Sunday, August 13, 2017

You Have 10 Seconds and You Give Me 1?!!!- 10 Second Ninja X Review



I completed the game known as 10 Second Ninja X recently. I have been a long time collector of Indie titles from the PSN, and I always look for gems among them, as there are many good Indie companies. This game came up on my radar over a year ago, and originally, I was hesitant to give it a go, when I heard about the concept of 10 second levels. That seemed too short to me. What made me turn around, was discovering that the game not only received great scores from a few sources, but it was lauded for having a huge amount of additional content. I appreciate Indie developers for that, because major companies have little to no desire to please fans, and care only about money, so content is whatever they feel it should be in games.

   The game has a very old school 16 bit era look, with very polished sprites and nicely rendered levels. You are going through rooms in this game moreso than environments, but what it presented is done well. You begin the game as a ninja escaping from a ship controlled by a pirate who seeks to test and understand your abilities and reputation as a super fast ninja. Each portal has about 10 levels that must be completed and graded. The grade ranges from 1-3 stars for the level, and they can be replayed any time. Only be getting a collective amount of stars, will the next portal be accessible. This means you will have to improve your scores on each individual level in order to proceed.


  At the beginning, and throughout the game, you have chirpy dialogue blocks that come from the pirate captain through the monitor. He is know as Red Beard. He sets up the challenges and you lose each level if 10 seconds elapses, or if you are taken out by one of the enemies or traps. On the ship, you meet crew members, who all want to revolt against the captain, for his unstable behavior, and will assist you in some ways, such as revealing unlockables, or giving hits, or the crew member who restores generator power and joins you at times. When he does join you, it doesn't affect gameplay. He is simply flying over your shoulder, talking, and when you die, usually from his distraction, he leaves.

  The ninja controls very well and simply. He moves accurately and fast, and is equipped with a double jump, sword, and 3 ninja stars. You complete each level by taking out the mech guards within 10 seconds. Some will be behind electrical fields, or unereachable platforms, so you have to choose which ones you will throw the stars at. Some mechs are armored, and would take 2 stars to take out, but also have a ninja behind them that will be taken out at the same time. You have to decide when that is worth it. There will be switches in some levels that raise and lower platforms, that can open up enemies, or be used as footholds or launch pads. Then there are grappling  holds, where your ninja can use what is a hidden grappling hook to move towards them if you throw a star in the direction of the hook. It gets pretty deep and causes you to think on some levels.

   After a while, the game went from being really difficult, to addictively fun. I wanted to improve my time on each level to see how fast I could be. The game is attached to leaderboards accross the world, and my annoyance level jumped a bit when I was reminded of how slimy people are. In a world long dead, people took pride in striving for greatness. Now, they constantly look for ways to fabricate it, and do as little as possible. Some levels in this game will take the bulk of 10 seconds to complete, even at maximum efficiency and speed. When I looked at leader boards, I saw levels that were at least 5-6 seconds long, with record times of 1-2 seconds. There are multiple ways to tackle levels in 10 second ninja, but there can be as many as 10 mechs across the level, along with some platforming required to reach some of them. Very few of the levels in this game's later stages, can be completed in a couple of seconds. In fact, the game has a form of currency that allows you to buy hints for levels. There is a girl on the far side of the ship that has an arcade with a game that nets you coins if you will. These coins can be used to get hints to assist you in each mission. She also has another one of the secrets. If you go around the ship, and collect fragments of a lost CD, she will reconstruct them into a game that is one of the secrets. It is actually a very good arcade game, that is as big as the main game itself. It takes time to get all o the fragments, but it's worth it.

  Each level, you will find has different methods that work. Some levels have a gimmick to them, which is a quick way of getting almost all of the mechs in one move. Those levels can be completed in a couple of seconds, but they are few and far inbetween. People hack the game on their devices and computers, to upload impossible times, just to see their names next to it, which robs the excitement of putting you scores up online. There were some levels where I impressed myself, by exploiting the quick gimmick of a level after finding it. After I would load the leaderboards, I would see that my time wasn't even remotely near the top, as dozens of names would boast times that were clearly impossible for that level.




  In the end, the sound effects were crisp and satisfying, and the levels were very fun and lively. The last part of the game is actually not a boss. In fact, there are no bosses in the game. At the end, you have to complete a quick platforming level in 10 seconds, to make it through a room, to get to the antagonist, who will surprise you in the end. That level wasn't nearly as hard as it should have been, and it made the final moment slightly anticlimatic. I still enjoyed the game, and the many secrets. The humor is constant throughout the game, and the dialogue of the different characters will get a laugh out of you.You have another room on the ship that has secret costumes that you can unlock by meeting certain requirements. The ending was nice as well, with a still image scene of the main characters coming to a peaceful resolve. It's a game that gives more than it takes. I appreciate that. And you will spend quality time on it, so it's worth your money. Check it out. You have 10 seconds!!!!!     9/10

Friday, August 11, 2017

Mayweather vs. McGregor Reveals Mass Ignorance



  I have been chomping at the bid to get into the analytics of the Mayweather vs. McGregor fight. I've listened to both sides of the clash, and there really doesn't seem to be much or any realistic opinions of the matchup. This fight is without a doubt, not on as neutral a ground as it should be, but there are essentials to combat that I'm surprised to see professionals missing.

 Over the last few weeks, I've heard interviews with fighters from the Mayweather gym and camp, talking about how perfect Floyd is in the ring, and how he will easily decimate and KO Conor McGregor. Reporters as well, have all been drilling the same argument, that due to Conor having no known professional experience, he stands no chance against arguably the best professional boxer. Then you have the few concessions of a puncher's chance. Many Mayweather gym boxers believe they would all KO Conor with ease, and smile about it, all based off of the fact that they don't know him to be a boxer at all, or to understand boxing techniques and set ups, as well as traps.

 Many feel that Conor should have been built up from a foundation, to become a "C level" boxer, to stand more of a chance than he does. In fact Pauli Malignaggi, was one such fighter who felt that way, and carried it into McGregor's camp with him to assist. I believe that was part of the fallout between the two that spilled out over 20 rounds of sparring and into the media. I heard one nugget of actual sense from Skip Bayless on First Take yesterday, after the reports were discussed about Paulie leaving Conor's camp. He said, "People have no idea of Conor's fighting IQ." That statement is loaded, and it is the core of this blog article. For years, people have gotten by, being one track and flawed in their thinking, and by being extremely ignorant, not only of things foreign to them, but different aspects of their so-called specialties. And this fight is going to surface that ignorance, if it plays out to its potential.

 If I was John Kavanaugh, I would do exactly as he is doing. I would not feed into the critique of boxing purists too much. The worst thing that a trainer can do to Conor right now, is strip his natural understanding and ability, and turn him into a basic C level boxer, that not only Floyd would tear through, but Conor would as well. That's ignorance, and that stance is solely motivated by passionate patriotism to boxing. Fighting IQ is something that is universal, meaning you have it or you don't, no matter where you are positioned. There are fighters that have been honing their boxing ability for years, namely many in the Mayweather gym, that have little to no IQ, and would get worked in a BOXING match against the likes of Conor McGregor, TJ Dillashaw, and Kevin Lee. Conor has shown a very high fight IQ his whole career. The fact that that's missed, simply because he hasn't done it in the boxing ring, is a hallmark of ignorance.

  You learn a lot about an artist, or a fighter, just by listening to them talk. The game is mental. Conor knows his boxing and combat sport history extremely well, as well as having the ability to break down positioning in combat situations. The boxing gym rats that cling to Mayweather, are a sea of mediocrity, and almost none of them can break down scenarios the way Conor does.

