By: goukijones Nov 20, 2010 | 579 Views | 5 Comments
For those of you who don't know ActRasier is a cross between Zelda II and Sim City. I was totally in love this game. ActRasier is a great example of a game that should have an Epic remake. Let's go Sqaure Enix.
This game always pops in and out of my head so I thought I'd write this story about it. ActRaiser is an old school game on the Super NES. It was developed by Quintet and published by Enix, now Square Enix. The gameplay is city management with a little bit of monster house cleaning mixed in. There's side scrolling dungeon crawling action with really cool boss fights, that is kind of like Zelda II: The Adventure of Link. Then you have the Sim City aspect of the game where you develop towns and villages. You must appease your followers and they will shower you with gifts or shun you for being a nuab.
The games graphics and design were ahead of it's time I believe as I watch videos of this game now. The idea to mix these two genres together is gold itself. All of the monsters in the combat levels are different and distinct. The levels themselves offer a ton of variety from, deep dark dungeons to open sand dunes and flying through the clouds. The bosses are also really cool. I could totally see this game transitioning into a modern remake easily.
The music in the game is also another stand out. Acclaimed video game music director Yuzo Koshiro, famous for music from Streets of Rage, Ys series, old school Shinobi and other classics did the soundtrack. I could just rock out to the soundtrack. Actually I did, while uploading some videos today to youtube, I watched the entire speed run series from youtube user bigboss643. It's not him in the video playing, but he gives credit to the Jimmy who is. Check out these videos below and let me know what you think. I would totally play a God of War esque remake with some Sim City 4 city management action built it.
ActRaiser Speed Run Part 1
ActRaiser Speed Run Part 5
youtube user description: This is a speed run for ActRaiser on the Super Nintendo. I did not do this speed run. I got it from www.speeddemosarchive.com. I got it for all those ActRaiser fans out there, and non-fans alike. So please don't accuse me of copyright infringement, or plagiarism. Enjoy. - Check out the entire speed run on his channel.
Let me know what you think. Could this classic be remade into a modern day treasure?
By: Crimson Relic Apr 6, 2010 | 729 Views | 1 Comments
Developers of SSFIV tell us what they've done to balance 6 of the characters.
Hello everyone. This is Tsukamoto.
All around us, it looks like spring as the cherry blossoms are beginning to bloom. But with the heat generated from the National Tournament, it feels like we skipped spring and went straight to summer! I'm really grateful to those who participated. Thank you very much!
And we also had a huge announcement from producer Ono! SFIV arcade players, thanks for waiting! I was also a bit surprised, but I believe that the confirmation of an arcade release of SSFIV happened because you all poured out your hearts for it to Ono! That's really great! But it looks like we're gonna get busy again!
This week, continuing on from last week, together with the battle planners we'll be talking about the character adjustments for Guile, Dhalsim, Balrog, Vega, Sagat, and M.Bison.
Let's get right into it - please tell us about the adjustments for Guile.
Since Street Fighter 2, Guile has been a character who can't do his special moves instantly, but with plenty of good normal moves. Since we wanted to work on that area in Super Street Fighter 4, he's the only character in all of the game who we've made adjustments to his charging time, and we've also made some big revisions to his normal moves.
We also worked on his offensive priority quite a bit.
We've also changed the functionality of the Guile High Kick (Down-Toward + Hard Kick), which many people didn't quite know how to use. In SF4 we intended for it to be an anti-air for when Guile doesn't have a charge, but in SSF4 we've added combo functionality to it.
Combo functionality... which means we can juggle after it?
Yes. You can juggle after it with EX-Flash Kick, etc., and you can use it in combos. We've also adjusted his Spinning Back Knuckle (Backfist) so that you can combo it after a Sonic Boom. We've also made it so that his Reverse Spin Kick (Upside-Down Kick) makes low attacks miss more easily, and tried to make him more like his old self.
We've also made some corrections to his combos.
