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About
Thanks kindly for paying my blog a visit.

I'm currently looking for paid writing gigs, so if you might want anything written shoot me a message (craighats at hotmail dot com).

In case the contents of this blog don't make it obvious enough, I have something of an affinity for slightly "offbeat" titles, so if there's something out there that few others cover, there's a fair chance I'm at least somewhat up on it.

If there's any sort of (reasonable) inquiry you'd like me to address, please don't hesitate to be in touch.

Below are a handful of recaps and other links (oldest listed first by section), in case you're interested - asterisks mark promoted articles.

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'Magnet School

Introduction

Curriculum: Puzzle Games

Course 1: Ochige 101
Course 2: Tossology
Course 3: Ochige 201
Course 4: Phys. Ed
Course 5: Ochige 301 (Adv.)
Course 6: Free Elective
Course 7: Ochige 401 (Hon.)
Course 8: Extra Credit
Graduation Speech

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Reviews/Impressions/Rants/etc.

King of Fighters: Orochi Saga
Ar Tonelico II - Part 1 and Part 2
Prinny and Street Fighter IV
King of Fighters '98 Ultimate Match
Nintendo DS
*King of Fighters XII
How-To: Atelier Annie
How-To: Mushihime-sama Futari

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The Forgotten Essentials

Part 1: RPGs
Part 2: Shmups
Part 3: Fighters
Part 4: Puzzlers

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The Obscurer Tribune

EXTRA! EXTRA!

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Monthly Musings/Writers Wanted

The Fear: The End
*A Time to Destroy: I Cast Thee Out
*Expanded Universes: Triple Triad X
*Those About to Die: Nocturne's Demons
*Untapped Potential: The Second Dimension
*I Suck at Games: and I'm Here to Help
*The Forgotten: Real Life
*Love/Hate: The Weirdo, The Wall, and The Beast
*The Future: A Refreshing Cup of Hemlock
*More Than Just Noise: Digital Cheese LIVE
East vs. West: Where The Old Gods Dwell
Resolutions: Fresh Flowers
Collaboration: IF Only...
Violence: The Gatekeepers

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Assorted Ramblings

Why Am I Here? (intro)
Non-Portable Portable Gaming
Hating the Unhateable
*Soul Bubbles, Mickey Mouse, Journey of the Self
Dreamcast: The Other Shmup Machine
One-Year Anniversary Reflections
Shmups: Gaming's EOE

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Non-DT Writing

Racketboy

Saturn Shooter Rundown
PS1 Shooter Rundown
PS2 Shooter Rundown
Shmups 101
Shmups That Defined the Genre
"Hidden Gem" Shmups

HG101

Deathsmiles
Espgaluda
Shadow Hearts

Misc.

Unofficial Shmup Glossary (shmups.com, WIP)
My Backloggery (Warning: Inherent Shamefulness May Be Too Intense for Some Readers)
Player Profile
Follow me:
BulletMagnet's sites
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Following (28)  




WARNING: If you object to the idea of a fighting game-related post written by someone unable to cite active frames, stun values, tiers and combo strings from memory at a moment’s notice, stop reading now to save yourself (and others around you) a few gray hairs. You have been warned.

So yeah, as the above implies I’m not exactly a legendary presence (if any at all, really) within the fighting game community, but that doesn’t stop me from harboring a good deal of affection for the genre: much akin to the scrolling shooters I go to great lengths to import even if my best scores are invariably pathetic, fighters, to me, serve as a sort of symbol for gaming as I most fondly know it, and a niche I like to support with my business when I can, even if I’m not skilled enough to experience them at a “high level”.

Something about any game that can be mastered on so many different fronts and thus taken incredibly seriously (sometimes a bit too seriously) by its players, and yet be, on its face, so patently ridiculous, never fails to charm me. As amazing as it is to observe tourney-caliber participants in action, it’s tough to completely forget that you’re watching a green dude charge his body with electricity to zap a guy who can stretch his rubbery arms halfway across the screen…not to mention that a tiny, well-placed bump to the shins can serve as the final nudge into a lights-out KO, or that a piece of blank space can swat a blocking opponent in the back of the head if placed JUST right during a jump kick. And that’s before you even juggle giant robots 50 feet in the air and rip spinal cords out of undead ninjas. Fighting games, in short, are some of the most finely-tuned pieces of nonsense that humanity has ever created, and for that alone I can’t feel anything but happiness about their existence.