  In combat, there is give and take. It 's about positioning, timing, and setups. Conor does it well, and many boxers do it poorly, after decades in the ring. Floyd talks about walking down Conor, and everyone automatically believes it to be a likelihood, totally disregarding Floyd's style and history, simply because "Conor is not a boxer." That's stupid, and childish thinking. First off, ask yourself how Floyd looks when he opens an assault. He is not an effective volume puncher. And it isn't because of defensive issues. It's the fact that, when he attempts to open up, you have the natural openings that must be there due to physics, and you have his awkward nature in doing so, since he prefers to select 1-3 punches at a time and conserve energy. You all think he is some tank, who can keep going. Regardless of the millions of rounds he spars each camp with "no fatigue," he gets in the ring and takes breathers in his fights against Cotto, Berto, and Pacquiao. If you know what you are looking at, you will see it, without the interviews of the fighters themselves stating how he holds onto them and gasps to catch his breath during middle rounds.

  Floyd opening up with 6-8 punch combos and pressuring is counterintuitive to his style, which is why he doesn't do that. He is either lying, or he is going to make a huge mistake. Floyd Sr. thinks Conor is going to shell up like a deer in headlights, and be there from the opening bell, for Floyd to tee off on. That's putting an awful lot in the bank of hoping that the atmosphere absorbs Conor. That could happen, but with the ability that Conor has inherently, it does not have to happen at all, and that could spell huge trouble for Floyd if he is stupid enough to discount that possibility. Each guaranteed KO of Floyd has traditionally turned into a holding and running fest, where he edges out a decision. He ran from Pacquiao, and was still just about outboxed. He even ran from Berto. Both fights he guaranteed a KO and aggression. What Floyd will do in some early sequences of each fight, is initiate a few random blitz combos, of about 3 sharp hooks, or an uppercut to a straight. He launches this, as a safe version of slight pressure. If he sees that it doesn't overwhelm the opponent, and they don't fall into, or get stopped by the trap, he knows that he'd have to open up more lengthy combinations to have effect, which he won't, and he backs off. Why do you keep falling for the rhetoric? Floyd's flaws in both offense and defense are more revealed when he tries to apply pressure. He is susceptible to the jab, and straight left. His jab is lazy at times. He knows that the minute he opens up, those few little flaws, will split wide open. That's why he will not do that. If he takes the chance with Conor, swearing that Conor is out of his element, he deserves the L he might take.

  Another thing that is key is an experience based technique, which among others can undermine skill. Many of the purists are referring to it indirectly in their interviews. It's about where you are and when. Something that Floyd and GGG do extremely well, is position themselves appropriately to the extreme inside, or outside of their opponents lead leg. If you are orthodox, which GGG and Floyd are, you will lead more to the outside of the lead leg, and throw occasional left hooks, right hand counters over the top of lazy jabs, and rights to the body. With another orthodox fighter, you will split the stances more evenly, and step over to the extreme left with check hooks and uppercuts, or pull them in with feints, and counter over the top stepping to your right. By not standing square in the opponents lane, they apply some pressure and stifle movements without even having to step forward. A novice may not even notice what's happening, while they are getting lit up.


  What Floyd will do, as far as aggression, are well timed power shots. What Conor has to watch out for, is the gazelle punch and the check hook that Floyd is adept at. Both punches are similar, but different. The gazelle punch is a straighter punch that can split a guard, while the check hook turns both fighters, does damage, and throws off position for follow up attacks. Floyd is also one of, if not the best at throwing the right uppercut lead from orthodox stance. He can also throw it after a jab, or before a hook, usually a right hook. His right hook is also better than most boxer. The right hook and uppercut from orthodox stance takes exceptional skill, timing, and wisdom to be used effectively. Most boxer don't have the mental acumen to even bother throwing them often, because if not thrown well, you will be sorely out of position. They throw it at a defenseless opponent. Floyd will throw it at a defense. He's that sharp. Yet, I've seen Conor throw the rear hook and uppercut from each stance as well. It's another testament that fight IQ has nothing to do with which combat sport you choose. Conor has mentioned that he is aware of the very techniques of Floyd I just mentioned, which is another feather in his cap.

  Floyd is doing a lot of talking about stopping Conor, and people who don't know combat like they think, are eating it up. His only hope for a stoppage in this contest is either catching Conor early with a buzzing shot in a quick flurry and  jumping on him, if his hands hold up, or throwing a lead hook initiated flurry later in deep waters with Conor fading. He has all of these fools convinced that he will be uncharacteristic and sit in the pocket for a KO, simply because Conor is not a "boxer." Need I remind you all that sitting in the pocket and slugging is the lowest common denominator in boxing, and is not Floyd for that very reason. The most basic MMA striker can comprehend that level of striking. This is not to be confused with in-fighting, which Floyd does not excel at. Staying in the pocket relies on physicality, which is why Floyd never does it, even in fights he promises to. He would do well not to do it here, as it can be his undoing. He dared not against Berto, and he was even hesitant to do it against Pacman, who he actually had physical stats on. When you step into the fire like that, you putting your boxing skills to the side, and making it a clash of might. He will lose that clash. And if you are blind enough to think that MMA fighters aren't physical once they step into a boxing ring, you need help. If there is any seriousness to Floyd's KO aspirations, he better play the stamina or positional game.


  I'm just hoping that Conor can keep preparing well, and keep his head about him. He has the confidence. One thing that I would stress in training from day one, is fatigued defense sequences. You need to be tired at the end of sparring, and in pressure situations, where you work on slips, clinches, turns and inside counters. That seems like a small part, but that is the heart of boxing. Those are the sequences that decide fights, potentially quickly. If you know what to do in those instances, and feel comfortable in them, you can be confident knowing that you will be at your best on fight night. Because I assure you, Floyd will be Floyd, but he will test Conor with rushes, like he did Pacquiao, to see if he can get him out of there with a flash combo. If you study those nuances of boxing, they teach you a lot. Pacquiao, and even Maidana, as boxers, study how to roll and slip out of the back door, when being rushed with violent hooks and right hands, even from a faster fighter. Boxers drill this over and over in the gym. It's one of the differences between boxing and MMA, along with striking volume. Those are the adjustments that Conor needs, as well as hand positioning, getting used to keeping you hands up, even if it isn't your style. Every boxer knows how and when to do it, even if they fight with low hands. I'm not picking a winner, nor do I care. I just want to see education. I want Conor to make a good account of himself and shut up the many purists who don't realize how ignorant they are.

  For the Michael Montero's out there, who think they are pure boxing fans, I look forward to their education. I come from boxing roots. And you have to be stupid to call this fight a waste like Montero and others. This is such a crucial match in the development of MMA striking, and the comparison of conditioning between the sports. And it's the perfect fighter  to do it. One with transcendent skill- Conor. Now we get to see how fight IQ really translates accross combat situations. This is the furthest thing from a waste of a PPV, and if you have any real knowledge, you can see that. Tune in.

Wednesday, July 19, 2017

Planet of the Apes- Series Review





  I want to avoid spoilers, so I won't get too much into plot. But everyone is familiar with Planet of the Apes. Going back to the 70's, it was a moving epic staring  Charlton Heston and others, which, at that time, showed a planet taken over by intelligent apes, going to war with humans. It was a simple concept, and this recent movie series expounded on how things got to that point.

 Ceasar is the main protagonist, who starts as just the son of a prodigious female ape named bright eyes. In all actuality, I don't remember there being any manipulation of the apes at all from the beginning. It happens later. Ceasar's mother displayed her abilities naturally. A serum is developed using the ape experimentation, to cure mental illnesses and assist mankind. Of course, as is usually the case, this backfires. An epidemic follows, and before long, humans are endangered themselves.

 Apes, and animals in general are mistreated by humans in the world today. Like the movie Jungle Book, this raises awareness of that throughout the 3 films, which was a good thing. After achieving liberation from where they were held, the apes begin a revolt, and grow in power and understanding. This is the premise of the entire film series.


