a nice place to spend an hour or two playing around games and a nice gathering place with friends once in a while.

Rhythm Games Section

Dance Dance Revolution A(ce)

The newest Dance Dance Revolution game overall is not much different in terms of gameplay, gameplay interface, and arcade machine construction from its previous iterations, it is still the same DDR you have known since its inception. Visually, the arcade machine looks nicer in its all white and the A logo is pretty sharp looking. DDR Ace also has tons of song options, where you can select new songs from this version along with numbers of songs from previous versions. An amusing feature is that after a completion of a song, it tells you how many calories you have burned thus far.

Theatrhythm Final Fantasy All-Stars Arcade

Theatrhythm Final Fantasy Arcade is a completely different beast from its 3DS and mobile counterparts. In the arcade version, there are four set of buttons, the two inner ones trigger the red and the green hold notes, while the two outer buttons are used for the directional notes. It was kind of hard to use all four buttons at once, especially during use of the hold notes moving up and down during the field music songs/sections trying to hold down one inner button while using the other movement button to move up and down, as well the frantic note patterns with simultaneous red and directional notes and all of the hectic note charts. I will give them props on having a melody song option under each main FF game count as just one song. Fun, but awkward.

Others

The location also had Hatsune Miku Project Tone Arcade (inoperable), Groove Coaster, Crossbeats Rev, Sound Voltex III, Beatmania IIDX 23, and a few others.

Light Gun/Cars/Action Section

Rhythm Heaven Arcade

Placed in the light gun/cars/action section, a rare arcade version of Rhythm Heaven. Unfortunately (like a number of arcades in Round 1), all of the instructions/menus are in Japanese. I only played the Karate mini-game and I guess I lost and my session was quickly over.

Castlevania Arcade

There was some Castlevania Arcade game where the controller was modeled as a whip. The arcade had two playable characters with different gameplay characteristics and the game played as a rails on light-gun shooter. I think the whip controller that I played on was not working right, as it did not register the whip motions as commanded. I could not confirm if I was using the controller right as again, the arcade was all in Japanese language.

Others

This section did not have a lot of interesting arcade games. A few standouts there are Initial D, Sonic and Mario 2016 Olympics, Time Crisis 5, and Gunslinger Stratos (inoperable), and whatever the table flip arcade game is called.

Fighting Game/Retro Section

Fighting Games

This Round 1 location does not have a lot of fighting games available, but it is an interesting limited crop of fighting games, every fighting game at least having one set of head-to-head cabinets. BlazBlue Central Fiction with NesciaxLive was seen there with two H2H sets, but was inoperable at the time. There was also two H2H sets of Tekken Tag 1 Unlimited and Super Street Fighter IV, along with a H2H set of TvC, MvC2, and Melty Blood AA. The location is expected to have vanilla Tekken 7 soon.

Retro Games

One block of arcade machines were programmed to retro games, which were Metal Slug 6, Columns, some Tetris game, and a DoDonPachi game.

Pictures

Select pictures of a few games at Round 1 Exton, PA. The last picture is my brother's winnings of four plush dolls from its crane games. The Splatoon plush doll is awesome.

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Thanks for reading!

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The Longest Grind 08 - The Last Blade 2

The Last Blade 2 is one of my favorite video games of all-time. It blew me away when I had the game on the Sega Dreamcast back in 2001 and it still blows me away just seeing other players in action through Fightcade’s spectator mode in the past year or so. The game isn’t quite as well-recognized compared to SNK’s other fighting game franchises, but still has a strong following from those who are fans of the game.

I recall being immediately swayed by The Last Blade 2 as I first got it. There were a number of eye-popping things that I thought was really cool during my first couple of playthroughs: the impressive movie introduction, great character looks and designs, gorgeous stages, sorrowful soundtrack, three fight styles, cool specials and supers, and of course, the fighting. The Last Blade 2 was the last of the great collection of fighting games that I had owned on the Sega Dreamcast, which also included Garou: Mark of the Wolves, The King of Fighters 1998 and 1999, Marvel vs. Capcom 2, Power Stone 2, Project Justice, and Street Fighter Alpha 3. Unfortunately, I made the dumb decision to sell off my Dreamcast copy of the game (and most of my Sega Dreamcast library) to hoard up money to pay for a PlayStation 2 as soon thereafter.

On this eighth entry of my personal blog series, I will explore through The Last Blade 2's inner workings to the best of my ability before it’s re-release on PSN (PS4/VITA cross-buy and save!) on 24 May 2016.

Finding and Riding the Right Mode

One of the biggest mechanics that players have in approaching TLB2 is to find which fighting mode to run with. The game’s three fighting modes offer vast differences in available mechanics that have their share of strengths and weakness that causes subtle differences on how every character plays and how they feel for the player to evaluate from.

Speed mode is the most stable out of the three modes in TLB2 as it’s weaknesses aren’t quite as restrictive as Power mode or as dramatic with Extreme. Speed allows the player to chain normal attacks and specials together into combos/strings, an option not available in Power mode. Speed also has an Overhead attack which can used in conjuction in a combo/string in which if the attack successfully connects, it props the opponent airborne, which allows the player to tack on additional attacks afterward. Speed mode users also have the ability to execute a “Combo Special”, where if the first rush-in hit connects once it has activated, the player can input a series of attacks together to inflict massive amounts of damage. The mechanic is there as Speed mode’s most damaging mechanic outside of the character’s super move to have its damage output comparable to Power mode’s Super Desperation mechanic. It’s the mode highly suggested for users who are new to the game and suitable for those who prefer access to combos/strings or players who lean toward an offensive style.