Of course, like anyone else I have my personal biases, blissfully uninformed as they may be: I adore certain character designs even as I sneer at their fellow combatants, praise the story elements of one series while dismissing them as unnecessary, eye-rolling distractions in another. Exhibit A would be my usual preference of two-dimensional fighters to three-dimensional ones: in blunt terms, not only am I superficially prejudiced in favor of stylish spritework and fluid animations over the upgraded skin pore texture rendering engine slathered over the latest pair of sweaty polygonal pectorals, but I have an even harder time wrapping my mind around the latter, which is no mean feat considering how complicated 2D fighters can get.



Judging hitboxes and whatnot in 3D is a bit of extra work in and of itself, but then there are the movelists…oh man, those movelists go on absolutely forever, and the slightest variation in how, when and where you press a single button can completely alter every relevant property of even a basic attack (“wait, is Back + LK the overhead, or does that only work from the side, at throw range…does LK [delay] LK become the chargeable knockdown pounce when you’ve shifted to Mantis stance, or is that LP [delay] LK while prone?”). For someone like me who lacks the time, inclination, and raw talent to even best the CPU opponents on “Normal” difficulty much of the time, Virtua Fighter makes Guilty Gear look accessible…and yes, I know that you’re not supposed to use every single move every single match, but it’s still a lot to sort out, at least for the likes of me. To those of you who do it and do it well, I salute you without hesitation.



Anyway, it’s not like anyone else really needs to care about any of this: it’s just one gamer’s very limited perspective at work. That being said, over the past couple of weeks things have gotten a lot more interesting for me in the fighting game circuit, and it’s driving me absolutely nuts.

Here’s the setup: over the next few months, the two (arguably) biggest fighting game releases coming to Western consoles are Persona 4: Arena and Tekken Tag Tournament 2. If you haven’t been keeping up, the former is a brand new, sprite-based 2D fighter based upon a sorta-offbeat RPG series, while the latter is the latest in an established series of expansive 3D brawlers. My gaming backlog (like my income) being nothing short of embarrassing, I’m limiting myself to picking up only one of the two, at least at launch. So, question for you: based on what you’ve read here so far (and even moreso if you’ve ventured elsewhere within this blog), which game do you think I’ve been leaning towards?



Yeah, I’m afraid that this is one of those “if you picked the obvious answer, you’re going to be totally surprised at how wrong you are and suddenly question everything you thought you knew” situations. And if you’re feeling confused, try to imagine the knots it’s got me tied up in…heck, you figure I’d be used to questioning everything I am as a gamer by now.

For anyone still willing to listen, though, here’s my best shot at putting into words why I’m finding myself, against all odds, drawn more towards Tekken than Persona this time around.



Let’s start with the presumed front-runner, Persona 4 Arena, which is being published by Atlus, a longtime specialist in the localization of Japanese curiosities and a personal favorite company of mine, though ever since the surprise success of Demon’s Souls they seem to have developed a growing and deeply unfortunate taste for angrybrown mediocrity (sorry, but medieval-styled angrybrown is still angrybrown). Anyway, that’s certainly not a problem here, as Arena looks like a million brilliantly-colorful bucks, thanks to the 2D expertise of Guilty Gear developer Arc System Works.



On the flipside, this association, from this vantage point at least, is the mother of all double-edged swords. Since Street Fighter IV kicked off the so-called “fighting renaissance” four years ago, there has been a lot of chatter and criticism concerning fighting game companies’ infamous penchant for nickel-and-diming their fans via an endless series of tweaks, updates, and enhancements to an existing product that rarely offer very much bang for the buck. Capcom, especially since the on-disc DLC fiasco of Street Fighter X Tekken came to light, has borne the brunt of the community’s ire; as the company that more or less pioneered this dubious practice back in the 90’s it’s hard to argue that they don’t deserve at least a good deal of the bad press they’ve gotten.



Amidst all the bellyaching, however, another egregious offender has managed to escape largely unnoticed (no, not SNK, though admittedly the same principle might apply to them, to a lesser degree): if you think that Super Street Fighter IV or Arcade Edition were superfluous, take a gander at the painfully piecemeal roster updates and such that Arc’s Blazblue series has received in roughly the same amount of time. Yes, I know that Arc isn’t as big or resource-rich an outfit as Capcom, and that producing new spritework is a whole different beast than new polygon-based models, but in terms of how eager either entity is to clutch at every last “bonus dollar” they can coax out of their loyal patrons, what’s good (or bad) for the goose is good (if not worse) for the gander. At this juncture no “serious” DLC has been announced for Arena (Eyeglasses? Really?), but I very much doubt that fans of the breakout Persona 3 won’t end up staring Minato or Junpei in the face on the PSN (or a physical “Tartarus Edition”) somewhere down the road, especially considering Arena’s somewhat modest out-of-the-box roll call.



