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1:33 PM on 02.10.2013  

Learning from the past: Handheld games

There's a lot of talk about the handheld video gaming market. Nintendo and Sony seem to be struggling in the U.S. and the Vita is dying in both Japan and the U.S. Luckily for Sony, the PSP still seems to have a bit of life left in it in Japan and, in the U.S., the PSN is helping to expand the life of that system. So what does it all mean and what should these companies do?

The answer: look to the past.



The Gameboy Advance was the king of the market for a long time and, in my estimation, still has the best library on any handheld. The main reason is that the GBA didn't try to be a replacement for home consoles. There were a lot of SNES ports to the GBA to varying degrees of success but the games made specifically for the system were amazing. Consider the Advance Wars series. These games are meant for short bursts of gameplay and the game can be saved at any point. The graphics and animation are as good as they need to be but the system was not trying to be the GameCube. The majority of the GBA library was made up of battery-friendly pixel-based games and titles that were unique and lower budget. It's hard to argue that the Vita is trying to bring a PS3-like experience to the portable space and the price is a system that is barely portable and an abysmal battery life. Seriously, 3 hours between charges?

The other big problem with the 3DS and Vita are the operating systems. When you start up a Gameboy Advance, you get the GBA logo, a ding and then the game starts. These new systems take a few seconds to get you to the OS screen and then require navigation to start the game. By the time I launch a 3DS title, I could be on world 1-2 of Super Mario World on GBA. That's a real issue for portable play. There's a purity to handhelds that just play games. Why should my handheld do more than play games? Most people, me included, already own a smartphone that does everything else we could possibly want.

Speaking of smartphones
For one thing, Nintendo and Sony shouldn't sweat the smartphone market. I don't think smartphones are eating up that much of the handheld market. Sure, they're great for casual games but, in my experience, most games on smartphones are hindered by the lack of a physical controller. Touch interfaces work very well for some puzzle games and Angry Birds but suck for most video games. Who the hell wants to platform or play fighting games with a digital d-pad? Not me. That's horrible. I tried Final Fantasy on my phone and while it looks pretty good and the touch screen is great for combat, I have to navigate the overworld using a fake d-pad. In fact, most of the games I've played on smartphones skip over the obvious uses of touch screen interfaces and add in fake d-pads. Maybe when touch game developers learn to properly use touch screens, smartphone games will improve. The question is how long will that take? In the case of platformers, shooters, action and fighting games, the answer is pretty much never.

Instead of trying to integrate every part of our digital lives into your handhelds, try this: Make portable game machines that play games. Let players get into the games quickly and without using odd methods to navigate through content. Give us decent battery life and actual portable form factors. These were done to great effect several years ago and I have faith you can do it again.

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1:15 PM on 02.05.2013  

Revisiting GameCube: Twilight Princess

I'm skipping information on characters and story to avoid spoilers. Spoiler: I love the characters and the ending gave me goosebumps and made me feel sad to leave this world behind.

Controversy. If there's one thing video games, especially Zelda games, create, it's controversy. Whether I like or dislike a specific title, there are tons of people on the internet ready to publicly humiliate me for my opinion. There's a reason I bring this up: I both hate and love Twilight Princess. I hate the Wii implementation of the game. The pointer controls were okay but waggle sword fighting was awful. The mirrored world also felt a bit odd and that was before I played the GameCube version. Now that I've played the GameCube game, I love Twilight Princess. In fact, it is my favorite Zelda game of all time.

My history in Hyrule
Like many gamers, the Zelda series is my Nintendo franchise. While others love and excitedly wait for every Mario or Pokemon title, Zelda has been the main reason I purchase Nintendo consoles. My first Zelda game was A Link to the Past which was bundled with my Super NES. Everything about that game is bliss; I clearly remember how amazing it was to guide Link through the rain in those glorious 16-bits. At the dawn of the 32-bit era, I bought a PlayStation. It died upon completion of FFVII and, since Ocarina of Time was on the way, I purchased a Nintendo 64. As good as OoT is, I never felt that it lived up to ALttP. It was just a bit less fun to me, though still an amazing title.