Power mode has its own brand of mechanics that make it formidable in its own right. As the name implies, Power mode players inflict the most damage from normals, specials, and supers of the three modes, and even inflicts chip damage from normal attacks. Power mode also allows the player to cancel a special move into a super, although the ability to do so is limited to one particular special. A special Unblockable attack is available to Power users that has its strengths and weaknesses against Speed mode’s Overhead attack. On one hand, it’s unblockable so the opponent has to avoid contact to not get hit by the attack. Unfortunately, initiating the Unblockable attack locks the character stationery until the attack is unleashed, which leaves the player vulnerable if the attack is unsuccessful. Lastly, Power users have access to the Super Desperation move, used as the mode’s ultimate comeback mechanic as it can only be used when the player has full meter and is on low (flashing) health. The mechanics to Power mode cater to certain playstyles better than others, and helps players who aren’t as adept or concerned with combos and/or prefer the increased damage output from fewer attacks. Power mode player have access to combos, but the available moves that can be linked into a combo is extremely limited, hence once of its liabilities. The biggest liability that Power mode users face are its restrictions on use of its mechanics along with the lack of attacks that can be linked together. Even with its limitations, it’s still a viable mode for player to use.

Extreme mode is a new fighting mode introduced in TLB2 and provides the biggest risk/reward option out of the three modes. The biggest benefit that Extreme mode users have against the other two modes is a mixture of access to both Speed and Power mode mechanics. Players can produce combos and access to cancel normals into specials and specials to supers. Experienced players adept to executing combos can produce a very lengthy and damaging combos as they can go utilize Speed’s normal mode combos and can chain it into Speed mode’s Super Combo or Power mode’s Super Cancel. Extreme mode also contains Speed mode’s Overhead attack and Power mode’s Super Desperation mechanics. Of course, there is an extreme cost for EX mode users’s plethora of options. Extreme mode’s biggest drawbacks are players having lower health as they get hit with the biggest damage and gains the least amount of power meter of the three modes, thus the big risk/reward factor for the move. This mode definitely is geared to more toward experienced players of the game and the risk/reward characters seem to to encourage an extreme offensive style to use all of the options available to defeat the opponent against the cost of lower stamina.

Dancing Around the Repel

One of The Last Blade 2’s memorable mechanics and what I feel is part of the reason that makes TLB2’s battles so much fun is its repel function. It acts as an attack parry but is very different from Street Fighter III’s version. SFIII’s parry are used by flicking the movement stick/pad forward and must contact the opponent’s attack at the same time. The duration of SFIII’s parry is very short and is deployed instantaneously, making it a great tool to quick parry off an opponent’s attack to mount an instant counterattack. TLB2’s repel active length is a lot longer than SFIII’s, which doesn’t make it a great candidate for an up-close and instantaneous parry of an opponent’s attack, but it still comes out pretty quick and being active a bit longer still has its uses in battle.

I’d like the use of TLB2’s repel attack as more of a predictive factor that the opponent will attack at that moment. The mechanic is a big risk/reward factor on its own, as a missed repel can lead to you wide open to eat a lot of damage, but the reward on a successful repel is reciprecial. The repel attack also prevents TLB2 from being more of a brawl out affair. Repels can be used against standing attacks, crouching attacks (the player must also be in crouch stand to repel crouching attacks), and airborne attacks. The repel can also be used in the air to repel air-to-air attacks and anti-air attacks. An attack that connects with the repel while it’s active will have the attack parried and allows the repeller to mount a counterattack. It was a mind-blowing mechanic I thought back then (I did not know of SFIII’s parry mechanic back then either) and really helps what I think makes TLB2’s bouts exciting from my current viewpoint and helps prevent it from possibly being an all-out slash fest.

For those familiar with BlazBlue, Hakumen’s drive is reportedly directly inspired by and taken from TLB2’s repel function, and his drive exactly mimics the repel function to a tee.

Surprising Speed

The Last Blade 2’s boasts surprising surprising speed in its battles. Most of the cast moves pretty fast which is amplified with dash ins. The combination of all of the attacks and mode mechanics while not falling into getting repelled that makes most battles a quick on your feet speed feel.

A, B, C, Not as Easy as 1, 2, 3

I don’t have a great history of executing crisp combos in all fighting games, but some games make executing combos easier than others. Unfortunately, TLB2 gears toward the tougher end of executing combos. The game’s Speed and Extreme modes expects the player to execute combos to produce significant amounts of damage. On my experiences on the NA Dreamcast version, it was quite hard to link combos together on the Dreamcast controller. I was never successful in completing the Speed mode’s full Combo Special nor able to cancel the Power mode’s special cancel into a super. Luckily, I still loved the game in spite of my execution shortcomings.

Limited Combo Routes

During casual research of TLB2, I found that the game’s common target combos are 4A, A, A, B or A, B, C. The A, B, C route is locked in and always results in a lock down, so it can be a nice quick combo to get a quick knockdown to set yourself up again once the opponent recovers. The 4A, A, A, B route has more open options after the B. There are some other routes within the 4A route but that’s the main origin of the game’s combos. The game does not allow players to go back and forth between the three attack buttons freely, so you cannot perform an A, B, A or an A, C, B on the ground. The only method that you can go from B to A or C to B is if the first attack is from the air, so jC into B is allowable as a rare exception.