Yes, we have. The Guile players who gave it their all with his combos, they didn't really get enough reward for their efforts. That was the biggest thing about his combos, so in SSF4 we took that into consideration and we're adjusting the amount of damage his link combos do.
What about adjustments to his special moves?
Guile is all about the Sonic Boom. But in SF4, when getting into a fireball fight he ended up on the losing side. That's not really Guile. Even though his Sonic Boom is a charge move, he's supposed to be the one to win in a fireball fight. So in order to get closer to that idea, we've made some slight adjustments to the charge time for Sonic Boom to make it stronger.
What type of move is his new ultra, Sonic Hurricane?
As the Sonic Hurricane is a move based on being grounded, you can use it to pressure your opponent, do chip damage, or just keep your opponent in front of you and stop them from moving. We've also made it so that it can be used in combos. So then because of that, it does a little less damage than his Somersault Explosion Ultra I. So if you want to take off big chunks of damage, use Somersault Explosion, but if you want an all-purpose attack plan with lots of variations, then you can use Sonic Hurricane.
Sounds like Guile's been buffed up.
Yeah, I think he's risen up to the middle class at least. We've also given him a fun new move, so if you can use it when you have a chance I'd be happy about that.
Ah, this was a bit of a secret topic during Hakan's reveal trailer. Guile's sunglasses.
If you enter in the command, Guile puts on the sunglasses. Do it again, and he takes them off. ... And that's really all it does (laughs). We also wanted to make the sunglasses cancellable.
Jump Hard Kick, Standing Hard Punch, Sunglasses! (laughs) But this would just aggravate the player on the receiving end, so we gave up on it.
Next, tell us about Dhalsim's adjustments.
The character who won the first national tournament. Dhalsim is a character where the players have found a lot of really interesting ways to use him, which surprised even us. But his overall damage output was kind of low, so the reward for reading your opponent wasn't that great. So if the player wasn't exceptionally skilled, there were many rough spots in using him. Although there was the thought that if we made him stronger in Super Street Fighter 4, those who were already good with him would just be even better, but as we wanted a wide range of Dhalsim players to be able to enjoy him more, we decided to give him some improvements.
Isn't he the only character who hasn't has some kind of numerical reduction?
Yeah, I think we talked about this the last time, but in order to increase the number of turns in a fight* we've reduced the damage output in general for all characters - all except for Dhalsim. His damage was low to begin with. Also, we've slightly increased his counter attacks. Since Dhalsim is a character who has difficult normals and trouble with footsies in close, we've improved his throw, and made his Drills better, which many people wanted. So for the Dhalsim players who felt like they lost once their opponent got in close, in Super Street Fighter 4 I think that will be a better fight for you.
(*Azrael's note: In the last blog they mentioned making the game so that if you read your opponent twice, you would probably win - they were adjusting SSF4 to increase this number, so "turns" probably refers to this.)
Many people wanted the his Yoga Fire to be sped up...
We haven't changed the speed of Yoga Fire, but EX-Yoga Fire now goes full-screen, so you can pressure people from areas you couldn't before now.
What type of move is his new ultra, Yoga Shangri-la?
Yoga Shangri-la is a move that can be used during Dhalsim's unique jump arc. As its for grounded use, it won't throw an airborne opponent, but its really good when used with his teleport. To put it simply, Yoga Castastrophe is a move for starting an attack string, while Yoga Shangri-la is a move for ending one.
The hitbox for Yoga Shangri-la is pretty big, and sort of similar to the headbutt Drill. So its difficult for an opponent to tell in an instant whether Yoga Shangri-la or Headbutt Drill is coming, and that adds some variation to his attack patterns.
Now then, please tell us about Balrog's adjustments.
As Balrog was already a pretty strong character, I think he was pretty high up in the tiers in Street Fighter 4. So we wanted to keep his current playstyle intact, but make his freedom of use a bit better. Probably the biggest adjustment is that we've re-examined his input priority. In SF4, his Dash Uppercut and Grand Dash Uppercut sometimes wouldn't come out, or would come out on their own, so we've adjusted this.