One ape, becomes "so called" disproportionate in his resolve for liberation, and wants to launch a full on attack on the invading humans before it is too late. One thing that is surprisingly consistent and true in this series, is the volatility and visceral nature of human beings. Humans have no respect in general, for themselves, or for the wild. You have a few who don't hold that thinking, but the truth is that with power, humans bring whatever destruction they can muster, just because. The conflict that Ceasar faces, is trying not to become like them. That is one of the places where the film leaves me frustrated. Ceasar never becomes like the rouge ape or humans, but ends up being painted as if he has, simply because he got upset and torn over the murder of his own, and his family. That's as far as he ever goes, and that's supposed to be his dark streak. That was absolutely ridiculous.

  In this movie series, I got the impression that the director knows nothing at all about apes. The gorilla- the pride and king of the apes, is used from time to time as a goofy side cast member. The humans are constantly spared and like humans always do, show less respect when that happens. There was absolutely no reverence in the film toward the majesty of the apes. I felt like dragging the director into the mountains of Asia and filming him trying to clown the apes there like the humans do in the films. During the large majority of movies, the apes are running and being killed in bulk, rarely mounting a retaliation.

 Humans and apes alike, have a visceral survival instinct. Let's not be stupid and pretend otherwise. If you go into a klan infested suburb, or a crime infested ghetto, you will see how quick violent natured people can be, to converge on anything they see as a threat, or just game. And those are human beings. If you go into the mountains I mentioned, or into Africa or South America, where there are communities of apes such as chimps, orangutans and gorillas, you will quickly see that they are a complex society, and have a potentially brutal survival instinct. My problem is the the films had no problem displaying the brutality of excessive gunplay. Yet, there was a hesitance or ignorance to display the protective nature that apes would exhibit if being killed and threatened like that.

  The revolt of the rouge ape, is a tiny flash of the apes fighting back aggressively. If you have apes that now have the ability to use guns and have numbers on their side, you would never see them being as passive as they were in the films. Even when they had the humans cornered and surrounded them, each and every time they would either let them go, or retreat in some fashion. That was totally fake. We've seen single, small chimps kill grown people in domestic households. What rock  was this director living under. The gorilla was almost unseen in the films, and when the chimps would rally and do their territorial call, the braining that would follow, never happened. And that isn't just because Ceasar called them off all the time. I'm not saying this because I wanted to see a film like Congo, with constant brutal murder of humans. But in the end, this movie series was depicting a war. Apes would never act the way they did in these movies. Even with guns, a unit of humans would be pants-urinating terrified to walk into a mountain gorge of gorillas- IN REAL LIFE. And the reason is because they know the death-dealing pounding that there would be zero hesitation on the apes' behalf to administer. Where was that in these films? When you are missing an aesthetic like that. It robs the believability of the entire film.

  This nonsense led to a very unrealistic dynamic, where the people never seemed genuinely afraid or respectful of the apes at all in the series. It was ridiculous, and tore apart what I think could have been a great series. When the rouge ape took over the city, the humans were gathered and caged, looking more flustered than afraid, when he clearly stated his objective was to kill or be killed. Let me put it to you like this. You have a sea of thousands of powerful and intelligent apes, that have gathered weapons. Humans are killing them off. They storm the human base to launch an assault for survival. On the way in, hundreds of them are brutally killed by humans, who are eventually overtaken. The apes spill into the base, and defenseless humans scurry around like ants. With your knowledge of apes, and the events I just described, what the heck do you think would happen next. If you aren't retarded, whatever you just imagined, fails to happen, each and every skirmish throughout the 3 films. I guarantee you will become annoyed to some extent, at the ridiculous tolerance of supposedly riled up and powerful apes.

  You know the feeling. You know the atmosphere, when you see a valley or mountain passage, where a lone chimp, hulked to the gills catches sight of you, who is a stranger, and begins swaying his arms and doing a rally call as he  approaches you. No other apes are seen at first, and then slowly, you begin to hear their response call, and the running starts. Now imagine if you accidentally shot one in the process. Need I go any further? The only time you got that reality, was when Ceasar was in the holding facility after being taken from his master for attacking someone. While in there, he was treated like an outsider by the apes and brutally attacked by one of the alpha male apes. They never behaved like that towards humans.


   I hate to nit pick, but that kind of ignorance makes things unwatchable. It reminded me of the movie Jason X, I believe. In one of those later remakes of the series, the cast basically clowns Jason Vorhees for the entire film. There is absolutely no fear or respect for what was a childhood symbol of fear in the 90's. When I see crap like that, I scratch my head and wonder why the film was made. I imagine it's because people have become so retarded that they don't even realize they are doing that.

 Either way, it was a waste of films overall, but did a decent job bridging the gap with the sequels and original films. The animation was well done. Not breathtaking, but good in its own right. The personalities in the cast of apes was good as well, and far outdid the human cast which was very odd. If I had to score this trilogy, I'd give it a 6.5/10

Tuesday, June 6, 2017

New Album- Religion

Hello all. I have been pretty tight lipped about the upcoming works over the last few months. I also had some setbacks where I lost steam artistically. However, I managed to get the latest album completed ahead of schedule. Originally slated for release in December, I present to you the new experimental World Music album- "Religion." This is pretty new for me, and is like a whole different approach to music. I earnestly urge everyone to check this album out on Soundcloud. It will be released on Spotify and Itunes shortly. Reviews are in the works now. It is more of a dance friendly album than I usually make. This didn't result in sacrifice of depth though. This is a record you can play incessantly, as a backdrop record, or methodically for contemplation. Its a fun project, and I think you will hear that. To give an idea of the layout, the album starts where the last 2 albums left off, with an experimental and minimalistic track. This track was the first time I only utilized 2 instruments to develop an intricate arrangement and theme. Then we have a fusion track, which serves as the segue into the main album. After that, things mix up with hip hop oriented track, that helps open the mood up. The groove continues with more rhythm on a funk track. Eventually, things slow down for a minimalist ballad. Then, there is more psychodelic track that establishes an irregular rhythm as a static one, which will surprise the listener. The theme track finishes the album, with a very folk like tune, reminiscent of a European sound. The cool and powerful thing about the title track is that it really embodies the theme. The title track, could pass for a spirited folk tune in Europe, Africa, or the Carribean. And it's actually an interesting story how the track came about, because there was some chance involved. I'll probably explain one day in the future. I took the bulk of time after recording, trying to figure out the playlist order, and tie the theme of the record together. Religion is a loaded word for many people, and a definition that is most times misunderstood. In fact, I still can't really explain how the album ties it together, but the fact is that the definition is moreso commodity of thought in 1 or more individuals. I had to cut a track towards the end, after realizing that it didn't serve the theme. In the end, you can rest assured that I try to give you quality. I took over 2 months, just getting the track list together. Please enjoy.

 This is the cover artwork, and soundcloud link
Religion- Album link






Sunday, May 21, 2017

Remember Your Childhood- Final Fantasy 8- Review



  Okay, so the reviews have been pouring out. I've been cleaving through my backlog, and getting to the real up to date games. One of the last games on this list, is a game it took me 15 years to get around to- Final Fantasy 8.

 I have a funny history with this game. For so many years, whenever RPG discussions came up amongst colleagues, I always blindly referred to FF8 as my all-time favorite Final Fantasy game. There was even a point in time when I considered it my favorite RPG. This was lazy on my part. The thing is, that I drew that conclusion off of a very jaded and limited view. Years ago, in high school, my friend Luis hooked me up with a PS One system, with a few games. One of the games he gave me was Final Fantasy 8. He gave it to me with a partially used strategy guide. The game itself came out in 1999, as a continuation of SquareSoft's series. This was in the days before Square Enix. At the time I traded my friend, I was in 10th grade. The Game Boy Advance came out in 2001, and I got the system at lauch, by trading in my playstation, and finding a way to get the extra money. I was underwhelmed with my library, and after several months, the opportunity to get a playstation back, appealed to me.