Where Did These Mechanics Come From?

I was surprised to eventually learn TLB2 includes a number of other universal fighting game mechanics that I did not know it had back then. The game has dash attacks, where the player can unleash an attack while they’re dashing. I was also surprised to learn that it also had a guard cancel, which is done by performing 412 while in blockstun with at least 50% meter. But the game makes you pay in using the guard cancel as it uses up whatever meter you have, which is different than most games that only use a portion of meter. Lastly, TLB2 has two different pounce attacks to add a bit more damage to a knocked down opponent.

Those Darn Infinites

The most unfortunate part of The Last Blade 2 is its infinites that can be done by everyone (I think). It’s definitely a skill to perform the infinite but unlike other games that have infinites that looks very technical and flashy, TLB2’s infinites fall onto the worst scale where it’s just spamming one attack repeatedly on a timely manner, and also takes a darn long time to actually complete the infinite in a match. I don’t know how much of a competitive scene TLB2 ever had, but I hope that it isn’t employed much in a competitive environment.

Cautious Optimism with the PSN Re-Release

I am counting down the days to The Last Blade 2’s PSN re-release with cautious optimism. I was glad to hear that SNK/Sony hired Code Mystics to handle this port, as they did a remarkable job with the PSN version of Metal Slug 3 last year, which I liked so much it landed on my GOTY list. They also did, from what I hear, did a solid job with the PC Steam ports of KOF98UM and KOF2002 UM as well. I was a big fan of the amount of care they placed with Metal Slug 3’s PSN version, the game looks and ran great on both the VITA and PS4, and managed to include cross-buy, cross-save, and even online cross-play co-op capabilities. TLB2 will also have the same PSN cross capabilities and I am praying really hard that the online netplay is good. I am interested to see what version of the game they worked on the port from and if we’ll get to see a bit of red in it.

Really Great Then, Does It Still Stand as Great Now?

My next writing endeavor is to write a review of the game as soon as I ingested enough of the revamped re-release. I am glad to play this classic on a current gaming platform and to control the game using a MadCatz TE2 fightstick instead of the clunky Dreamcast controller. This blog was only a piece on picking apart the game’s mechanics, the review will highlight all of the other aspects which I feel makes the game so special to me as soon as I can get around to it.

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Nintendo World NY / VideoGamesNewYork / Books Kinokuniya

This is my brief experiences at a few video game-related establishments during my visit into New York City on the 20-21 February 2016. I didn’t take many pictures of the places and my summaries won’t be as detailed compared to my Chicago blog on Round 1 Arcade and Galloping Ghost Arcade, but I hope you enjoy reading my personal thoughts on these places nonetheless.

Nintendo World NYC - 10 Rockerfeller Plaza (on 48th St between 5th Ave & Ave of the Americas)

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We (my brother and I) stopped by Nintendo World NYC during our walking trek from Penn Station to our hotel. Nintendo World NYC isn’t quite what I thought the place would be as I approached to the place. The place was extremely crowded during the short time we browsed in the store and it was tough navigating through the hordes of folks doing whatever they’re doing. Both floors has a number of stations to play featured Nintendo games, with the second floor having a special station to play a game on a huge projected screen. There was a bit of a line for folks to play a portion of the upcoming Twilight Princess HD game on that projection station. (The game looks really good.) You can purchase Nintendo video games there, though relegated to recent Wii U and 3DS games from what I saw, and all the amiibos. The main attraction and sales at Nintendo World NYC is their Nintendo merchandise. I was tempted to buy the Splatoon hat but decided against it in dealing with the crowd and equally busy cashier lines. It’s a decent place to check out for a couple of minutes, but not really worthwhile unless you want to buy some neat Nintendo merchandise.

VideoGamesNewYork - 202 E 6th St (on 6th Street by 3rd Ave)

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There isn’t many physical video game stores that dedicate themselves to buying and selling various video game stuff new and old, so it was nice that VideoGamesNewYork was on the way. It’s kind of weird to see a video game store amongst a row of houses on the street its situated on. The width of the store on the outside seemed like the store was going to be sizeable, but it’s actually quite cramped when you actually visit the store on the inside. The store has two aisles with a bunch of games and some hardware enclosed inside huge glass boxes. The first aisle with the cashier caters toward the games for the current and previous game generations, while the next aisle and the wall had games from older generations. Most of the games enclosed inside are either Japanese versions of games, rare physical copies of certain games, games in good condition, or games that have the complete package (case, instruction booklet, game, etc.). Toward the back of the second aisle is where they held rare older gaming items. I wished I could’ve browsed through the store longer to see if there was an items of possible interest for me to buy, but my brother (who visited the store with his friend last year and though this store was underwhelming) was eager to move on. Taking a peek at the prices of the games and though I’m not an expert on what games are getting priced at, the store seemed to price high in my opinion. Nonetheless, it’s nice to have a physical store that you can view and buy older video games from.

Books Kinokuniya - 1073 Avenue of the Americas (on Ave of the Americas by 41st St)

Books Kinokuniya is a special book store that sells Japanese books. One of the store’s biggest draws is their significant selection of selling Japanese tankobon (Japanese manga volumes). If there’s a recent active and relatively popular Japanese manga out there, the store will probably carry it. They also sell the localized manga versions as well, so it could be your one place to buy all of your manga needs if you can get to the store. They also sell a number of Japanese item merchandise as well. I regret not purchasing the Japanese Persona 4: Dancing All Night art book there but I did buy the Japanese Splatoon art book, which is a pretty neat art book and the price was normal for a video game art book (total was $41 with tax). So if you’re into manga, I’d recommend checking the store out.