My favorite Zelda games: A Link to the Past, Ocarina of Time, Minish Cap and Twilight Princess. These are the titles I revisit frequently. I haven't played much of Majora's Mask, which I will remedy soon. Wind Waker misses the list due to the momentum stopping Triforce fishing expeditions. If not for that, WW would be one of my favorites. I love that art style.

But we're here to talk about Twilight Princess, so let's get to it!



Why Twilight Princess became my favorite
I'm an old school sort of gamer. I love me some pixels and, by and large, don't like polygons. Some games benefit from polygons, specifically racing games and mech/Gundam titles. If you had asked me two weeks ago if Zelda is better in 2D or 3D, my response would have been 2D followed by a sarcastic "duh" sound. Twilight Princess changed my mind.

Sure, TP is not the first Zelda to be rendered in polygons but I would argue that it is the first true 3D Zelda. I say that because many of the puzzle solutions were found above your head or below the ground and the player is forced to think and analyze the full 3D space. The player is trained to do this starting with the first dungeon and it remains relevant throughout the duration of the game.

Another aspect of Twilight Princess I adore is the sheer joy of the boss battles. Are the boss battles difficult? Not really but they are damned entertaining. The fight with the Stallord is one of the most exhilarating boss battles in video games. The bosses in the Lakebed Temple and the City in the Sky were also quite amazing. Both are heavily influenced by Shadow of the Colossus and that's a good thing. Even the mini-bosses are amazing and dripping with personality. I love that the Dark Nuts lose their shit and throw a bastard sword at you.

I'm glad that the Zelda team has looked at other games and taken inspiration from them and, in some cases, made improvements to great ideas. Link's wolf form is clearly inspired by Okami but I don't recall Amaterasu ever having to deal with door handles or other purely human interaction methods. And Epona is sooo much better than Agro in Shadow of the Colossus.



Items and combat
I love that most of the equipment upgrades in Twilight Princess are optional. I didn't get the Giant Wallet or the Magic Armor and survived the game. Zelda games are true RPGs to me; I'm on a mission to save the world, I don't have time to go fishing, catch bugs or anything else. I'M TRYING TO SAVE THE WORLD!!!!!! This alone makes the game much more enjoyable for me.

The items for this game are nothing short of amazing. The spinner added a level of fun that cannot be described. All of the old favorites are there but some have been tweaked. One such item is the dual hook shot is a work of pure genius and creativity.

The combat in Twilight Princess is sublime. I only learned three of the techniques but that made fighting deeper than in most games. There's nothing quite like rolling behind a heavily armored foe only to hit them with a shoryuken type move and beat them senseless. The finishing move is both brutal and fitting for the type of fighting in the game. Kudos to Nintendo.

The world
I don't think Hyrule has ever felt so realized to me than in TP. Everything about it just feels real and that feeling is heightened by its rendering in true 3D space. The characters are all amazing and emote completely through animation and some non-language vocals. I really missed that in Skyward Sword. There's a way that Nintendo tells story through minimal exposition and cut scenes that I find utterly charming and beautiful.

Controls
Ultimately, the real reason I love this game is the gameplay and the GameCube controller.



I adore the GameCube controller; not just for that fact that it can be purple or orange, but because it is the most expressive controller ever made. All of the buttons are not made equal and, due to that, the buttons can communicate the designer's intent to the player. In Twilight Princess, the standard attack is B and the big, green A button is the heavy attack. This lets the player know that the heavy attack is like a giant exclamation point, a stopping point, to the sword combo. The X and Y buttons are easily accessible but remind the player that these are your secondary weapons; the sword is the focal point of your combat arts.

The GameCube controller also has what I call the Nintendo analog stick. It has more resistance than a PlayStation pad and the divits at each point on the circle let you know precisely where the stick is at any moment. It reminds me of why I love square restrictor gates on arcade sticks.

The crisp controls married with the GC controller are a match made in heaven and a large part of why this game shines.