 Me and my brother used to love to sit in the basement and work on RPG's for long hours of the night. I was always a fan of the genre. When I got the game and took it home, I had the luxury of following the guide, and traversing the many early missions in the game. In fact, I made it to the second of four discs. The strategy guide told you everything you needed to know, and find, in order to maximize your party and summons. I ended up trading the system, with only the memory of what I played, which was only 1 disc and about 30 minutes. I downloaded it off Playstation Network some years ago, and it has been in my backlog until I recently finished Monster Hunter. This time, there was no neat Strategy Guide and cup of tea.

  Final Fantasy 8 uses a very unique casting and summoning system. You have Guardian Forces (GF's) that you defeat and collect, in order to summon in combat to perform a powerful attack. Through these GF's, you can junction magic spells to your stats to increase them, and abilities to your character such as Revive or Devour, as the GF learns them. There is no MP, and leveling up does almost nothing to your stats, even with special bonuses that you unlock later on. There is also no normal money system. YOu get an allowance that is based on your Seed Rank.

 To set the stage, you are a member of SEED. This is an organization that battles villainous sorceresses, and researches advanced technology. Raised on one of the many bases. You rise in rank to take on missions of keeping the peace. According to the level of missions you tackle, you receive upgrades to your rank, which increases your allowance, which is paid periodically. After assisting a resistance force in a city under oppression, you embark on a mission to liberate the people from the control of an evil Sorceress. After defeating her, you find that the truth is much deeper, and the sorceress received her power from a previous one, who is trying to manipulate space and time and destroy humankind. It takes the assistance of a great scientist, to embark on a journey to stop that from happening.


  Visually, I felt at first, that the game was underwhelming for a 1999 game. This is mostly due to the fact that Legends of Dragoon came out slightly before, and had more beautiful textures. However, when considering the magnitude of the content and areas, the game actually does quite well. There are certain transitions and sequences, where cinematic graphics will blend right into real time environments, which I thought was a great touch. The cinematics at the end also make up for it.


   As far as gameplay, that's where I feel the game was broken. And honestly, I almost gave up playing the game completely. As you level up in the game, the enemies get exponentially stronger. Yet, in order to get spells you need to be effective in combat, you have to level up to face stronger enemies. The game, I felt, overly relied on summons in the early goings. Even when junctioning spells, often they didn't do enough damage, and the enemy was so strong, that the only way to survive was to spam summons. Your characters have the ability to draw spells. They do not learn spells. They stock a limited amount, or draw cast spells. There is no definitive way to boost attack power or perform combos. Characters have the usual Final Fantasy Limit Breaker, which is a collection of special moves accessible to a character a percentage of the time when near death. Draw Casting was a savior in the latter parts of the game. Fortunately, a good number of the bosses, possess spells that are effective against them defensively or offensively, that can be drawn. There is a spell called Aura, which boosts a character to be able to perform Limit Breakers successively for a short time. This was one of the many spells that fell flat. Near the end of the game, Squall- the lead character's limit Breaker- Renzokuken, becomes mandatory. Bosses and high level enemies possess HP that is out of the world. Most of them have over 150,000 HP. Normal attacks do 2,000 - 3,000 HP damage, if you have leveled up and junctioned your character for physical damage appropriately.


  Squall's Limit Breaker does about 4,000 damage with each of the 8 or so hits, minus the ultimate strike at the end, which is probability based. I heard about spamming that attack, but even with Auras cast, I was never able to do more than 2 in a row, before the spell just stopped working. I often cast Aura, and got not bonus at all, for no known reason. And all of this happens in the heat of combat with enemies that do almost full health bar damage with each attack. This game has a plethora of status magic, and elemental spells, but it is so hard to implement any of these strategies, due to how over powered the enemies are, and how quickly the battles, and damage move. If you stagnate too long during combat, the enemy will actually attack you at times during fights, as if it were a real time RPG. This felt unfair, as the lists of spells can get long, as you stock up on them in your inventory. If an enemy cast an augmentation spell on themselves, you can cast Dispel to undo it, but with bosses, they still get to attack 1 or 2 more times in that turn, doing massive damage. Then you'll be thinking you should have spent that turn casting damage on them. Each battle feels like a rush to kill the enemy before you get wiped out. It's hard to focus on defense.



  The other thing about this, is that this game is dependent on secrets. I was so disgusted as I read through walkthroughs after starting the game. I read one, and followed it in the outset, but got away from the walkthrough, to enjoy the game naturally. I explore naturally when playing these games, so it's not like bee-lined for the end of each objective. First of all, the first half of the game, sends you from one Seed mission to the next, giving virtually no chance to explore and level up. I had to do my grinding late in the game. The GF's that you need to find to junction essential abilities, are hidden throughout the world. Some of them are in dungeons, some are hidden in cards. Without a guide, it is highly likely that you will bypass a good deal if not most of them. Yet, you can't beat the game, or even compete without them. In the final tower of the game, you have the option of getting them from the bosses you face. But once again, you wouldn't necessarily know that, and could miss some of them there too. The ship that you procure to fly around in, you can get back at the end of the game, but the way I found out was ludicrous. I read a guide, and only by that guide, did I find that I had to go through a certain portal, run up and around a mountain, find a Chocobo forrest, win the Chocobo and ride it out, and walk across the shallows on the shore to the next island, around more mountains, to a random corner with my ship. You tell me how you can guarantee that all players would have found that naturally.


   When facing the last bosses, I found Draw Casting was a savior. However, you run into an ability they have to blow you hard earned spells away. The last battle comes down to attrition, and just taking the bull that comes your way. Don't expect to win the fight, with your toughest fighters still standing. You just have to hold on until you defeat the boss by the skin of your very teeth. I like nail biter boss fights, but this game feels too out of the player's control.


  The music was absolutely amazing. I have not heard a score this breathtaking and memorable in a game in quite some time. Composition wise, and arrangement wise, you can tell this soundtrack was passionately put together. I loved every part of it. The way the recurring motif was  used throughout the game was magical. There was even a scene in the game where the characters perform a concert, and play the ballroom theme song that the hero and heroine met and danced to. You go through the process of teaching the party members each part and solo, and then they perform it to a romantic scene. That theme comes back as such perfect times, all the way to the end, without over saturation. All of the other pieces are just as well written, and worthy of a disc. That added so much life to the game. I don't normally fancy myself a sucker for romance, but this game really does it well.

 Story wise, this was another Final Fantasy in the vein of Crisis Core, where the story was compelling and beautiful. The characters were serious enough to relate to. All of their lives intertwine, from a small orphanage, to a unified battle to save the world. The ending movie sequence was well done, and I think that's where the game transcended to the next level. I was truly blow away by the level of love put into the production quality. The cinematics during the credits, were especially impressive because they were very intricate and high level, which I'm sure was pretty ground breaking at the time. I couldn't overlook the issues, but I was somewhat pleased with the end product. I had labeled this game, the worst one that I had ever played in the last few weeks leading up to my completion of it. I appreciate the story, and the level of open world exploration and detail in the world, but I feel like some of the idiocy which is done for plot reasons, and the combat system itself, takes away from what an RPG is supposed to encompass. I play RPG's to explore, get competent and strong, and get absorbed in the story. You don't get much of a chance to do that in this game, as you are always underpowered. A lot of the cool secrets that exist, you have no way of knowing about without a guide. Then you can't really get that comfortable exploring, because you can never get strong enough to do so confidently. This took away from what I usually like in this game, on top of not being able to have spells and abilities of your own, but rather having to stock them constantly from enemies.