Pictures

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Gaming: In 2015 / For 2016

In 2015

First, I’d like to thank anyone who read, commented, and gave a thumbs up on my GOTY 2015 list. I feel a bit relieved that folks still took the time to read (or at least browse) through my list and the summaries I wrote for the ten games I chose that made the most impact on me in 2015. There was a ton of different circumstances that made writing this year’s list more challenging than last year that I won’t go into further detail than that. Despite all of the challenges, I still managed to publish my list within the final hours of 2015 and wrote to the best of my ability on why each game landed on my ten. It’s a small victory that I am trying to feel better about myself against a year where the constant stress from work and other life events shook up a good chunk of my confidence.

Each forthcoming year presents its own set of challenges that always make it hard for me to not only have the time to play games, but to be in the right mindset to do so as well. For many of us, gaming provides that essential realm of our own personal peace needed against a noisy world. In years past, I may have pushed myself too hard relying on gaming to provide the stress relief and at times, just compounded the stress even further. This year, I adjusted to step back once in awhile and tell myself that maybe this day isn’t good for gaming. On the days I did game, I am more mindful on getting my fill for a game and taking the necessary breaks. I also learned to not be too concerned with my backlog, though I am glad that out of the games I did go I have been able to see to its end.

Gaming was a significant part that helped me get through another tough year, and there were games outside of being released in any format in 2015 that I was glad to experience and finish, more so than a couple of games on my GOTY this year. I finally crossed off a big JRPG game that’s been a black hole on my backlog in Persona 4 [Golden]. I also got great experiences with Valiant Hearts, Attack of the Friday Monsters! A Tokyo Tale, Driver: San Francisco, and Hotline Miami along with solid engagements with Puyo Puyo Tetris, Klonoa: Door to Phantomile, Shantae and the Pirate’s Curse, Kid Icarus: Uprising, and Binary Domain. I finally made the jump to the current consoles in purchasing both a PlayStation 4 and a X-Box One in November.

I even got in some great arcade gaming experiences tied in with my impromptu trip to Chicago in late September. I was nervous in publishing my experiences with Round 1 Arcade Chicago and Galloping Ghost Arcade in the wild (GB’s forums), but folks who commented on it had nice things to say about it and I am still slightly shocked that it was a highlighted blog on the week of when I posted it. From that, I’ll see to it to feel more confident on sharing some particular blogs out to the forums in the future. [In regards to Round 1 Arcade, my brother has told me that it’s been confirmed that they’re bringing a franchise over to one of the local malls in my area sometime in late 2016. If it is true, I’ll definitely share my thoughts on the place out to everyone.]

However, it wasn’t all fun with gaming in 2015. I had a rough Q1 in literally grinding through Tactics Ogre: Let Us Cling Together which prompted me to take significant time off from gaming upon completion. Folks who read into my gaming summaries also saw I had a tough times with Hotline Miami 2 and Stella Glow. They were slightly better than the few games that were in consideration but did not place on my 2015 GOTY list: Picross e5 (which isn’t bad, but didn’t felt strong enough with it to place it in my top 10), OlliOlli2, Sayonara Umihara Kawase+, and Yatagarasu: Attack on Cataclysm. At times, I also felt a bit frustrated that I was unable to play a lot of fighting games and did not communicate much with my online friends that I met through Giant Bomb this year. Not to mention my consumption of Giant Bomb content has decreased over the years since I joined the website back in 2012.

For 2016

Looking into the list of games that are expected to be released in 2016, I expect my gaming time will primarily be focused on the year’s already impressive crop of games in my eyes. In February, there’s Digimon Cyber Sleuth Story, Street Fighter V, ProjectxZone 2, and Fire Emblem Fates. I also have varying levels of interest in DiRT Rally, Quantum Break, Star Fox Zero, and Mirror’s Edge Catalyst that have locked dates in the months after February. Not to mention the expected releases of the following games that yet to have a date: Bravely Second, Cuphead, Dragon Quests 7 & 8, Guilty Gear Xrd -Revelator-, The King of Fighters XIV, The Last Blade 2, Melty Blood, New Hot Shots Golf, NiER Automata, Persona 5, whatever the localized name of SMTxFE is, Tekken 7, and Under Night In-Birth Exe:Late[st]. I’m certain there’ll be other games that have yet to be known yet I’m looking forward to.

I know I will not be able to get around to all of these games, but yet I hope the ones I do undertake this year will be great experiences. The challenge comes with how much will work and other things will affect my time and emotions state into digging into the future slate of games that I hope to get around to. What made work tough for me in 2015 was a combination of new personnel up top, the significant changes in operations, and the task of supervising work over a part-time employee. It’s been painful to undertake so much change and new tasks in 2015 and sadly I could see it being more time consuming in 2016, which is my biggest worry in a number of areas outside of less gaming time. The only saving grace I have is that I have reached my vacation hours limit at work, in which I will try to utilize more of this year amongst the continuous grinding of seemingly high-priority work items.

