After picking up Skullgirls and a pair of DLC characters for a cool 80% off, I set about dusting off my trusty Xbox 360 Madcatz Tournament Edition Fightstick (mouthful). Wouldn't you know it, everything worked like a charm, the button pushes were therapeutic. The game itself was a labour of love, as it is a meticulously crafted fighting game with a beautiful art style and a deep fighting engine. The creators also did something that many others did not - provide the user with a very impressive tutorial that covers the bases of the system mechanics without being too daunting. The game was a challenge even on the default normal difficulty, and I shuddered just thinking what the hardest one would be like. Although I tend to gripe a lot about games taking too much effort at times, I never seem to mind it when it comes to Fighting Games. Skullgirls has achieved the Goldilocks zone of what a game from that genre should entail: crisp and tight controls, a suave jazzy soundtrack, remarkable visuals and a difficulty slider that will destroy your stupid face if you are unprepared. If you enjoy an old-school art style challenging fighter for a deal, this is it.
Having never played the previous Witcher titles, I never knew that choosing which of the sultry sorceresses to bed would be such an important life decision. Yennefer or Triss? is the blue/black and white/gold dress debate of the current gaming season. Apparently, in the novels and therefore the "lore" - Jerome has always loved Yennefer, and they've been life partners, or close to what that entails. On the other hand, the affair with Triss is more a video-game fanfiction pairing (or something to that effect). The most correct answer I can give was that I had Gerald fuck Keira's brains out first, so I suppose I chose her over the most prominent of the two love rivals. As for which of the big two, I went with Triss - because she just seems more playful and fun to be around. On a related note, I find the sex scenes in the Witcher 3 to be cute at best - they also recycle the sequences for the whores in Novigrad, which is kind of weird because Jerry must get a weird sense of Deja Vu.
The Witcher 3 is a game that doesn't respect the concept of time. It takes your time, like some greedy temporal whoreson and then discards all of it with nonchalance. I could awake in the morning, and see that the sun has departed the skies moments after completing a few tasks in the game. As far as wild hunting goes, I actually spend most of my time killing bandits, deserters and cannibals - which is fitting, because I suppose the game wishes to highlight the metaphorical themes of "people are the biggest monsters", symbolism aside - I think I just enjoy watching them squirm as I chase them down with my poison-laced sword . The actual beasts in the countryside tend to behave the way they do because people disturb or fuck with them, and I almost wish there was the option in dialogue prompts to tell the peasants that they deserved having their families eaten by the local Chimera. Survival of the fittest, right? That and the phraseTempus Fugit also applies to the rich and beautiful world of the Witcher 3.
This weekend, I clocked in my 125th hour on Resident Evil: Revelations 2. It was a bewildering thing, because it's been a while since I sunk in this much time into a video game. Final Fantasy XIV notwithstanding, of course. My playtime with Resident Evil is in fact, this exceptional thing in my games library on Steam. My Steam list mainly consists of sub-10 hour games. Games that were not in any means bad or terrible, but just failed to capture my attention any longer than 5 hours. I was reflecting on this fact, that there was a huge disparity between 90% of my collection and this one game. I find the root of this reflection below, and then some.
On Tonberry, I've noticed a recent upsurge in people selling Coil of Bahamut runs, and I can only assume it is because there is such a massive demand for this kind of service from the server population. The people that run these pay-to-clear groups are called "Mercenaries" (Mercs), in lieu of their sellsword heritage from ages past. The practice is mostly frowned upon, because clear parties cost a lot of in-game currency, and according to some mercs - they have plenty of "repeat customers" (suggesting some RMT may have played a part to fuel their constant purchases). It's also got to do with the concept of E-Honour of having known that you've cleared through difficult content by yourself, versus buying your way in. However, is this practice so different from real life?
Koko has a new look, she's been reborn as a blonde-haired Hyuran gal. As much as I enjoyed playing a Miqo'te after all this time, it was time for a bit of a change of scenery. I am largely an aesthetic player, and although I love playing through the storyline and some of the more casual offerings - I've always been smitten by the art direction, and visual pleasantries that oftentimes accompany a title such as Final Fantasy XIV. They say that the human eye is most sensitive to movement and changes in the environment, but I believe that also applies to the mind. Whilst the Miqo'te have a playful, cute and sexy demeanour, Hyruans tend to be a bit more sultry and mature in their mannerisms. It's these small details and visual cues that appeal me, but of course - Hyuran gals also have a killer physique (which doesn't hurt either). There are more pictures of Koko 2.0 after the jump.
Final Fantasy XIV Heavensward's benchmark released recently and players of the game could create their own gorgeous lizardgirls. I for one thoroughly enjoyed the experience of creating my Heavensward character, except that I wouldn't be able to fantasia to her for two more months. There was of course, the actual benchmark (psh) that people can use to test their systems. I apparently scored well for Desktop High, which is good enough for me. This whole little package made me excited for the expansion, but it also made me quietly lament the fact that the wait was still quite sizable.
Universal Century Gundam, known for a great many things - is host to the Newtype Phenomena. Colloquially and affectionately known by fans as the "understanding" process between individuals with the same innate abilities. The Newtype phenomenon is most famously used as a narrative device to charge up a massive power surge in a mobile suit, or to connect individuals with each other that would otherwise be naturally antagonistic. It does leave me to ponder though, when Newtypes die, do they all connect and merge with the "Typeforce"? I'd also like to explore other facets of the Newtype phenomenon.
There's a strange sensation when playing Mortal Kombat X as a Street Fighter regular. You have to press a separate button to block, which on instinct - doesn't seem all too intuitive, defensively speaking. Then I realize that it does mean that MKX is the sort of game that rewards a more aggressive playstyle. Blocking is still important, unless you're a fan of dying really fast - but there's more of a focus of sending punches and kicks into the cranium of your opponent, rather than weathering blows like a pin cushion. How does the rest of the game fare?
Mortal Kombat X, amongst other titles released in the year 2015 - have been struggling to get their launches right. From poor PR, technical difficulties, and a dry spell of information from the developers when they are needed most - you have to wonder if the PC game industry has learned anything up to this point. Diablo 3's legendary and mythical failure at launch should have sent shockwaves to developers everywhere that launching a game should be taken seriously, and that communication with the angry masses is paramount in the damage control. Diablo 3 has only recently recovered from the birth defect that was the addled launch, and recent games are not immune to the same cold shoulder treatment from fans and players.
Darkshaunz plays video games by putting an office cat on his keyboard, before going AFK to eat chicken rice. Results have been phenomenal thus far.