Conclusion
When I played Twilight Princess on Wii, I quit and said the standard "Fuck this game" as I did so. Upon revisiting the title on GameCube, my mind was changed drastically. I love this title. I think it's the best Zelda game ever. I truly believe that Twilight Princess is so much better on GameCube because that is the system it was designed for originally. Everything about the game communicates that fact and it's an incredible experience because of it.

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3:54 PM on 01.25.2013  

GameCube component cable review



With my recent decision to revisit the last generation of consoles, I started to read about the mythical GameCube component cables. These cables are expensive, fairly hard to find and only work with pre-2004 systems. Luckily, my purple cube is one of those systems. Even better, I had $100 in Amazon credit and was able to find a new set of the cables for $150. So, like the fool I am, I bought it!

When the cables arrived yesterday, I grabbed my copy of F-Zero GX and got to work. The first thing I noticed was how heavy these cables are. The cables themselves are very thick and the connector, which apparently has a digital conversion chip in it, is very heavy. The cable themselves only have the video output connectors; the audio is handled by the A/V cable included with the system. I booted up the Cube using the standard cables and took a close look at the picture. I then added the component cables, rebooted the system while holding down the B button, which activates progressive scan, and took a close look.

Overall, the difference is pretty remarkable. Text and details are much clearer and the picture is overall less muddy. One of the reasons I chose F-Zero is that is supports widescreen as well as 480p resolution. In all honesty, F-Zero and Twilight Princess both look almost as good as Wii games. I was quite surprised by the difference. Colors are also much nicer. When I compared the video output of PS2 games to GameCube games on my HDTV, it's shocking how much better GC games look.

After my wife got home, I was playing Zelda and she was shocked at how much clearer it looked and decided that it was worth the cost. If you love GameCube and want the best video output, the cables are worth the money.

One last thing: Twilight Princess is much better on GameCube.

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10:45 AM on 01.21.2013  

Moving forward by going back

As usual, I looked at the upcoming games list at Gamefaqs and found a total of 3 upcoming games I'm interested in - Fire Emblem: Awakening, Etrian IV and Naruto Powerful Shippuden. In the past, such revelations forced me to look into other systems and make some changes. The reality is that this current generation looks to be the last I'll buy into. I have no interest in the WiiU; all of the PS4 rumors are making me uninterested; the Xbox has never been very good for my tastes. With that thought in mind, I decided to dig out and dust off an old friend and revisit what I consider to be Nintendo's golden age.



I make no bones about the fact that I consider the SNES to be Nintendo's best home console to date. The library was amazing, importing was fairly easy and the system lasts forever. When the SNES generation ended, I bought a PlayStation and had a console die on me for the very first time. That event, coupled with Treasure's support of N64, sent me back to Nintendo. When the GBA was launched, I really thought I was done with home consoles since I found the 2D embrace of the GBA. Then Robotech: Battlecry was announced. I waited for the game's release and then went to EB Games and bought a purple Gamecube, Robotech and a memory card and life was good.

Now, the question is why do I consider the GCN/GBA era to be Nintendo's best when I concede that the SNES is a better system. Well, it's simple. The GBA is better than the SNES and Nintendo did a lot to tie the Cube and GBA together. Hell, the Gameboy player alone puts the Cube into the top tier of home consoles. Gamecube is one of the easiest consoles to import for and the Japanese market had some amazing games.The Gamecube was also home to some of my favorite games of all time - Ikaruga, Custom Robo, SD Gundam Gashapon Wars, Eternal Darkness, CvS2, Killer7 and P.N.03 - and you'll start to understand my position.

Also, purple hardware!

Over the next year, I plan to tackle a lot of my massive GBA collection and revisit many Gamecube favorites instead of buying new hardware. The one exception is that I did bite the bullet and buy a Gamecube component cable.

So, like I said: my plan to move forward is to go back.

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10:21 PM on 01.12.2013  

Neo Geo X final impressions

I've had the Neo Geo X for just under a month. After a lot of experimentation and comparison, I returned the console tonight. Basically, the handheld system is nice but the emulation is a bit sloppy and the video output is lacking. The best way to play Neo Geo games, other than emulation, is the Wii.