   There is a card game in this game that is played by people throughout the world. Winning strong cards is key, as you can use a GF ability to modify rare items from them later on. There is a quest that allows you to get access to very rare cards. However, winning these games is far from easy. In fact, it's extremely difficult. To lose a good card means, a restart of the game and a rematch. You get cards from some enemies as well. I beat this game for 2 reasons. 1- I managed to get the very hard GF- Bahamut and his card, which I modded into 100 Megaelixirs, which heal the whole party completely. And 2- I stocked up on a strong spell called Meteor, which hits all targest for good damage if you have your Magic Stat junctioned well. As I mentioned, the last boss can blow spells away, and does so all the way through the last fight at random. I was fortunate he didn't blow that spell away. My hero died, and it was a cycle of casting and healing until we just managed to survive.


  Would I play this game again- possibly. Do I see it fondly- I can't say that I do. The game is endearing, in fact, I would say it is beautifully romantic. I just think it falls short of the freedom that RPG's should possess. All in all, it was a great game in it's own right, that you will loathe many things about. I can't bury a classic 8/10

Friday, May 19, 2017

Mayweather vs. McGregor- More Than Meets The Eye




  I have to speak on the Conor McGregor vs. Floyd Mayweather fight. I have listened to ignorant rhetoric for far too long, and I am disgusted. I will say that it's good to hear that the deal seems to be nearly finalized. Hopefully, Conor has been active and hungry during these quiet months.

  I always hear arguments to the extremes. Some, angrily defend their position as MMA advocates, and think that Floyd should get KO'd because of his personality, and "what" he represents. Then, you have those who fancy themselves connoisseurs, and honest, knowledgeable boxing minds, who take the stance that Floyd, who couldn't put away a fighter for almost a decade, will undoubtedly kill McGregor, walking him down, and stopping him.


  Before I break into my argument, I just want to make it know to those who know less than they think about this, that there are currently, and have been several MMA champions, who regularly spar with world champion boxers, and hold their own in gym wars, where the real fights happen. When I say real fights, I mean the fact that, in case you don't know a fighter by the name of Spadafora, is known for beating the tar out of the undefeated Floyd Mayweather in sparring. The fighters you see under the lights, are often carefully tailored- especially when they are fighters who are marketed as unbeatable.

  Everyone saw Conor box the crap out of Nate Diaz in both of their fights. The knock on Conor as a boxer, comes from the neanderthal-like reasoning, that they don't know of any pro boxing fights that he has had. Nate Diaz regularly spars with Andre Ward, who is not just a world champion, but considered by some to be right on level with Floyd Mayweather. No one seems to do the math, and realize that if Conor, while undersized, dealt with him pugilistically, it stands to reason, he can probably box. I come from boxing roots. I've gone on record many times stating that the technique, as far as boxing goes, amongst MMA fighters, is usually laughable. They don't throw correctly, usually, and they don't set up, or defend appropriately while throwing. That is a blanket statement. Conor does not have all of those same issues, which is why he was able to handle Diaz in a way not seen before.


  I agree that Conor needs to put the rounds in, because boxing is game of repetition and muscle memory at a point. However, talent and technique are indiscriminate. When I watch Conor, I look at his pad work carefully, and his footwork and coordination. All of his striking talent, is transcendent. I've heard that he had an amateur boxing career in Ireland. But regardless of the accuracy of that, his ability, defense and timing are what they are. Not only can he take a punch, but he is able to avoid one. Max Kellerman made a statement, that fighters with good chins, only appear to have them, and are adept at tucking their chins to avoid punches. He is considered and expert, which is laughable, but no longer surprises me. He has never been an expert. He is the millenial's version of an expert- someone who stands around something for an extended period of time. He has no knowledge of the sweet science itself, of judgment about fighter ability. Jim Lampley dances circles around him, as far as understanding goes.

  Max Kellerman, expert that he is, goes back to the same logic that the layman does, when things get technical. That's why, the MayPac fight from a couple of years ago went down, and Floyd was exposed, and just about outboxed, Max saw what every stupid American fan saw- Floyd schooling Manny. I don't judge a person by how they state the obvious, but by how they respond when you can't. That fight was very technical, and only those who understand technique, and the art of fighting itself, sees what happens in those kinds of fights. A person should not be considered any kind of boxing expert, if they can't tread those deep waters.  But that's the millenial age of 2017.

 Conor has been sparring at Freddie Roach's gym and a few others. According to Roach, he punches like a girl, and I agree with that to a degree. Conor slaps his punches at times, not unlike Keith Thurman. When you have power, you don't develop an urgency to straighten punches. That's one MMA trait that has to be refined in Conor. Movement wise, he is excellent in the ring. What people need to understand, is that a fighter who can escape the clinch, and slip and counter kicks and punches, is going to have some, if not a great ability to slip only punches. Everyone is envisioning Floyd walking Conor down, with no way for Conor to stop his onslaught of punches. If Conor understands the mentality aspect of boxing, that absolutely will not happen. Mechanically, I've seen awareness and execution from Conor in pad work, that rivals if not equals Mayweather.

 It doesn't matter how many years anyone has boxed for. The question is how much have you learned. Maidana learned how to cover up, change levels, and jab. He was not stellar in his technique. He developed stamina, and was used to 12 rounds fights. Was he a world class boxer- yes. Did he have far more years of experience than Conor- yes. Was he a better technical boxer than Conor- not necessarily. Experience is key in boxing, but just like martial arts, it's about how much you learn. It's about how you understand the concept of timing and distance. McGregor understands that very well. That's what intrigues me about him. I'm looking forward to the fight, because it's going to be another reminder to people of how little they know about boxing. Don't be shocked if McGregor clips and hurts Floyd. Remember how long these negotiations have been. Floyd doesn't enter a contract that he doesn't have a 100% chance of victory in. His money and legacy are tied to him being undefeated, so that has been sadly fabricated throughout the latter half of his career. That's something, I've always detested about Floyd, because talent-wise, I really feel he could be one of the best.


   If this was truly a walk-through, I don't think the negotiations would have been this tied up. It isn't just money. Everyone is going to get paid. It's also about the threat Conor poses. Floyd won't step into it until it is assured he will win, and in the end, he's seen it, journalists have seen it, and any honest fan has seen it- that McGregor is historically, a wild card.

Sunday, May 14, 2017

Running at the World in You- Genji- Days of the Blade- Review




  You know, it really is something to reminisce about where the eras split in the mid 2000's, to what entertainment, and media is today. I was playing 2 games this past month on the Playstation 3, Asura's Wrath, and the game that I'm reviewing today- Genji- Days of the Blade. Holding both boxes in my hands was remarkable, because Genji was released in 2006, at the very beginning of the system's life by Game Republic under the SCEA banner. That was a very different time. I remember just getting my first car at the beginning of the year, and moving into my first apartment not very long after. In those days, there was such attention to detail in every big project by a company, because there were still  envelopes that every developer wanted to shoot to push past. Xbox had release the Knights of the Old Republic Star Wars series around that time, and followed it up with other games that were in the same vein.


   Looking at the manual and box art, it was so refreshing to see a manual that was filled with depth and informative material. The box art had a very well designed inside panel, that came together in a product that just begged to be collected. Now we fast forward to 2012, when Asura's Wrath was released, and just like the New Super Smash Brothers, while an amazing game, there wasn't that much attention to the box, aside from the very good outside cover art. Genji also marked a time period in gaming history that was unique ratings wise. In the mid 2000's, there was a golden age of T rated games that were released for playstation 2, Gamecube, Xbox, and early 360, and PS3. The prequel to this game, Genji- Dawn of the Samurai, was released on the PS2. There are similarities to the Onimusha series which had success on the system. In those days, the best games that the industry had to offer, had fresh ideas, and were aimed at the mid-level of the rating system. This draws a contrast with the era that followed, where the bulk of the gaming projects are aimed at Mature audiences, with over the top gore being the crave.