How about his new ultra, Dirty Bull?
Dirty Bull is a throw type move that deals out massive stun. Balrog is a character who can make his opponents clam up and then deal out chip damage, or if he breaks their guard he can deal out big rushing damage. But if he has his opponent guarding, for the most part he can really only do chip damage. So now he has the Dirty Bull, which is another way of breaking his opponent's defenses. As was said before, the move does massive stun - so if you hit it after getting in a good rush attack, there's a high likelihood that your opponent will be stunned. For those looking to dish out big damage, you'll want to stick to Violent Buffalo, but if you want more ways to pressure your opponent, then I think Dirty Bull is a nice choice.
Now please tell us about Vega's adjustments.
We've made Vega stronger! Probably the biggest thing is that we've given him more overheads. His Piece of Mercury (Down-Toward + Medium Kick) was a high attack, but in SSF4 it now hits overhead. Many people said it was hard to get knockdowns with Vega in SF4, but with this attack hitting overhead now this should increase his attacking options. Also, we mentioned this before, but we've made his claw and mask more durable, so they don't come off so easily now. We're also adjusting his vitality even when he has the mask and claw, so I believe players will be able to use a stronger playstyle. We've also increased the invulnerability periods on all his special moves and made them stronger.
To give some specific details, we've made his Scarlet Terror unthrowable, so it can be better used against Zangief's Screw Pile Driver. Also, his Medium Punch Rolling Crystal Flash will cause guard stun until the very end, so he doesn't have to worry about it being interrupted by an attack with invincibility, and can use it safely as a chip-damage move.
How about his ultras?
First, we've vastly improved his Bloody High Claw. Now it hits on the way up, the same as his EX-Flying Barcelona Attack, so there are more situations in which he can land it. Also, Splendid Claw reduces his hitbox and moves along very quickly. Bloody High Claw does good damage and is good for anti-air, while Splendid Claw is for grounded opponents. I think Splendid Claw is easier to use than Bloody High Claw, so that adds to his strength.
Many people feel that Vega isn't quite as agile as compared to his Street Fighter 2 version...?
Really though, in SF4 Vega is one of the most agile characters in the game. It's just that he's tall and his legs have a particular movement to them, so if you look at the image it doesn't look like he's moving much at all.
There were also a lot of opinions that his claw throw-away move came out too easily.
We have taken another look at the inputs for that. Except for those who do a lot of inputs from crouching position, it shouldn't really come out on its own anymore.
Well then, now tell us about the adjustments to Sagat.
Sagat was well known as a strong character, and we on the development team felt so as well. This time around, we wanted to retain what he could do, so we went with reducing his damage output. Using the moves and combos he often utilized as a reference, we adjusted his attack power, and we also took another look at his Jumping Medium Punch, which people felt was lopsidedly strong. Of course, you have to read your opponents movements in order to be able to hit them, but as his combo window for attacks was on the long side, we adjusted that as well.
Basically, the situations where he can just throw something out and it will be okay - those have been reduced.
Yes. If you look at him as a whole, the nerfed parts sort of stand out. But we thought that just nerfing him was kind of sad, so we've given him a new move. The "Angry Charge" (Angry Scar) uses up meter, but affects the functionality of his Tiger Uppercut. If Sagat hits Tiger Uppercut during Angry Charge, it does more damage, and it increases your chances of beating your opponent with an air combo. So this is something you should try to do when you have meter.
Sagat was called the strongest in SF4 - what do you think his position is in SSF4?
Now, I feel like he's either 1st or 2nd. Its not that his position has changed, but our adjustments have allowed for the other characters to close the gap on him. So its not that we've just made him weaker, but we've made the other characters more competitive with him.
So for the players who used Sagat before, instead of thinking that they won based on the character's ability, now they can think that Sagat is strong because the player is strong.
What type of move is his new ultra, Tiger Cannon?