With a ton of games that I’m highly looking forward to this year, the games in my backlog from prior years will continue to ride the back burner. I always had hopes in eventually getting around to the games of years prior, which I will attempt to squeeze in into a busy 2016 gaming year, though I won’t worry myself in not getting around to them even though I feel bad on not being able to do so. I’m just concerned on the games I do play in that they are worth my time and effort to undertake. You’ll notice that a number of games that I’m looking forward to are fighting games, which I do hope that by the sheer number of them will help me reconnect a bit with my online fighting game friends and improve my fighting game skill a little bit. I know I won’t be able to chat with them much as it’s been the case the past two years, but maybe this’ll help me chat with me a little more often this year.

Outside of the goal in hoping to play some excellent games this year is my secondary goal in writing more with my experiences with games. I had a small great spell of writing in Q3 2015 where I dedicated to knocking out a number of older games from my backlog that concluded with Persona 4 Golden. I always struggled with grammar and writing structure throughout my education and I’d like to compensate for that and the lack of writing I do in my job by writing more on gaming. I hope that my writing doesn’t read too awkwardly for everyone. One writing project I hope to publish this year is my review on the surprise re-release of The Last Blade 2 on PS4/VITA, one of my favorite fighting and overall video games of all-time. I am currently debating on going forth with a series blogs in regards to my backlog this month before February comes around.

I am afraid of the continued trend of increasing and tougher work responsibilities along with other events that’ll not only prevent my ability and availability to play games, but also taking more hits to my confidence. It hasn’t been easy to tough to simply wash out the stress for work through gaming, hobbies, etc. I don’t expect this year to hand me any breaks but I will do what I can to still game, communicate with my online friends, and share more of my blogs/thoughts out to folks here on my Giant Bomb profile. I was against the grain from most folks in their admiration of gaming in 2015 as I wasn’t too interested in the year’s marquee offerings. But this year from an early glance looks to be more up my alley and I hope I can join in the gaming enthusiasm with everyone else this year.

Thanks for reading. Here’s to 2016.

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[Late] Quarter 3 2015 Notes

Q3 Items

Nothing much new to say here. I spent a majority of time this period continuing to work at my current job. It’s been a challenge to continue to muster up interest, motivation, and energy to take care of whatever’s happening there. The company never seems to slow down at all this year, with the office continuing to win a mixture of short-term projects along with larger projects that can potentially last for a couple of years depending on the services conducted on the contracts we won from our clients. Due to the family car situation, I’ve turned from working over the weekends the past few years into working longer hours during the weekdays, but the immense exhaustion still feels the same no matter what days you work longer than usual. It’s been another one long working year again, and the year isn’t over yet.

Unlike many of my previous quarterly blog roundups, I actually did something fun and out of the ordinary. My brother and I visited Chicago on 25-27 September as the City of Philadelphia basically scared away many folks who reside and work in Center City/Downtown with the over-the-top security measures for Pope Francis’s visit to the city. You can read our exploits of our Chicago trip at my Wordpress blog. My impressions of Round 1 Arcade Illinois and Galloping Ghost Arcade can be read here, which was featured on the 10 October Giant Bomb Community Spotlight. Thanks to ZombiePie for including it on the spotlight and folks that read and commented on it.

I also attending two music concerts in Philly during this period: Archers of Loaf on 11 July and Built to Spill on 2 October. Both concerts were held at the Union Transfer and were decent shows.

Q3 Gaming

After completing a number of shorter-length video games in the second quarter this year, I went into the third quarter to scratch off a significant [JRPG] video game from my enormous backlog. Spurred on the notion that the fifth game of this franchise was hinted of possibly being released toward the end of this year finally got me to get Persona 4 done for good. It was tough squeezing in time in between work and other hobbies and fighting off many episodes of exhaustion to get it done. I got it done somehow, first getting the normal ending, then the true ending thanks to a convenient previous save file to work toward the true ending from. My Persona 4 Golden journey lasted from 22 June to 15 August.

After Persona 4 Golden, I went back to focus on relatively short games. Another recent big game that I finally got around to was Hotline Miami, and I enjoyed the game. I went straight into the sequel and didn’t quite like it as much. Soon thereafter came completions of Picross e6, Persona 4: Dancing All Night, and Hatsune Miku: Project Mirai DX. Outside of the games I completed, I continued to play a little of Splatoon whereas I worked my way up to an A rank in ranked mode, and dabbled around briefly in Super Mario Maker.

Q3 Items

Reviews

Music Albums I Thought Were Awesome

  • Beach House - Depression Cherry
  • High on Fire - Luminiferous
  • Max Richter - Sleep
  • MF DOOM - Mm..Food
  • Rosetta - Quintessential Ephemera
  • Unwound - Challenge for a Civilized Society
  • Unwound - Leaves Turn Inside You
  • Various - Shenmue OST (vinyl OST by DataDiscs)
  • Yuzo Koshiro - Street of Rage OST (vinyl OST by DataDiscs)

Manga I Thought Were Awesome

  • The Ancient Magus Bride #2
  • Lucifer and the Biscuit Hammer #7-#8

Q4 Notes and Goals

Getting Through the Year-End Work Crunch

Work again has kicked my ass for another year and it doesn’t get any easier with the year-end crunch for the final months of the year. It’s already been a stressful stress of work coming out from my Chicago trip so far this month and unfortunately I’ve been at a state where I’ve been having a ton of depressed thoughts lately. I’m frustrated on the pace of how frantically fast they company’s been working this year (I’ve heard some murmurs this year being a record year of revenues recognized, breaking last year’s numbers) and the lack of opportunities to days off along with the consequences of taking a normal business day off combines into a long year. I expect work to still be fast and furious up until [United States] Thanksgiving, where things will finally slow up by then.