  Genji stars the son of the previous game's protagonist, who died completing his mission in the last game. Upon starting the game, I was treated to very good visuals, and a few cutscenes. The game doesn't overwhelm you with this, and has a very balanced menu, with straight forward upgrading options, and an action based party system. You use a maximum of 4 characters who fight for the Genji clan. They have a history of doing battle with the Heishi clan, who are always after the powerful Amahagane relic, held by the Genji clan, to bring the underworld forth, and unleash great power. Each character has different abilities, and a different fighting style. The hero, Yoshitsune is supposedly the most balanced, while Benkei, his monk friend, is the powerhouse of the group, though lacking agility. To traverse the game's levels, you will need abilities like, Shizuka's grappling with here chain weapon, to reach other platforms, or Benkei's ability to kick and move large pieces of landscape. Then you have Yoshitsune's ability to run up and across walls. A fourth character, Buson, is a skilled glave weilder joins, who is the resurrected villain from the previous game. He was very unique, in that his fighting style was very useless, until you master it.


 The game played very smoothly at first, until the heat was turned on. I noticed after a while, that the characters have a somewhat rigid combo execution, and often would be open for counters. There is a lock on button for enemies, but due to the way the character's move, it really didn't assist much. I wasn't really overwhelmed with challenge in the game until after the half-way point. Some of the enemies are very tough, and the thing is that they can take huge amounts of, if not all of your life, if you whiff on a combo chain. Also, there is an animation for getting knocked down. If you don't execute Ukemi, which, if you are a fighting game buff, you know is a technique of rolling to break your fall, you will fall to the ground and be motionless for a good 10 seconds, while the enemy walks up, and stabs you. You can do the same to them, but regardless, this resulted in some very annoying deaths, when the enemy blitzed me.



  What I didn't expect, was the amount of platforming. This game got me there. Like Onimusha, this game is in a diagonal view throughout. Also, the camera moves at it's own will, similar to the Mario 64 nonsense. Sometime the hallway is so tight, you will see very little. And the hallmark of it all, is that you will spend 90 percent of the time, walking towards the camera. This made absolutely no sense. Maybe they wanted to add a fear factor. You can miss a jump and walk into a blow, due to the fact that the world in front of you, that you need to see, is behind the friggin camera.  And there is no way around it. You can't move the camera or zoom it a all. During some later dungeons, I died one time for the funniest reason. There was a room, on an enormous ship, that had traps and moving platforms. You had to navigate to one of the doors in the middle of the room. The way the camera spun, you could easily end up back at the door you came in, and not realize it. Falling brought you to a dungeon at the bottom of the ship, where a room full of random enemies spawned, and blocked the way with a Mashogane gate. Only by defeating them, could you go back upstairs, across the ship, through a room with collapsing floors, through a hallway of agile, and respawning fiends, and back to the room again. There are no item shops. The game gives you a half-way decent amount of healing items, but it's a long way to some bosses. I fell down into that dungeon probably 25 times. I was so proud of myself, because I managed to fight off those hordes without taking much damage, or any on a couple of tries, which I had to. But then I watched my life get lower, and lower, and I continued to miss the jump in the room, due to Yoshitsune's jerky movement. This happened until I couldn't fight the enemy off anymore, and I died before getting to save my progress.


  By the end of the game, I was calling the hero all kinds of retarded in frustration. The camera was annoying, but also the combat styles. The only character who fights like she actually wants to hit her enemy was Shizuka. Using her whips, she spun her attacks in an arc, which helped keep enemies at a distance to get a breather. But she was weak. Even after powering up her stamina and weapons, she didn't have any real power until near the very end. Yoshitsune, had an odd spinning setup to his combinations, that had no range, and left him open for counters often. Benkei was my road dog, and got us out of so many jams, with his charge spin attack. But his slowness and lack of mobility can cost you over time, so I only used him for clean up. Buson became a useful dude, but he had a very meticulous glave style, that required you to keep resetting, and using dash setups, which called for anticipation of you enemies movement. You have to be in the zone using him. However, during the game, when you acquire different weapons for each character, they have different styles for each one, and Yoshitsune developed a fast style with one, that utilized a flowing and fast combo with kicks. While weak at first, after powering it up, it was the life-saver that got me past the last bosses.


  The scenery was beautiful in the game, from forests, to mountains and hills. The game also transistions to a different play style at various points. There are several battles scattered thoughout the game, where you will be battling hordes strategically at a fort, taking out the generals and using the catapult weaponry to tackle ranged enemies. The bosses were very interesting in how they were designed, and towards the end of the game, they became insane. The last few were a true problem. I remember getting frustrated by Genji, but I didn't start controller spiking until towards the end of the giant ship. After you make it through the ship, you fight one of the top generals, and he has several forms. He was very challenging, but with special attacks called Kamui attacks, you can lob off some damage to keep yourself in it. I must say, I appreciated how deep and enormous the levels and world was. This is another mark of the era. You don't normally see hack-n-slash dungeon games like this, pay such attention to environment, if they even have platforming at all. Despite those flaws, it was amazing how much metroid-like back tracking there was. You literally get lost often in this game, and will spend long periods of time looking for items and keys to advance. I appreciate that, because it's a testament to design.



 Where I think I fell in love with the game, is actually around the time you fight your brother, who opposes you suddenly for reasons I won't say. He becomes very powerful, and while he is your older brother, he seems to envy and fear you. It has been a long time since I had such a high octane, and spirited melee bout with a boss like I did with Yoshitsune's brother Yorimoto. There were emotional scenes that surrounded it, and it was very poetic. Controller spikes aside, I really enjoyed how thrilling and fitting that fight was. The last boss, which followed, was nothing to sniff at, and in the end, it used the limitations of your characters' movement, along with an insane health bar, to make it near impossible. At the very end, you are taking damage almost unavoidably, as you strike at the vital spot of the last boss. It comes down to one or two hits, which reminds me of Prinny for the PSP, where you have to go nuts on the last boss to avoid his instant kill kamikaze.


  It was a fulfilling game, that I really enjoyed, and would love to play again. In fact, it inspired some of my subsequent purchases. I went on a shopping spree looking for titles like Genji on the Vita because I enjoyed it so much. I smile at the fact that it received average scores of 6/10 from critics. This is deja vu for me. There have been several titles, like Samurai Warriors for PSP, and New Legends for Xbox, that completely fly over the heads of so called game fans. 2006 was a time of content. If you are a true connoisseur, don't let the scores of the idiotic millenials dissuade you from what is an amazing mark in gaming history. This game deserves its true score- 8.5/10. Now walk into the camera!

Saturday, April 29, 2017

The Uppercut is Your Friend- Real Boxing -Review





   It's a weird feeling to appreciate a glitch. But it's a worse feeling to actually be bombarded by glitches that cause that to be the case. I've always been a boxing fan, as many know. And I have followed a few boxing game franchises over the years. Back on the SNES, I played the Foreman Foreal game featuring George Foreman. I played  some of the Knockout Kings series, which was, I believe the precursor to the Fight Night series. I really started playing Fight Night with the 3rd installment. That's the one that had Oscar De La Hoya on the cover. The combat system was tight, and exhibitions were able to be very exciting.


  The last 2 installments of Fight Night- Round 4 and Champion, were where the series arrived. This is where the dual analog stick controls were set. Multiple fighting games began using this to this day. They were responsive, and allowed for very realistic matches. The character creation system was very in depth. This allowed gamers to create any fighters that were not already included in the game. The key aspect of it all, was the character differentiation, and accuracy of statistics. Characters like Marvin Hagler and Lennox Lewis, are exactly as they are in real life, from their power to they quickness, to their chin. This is the reason Fight Nights's main supporters are boxing fans.


 Following up the series is something that just wasn't done. Games like Fight Night don't have support, being that most gamers are put off by boxing for various reasons. Fortunately, a company named Vivid games released Real Boxing for IOS, Android, and Playstation Vita. The game has the look, with great visuals and crisp textures. But the first thing I noticed about the game, was the punching technique. It is sloppily animated. This was off putting, but did not kill the game for me. The game has a tutorial set up to introduce you to the mechanics when you start, after the high quality opening movie. If you are familiar with the Fight Night series, you will yawn through the tutorial.