In contrast to Tiger Destruction, which moves him forward, Tiger Cannon is a powered-up version of his Tiger Shot. As Ryu is his rival in the story, we also figured that Tiger Cannon would be a nice accompaniment to Ryu's Metsu Hadouken. It doesn't have the destructive power of Tiger Destruction, but its a projectile move that can be used regardless of where the opponent is on screen, and I think it will be nice for those who want to improve their footsie game.
And finally, tell us about the improvements to M. Bison.
I think there are a lot of skilled M. Bison players in SF4, but Bison didn't really have a good go-to move. Bison's signature move is his Psycho Crusher, so for our adjustments we took another look at his usage of it.
The usage of Psycho Crusher?
We've increased the functionality of Psycho Crusher to bring back the "Psycho Tail" image from back in the day. In the past, it would do chip damage even after he passed through the opponent, and trip people up, so we've made adjustments to bring that back. It was often said that the Psycho Crusher was useless in SF4, but now you can use it on wakeup to give Bison an advantage.
Are there any other areas that have been changed?
We've improved the EX-Psycho Crusher's ability to negate fireballs. So now he can nullify a fireball and keep on with his attack.
What kind of move is his new ultra, Psycho Punisher?
His ultra in IV, Nightmare Booster, was mainly meant for in-combos, and has high damage output. So his new ultra, Psycho Punisher, is a move to help M. Bison against projectile characters. He flies in a parabola, so in those times when projectile characters are zoning him out now he can use this ultra. Also, the biggest feature of Psycho Punisher is that its a command move. So you can use it without having to store a charge.
Do you have a message to everyone looking forward to playing the game?
Of the characters we talked about this time around, I believe people were the most concerned about Vega and Sagat. We've improved Vega so that he finally feels like one of the strong four bosses (Four Kings i.e. the World Warrior bosses), so to all the people who have stuck with Vega I really want to say thank you. As for Sagat, as Ryu's rival I don't think his position as changed, but he has a lot more openings than he did in IV. So for people fighting against Sagat, be sure to take advantage of those openings and take the fight to him, and I think it'll be a good match. For Sagat players, you may feel that he's really been nerfed, but he's got a new move, and his position as The King (or, the emperor) hasn't really changed, so please enjoy him in this game as well.
Well everyone, did you enjoy today's entry? Sorry to those whose characters we haven't talked about yet. Please wait just a little while longer! Next time we'll be talking about the adjustments for El Fuerte, C.Viper, Abel, Rufus, Seth, Akuma, and Gouken.
See you next week!
Just how did Akuma reach his current level of absolute power? What training method did he use? What event triggered his ascension beyond his already powerful Shin Akuma form??..
Clouds loomed over the night sky. A thunderstorm was approaching. The starry night sky and moonlit earth turned to darkness and shadows. There, in the middle of a grassy field having been dispersed by a powerful Sekia Kuretsuha (an emotion of powerful dark energy known as The Satsui No Hado), stood Akuma in thought. His eyes glowing red with power. Images of his battle with Gouken passed through his mind. His brother had obtained the Power Of Nothingness. Able now to neutralize any energy based or special attack, returning it to it's source, rendering it harmless. Akuma and Gouken have always been near equal in fighting ability, one specializing in offense while the other in defense. But if Gouken could make special attacks useless while still using his, Akuma would need to find a new weapon of offense.
The Power Of Nothingness was in itself, power. An ability to be used. In this universe, the only thing that can defeat power is more power, and no one knew this better than Akuma. Having already thirsted for massive amounts, it was time to take this thirst to the next level. Rain began pouring from the dark clouds above. Akuma began to unleash The Satsui No Hado. His body glowing with a crimson aura. The ground began to shake, clenching his fists and steadying his feet, he unleashed his FULL POWER. Massive amounts of energy shot out as his aura grew in size. His hair grew white and his skin turned to a darker tan. Lighting began to strike the ground. Drops of water raining down on Akuma as he unleashed his Shin form! His feet sank into the ground as the force of power grew in intensity. Waves of energy took down surrounding trees.