More Console Gaming Time, If Possible

Majority of my gaming time in Q3 have come from handhelds, which I am grateful for as they provide the necessary cooldown and availability to play outside of my room. Since I expect to be inside a bit more with time of daylight being shorter and cooler temperatures outside, I am going to make a stronger effort to put in more gaming time on the consoles. I don’t expect to tackle a game from my backlog until December, but want to go back into putting in a bit more time in fighting games on the PS3 (UNIEL, Xrd) and see if I can improve my rank in Splatoon (currently A 40 at this time).

Finishing EO2U Before Year End

I just started up Etrian Odyssey 2 Untold last weekend and been playing it a bit throughout the week. I hope to complete this lengthy JRPG dungeon crawler before year-end, hopefully before Christmas in time for year-end game deliberations.

Miscellaneous Items

I really want to attend one NEC fighting game tournament in person here, though it seems unlikely for now unless a lot of things move favorability to get me to attend there. It’s the biggest Philly major FG tournament out of the three Big E runs yearly.

I’m still not convinced enough to make the jump up to the current generation consoles yet, even though I am glad that the push to move on from the PS3/X360 generation has finally gone through. If there’s a decent enough Black Friday deals for one or both consoles, I’ll bite.

Lastly, just get through the remainder of this year with no significant issues. Work’s been a major pain in the ass and I haven’t been at my best mentally at all this year.

That’s all for this quarterly roundup. Thanks for reading.

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Round 1 Arcade Illinois / Galloping Ghost Arcade

Sharing my experiences on two arcade establishments outside of the Chicago, Illinois area during my Chicago weekend trip 25 Sept to 27 Sept 2015. Apologies for low-quality/blurry/unclear pictures.

Round 1 Arcade in Stratford Square Mall - Bloomingdale, IL

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Round 1 Arcade is a retail entertainment business that offers services similar to Dave and Busters with video game arcades, games that awards tickets to redeem for prizes, along with bowling alleys, pool, table tennis, darts, and karaoke. The main draw of Round 1 is bringing over the latest Japanese arcade games. The featured Japanese arcades that Round 1 Illinois had were Sound Voltex III, Beatmanix IIDX 22 Pendual, Cross Rev, Hatsune Miku Project Diva Arcade, Initial D Arcade Drift Stage 8, Time Crisis 5, and others. My brother and I only played a handful of games offered at Round 1 Illinois. My brother mainly focused on Sound Voltex III and Beatmania IIDX 22, as he’s a big fan of those crazy Bemani games. I spend a good chunk of my time on Hatsune Miku Project Diva Arcade, with some play on some other games. We spent the remaining amount of our credits on crane games, with both of us somehow scoring a plush doll.

The place is sizable as it’s pegged as one of the mall’s anchor store. Hell, having a number of bowling alleys and a number of machines will require some significant area. All the machines seems to have function fine and look relatively clean for the most part. The machines were grouped together in their own areas of the floor, with the rhythm Japanese arcade games in one area, the other arcade games in their areas, the crane and ticket games, and a small area for fighting games in another. The bowling alleys along with pool tables, table tennis, and darts were pushed toward the far end of the venue from the entrance. The karaoke rooms are off to the side of the venue. Employees are stationed in the middle of the venue to take care of sales and rental equipment. Once you get acclimated with the layout of the venue, it’s pretty easy to navigate and find where which is which. The venue and machines look relatively clean and upkept, which was nice.

There were a few indirect things at Round 1 Arcade that bothered me a bit. There weren’t a ton of folks in the venue when we visited there on Saturday evening. I’m not sure if it’s the location (it was a 40 minute drive from O’Hare Airport, maybe an hour from Chicago), or that the venue isn’t quite as new as I thought. Aside from one family enjoying their time at the bowling alley, those who mingled around seemed to be regulars of the venue. There was folks who pretty much hogged certain machines to themselves for most of the time we were there, such as two folks taking turns at the only functional Crossbeats Rev, one person taking up one of the two Hatsune Miku machines, and a few folks rotating around the Drumania, Guitar Freaks, and Sound Voltex III machines. Otherwise, I was able to play all other machines with no issues.

I had a decent time at Round 1 Arcade, but the lack of interest of the arcade games available combined with no intent of utilizing their other services translated to me just chilling out for periods of the time. Unfortunately, the venue had their Tekken 7 machines removed days prior to my visit as my brother read from the Round 1 Illinois Facebook page that Bandai Namco recalled their machines back in order to run an upcoming United States Tekken 7 tournament on 3 October at one of their California locations. If Tekken 7 was there, I think my experience at Round 1 Arcade would be a bit more favorable. Round 1 Arcade is a visit if the arcade offerings and other services are of your interest.

Quick Gaming Thoughts

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Hatsune Miku Project Diva Arcade: The biggest difference from the console version to its arcade counterpart was its button setup. I was used to the PlayStation 3 controller setup that transitioning over to the spread horizontal button layout of the arcade took me a couple of plays to get accumulated into. The arcade version changed up its hold mechanic, whereas the console version forced you to hold the button on the hold note for the duration, the arcade version ditches that and turns it into an optional play where you earn bonus points for holding onto a note that has a “hold” indicator above the note. The arcade version also utilizes a touch slide mechanic for left/right quick swipe and sustained notes.