Since games look and play better on Wii, all that's needed is a stick. The Wii Neo Geo stick is optimal but it's hard to find and expensive. I decided to pick up a TvC stick, which costs about $55 on Amazon, and do some basic modding. I rewiredTvC the buttons to match the standard Neo Geo layout and put plugs in the remaining holes. The TvC has decent hardware so there's no real need to upgrade it. Once you've made this mod, you're all set.

I had high hopes for the Neo Geo X but it didn't live up to them. Here's hoping that Mark of the Wolves hits the Wii Shop Channel!

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1:25 PM on 01.05.2013  

Genre Breakers #1: Chrono Trigger

I often find myself thinking about the games that were such a great entry in its genre, that it effectively killed the genre for me. This series will examine these games as well as how and why they were so incredible to me. No example drives that concept home harder than Chrono Trigger.



Back in the mid-90s, the JRPG was a bustling genre. On the SNES alone, there was FF II and III, the Breath of Fire games, Lufia I and II and a ton of other releases. At the time, FFIII was the crown holder. It had the best graphics, music, cast of characters and a unique and interesting story. I doubt anyone would have guessed that a title released as the death of the 16-bit era was happening that Square would release a game so good that it would essentially end its genre. That game is Chrono Trigger.

As soon as CT was advertised, fans were excited. Many people knew of Akira Toriyama's art from Dragon Ball and, possibly, from the Dragon Quest series but all were excited to see him working with Square. The art in Chrono really stood apart from the usual beauty of FF art by Yoshitaka Amano. Instead of flowing, beautiful art, CT had a more manga looking line and that made it very exciting for Square fans.

And then the game arrived to critical and commercial success, despite its retail price of $75 (about $5 more than FFIII when it was released).

The reason Chrono Trigger broke the JRPG genre for me was the many ways it challenged the tried-and-true aspects of the genre. CT removed random encounters and challenged the concept even further by removing a battle screen. When the players party encountered an enemy, the battle happened as an overlay on that screen. In fact, the screen became a background which had no real bearing on the fight. Furthermore, combat was animated. Each character moved toward an opponent and attacked or cast a spell. It really made combat fluid. Add in the dual and triple techs and you'll see that Chrono Trigger evolved the concept of character relationships through gameplay rather than cut scenes.When Chrono, Robo and Frog did a Triple Raid, you knew how familiar these characters were with each other as comrades.

CT also challenged the notion of time length in RPG games. In the 90s, video games bragged about the size of the cartridge and the length of time required to beat the game. While CT bragged about being one of the biggest SNES carts, it's completion time was roughly 25 hours, much shorter than the standard 40 hours of the time. I loved that CT rebelled against that aspect of RPGs and then rewarded players with multiple endings and the use of New Game +. There's nothing quite like taking down bosses that were incredibly difficult on the first play through with one casting of Lumiare. Good times!

The bad news is that Chrono Trigger killed the JRPG genre for me. None of the post-CT JRPGs ever held my interest. I played the hell out of Suikoden but I enjoyed the strategy part of that much more than the RPG parts. I still check out JRPGs from time-to-time but none of them really live up to Chrono Trigger. And, honestly, I doubt any ever will.

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8:43 PM on 12.27.2012  

2012: In review

2012 was an odd year in gaming for me. None of the big releases appealed to me and the one that did, Need for Speed, was a major letdown. On the other hand, I did pick up a ton of older games, bought an import 3DS XL, a domestic 3DS XL, a Neo Geo X, replaced my PS3 due to the laser failing and repurchased a Wii. So, it's been interesting and expensive.

My top games
Journey - This game affected me like no other. I was spellbound from the beginning and quickly encountered another player. I used the limited communication to contact the other player and we travelled together for a bit. We eventually took different paths and I felt the loss. Shortly after that, my character was surfing on the sand in some castle ruins and the scenery was some of the most beautiful polygon art I've ever seen. At the end of the game, I teared up. And that says a lot.

