Showing posts with label Fighting. Show all posts
Showing posts with label Fighting. Show all posts

Thursday, July 21, 2011

Another Amped Day

GETAMPED 2 is a pocket-fighter game, the title really describes the game, it make you excited, the game itself is "cool" "awesome" and "sweet". this game sure attracts youngster because you can be your favorite anime or cartoon character but take note their are also adults that loves anime so big brother can play it too.

Its a boring day and decided to whack some keyboard with playing GETAMPED 2 and make a boring story about it.

met my buddy Natsu Dragneel from anime Fairy Tail and look at those eyes and teeth that's what I call hungry for battle.


let see who's familiar faces I encountered.



Oh yes! it's Doraemon with an buster in his left hand maybe it came from his pocket, and in my right-side there is a robot dude (Gundam) carrying an yellow hammer, and some funk guy asking for a rematch at the background and do you see what I see? it's Whitebeard from One Piece also in my background.


I know you know this guy (Son Goku) this monster beside me is the king of anime no ninja nor pirate nor fairy can match his Kamehame Wave.


Uzumaki Naruto the Hero of Konoha the savior of Ninja world and his in sage mode now his ready to fight. bring it on!


and to complete the cast I introduce to you Monkey D. Luffy of One Piece, Natsu and Luffy had a same attitude they can be best of friends.


Natsu's balls gonna miss Luffy's spear.

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Friez

Saturday, July 2, 2011

Super Street Fighter IV : Arcade Edition : preview

Super Street Fighter IV Arcade Edition doesn't have much to add to the first Street Fighter IV game, but that doesn't mean it's a bad game! Read our review for more details!

Super Street Fighter IV Arcade Edition has been available on arcade machines at your local arcade for awhile now. In fact, Super Street Fighter IV Arcade Edition has been available as a $15 upgrade to the original Super Street Fighter IV that you can download since the start of June 2011. However, if you did not invest in the first Super Street Fighter IV game, you can now buy and enjoy the full game!


What's New in Arcade Edition

The vast majority of Super Street Fighter IV stays the same in Arcade Edition. There are new costumes and some new characters, including the speedy attackers Yang and Yun and the dark and powerful Evil Ryu and Oni.

There is also a long series of balance changes made on almost all of the old characters to make the game fair and fun, no matter which character you are using. For example, the damage of certain attacks were changed. Adon now hits harder on most of his normal attacks while Abel's Tornado Throw does less damage. Some moves are faster and easier to use, but overall it doesn't make too much of a difference unless you are a super hardcore competitive player.


Worth the Super Bucks?

For Super Street Fighter IV fans, Arcade Edition is only worth the cash if we are talking about the $15 download. If you already have the original game, you should not buy the full version of Super Street Fighter IV Arcade Edition, even for a different console, as you will end up paying quite a bit for not that much. For players who are interested in Street Fighter or fighting games in general and do not already have a copy of the original game, Super Street Fighter IV Arcade Edition is not a bad purchase, as the core original game is still a very good game.



Kidzworld

Wednesday, March 23, 2011

Mortal Kombat preview

It has been a few years since I've punched the head clean off the shoulders of one of my rivals. Far too long, if you ask me. Though I've been known to throw a punch or two in my day, what I'm of course referring to is the new Mortal Kombat, from the newly-formed NetherRealm Studios at Warner Bros. Interactive Entertainment.

As I gleefully noted in my last preview of the game, the upcoming Mortal Kombat reboot is an ultra-violent affair, worthy of succeeding the franchise's previous generation titles. Gone is the tame combat found in the crossover Mortal Kombat vs. DC Universe, replaced with the blood-soaked throes of passion found in the the franchise's past. On a violence level, this is the Mortal Kombat we've been waiting for.
My recent time with the game focused on some of the bells and whistles included in the package. Beyond the game's standard arcade and online components--which I delved into during my previous write-up--there are a number of other additions to flesh out the game.

Included in Mortal Kombat is a Training Mode, which gives players a chance to learn specific special moves and combos for their favorite combatants as well as a Practice Mode, allowing players the opportunity to freely test out their acquired knowledge against an A.I. rival. Like in other recent fighters, these modes serve as an entry point for new players looking to learn how Mortal Kombat controls, while also giving experts an opportunity to test out winning strategies.

The modes start to get a little more intricate from there. Mortal Kombat includes a Fatality Mode, which delivers exactly what you'd expect. The mode indicates where players must stand in order to successfully perform the final death blow for any of the game's 20+ characters, turning green for correct position and red for out of bounds. Players can select their favorite character, which fatality they wish to rehearse, and their favorite punching bag in the mode.
When the Fatality Mode loads, the correct button sequence appears at the top of the screen giving players an opportunity to practice the move. Timing for Mortal Kombat's deadly strikes is key; however, the mode allows players to remove the clock from the equation to sear the combo into their minds at their own pace. The game is friendly in its execution. The only penalty for failing to land a Fatality is a brief reload, but that's only necessary if you were to accidentally strike an opponent; plugging in the wrong button combinations won't require a restart. Friendlier still are entire character move lists, including special moves, in the game's pause menu during matches.