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Time Crisis 5 (Mastermind Edition): Time Crisis finally evolved in their tried-and-true light-gun and cover gameplay by introducing… TWO PEDALS! During gameplay, the player can tap the left and right pedals to swap positions and flank-out enemies for a brief time period, then press on the pedal to pop-out and shoot. With larger enemies, weak points are only available if you are able to dodge the enemy’s attacks and quickly switch over to their exposed side to attack their weak point. There was also a quick shoot event (it's just as it sounds). Lastly, it's not a Time Crisis game if Wild Dog isn't the villain of this light-gun toting franchise.

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Silent Hill: The Arcade: If you thought Resident Evil 1 and House of the Dead had terrible voice acting, well let me shoo in Silent Hill: The Arcade along with them. It’s downright bad. Hell, everything about this game is bad the few plays I put into it, even as a lame light-gun shooter. The story revolves around Silent Hill haunted over a shipwrecked event years ago in which a girl was presumed dead when she went overboard. I couldn’t quite make the connection between the two as I didn’t get too far into the game. But yeah, Silent Hill: The Arcade everyone!

Round 1 Arcade Illinois Pictures

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Galloping Ghost Arcade - Brookfield, IL

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Galloping Ghost Arcade is an arcade that brings the old-school arcade experience back by having packing in hundreds of mostly old-school arcades into their small establishment. I was surprised on how they managed to squeeze in that many machines in their building. You’ll be in awe on their library and range of arcade games offered. There were a number of times where I forgotten or did not even think they produced a number of arcade games. If you can excuse the tight parameters of the arcade, you can spend a good amount of time at walking around and playing all of the working machines at your leisure.

Unlike Round 1 Arcade and other arcade establishments, where you have to purchase a game card or tokens to play the machines, you don’t have to fuss around with that at all in Galloping Ghost Arcade. In fact, you just hit the start button and you’re off. And you can continue and play at a machine as long as you like. It’s nice for the arcade to allow their patrons to have that much gaming freedom on their machines, and it makes sense with the hundreds of machines available to play. To push your gaming thirst even further, it’s only $15 admission to go in and play as long as you’re in the building. You can practically be there for all of the business hours for the day for $15!

Most of the machines I did play seem to function fine. I noticed that a majority of the machines have the American or lever-style joysticks equipped instead of the Japanese or balltop style joysticks which is prevalent on the console fightsticks sold by Mad Katz, Hori, EightArc, etc. The joysticks there felt more stiff that what I was accustomed to on my PS3 MadKatz fightstick. The button layouts felt off as well. I had trouble spreading my fingers out over the four button SNK layout on the MVS Neo Geo machines, especially for fighting games. It was the same with the Capcom machines as the six button layout was laid out horizontally, not curved. There were also a few machines that were inoperable and the Crazy Taxi and Super Hang-On machines needs to have the steering recalibrated.

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I mentioned earlier that Galloping Ghost Arcade is a small place. They literally squeezed in all machines by packing them right next to each other, which would make it inconvenient for folks who are playing machines that are next to each other. There isn’t much space in the aisles, so sometimes it’s frustrating to walk around and then stop to not bother someone playing a machine in the middle of the aisle. As much as I enjoyed the aurora of having all of these great arcades crammed into the place, the lack of space to maneuver around is a bit aggravating. Due to the location, there isn’t many food establishment places nearby. The only food option nearby is one of those small Chinese food places next door. (I’m not certain about the exit re-entry policy at the arcade, since you’re not allowed to bring in outside food and drink into the arcade. They do have few drinks and snacks on sale at the cashier counter for refreshments.)

Despite the small space, Galloping Ghost was a fun place to spend a few hours to play all the arcade games to your heart’s content.

Galloping Ghost Photos

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Thanks for reading. I'll try to answer any questions anyone has on either place.

Here's a pic of the Hello Kitty Cammy plush doll I won at one of Round 1 Arcade's crane games.

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The Longest Grind 07 - Persona 4 Golden

Introduction

Persona 4 is one of the number of significant video games that was a glaring big black mark on my gaming backlog. I bought the original PS2 version of the game around its NA launch back in December 2008. I only got to play a few hours before a combination of a sudden increased workload at work, more gametime dedicated to the X-Box 360, and my PS2 console stopped working a few months afterward shuttered my chances of completing the game back then. I eventually bought a Vita and subsequently Persona 4 Golden as soon as it went on sale at a good price on PSN in late 2013, but it wasn’t until the impending release of Persona 5 later this year (2015) that finally gave me the push to finally put my foot down on Persona 4. I am glad to finally cross this game off my incomplete list.

I wrote a formal review of Persona 4 Golden a few weeks ago, which you can read over at my Wordpress blog. This blog is more of my condensed and informal take of the game.

It’s a Fascinating Read, Just Takes Its Time Getting It All There

Although P4G ended up having a solid story when all is said and done, I wasn’t enamoured with the story until deep into the game. I did not think the story was terrible at any point before the story got to its climax, it was still interesting to see which person was presented next and the team trying to take whatever clues they claw and deem substantial to their investigation. Each succeeding event throws the investigation crew into more confusion after accruing and analyzing new information. After the story cycled through that method numerous times, impatience was starting to set in on when the investigation team’s efforts was going to steer them into the right direction. That point finally came through (in dramatic fashion no less) and all of the numerous questions thrown out were being answered. In fact, the resolution all came crashing in after the prolonged lead up to it. There was a couple of neat things they tied in the story with particular dialogue choice selections that dictates how the story/game will end. I definitely viewed the story at a much better light once the game is all said and done, it just took its fine time introducing the cast, setting, and mystery to set in motion.