The Walking Dead - The first two episodes flew under my radar completely. Thanks to the Totally Rad Show, I found out about the game and downloaded the demo. It was good enough that I bought the entire season. Despite being an adventure game, a genre I don't like, this game is amazing. I love how no decision in the game has a good option and, no matter the choice, I always felt some remorse after the fact. The Walking Dead is also amazing for having the best NPC ever - Clementine. She outdoes just about every other NPC. This child makes Ashley in RE4 look even worse than she is in the game. The ending of the game is both intense and logical and I pray it leads directly into season 2.

Persona 4 Arena - As most everyone knows, I love fighting games and P4A delivered. It's fast and furious and one of the best fighters this generation. It shows that Arc System Works can do much better than BlazBlue. I was very grateful that Persona 3 characters were added to the roster since the Persona 4 cast doesn't excite me. After trying out every character, I found Yu to be my best character and Akihiko is my constant project character. No other fighters came close.

Adventure Time - When I first heard about Hey Ice King, Why'd You Steal Our Garbage, I had low hopes. I haven't loved anything Wayforward has done thus far and I expected this to fall into that mold. Their games always look amazing but something about them fails to capture me. But this game did capture me, thanks largely to how faithful it is to the show and how successully Wayforward was in retaining AT's charm. The game itself is short and sweet but I loved every minute of it. For once, video game side quests made sense as AT is a story of side quests and quirky characters.

Changes
The biggest change for me this year was leaving Dream Cancel. I felt that my work there was done and it was time to move on. Looking back, I loved the entire process of working on DC; everything from people hating on me, which let me know I was doing something good, to the community itself rallying behind the site. What started as my passion project grew into something greater and it was a hell of a ride. Since I'm no George Lucas I knew that once my goals were met, I would pass the site on. I left Dream Cancel in the hands of people who are more dedicated to it than I could ever be and I look forward to where they go with it.

Biggest Disappointment
No year end list is complete with a disappointment section. By far my biggest disappointment is the death of the Neo Geo Station series. Not only was the emulation accurate and the filter options great but the netcode was nothing short of amazing. In typical SNKP style, they started with mostly early Neo Geo titles. A few titles were released after the initial batch but not a single classic title was released - no SamSho II or IV; no Last Blade title; no Real Bout games; no KOF 98 or 2002; and, most importantly, no Mark of the Wolves. Had any of these titles been released, the sales would have been better and the concept may have survived. Hell, if they had released MotW, the sales would have increased by orders of magnitude.

Goodbye, 2012. I found some good games that I had previously ignored (Ridge Racer 7), played some games with tons of charm (Adventure Time, Downtown Nekketsu: Riki Gaiden) and had a generally good year. Here's to 2013.

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8:43 AM on 12.18.2012  

The Future is Now: What the Neo Geo X needs to thrive

So, Tommo and SNKPlaymore have delivered a great device. The Neo Geo X is a wonderful piece of kit. The handheld is a nice size, the screen is impressive and the stick and buttons feel great. The dock is a stroke of brilliance and the stick is a reproduction of my favorite stick of all time. It's damned near perfect. The selection of games is pretty good. Of the 21 included games, most are of great quality and a few are just okay. Tommo has kept their future plans close to the vest and so I wanted to offer my advice to them on the subject.

We've seen several attempts to jump start interest in the Neo Geo library in the last few years. Thus far, the Wii Virtual Console has been the most successful, at least in terms of the number of titles; the biggest failure is the Neo Geo Station, which pains me. The NGS has great netcode but very few titles. Considering that, it's clear that online play is not that important for Neo Geo gamers. Let's consider what is and offer some advice to Tommo and SNKPlaymore.

1. Nostalgia is only a part of it
Most of the players who are interested in the Neo Geo X have a distanced nostalgia. The AES was nearly impossible to own. The nostalgia for the Neo Geo in the U.S. is for the "Big Red" cabinet. I'll admit that a large part of why I bought the NGX was because I could easily afford Neo Geo hardware for the first time. Ever. Because my nostalgia is limited to arcades, the classics are more important to me than having a complete Neo Geo library. For example, if given the choice of KOF 94 and 98, 98 always wins.

2. Get the games out!
The Neo Geo X launch library beats any other Neo Geo revival library to date. The fact that Samurai Shodown II was included instead of the first game is proof of that. The library is at a good starting point but growth is important and the rate of growth is crucial.