  After starting the main game, you'll notice there is no story mode, as you may expect. There is a career mode, multiplayer, a gym, and a quick match mode. There aren't a great amount of options, but there is a store to purchase a limited supply of hairstyles, and tatoos. The first thing you will do, is jump into career mode, where you start as a rookie in Rooster Tournament. You have headgear in the outset, as you go through what amounts to the amateur phase of your career. These matches lead to an eventual amateur tournament, each phase of your career is like this, with an intermediate, and Legend phase to your career. Before each fight, you are given a random task, such as winning by uppercut by the second round, to be awarded an upgrade point and an extra 100 dollars. The money is a joke, but the point is very needed. After each match you are also awarded a fight purse. You take this to the gym to purchase points for your character, to upgrade strength, stamina, and speed. At the gym, you can also engage  training sessions, such as jump rope, speed bag, and heavy back drills. These exercises build up Perk points, to unlock perks for your fighter to bring into a fight, such as a stamina bonus for jabs, assist with getting up, recovery between rounds etc. Only 2 perks can be equipped to bring into combat, but they can make a difference. Now onto the gameplay. Oh boy.....


  Like I said, the gameplay mimmicks fight night. The controls are similar, but not the same. In Fight Night, you can parry a punch to the body or head, and block to the body or head. You could also load up on any shot you chose to, from a body or head hook,to an uppercut, to a straight. Not so in this game. You can get close to your opponent and slip shots to the head only, or block all shots by holding the right shoulder button. The Left shoulder button slips punches. Even the commentary refers to the right cross as a right jab, which is part of the problem. There is little to no differentiation between the punches. You can't throw harder shots at will. Every punch is weak, unless it's thrown after slipping, during the counter window. According to your stamina, each punch drains you and does less damage, the lower that your stamina is at the time. After sustaining enough damage, your fighter will be in a dazed state when near being knocked down. At this time, your opponent will have unlimited stamina as they pursue you, and you will have a limited opportunity to hold on, which initiates a minigame, with a lever, where you battle to regain some of your health as a prize. If knocked down, you press both shoulder buttons rapidly to rise to your feet. In the early outset, the game makes sense to a degree. Albeit the flawed system, I still began to enjoy it, especially as the matches began to get deep. But onto the issues.



 As the game progresses, you will start to receive very stiff opposition in the latter stages of the intermediate tournament. This is when you will be briefly taken aback. This is when the glitches unveil themselves. To make the game challenging, the CPU becomes exceedingly strong, and completely abandons the limitations of stamina, while your remain in reality. One thing I like about this game, is that the flow of the fight feels very real, perhaps even more than some Fight Nights. In other boxing games, they do a bad job of managing life and stamina for 12 round fights. I often felt like every fight in Fight Night had to end in a KO, and it mostly did. However, if I can say one thing about Real Boxing, it is that fights can be short or long. It is flawed in the fact that you really can't get your opponent out in the very early rounds due to how it is set up. But it does feel like managing a championship level fight. Towards the end of your career, the KO's that you think will keep coming, just stop. First, you'll school a few fighters pretty easily in the Champions Bracket, but be unable to put them away, and then you'll begin surviving for 12 rounds and taking decisions against monsters. It is intimidating. Where the game fails yet again, is the fact that the CPU is incapable of outboxing you. They will box effectively in spurts, only to set up devastating offensive counter punches.  If you can survive these later fights, you will assuredly win by decision, rarely, if ever, dropping a round. I would like to have had some close decisions where I had to worry. But in all honesty, only 1 or 2 of the Fight Night games ever achieved that. Most times, boxing games have an animal of a CPU who tries to keep it from going the distance, while boxing poorly and recklessly.


  But the issue with the system that can really mislead you is the counter system. Many times, in combat, I would be boxing well and slip a punch perfectly, only to have my counter slipped, and then I was blasted for huge damage. Even when I managed to do what I call a "Re-counter," the CPU would just slip it again and blast me anyway. The only safe way to counter, I found was to go to the body, but that has much less effect, which sucks. Rarely, if there is a great stamina disparity between you and the computer, you can attempt a counter with a strong jab or short straight. But this is better used to set up the glitch as I will mention later. Then when the CPU decides to dial in for a KO, they walk you down and begin winging punches with no regard for stamina, which you supposedly calculated coming into the fight. Suddenly, you will be unable to block most of it even while holding the block button, which made no sense to me. Then, when you slip for a counter and go to throw, your fighter will whiff the punches each and every time when it's critical, sometimes even the ones to the body. It got so bad at a point, my character's arm contorted and folded back into his own body to avoid landing a counter punch when I was in danger. All of these glitches disgusted me, because they felt like a last ditch effort by the developers to make the game competitive. Then I found a savior..



 There is a glitch that eluded the fools who developed the game. I call it the Shell Glitch. When engaging in exchanges, there is a technique to cause the CPU to shell up. You slip a head punch, then counter with a combination to the head, which has to be well timed, to avoid being blocked or ReCountered, finishing the combination with an uppercut. The uppercut is the only punch in the game the does some kind of consistent and significant damage. This has a percentage chance of causing the CPU to shell up, and if you jump back at this time, they will stay in the shell for the entire round. Honestly, with some of the monsters you face in the Legends bracket, I needed this glitch. Round after round, in this bracket, I would land an average of 5 punches to my opponents 1, while being economical with my energy and usually throwing less punches than my opponent. And all of this meant nothing. I would pepper my opponent with shots, and then eat one shot and be in serious trouble. That felt wrong, and it was wrong. Even the damage system didn't agree with the game. Usually around the 7th round, I would have hit my opponent so many times, their face would begin to show signs of serious damage, yet their health bar at times didn't move. One of the last opponents in the game actually healed as we fought. It's hilarious. I'll never forget the last boss, a jiggaboo named Jarvis Mayo. I still remember his blonde cornrows. He disgusted me. He had insane speed, and his health was god-like. Already, you are at a deficit going into most of the last fights. Each opponent at the tail end of the Legend circuit, has 97 or above stamina, strength, and speed. Even spending your money wisely and training your behind off, you just won't be in their league. I was at about 93-88-90 in the last stretch of the tournament. Most opponents, I tactically broke down for decisions, but could get their respect with combos. The best way to survive in a fight is to do some kind of damage, but when I faced Jarvis, I had a hard time because I couldn't damage him at all. Even though I never lost to him, in the 3 times we fought, he just bothered me due to how he emasculated me. Even when I rocked him, he would laugh and walk me down. Beating him felt good, because I completed the game, but it annoyed me that I couldn't knock him out.


  After the career mode ends, some sponsors donate 50,000 dollars to you for your performance, and I used it to max out my character with one thing in mind. I met Jarvis again in an exhibition, and the game further proved what I said. Jarvis can not be knocked out in 12 rounds. The game has no 15 round option. When I faced him last, I was 100-100-100, and he is about 99-98-98. Somehow, he still did more damage than me and had me in incredible trouble in the later stages of the fight. In fact, he started doing the cheap counter so much, it kept me from pressing the action for a potential knockdown. I hate Jarvis, and I don't really like how incomplete the game is.

  Soundtrack-wise there really isn't anything special about the game. There is one song that plays in the opening, and that's about it. It's a fun game to play and pass the time in all honesty, especially if you're in the mood to just KO someone. But as a complete boxing game, it is typical of a phone app, and I just wish developers would care to release a full fledged console boxer for the Vita. Here' hoping.      Score 6.5/10

Monday, April 10, 2017

What is Perception



 In the rematch between Anthony Johnson vs. Daniel Comier, the fans booed a victorious and dominant DC, before they even engaged in combat. This was as he won the second fight, by yet another rear naked choke submission. In the long awaited unification bout between middleweight champions Danny Jacobs and Gennady Golovkin, fans jeered at the stellar performance of Jacobs, as a dejected Golovkin, shamefully received his belts. In the saga of fights between Light Heavyweight champions Andre Ward and Sergey Kovalev, Ward has received violent backlash in his gritty victory, and racist insults under the lights of his performance. What does it all mean?