There’s Surprisingly a Lot to Do Here

P4G’s great gameplay is not limited to simply traveling from one point to another point and battling a ton of monsters. One of its greatest gameplay mechanics that not many other games in the JPRG genre has ever employed and something that makes it easily identifiable to the game is its activity function. There’s surprisingly a tons of content to discover and experience which accounts for a good portion of its long gameplay time. Over the course of the year the protagonist is residing in Inaba, the player will have a number of days where they can choose to partake a number of activities over certain parts of the day, such as studying, reading books, catching bugs and fish, watching movies, eating at a restaurant, working at a part-time job, battle training and item questing hunting at one of the TV world’s dungeons, and hanging out with particular characters. Certain activities can only be conducted at a certain phases of the day. It can be nerve-wracking not knowing if the activities you chose for that day were the optimum choices that makes the best use of the day.

Lots of Tie-Ins and Benefits

A lot of the activities the player can partake in P4G always results in something meaningful in numerous results. Working at a part-time job or undertaking particular activities will increase the protagonist’s behavioral barometers in intelligence, diligence, expression, understanding, and courage. Improved ranks in each behavioral characteristics assists in progressing through particular activities and social links. Higher rank social links translates over to bonus experience points to the newly produced persona through fusion and can immediately unlock the additional skills from the amount of bonus experience points awarded. Spending time with the investigation team can unlock special skills that are outside of their base set of skills which could be a better fit for the character to have in battle. It’s neat how much one little gameplay aspect in one area can have huge effect in others. As conducting activities is equally as important gameplay aspect in P4G, it’s nice that the developers offer players relevant awards for spending a significant amount of time taking up all the available activities.

Discovering and Solidifying Your Friend's Missing Links

P4G’s Social Link gameplay activity is excellent because of it touches upon many aspects of the game outside of gameplay reasons. I really like the use of social links as a side plot tool for introspection and development of all the characters available as social links, especially for the important characters to the central story. It’s like reading through a bunch of nice side stories that highlights their biggest personal obstacle stemming from their past and with the help of the protagonist, understand the root of their problem and attaining that breakthrough that allows them to feel much more comfortable about themselves. The game’s writers and developers deserve a lot of credit of making this gameplay element a fun challenge to do that is also endearing and inspirational.

Utilizing All the Tools in Your Party’s Arsenal

Part of what makes P4G’s battle system engaging is finding out which affinites a particular shadow is weak against, but that’s only part of what makes many battles in P4G fun. The game does a great job mixing up different shadows with differing strengths and weaknesses that pits the player to utilize all the tools in their arsenal: a culmination of the player’s cast of personas with their skill sets, along with items on hand and the other three party members skill set. The challenge is to know what option to execute at every turn to quickly attain the upper hand and ultimately win the battle. Every battle requires a new plan. The small details in team and skill compositions against the shadows’ characteristics is another mark in P4G’s excellence.

All the Small Things

There are so many subtle things presentation wise done in P4G that amazed me, scarily more so than its excellent story, gameplay, and characters. I noticed that during battles in a dungeon, the cast’s shadow mimics that dungeon’s theme background. It was a nice touch seeing rainbow colors in Nanako’s dungeon, red with black lines in Adachi’s dungeon, etc. No music playing during the day if the town in under rainy weather is another neat little detail touch. I also dig the game giving out subtle hints at certain parts of the game that may hint at something else, in particular toward the story’s climax and the end-game. I also love having a simple button to detail an item, equipment, or skill right then and there on the menu throughout the game. No more having to recall or trial and hope whatever that thing is what you thought it should do.

The Real Stars of Persona 4

Persona 4 Golden does a ton of things right, big and small. To me, I do not think Persona 4 reaches its pinnacle status as of the greatest video games (in the JRPG genre and overall in gaming history) without its excellent cast of characters, spotlighting the investigation team. Each member of the investigation team brings on their own colorful and distinct personalities that are strong enough themselves to easily identify who they are, but together bring more out of themselves and the others they are surrounded with. Folks have strong opinions on who they like and dislike. There are characters that I liked and disliked to a degree, but none of the characters I disliked were for poor writing by the game’s writing team. Characters are disliked because they were well written for how the act within themselves in the game.

Going Back to Fill in the Blanks

Persona 4 Golden is one of the rare JRPG games that I had the urge to replay the game through New Game Plus because of the surprising amount of content that’s packed into P4G, much of it I did not realize was accessible when I did some post-game research into the game. Discovering the missing content is not the only reason to replay through P4G again. One new run could have the player doing their own maximum efficiency playthrough of the game. Others simply want to replay through the game all over again. Even though the critical piece is solved, there’s a bunch of small pieces missing awaiting to be filled in to complete the P4G picture.

Does Persona 4 Golden Do Anything Wrong?

It’s hard to find anything significant that P4G does terribly that it hampered my experience with the game. On my review, I scrutinized a few gameplay details that I wished were implemented or better executed in the game, but the issues that I had with the game are few and miniscule against everything else the game did right. Here’s a list of what I thought were my few P4G miscues.

  • Extremely slow start with barely any player activity
  • Lack of severe consequences or relationship dynamics from choices in Social Links
  • Due to battle design, end-game bosses end up being slowly beating bosses to death
  • New addition Marie, still implemented well although felt like she had to be shoehorned into what was established in vanilla P4

TL;DR

It’s a damn fantastic game that does almost everything it above and beyond excellent aside from a few scratches in its overall shine.

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