3. Work toward variety
The Neo Geo is primarily known as a fighting game platform and, to a large degree, that's true. But the Neo Geo had some amazing puzzle games such as Magical Drop and the Bust-A-Move series, and it also has some amazing action games, like Metal Slug. Strive for that variety.



4. Mark of the Wolves!
As important as it is to have KOF 98 and 2002; Last Blade 1 and 2; SamSho IV and V Special; and Real Bout Fatal Fury 2, Garou is the key to success. Every fighting game player loves Garou, even the Capcom die-hards. It's also not available in Neo Geo-perfect form on any other system. The PS2 version is faster than the Neo Geo build; the Xbox 360 version is a port of the PS2 game. The Dreamcast release of Garou is missing animation frames.

Release Mark of the Wolves and they will come!

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2:32 PM on 12.17.2012  

Neo Geo X first impressions

So, this just happened...



The Neo Geo X has landed. I'm far from the first to get the system but no has really shared any info. I had a lot of questions so I'll post my findings here.

Packaging



The system arrived in a large box with 2 smaller boxes inside. The interior boxes are white and are sealed with Neo Geo logo tape, which is a nice touch. I bought the Gold system on Dec. 13th from Target.com and, despite what their site says, I received the Limited Edition which means I also got the 21st game, Ninja Master's.



One interior box contains the handheld system, the dock, the AV cables and an instruction booklet; the other box includes the stick, AC adapter, HDMI cable and Ninja Master's game card. I'm glad they included the HDMI cable because the dock outputs to a mini HDMI and I don't own any of that type of cable.



The game card is in a simple plastic bubble on a cardboard backing. It looks okay but is far from a case.



Impressions
The handheld has a great feeling to it. It's slightly larger than a PSP and slightly lighter. The stick is more closely related to the Neo Geo CD pad than the Neo Geo Pocket Color. The face buttons feel very solid. On the top edge of the handheld, there are 4 buttons (2 left and 2 right buttons), a mini USB port for charging, a mini HDMI out. Along the bottom edge, there are volume up and down buttons, brightness buttons and a headphone jack. On the right side, there's an on/off switch. The shoulder buttons are not intended for gameplay. The Left buttons change the aspect ratio and the Right buttons pause the game. One of my biggest concerns was screen stretching. Tommo has said that in order to play the games in 4:3, TV settings would have to change the ratio. That's simply untrue. The system outputs whatever setting the handheld is set to. I keep the handheld on 4:3 since that's the proper aspect ratio and the games appear in 4:3 on my television.



The dock itself feels very nice. The plastic does not feel too rugged but it closes nicely with a very satisfying click. I've seen comments that the dock does not close well and this is not my experience.

Output
I haven't tested the standard outputs but the HDMI works fine. The pixels are very sharp and beautiful. It's perfect for the retro pixel-loving gamers like me.

Stick
The stick included is a standard Neo Geo stick. It feels very similar to the PS2 and PS3 Neo Geo sticks released but the stick is a bit tighter and it lacks the 4 left and right buttons. Another question I had was stick compatibility. The Neo Geo X will recognize the PS3 Neo Geo stick. The stick and main buttons are recognized; the L and R buttons are not. The only problem here is that the ratio cannot be changed without opening the dock. I tried several other sticks to no avail; no Hori sticks were recognized and the PS3 Neo Geo pad is also incompatible.

Other thoughts
I really like the Neo Geo X. The handheld feels great and has a very nice screen. The dock provides the look and experience I want. The handheld doesn't have any sort of start up sound and the dock doesn't have a power light so hitting the On switch and having no immediate indicator light up is sort of weird in this era. The OS is simple and has a slight hint of lag when scrolling but is still better than the Vita interface. The emulation seems to be really good. I compared SamSho and Baseball Stars 2 with their Neo Geo Station counterpart and both felt the same. The Neo Geo Station games looked a bit better since they are displayed smaller on screen but the gameplay felt identical.

Overall, I love this system and, if it gets great support from Tommo or, if they fail and the system is hacked, it may well be my "Next Gen" system.