Then, of course, there's Atlus' own recent headline-grabbing actions...and yes, I'm talking about THAT. I don't intend to go on at length about it as there's been plenty of more qualified opinions aired already, and I can certainly understand (and to a degree sympathize with) Atlus' stated reasons for taking the unprecedented step of region-locking a PS3 game, but no matter the circumstances the whole thing still leaves a lingering, bitter taste in my mouth.



Even if this particular decision doesn't affect me directly (I own a US PS3; problem solved, right?), you may recall my earlier mention of having had to import, mostly for the 360, on numerous occasions: I thus know firsthand what an enormous additional pain in the neck importing can be when there's a region lock to bypass, and don’t wish it any more on my fellow gamers across the ocean than upon myself. Yes, a company's regional offices all need to make enough money to keep doing their thing, but you'd figure that of all people Atlus could have found a better solution to this dilemma...after all, back when they wanted the US Faithful to stop importing Demon's Souls from Japan, they whipped up a special edition to help convince them to buy locally. Those heady days have passed us by, it seems.



Okay, that's enough negativity: let's move on to the surprising ways in which Tekken Tag 2 has managed to steal away my attention. At the top of this list, interestingly enough, is Tekken series producer Katsuhiro Harada. As much as I enjoy the antics of his goofy (and overworked) Capcom counterpart, Yoshinori Ono (though of course it's best for everyone when both are involved), I find myself particularly intrigued by a lot of what Harada has been saying of late. To whit, he's supposedly been fighting his bosses on the issue of charging for extra characters, stages, and moves: of course, there's no real way to know just how genuine these claims are, but considering what a notoriously poor reputation “Scamco-Bandai” has built for itself during the DLC era I'm tempted to give him the benefit of the doubt on this one, just for openly bringing up such an uncomfortable company issue. Time will likely tell if he's just been blowing smoke, but I find myself unusually hopeful.



Harada's most controversial recent statements, however, were aimed at none other than the fans: there's been a lot of back-and-forth as to whether or not his complaints about the fighting game community (certain sectors of it, at least) have much merit, or even whether he has any “right” to make them in the first place, but for the record I find myself coming down largely on his side of the argument. I'm not a programmer or designer and thus can't speak from experience, but at times even I, notwithstanding my own well-voiced stable of impossible digital wishes (Pocket Fighter 2!!), can only gape in awe at the painfully entitled attitudes of some of my fellow gamers and mutter to myself “this can't be for real.” While nobody likes to get told off by clueless industry figures, in this particular case I think, for the most part, that what Harada came out and said was long overdue, and hope that some of his detractors were genuinely listening: I certainly was.



Moving past the real-life personalities and into the game itself, I must also (re-)admit that I'm a total sucker for the radiantly silly (well, sillier) approach that Tag 2 is taking: granted, any title which presents the possibility of pitting a cyborg lady with an exploding head versus a boxing velociraptor is a bit tough to keep a straight face around by default, but the more proudly Tekken acknowledges this the more likely I am to give it a good-natured whirl. From over-the-top item moves to the totally ridiculous swimsuit costume pre-order bonus (even here I’m forced to offer Namco a golf clap, as for once all characters, not just the ladies, are subjected to impractical attire just for the heck of it: Harada recently confirmed that even True Ogre will be joining the beach party. Your move, Tecmo!), Tekken is letting the larger gaming world know that stone-faced tourney players (some of whom have convinced me that the Satsui no Hadou is for real) are not its only intended audience. This is exactly the message that more such series need to send, via means other than dumbing down the fighting mechanics…though sometimes I wonder if a less-serious veneer actually ticks off the “true fans” more than a “nerfed” ruleset (better to lose a tourney than use a “gay” character). I wonder what Snoop’s take on the situation might be.



So yeah, while I certainly have a number of caveats when it comes to possibly plunking down my cash for Tag 2, and Atlus is still doing quite a few things right with Persona Arena, the more I think about the situation the more I find myself eager to get Kuma onto that tire swing.



You might have noticed that I’ve ventured very little into how the two games actually play (though I guess that this is as good a time as any to express my misgivings about Arena’s one-button combos), but seeing as most fighting games are largely “symbolic” purchases for me in the first place, those concerns, oddly enough, come across in my mind as secondary (this is the point at which the hardcore types who ignored my opening warning proceed to hit-confirm their Raging Comment hyper combos – I am not responsible for any damaged/melted/atomized keyboards and/or custom joysticks that may result).



The big question for me, instead, is as follows: Which of these series, and/or their parent companies, is currently moving itself in a positive direction?