Lighting struck the ground, having been attracted to the surge of energy he was emitting. Shin Akuma, now ready, looked up at the thunderstorm. And with an insidious smile, jumped into sky, leaving the ground beneath him crumbling. He now soared towards the sky, as if to ascend to the heavens, water droplets hitting his face. And then suddenly, A BOLT OF LIGHTING! The moment Shin Akuma had calculated for, timing his jump to be hit by the most powerful bolt of lightning, shooting out from the highest clouds, a stunning 500 miles above. And in that moment, Shin Akuma unleashed ALL of the Satsui No Hado stored within him. The massive electrical power and the Satsui No Hado collided and danced in the air as waves and flashes of energy shot out. With his sheer will, Shin Akuma grasped the power of lightning with the Satsui No Hado and began molding and blending, consuming the full power of the lighting bolt. The energies began to fuse! The cohesion lit up the night sky. Rays of red, purple, blue and white light pierced the clouds into space!
The newly born energy was now becoming condensed and controlled. Akuma then manipulated the energy and flowed it into his body all at once. His eyes lit up red and a sudden explosion ripped through the night sky! The Heaven Symbol天 appeared in the sky, massive in size! Energy circled around Akuma. A blinding ray of white light shot vertically into the shy. The display of power being visible from space! And as the beam of light began to get thinner, a powerful muscular shadowy figure stood on the ground. An incredible blue aura emanated from the figure. Electricity crackling and circling him. His hair had grown and risen, an illuminating glowing bluish white. His eyes a fearsome glowing nova red. His fangs on his lower jaw grew in size. His wardrobe having been shredded down revealing his skin, an astounding thunderous blue, displaying the storage of godlike electrical power. Akuma had been reborn. Having obtained power from the heavens themselves. He was no longer was human. No longer bound by any mortal restraints or morals. He ripped the prayer bead necklace from his neck and the beads levitated in the air, controlled by his will. He stood firmly and unleashed his new found power! Thunder roared and lighting struck the ground, as the world now knew the most powerful fighter in existence... Oni.
Over the years, developers have allowed the gamers to play as boss characters from time to time in video games. Is it a good idea? Boss characters usually have a clear advantage over normal characters. Well, let's take a look.
What was the first boss character you were able to play in a video game? Was it a fighting game? An RPG, a racing game? For me, it was Goro of Mortal Kombat 4.
It was really the first time where I felt like had greater power for wielding a character of such magnitude. Goro!? The 4 armed fighter of Mortal Kombat? This was too good to pass up. But as later releases came out, even Shao Kahn was playable. How rediculous is that? A powerful emperor to be playable, can you say spam selection?
More and more games would eventually allow boss characters to be played. Street fighter is a prime example. Vega, Balrog, Sagat, and M. Bison, would be playable characters even before Goro and Shao Kahn. Bowser from The Super Mario became available to play in Super Smash Bros Melee, I remember how cool we all thought that was going to be xD But are developers doing the right call when it comes to making boss characters playable? They spend a great amount of time coming up with menacing ideas to hype up a boss character, regardless of that character's alignment. Fighting a boss character usually means he has very distinct advantages over most of the characters in the game. Normally, greater damage output, higher defense, more health, and a grand arsenal of abilities that you normally have to develope a strategy for. So what happens when they make that character playable? They tone that character down, nerfing his abilities. Of course right? Balance is what developers want when it comes to competition, but at the same time it almost diminishes the boss character's status. The near fear of fighting a boss character is reduced when playing against a human opponent because one knows the boss character's abilities have been toned own. In the end it comes down to player skill to really win the match.
But then again, who wouldn't want to play with a boss character, some of these characters' aesthetics are really detailed and elaborate. They just look damn cool. And over the years, developers recieved great amounts of fan mail requesting that boss characters become playable. So the developers did just that, but they needed a formula for a boss to be playable, powerful, but not broken. And in the mist of their creation, 2 versions of boss characters were created. One for competition and players, the other for challenging through the story, campaign, or arcade, depending on what game you played. Sometimes however, there were other powerful characters in a game, Secret Characters. These characters would clearly have advantages over many of the normal characters in a game. Faster and and more resilient, secret characters would share properties of normal characters to keep them balanced, sometimes playing the role of a long lost character or new character all together. Discovering the movesets or abilitites of these characters and how to use them to win is the main purpose of secret characters.