What really captured my attention was Mortal Kombat's Challenge Tower, a 300-level high series of tests and events that help unlock a surprise the MK dev team during my preview said would be "well worth a player's time." They also noted that, while they wouldn't reveal what that surprise was, the information will likely be revealed on the Internet within hours of the game's release. Vague rewards aside, the Challenge Tower offers a cornucopia of different tasks for the player to accomplish. The first few levels act as a tutorial for the game, showcasing basic moves like blocking. As players climb the tower, the challenges get more complex and rules for each level get more detailed.
The Challenge Tower also brings classic Mortal Kombat modes into the fray: Test Your Sight, giving players the chance to follow an eyeball as it's shuffled under multiple hollowed out skulls; Test Your Might, testing players rapid button pressing and timing to destroy increasingly more difficult objects; Test Your Strike, where players must destroy a specific block in a stack; and (the brand new) Test Your Luck, which adds random modifiers to battles. In Test Your Luck, players might face off against headless opponents, battle in an upside-down arena, or combat without the use of their arms. This mode basically adds a pinch of crazy to the boiling pot of blood and guts, once again proving that filling a game with violence doesn't inherently make it mature.

The Challenge Tower is a mixture of tutorials, interesting challenges, throw away filler missions, and completely odd concepts. If any level of the Tower becomes too complex (or asinine) players can use their collected "Koins" to bypass the level and move on to the next challenge.

The Tower also brings with it a classic passion from the Mortal Kombat series of old: a desire to unlock the game's secrets. Though it's not as intricate as the "Krypt" found in Mortal Kombat: Deadly Alliance, it's 300 missions that set to test a player's supreme Mortal Kombat prowess with promises of something extra special in the end. I just hope it's worth the effort, because fighting three manic Baraka's isn't my idea of a good time if the end reward is a pat on the back and a few stills of concept art.
While the Challenge Tower and Fatality Mode focuses on the single-player experience (Read: the least important aspect of this genre), the modes do serve a multiplayer focus. They are essentially entry points for players to get comfortable with the game's style. Mortal Kombat is not a lightning fast fighter in the vein of a Marvel vs. Capcom 3: Fate of Two Worlds, so it's nice to see NetherRealm shine a light on the offline to get gamers comfortable with its very different and distinct style.

Mortal Kombat is a game crafted from the nostalgic essence of our youth. Though it's insanely violent and over the top, it never dips into the world of the chaotic--even during the game's Tag Team arcade mode. The game is as plodding and manageable as you remember, with a striking modern visual flair and a weight behind every attack. So far, the new Mortal Kombat looks to be a love letter to the franchise filled with reminisince nods to its former glory... and signed in blood.

Mortal Kombat launches on April 19 for the Xbox 360 and PS3.

Xav de Matos

Wednesday, March 2, 2011

Fight Night Champion review

Fight Night Champion is a multiplayer boxing game for play on Xbox 360 that blends traditional one-on-one pugilistic action of previous games in the Fight Night franchise with new, more gritty story-driven gameplay rooted in the all-new Champion Mode. Game features include: unprecedented precision and accuracy of punches; local and online multiplayer support for four and ten players respectively; and a cast of more than 50 boxers from multiple eras and weight classes.

Loved

If you ever wanted more out of a boxing game, Fight Night: Champion is your game. If you've long grown tired of fighting nameless fighter after nameless fighter in attempt to reach a belt that holds little significant value, Fight Night takes that long used approach to the genre and finally discards it. EA's not gonna let you hop on Fight Night: Champion and just gravitate to the multiplayer component of the game, they've got something to show you. That something, or someone actually, is Andre Bishop. You are thrust into the boots of Andre, an ex-champion whose found himself in a bare-knuckle brawl with a skinhead in a prison sanctioned boxing event.

Then and there you will be hard pressed to turn back from the "Champion" mode. Because it tells a pretty intriguing story for a sports game, and frankly, I've never seen anything else like it in a sports game. A great mixture of story, cut-scenes, boxing action, and little added touches like ESPN reports, and training, really ramp up the immersion in the mode. Not to mention you get blindsided at quite a few spots in the game, and it will leave you questioning if you are actually playing a sports game at all.

But you are, and a realistic one at that. I suppose it's the only route to go once you've mastered the science behind the sweet science, and turned it into a video game. The days of boxing games being a glorified rock'em sock'em robots fest is long gone. The fine tuned analog controls from Fight Night Round 4 have returned, and are as fluid and responsive as when they were first incorporated into the series. Which means all of the grazing blows, and interaction between the fighters, has returned to deliver the finest, if only, boxing experience in gaming.