  In Andre Ward's press conference speech, he mentioned the concept of perception. Perception is something that is bought into, but it's also something that is sold. Over the years, I've become increasingly intrigued by perception itself. On Youtube, I watch a host, who is clearly asian in descent. Watching his videos, I never really thought about it, but I was aware. He has a very large fanbase. It just so happened, that he brought his mother onto the show on a certain episode. He himself is possibly at least half, if not fully asian by heritage, but culturally, he is American, if that word even means anything. His mother is likely born in a different country, and appears more foreign. The entire channel was in a state of shock, and disbelief that he was actually asian. He never mentioned it. He merely gathered a large amount of viewers and support. Because to the average person today, he passes the complexion test and seems American enough, they all just viewed him as he seemed. I was in shock at trying to see what they were all seeing, and I just couldn't. I've seen this occur time and again, and for the longest time, it puzzled me.

  Then, it began to become clear how people see things. They see in association. I've seen people with origins from many different places, and clearly appearing as such, labeled black and ignorant. And each time I observed this, it was always in the same "heel" role. Then I see people who are clearly not caucasian, conveniently hailed as white symbols. In fact, I saw an article on Tim Tebow today, and I was looking through the thread to see if there was any support towards him, after his great start to the baseball season. I was glad to see people commending him for a change, so I read on. As I did, I saw people stating that the reason he is hated is because he's "white, straight, God fearing, non-muslim and non-radical, which is the exact opposite of  respected liberals." As I read in confusion, another comment clarified further by blatantly stating that if he was aetheistic, terrorist, black, and gay, he would receive respect. At that point, I'm drawing the correlations in mind as to what could possibly make definitive connections between these various, human-imposed classifications. And again, I couldn't do so.


  Black is associated with negativity, while the supposed opposite, "white", is commonly seen as positivity and elevation. Without even realizing it, people will see those they do not inherently respect, as blacker. Not to veer off topic, but this is part of the functionality of people's perception. It's not completely without reference. They will see your actual color to a degree, but the level of respect tints the hue. I'm black, by classification, though classifications as such disgust me for many reasons that very few today will understand, so I don't discuss it much. Yet, I'm not as you would call it, a token or typical black. I don't have commonly found roots. As I've discussed somewhat in the past, my ancestors come from very surprising locations, and in bulk, no scarcity. And though I'm copper toned, I'm not boot black, nor do I have common features or attributes. That isn't a statement of arrogance as the ignorant will take it. It just is what it is. Each nationality has its beauty. But it's funny what people see. Those who I associate with on a more respectable level, see more of my attributes, while those who believe themselves in positions above me, and think they know me well, will see a completely different person, to the point it brings me to laughter at times.  Sometimes, the accent they hear in my voice will wildly vary. And up to some time ago, I chalked it up to cultural perspectives and upbringings. But then you see variances with the same people, or changing variances, and you also see variances at different sides of the room. Also, you see some of the hilarity I mentioned before.

  There are many commentators and enthusiasts who honestly consider themselves to be impartial students of a craft. But more than in the past, you can see polarity creeping into how things are analyzed, to a crippling level. You've always had polarity, and you've always had controversial decisions. But more than ever, you see people develop extreme, and sometimes violent feelings, where within logic, and reason, it just can't possibly be there. DC said that people had Johnson as the favorite in their rematch because they fall in love with the KO. He was being kind. When I heard the odds for the fight, I knew he was going to be booed after he won. I was one of the only people to pick him in the rematch. I simply watch and understand technique. For you to watch a fight, where a KO artist puts on an amazing display with stand up, and get systematically taken down, and beaten soundly before being choked out, your mind has to process things a certain way, for you to feel strongly that they should win the rematch. You can't be looking at matchups or technique at that point. That's been my point. Golovkin was countered, attacked to the body, and made to look sloppy in his fight with Jacobs. That was established fact to you, if you watched with educated, and unbiased eyes. To see Golovkin schooling Jacobs in that same fight, is not a matter of opinion. At that point, you are operating with something else.


  When Ward and Kovalev square off in June for the rematch, I think Ward's gameplan does suit him best. And it suits the platform. People fall in love with the KO and the bully. Anthony Johnson and Daniel Cormier are both great guys, but Rumble Johnson's power is seen as a bully. People prefer the knockout fighter with victories that are easy to process, rather than the style you have to actually observe.  The non-surly guy who comes off as articulate and working class, is boring today, and no one wants to admit it. But admit it to yourself. What do you respect more, the guy who needs to intimidate and line you up to be successful, or the guy who can turn defeat into victory with mathematics. You see, everyone wants to say the latter when under the light, but your emotional outbursts tell the truth. Personally, the more I see, the less I say. And that was pretty much the stance Ward took at the podium. It's getting to that time where the right answer doesn't come out eventually, but it's never found. I used to see the truth in a matter and call it out and hear and amen somewhere in the crowd. Now, all I ever see are blank stares, and that is truly frightening. People wave off whenever I talk about the changes that are apparent. But at the end of the day, before you open your mouth, ask yourself, are you part of the problem, or the solution. If you're in agreement with the detractors, even if it's 9 billion of them, you have no voice that means anything.

Sunday, April 9, 2017

Days of Rage: Volgarr The Viking- Game Review



This is a tribute and a throwback to days of old. Recently, I was reminiscing while playing Ninja Gaiden for the NES, about how much difficulty had to be cleaved through in the games of the older generations. There was very little to steer you in the right direction, and often there was much trial and error involved in conquering games of that time.

 Crazy Viking Studios, has put together a game that was first on Steam, titled, "Volgarr the Viking." The game was released years ago, but only recently added to the Playstation Network library. It was a breath of fresh air, as there aren't many platformers like it. When you dive into this action game, know that you are in for a ride. The game brags about difficulty from the start. In the first level, you are given a slight tutorial as you make your way across a jungle stage, facing enemies that respawn at an alarming rate. You are equipped with a sword and spears that can be used as projectiles, with limited range. As you progress, you can collect armor that allow for you to sustain more damage and increase the power of you sword attack, as well as enabling a charged, and more powerful spear throw. At base, without your standard wooden shield, you die in a single hit.

 The game has enemies that are reminiscent of Castlevania, in that they have movement patterns that perfectly disrupt the platforming. It can be very infuriating to die due to a single hit from a mist, or a snake that chases you off of an edge of a platform, or strikes you in a very tight recovery window/animation. It feels very cheap at times, but over the course of playing the game, I realized there were more techniques and latitude available to the character- Volgarr. The ultimate goal of the game is to seige the castle of a viking who has terrorized the land after taking a powerful artifact. You traverse through jungles, snowy levels, underground passages, and volcanic mines, until you arrive at the tower where the final boss is kept. The last level of the game is actually very forgiving, in that you have a checkpoint after each room. In the rest of the game, you have only 1 in each level, right in the very middle.


  Aesthetically, I was pleased by the lush color and vibrant animations of the game. Volgarr has a satisfying double jump and a spike attack that can be utilized to break certain object and floors. The music was solid, but not very memorable. It's the challenge that will stick with you. Ultimately, when I rated it after completion, I'd have to say it was moderately difficult, for that genre. It was harder than Shovel Knight, but easier than Prinny. The levels are long and don't have many rest points, but you do get to enjoy the environment.

 I would strongly recommend this adventure for any old school fan of side-scroller action games in the vein of Ninja Gaiden. However, play in a room with soft carpet. Ciao!

Score: 8/10

Friday, March 31, 2017

The Beast- Season 4- Episode 4- Back in the Gym

New episode up of the series. I'm not liking the arm punches and zero defense. I look like an MMA fighter. But that's what video critique is for right..