From this admittedly blinkered perspective the answer strikes me as clear, if also depressing in a way, considering how many of my dollars Atlus has received in the past (and, in all likelihood, will continue to receive in the future, if perhaps not so frequently); on the other hand, considering that my only “regular” Namco purchases for some time have been occasional Katamari offerings, maybe this is a rare chance for Pac-Man and myself to make nice.



Honestly, though, I’m rather loath to attempt to think that far ahead; the present mess is more than enough to wrack my brain all on its own. Though the clock is rapidly ticking down, I haven’t yet made my final decision as to where I’ll be going to get kicked repeatedly in the face, largely because I’m not sure I’m even considering the right criteria: is it some kind of gaming sin to even view a purchase through the same prism as I’m viewing it? Have I inadvertently reduced myself to a puppet of the marketing department, instead of the opposite? It kind of feels like it sometimes…it almost makes me wonder if the hard-nosed fighting fans have been right all along, that if I’m not going to pour out my heart and soul into a well-crafted fighter then I might as well not waste my time on it in the first place.

Not that it matters now: the bell has rung, and about all I can do from here on out is roll with the punches.
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Legacy Comments (will be imported soon)


Your posts are so incredibly passionate and researched. MK9 satisfied my fighting game itch quite well, so I haven't even looked at the upcoming lineup. As for symbolic allegiances to one company, I'd be hard pressed to choose one above Altus.
I see your point about Atlus' decent into ANGRYBROWN (I've never heard that kind of term before. More people should use it). If it was me choosing between either game, however, I'd wait to see if Harada has got his way regarding DLC before purchasing either game.
...that is meant to be 'descent'. Stupid spelling. =_=
Great to see you back on the blogs BM! I keep waffling on whether or not I'll pick up Persona. On one hand it looks great, but I have several fighters right now and most of them are gathering dust. BB and MK9 only see single player action, SFxT was a disaster, I've never been happy with the netcode in UMvC3, and my old standby SFIV is fun but I've hit a plateau in my play. I'm not sure I need ANY more fighters, especially one from a company with some dubious DLC practices.
Ironically though I'm a Shin Megami Tensei fan-tard I've grown increasingly less excited about P4 Arena over time. You would think that a brawler starring my favorite rpg protagonists would be an "instant buy" but I've been around the block long enough to know that down the road P4 Arena will probably have 2 more "enhanced iterations" with more characters & more modes. So will I pay 59.99 for the most inferior version of the game? Doubtful.
New games? I just want a version of KOF XIII with functioning online =<
The gaming industry needs to die a peaceful death. That you in particular could write such a long, impassioned rant and still be indecisive about it is very uncomfortable to me.

Atlus made the right call region-locking their game for the sake of dual audio and simultaneous release, yet they've gotten nothing but flack for it. I'm surprised anyone remembers that Namco pioneered the deceitful DLC days, because I see only blind praise for a bunch of free characters. No one knows right from left in this industry or the community anymore, and I would not mind seeing it all burn to the ground so we can rebuild anew.
@ Bat - "Grimdark" is the more popular term, but I prefer "angrybrown" myself. Not sure if anyone else uses it, heh.

@ Excel - Again, I understand why Atlus did what they did, but I still find it difficult to believe that there was no better solution available, especially for a publisher that built its reputation on "player-friendliness", and for a long time very much earned the right to wear the mantle. And as I said in the article I'm certainly not ignorant of Namco's history in this area, but again, Tag 2 appears to at least have a chance of moving things in a better direction: is it that outlandish for someone to wonder whether such an occasion deserves one's support? If nothing else I'd assert that these sorts of "dilemmas" (if you can call them that) are a more productive venture than simply wishing for the industry to implode: that's the way RPG villains talk.

Thanks to all for reading.
@BulletMagnet:
I'm convinced that this industry is beyond hope at this point. Between companies who deserve better closing down or being eaten alive, key employees facing unsafe working conditions, individuals being singled out for making unpopular opinions while still safely laughing all the way to the bank, and pseudo-intellectuals trying to sound intelligent by injecting real world social issues into their hobby, there's just no way to fix it all. Things will get worse before they get better and there's no way out. All the little victories like free DLC and supposed sacrifices for the sake of the customer will not compare to the mounting doom that we all like to think can be countered with Kickstarters and indie sales and that one mid-sized company that champions pro-consumer practices when the majority stakeholders hammer it into the majority playerbase that those things don't matter and all that matters is buying a bigger, better sequel in 18 months. Cooler heads have not prevailed; all are to blame for the path that this industry has been chained to. It was nice knowing you, see you next time, bye bye.
Heh, I read MegaPonce's article in real time, and wrote one of my own for that Musing which (much like yourself) called for a return to "small town values" (you read it too, or at least commented on it), and would certainly agree that various aspects of the industry are likely to die out if current trends continue (the rise of mobile gaming, in particular, doesn't bode well for portables), but I wouldn't say it's so hopeless that we all ought to just throw in the towel and replay our NES library to death whilst awaiting the Glorious Reincarnation. Even amidst all the garbage there are still good things happening and good games coming out, and if you ask me the people doing them deserve support even in these "trying times" - after all, how devoted can any of us truly be to gaming as some sort of "ideal" when we refuse to acknowledge it unless it somehow reasserts its dominance (if it ever really had it)?