Liked

Also duly noted in Fight Night Champion, are the amazing graphics. The boxers in Fight Night: Champion achieve a near photo-realistic level of quality when viewed in high definition. The fighter's skin looks uncanny, and in-turn, as do the frequent open wounds that occur in a match. You can literally see the sweat forming on your boxer as a fight progresses. When you combine these many small details into the grand scheme of huge realistic arenas, with a lively audience, and a referee ducking in and out of the match to get a good look at the action, you'd swear you were in the ring yourself.

And the game never really breaks this level of immersion by graphical mishaps, at least not any that I saw in my time with the game. Every animation was done extremely well, with interaction between the fighters that never feels scripted. Each power punch, or grazing blow has it's place in a well timed combination ,and you'll be rewarded with the recipient of your assault reacting accordingly.

Speaking of combinations, it really feels like Fight Night Champion has fully abandoned the old power punching days of years past. If you are looking to knock someone out in Fight Night: Champion you're gonna have to earn it. You're gonna need the full grasp on controls, monitor your stamina, and string together punches to whittle down your enemy defenses before going in for the KO. That being said, the combinations feel intuitive. They are quite easy to pick up, but at the same time feel hard to master.

With this great gameplay, there are a ton of gamemodes to play in Fight Night Champion. Champion mode will hook you like a good game, with a good story, should. But after the lights go out on it, you are left with a literal world of other options to explore. Now for every person that is tired of the traditional boxing game, there's one that enjoys grinding through the ranks and building a fighter in career mode, and Fight Night still has this in Legacy Mode. It's fairly standard as a Fight Night game goes. You will be grinding your way through the ranks trying to become the champion by winning fights and hitting the training camps on a weekly basis. Even more robust are the multiplayer modes in Champion. You've got your standard features that fans of the series have grown to love. You can hop online to duke it out in matchmaking and pick one of the champions that are included in the game. The likes of Ali, Frazier, Tyson, Jones Jr, Holyfield, Paquiao, Hatton, Corrales, there's plenty of historic fighters to choose from as well as characters from the single player or fighters that have been created by you.

There's also a fairly addictive online World Champions mode. Here you can create a boxer and try and take him to the top of one of the fighting divisions, by leveling your fighter, earning XP winning fights. It's quite rewarding, and even from the start with your lowly ranked fighter, the matchmaking service usually pits you against an equal advisary making it an enjoyable experience. Winning fights and earning XP will allow you to increase specific skill sets for your fighter: punches, stamina, chin..etc. Just like other EA Sports titles you can also take the easy way and buy XP packs from the EA store. Which is kind of cheap in my opinion but as long as the matchmaking continues to work it shouldn't be too much of a problem.

Fight Night has also gone social in Champion, adding a gym feature which is like a Clan functionality. You can create your own gym and open it to the public for people to join, or you can make it private. If you're just looking to join others you can do that as well barring that they have the gym open to the public. What you'll find in the gyms are groups of players that are conducting a season. It's hard not to really generalize this as a season functionality because boxing doesn't have leagues or seasons, but that's what it is. It's a place where a group of fighters can compete with each other on a daily basis and hone their skills. However, you can also represent your gym in the online world and earn points for your faction.

Needless to say, there's always something to get into on Fight Night Champion.

Me

As I noted above there are plenty of modes in Fight Night: Champion although some are better than others. Of the ones I mentioned above, the Story Mode and Championship Mode are the shining stars of the group. While Legacy mode and the Gym feature seem to be a little lackluster. Perhaps it's because there aren't many people playing in the gym mode right now, or maybe there never will be. A fighter round robbin just isn't that fun. Boxing is a solo sport and even when playing with a couple of friends, I'd have much rather spent my time leveling up my fighter to level up through Champion Mode. With the online champion component it makes the traditional Legacy mode where you tackle the AI opponents, a little boring as well. I mean it's basically the same thing as the online championship mode, but instead you are fighting AI opponents instead of humans. They could have left the story mode as it was and I don't think many would have complained.

But hey, I'm not one to complain about more content, it's not like you are forced to play it.

Dislike

Boxing is on the decline in terms of its popularity. Eventhough there are plenty of historical boxers to choose from, the current day selection of fighters is pretty bland. Aside from Paquiao, you really don't have any superstars in the mix. Sure, you have heavyweight champions like the Klitschko brothers, but it's a representation and a sign of the times that those are some of the only guys you are going to recognize. There's really a ton of fighters in the game that you've likely never heard of. I follow boxing passively and I didn't. Unless you are a die hard boxing fan, you've likely never seen or heard of many fighters in this game. But I don't want to turn this into an essay about how MMA has taken the torch when it comes to combat sports, no, that point is easily made when the most recognizable fighters in this game are the ones from 10-20 years ago.