Update: The Neo Geo X stick works on the PS3!

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10:28 PM on 12.04.2012  

Decision: Neo Geo X vs Wii

A little over 2 years ago, I left Destructoid to focus on http://www.dreamcancel.com. DC seriously exceeded my expectations. As my time became more restrictive and, since I had achieved my goals with the site, I decided to pass it on and left the site. This has freed up some time for me to return to the Dtoid community.

I'm a sucker for the Neo Geo. I was never able to own one due to its price but I've spent countless hours in arcades playing games on the system and tons of hours playing ports on other systems. When the Neo Geo X was announced, I was interested but sceptical. I eventually gave in and decided to preorder the system despite it having a questionable future. I figured that, worst case, the system runs Linux and would be heavily hacked.

As cool as the NGX is, I really just want an honest way to play Neo Geo games. I want to pay SNKP to play the classics. I was sure the PS3's Neo Geo Station was the answer to my prayers. The netcode is great but the flow of games stopped just before the release of King of Fighters XIII. None of the classics were ever released and this is the greatest tragedy of this generation.

The only other option is the Wii. I sold my Wii a few years ago due to my lack of interest in the games being released for it. In that time, tons of Neo Geo games have been released on the Virtual Console. Most of the classics (Last Blade, LB2, Real Bout Fatal Fury 2, Metal Slug X, Samurai Shodown II, SSIV and Magical Drop III) are all available on the VC service. The Wii would be the perfect solution if only Mark of the Wolves, KOF 98 and KOF 2002 were released on the system. As it stands, the Wii is the system most likely to get MotW as every other Fatal Fury game is on the system.

I al leaning toward buying a new Wii. It has a great library of classic games on the Virtual Console service, both Neo Geo and other classic retro systems and I have more faith in Nintendo hardware than Tommo hardware.

Still, it's a tough choice.

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9:29 PM on 11.09.2010  

Turning out the lights



I started visiting Dtoid when RetroForce Go! started. I signed up in July 2007 and found a new place for blogging about one of my favorite hobbies: gaming. Since then, Dtoid has been at the center of my gaming life, whether it was listening to RF Go!, competing in Haxan's SFII HD Remix contest or running my own King of Fighters XII contest. My interests shifted from niche SRPGs and action games back to the genres which really got me into gaming: fighters and shmups. My tastes eventually shifted from Capcom fighters, my bread and butter back in the day, to SNK titles which were games I played casually. These events all happened in the last 3 years and were documented in my cblog.

I launched Dream Cancel in July of this year and it is the new center of my gaming life. The SNK community has really embraced the concept and vision of the site. Now, when I'm online, I'm usually looking for SNK news or working on either the Dream Cancel wikis or forum and when I'm gaming I'm playing SNK fighters. I've recently bought an Xbox 360 just for the downloadable SNK games.

When I consider this and the future of Dtoid, I realize that Dream Cancel is more important to me. I'm more interested in contributing to the gaming community as a whole rather than Dtoid specifically. I'll still check the front page from time-to-time and maybe even check in on the forums but my presence here will be greatly diminished.

Thanks, Dtoid, and good luck.

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5:48 PM on 07.31.2010  

PS3 Fight Club Season 1.1 Current Rankings

Here are the current rankings. Scores shown reflect the Super Street Fighter IV and King of Fighters XII ranbats.

Name | Score
Zoel | 73
nilcam | 70
kirbilot | 57
s0lesurviv0r | 56
Wedge | 40
Senisan | 39
azninvasion2000 | 32
mrwutsgood | 30
Y0j1mb0 | 30
Nyktharas | 27
Gen Eric Gui | 27
Ckarasu | 27
TheCleaningGuy | 27
Shinryu | 23
decoyb | 23
Kryptinite | 23
lyfeforce | 23
Sleepingagain | 24
Blorp | 19
Palidi | 19
Tha Meat | 19
JoZo | 16
djmctool | 16
Tewdee | 16
Mark Oleski | 11
Tray Ben | 11
Enkido | 8
Smurfee McGee | 3

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