Different perspectives and different tastes than mine might not see the same things as I see, and heck, maybe I've been "corrupted" somehow over the years, who knows...for whatever it's worth, though, I still feel the same way I did 20 years ago when I bring a new game home and enjoy it today. Maybe it's not hard evidence of hope amidst the darkness, but it's got to count for something.
@BulletMagnet:
I'm not suggesting that we need to go back to the old games and old values. I want new ones, but the way the industry is headed, everything is going to repeat themselves even with all the developers pushing for change. The biggest forces in gaming are responsible for this situation, so they all need to go. Gaming as we know it will go with them, and at this point, I am not opposed to it.
If you'll pardon the statement of the obvious, I guess there's not a heckuva lot to do but wait and see, and if your prediction comes true then I'll just hafta cross that bridge when I come to it. In the meantime I'll keep supporting games and developers that I feel have earned it, and let others handle the rest: after all, whether we're on the verge of Gamepocalypse II or not, what else are any of us supposed to do, at least if we want to keep calling ourselves "gamers" in the meantime?

Here's hopin'.
@BulletMagnet:
Tony Ponce was clear what we're supposed to do: Nothing. We patiently await the armagaeddon of the industry and prepare ourselves to rebuild.
Unless I misunderstand what you and MegaPonce mean by "do nothing", however, sitting back and recusing yourself from the gaming world (for lack of a better term) means that the remaining vestiges of "good gaming" that you wish would gain prominence have less to get by on, and moreover have no idea that an audience for their products even exists: thus the industry is left even further in thrall to "the corrupted" (or whatever you might care to call them), who will pound everyone and everything else even further into oblivion, to the point that even if another total crash occurs and a large void is left in its wake, few if any will be willing or able to take the risk of shepherding the shambling corpse of video gaming into a more positive, and less immediately profitable, direction.

At least that's the way I perceive the future if everything is allowed to go completely to pot...
@BulletMagnet:
You underestimate the enterprise of those who are destined to spearhead the next iteration of the industry. When the entire industry falls to ashes, those "vestiges of 'good gaming'" will be the ones that the gamers will turn to to rebuild. That is, if we're lucky. For all I know, the ones who destroy the industry will be the ones who try to pick up the pieces. That's why I'm always bummed when people don't completely cut off support for companies that disappoint them. If we don't make sure they never have positions of power in video game companies ever again, they eventually will again.
Therein lies the question of whether or not an "absolutist" attitude towards video game companies is counter-productive by nature: if Company X creates nine games you don't like but makes one that you do, is it better to say "still not good enough to make up for that other garbage you did" and not buy it, or send the message of "I didn't buy THAT but I WILL buy THIS, so do more of it"? I don't know much about how such outfits process this sort of data or how much difference the two approaches might make, but it somehow still feels wrong to me to let a worthy effort pass by "on principle".
@BulletMagnet:
It's unfortunate that we can only show support either unilaterally or not at all with the current industry structure, but that's just the way it is.
As someone that plays Guilty Gear and Virtua Fighter, I would argue VF is such an easier system than GG. Parries, counters, etc are upper level stuff, but all you really need to think of is high or low, kick or punch, guard. GG is all about meter and defense which is a big issue for lots of people to jump right in to.

I think the argument of whether or not a game's marketing is an interesting point to supporting developers, but at the end of the day it's all about whether you want a juggle heavy 3D game or a overly complex 2d fighter based on a niche RPG.

Personally, the fun nod goes to Tekken. The fresh take on a favorite game is obviously Persona's, but as somebody that passed up P4, I can't judge how awesome seeing teddy whoop ass will be.

Focus on which will fill that pleasure center and separate the brain from arguing whether supporting Harada's argument will keep Bamco at bay or if Atlus's shady localization techniques dampen the fun that is gaming.

If you don't look for fun as the first factor, then you aren't doing it right.
http://www.destructoid.com/review-dyad-231623.phtml

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