Overall

Fight Night Champion isn't just a rehashed version of Fight Night Round 4. EA Canada has added some pretty significant changes that have made the game much deeper. The risky decision to include the story mode, paid off ten fold in my opinion. It gives the game a much needed shot in the arm in the single player department, that has been a long time coming. The inclusion of a really well rounded multiplayer suite will keep you occupied for months if just to hop on and go a few rounds with a stranger. Add in the social aspects and the dangling carrot of a world championship for those with ambition, and you could get hooked for much longer. Fight Night: Champion really has no rival, no seriously no one else makes a boxing game. And that's probably a testament to how far ahead EA is in the game with the Fight Night series, and in Champion they just took a few more steps away from any would be competition.

Al McCarthy

Thursday, February 24, 2011

Marvel vs. Capcom 3 fate of the two world

Street Fighter IV is the Beethoven's Fifth of fighting games. All weighty drama, considered changes and measured movements, it's an experience that heaves and builds to a studied climax. There are fireworks and flames, sure, but they are yoked to tradition, and for all the screen-filling Ultra finishes the game maintains a Ryu-like distinguished grace.

Marvel vs. Capcom 3, by contrast, is the Flight of the Bumblebee. Fast-moving and skittish, it creates its drama by bamboozling the mind with blink-and-you'll-miss-it florid action. The tradition here belongs to comic books, not martial arts, and Capcom's artists have been egged on to create ever more outlandish, screen-filling, Wolverine *KAPOW*.

Historically, the Marvel vs. Capcom series has been viewed as a light-hearted enterprise, an upbeat crossover to entertain the Westerners. Certainly this was true of the first arcade release, a game intended to introduce Capcom's poster boys and girls to comic book fans, and not much else.

But with the second game, thanks to the original title's popularity in the States, Capcom increased the complexity to turn a throwaway fighter into something worthy of tournament play. The shift was best exemplified by Magneto, by far the most technical character in the game, around whom high level play began to revolve.

Fast forward to 2006, and Yoshinori Ono convinces Capcom's top brass to let him start work on a new Street Fighter. Ono is paired with Ryota Niitsuma, and the two work together on creating the fighting game that will go on to spark a revival in the genre.

But, according to Capcom insiders, at some point, the two fall out. Niitsuma leaves the Street Fighter team to begin work on Tatsunoku vs. Capcom, while Ono starts work on Super Street Fighter IV. Following the success of his Wii project, Niitsuma is offered the chance to do to the Marvel vs. Capcom series what Ono was allowed to do to Street Fighter: update it for a contemporary audience.


Why is this petty company rivalry relevant? Because it goes some way to explaining why Marvel vs. Capcom 3, far from being a throwaway distraction, has been turned into a deep and complex fighter. Sure, there is an immediacy to it, an emphasis on simple-to-execute special moves that can give the impression of shallowness. But underneath the hood this is a complex beast, intended by its creator to stand toe-to-toe with Capcom's other great fighter in the ring.

That said, the two are very different. While Marvel vs. Capcom 3's vocabulary consists of Hadouken quarter circles and Shoryuken zigzags, the grammar and phrasing is completely new. Players hoping their Street Fighter IV game will be transferable will leave disappointed. Marvel vs. Capcom 3 requires you to go back to basics and – if you want to do anything more than splash around in the shallow end – re-build your game from the ground up.

As in the previous titles in the series, at a basic level play revolves around light to medium to hard combos. Land a light attack and you almost always follow up with a medium and then hard attack, and the sooner you learn to perform this piano finger arpeggio on instinct, the sooner you'll move towards proficiency.

A simple combo can usually be finished with a tap of the launch button, which will send your opponent into the air. Jump up after them and you can continue with a string of airborne attacks before rounding off with a special meter-draining Hyper Combo attack, or, alternatively, a tap-out to one of your other characters, who is able to continue the combo.

In this three-on-three fighter, you can either call on one of your back-up characters to pop in for a momentary attack by tapping their respective button, or tag them in to continue the fight by holding it down. As you fight you incur two types of damage: normal damage and red damage. Tag a character out and their red damage will replenish while they are 'sitting on the bench', so making careful use of your characters over the course of a match is a key tactical consideration.

Many basic attacks share the same input motions across the full roster of 36 characters, particularly the Hyper Combos, Marvel vs. Capcom's take on Street Fighter IV's Ultras, of which each character has numerous variations. The simplification of move sets and the reduction in the number of attack buttons from Marvel vs. Capcom 2's four down to three are changes intended to broaden the game's accessibility.

Simon Parkin