One of my personal secret characters was Mewtwo of Melee. Sure, it was discovered that his abilities in the game weren't as great as say, Fox xD But Mewtwo was still considered to be powerful, why? Because he was Mewtwo, the incredibly powerful pokemon we all abused in Pokemon Red, Blue, Yellow, Silver, Gold, Crystal, Ruby, Saphire, Emerald, Pearl, Diamond, Platinum, White, Black................oh wait, we're STILL abusing him. Mewtwo will always be one of y favorite characters for his awesome power.
Boss characters play an essential role in replability as well. Players enjoy becoming better in the games they play, but being able to play as the malicious boss character they just defeated and now earned the right to play as, with their own skill, is just simply put grand. There are, however, characters that have never been actually been truly enjoyed as playable boss characters. One such example is Sephiroth of Final Fantasy 7. Although Sephiroth was actually playable the games called Ehrgiez and the Itadaki Street series, has not been seen in any recent fighting games. Personally, I'd love to see Sephiroth and Cloud in Soul Calibur 5.
In conclusion, as of now there are many boss characters that have come to have great success in many games alike. It was a bit risky for developers, but they mangaged to pull them off. Among my favorite boss characters of all time are Algol of Soul Calibur 4 and Oni of Super Street Fighter 4 Arcade Edition. Thanks for reading and I hope you all have your own favorite boss characters!
By: goukijones Dec 11, 2013 | 1036 Views | 2 Comments
How to make your way across Eorzea gathering the most valuable items from Botany & Mining.
600+ GP is optimal for maximize your gathering. You want to use Unearth II before your first swing. Hit the appropriate slot you want to mine & then pop Solid Reason/Ageless Words after 1 or 2 more hits. Then use Deep Vigor/Brunt Force for the final hit to guarantee that 100%HQ at the end.
You’ve got 3 hours to get to the Unspoiled Node you want. Even if you are swinging at it while the 3 hour mark expires, the Node will disappear.
GP ticks. 1 min Eorzea time = 5GP. So 300 GP an hour.
Personal Gear Stats:
Gathering - 347
Perception - 347
GP - 601
Gathering - 350
Perception - 345
GP - 594
Eorzea TIME (ET) - I use a 24 hour clock in my guide to keep order.
Dragonhead - Darksteel Ore Slot 3
-> 386 (Cost to teleport)
0100 Hawthorne Hut - Crawler Cocoon Slot 4
Mor Dhona - Botany
*These clusters always appear in the same order. All unspoiled nodes always appear in the same slot. You don’t need to spend 300 GP each time searching for the item you want. Just memorize the slot. Here’s an image shortcut.
*If you go after Darksteel Ore & Crawler Cocoon, you’ll have to be super fast to get back to Mor Dhona for this node. You definitely can’t use GP for the clusters. You can just wait to 5AM for the next 1.
Mor Dhona - Botany
-> 181 *Favorite
0900 Camp Drybone Gold Ore Slot 6 (Burgundy Falls)
0900 Camp Dragonhead Spruce Log Slot 6 (Providence Point)
*If you’re fast enough you can get a Cluster Node in Mor Dhona. It will disappear at 1200.
Mor Dhona - Mining (28X$Y12)
Wineport - Dzemael Tomato
Mor Dhona - Mining
*this time can be stretched to 1900 to spend more time during DOWNTIME collecting whatever. Then just stick around in Mor Dhona for 9PM Cluster Node.
Mor Dhona - Mining
Other than Gold Ore, Crawler Cocoon, Darksteel Ore & Spruce Log(probably after housing is added) I don’t see any value in chasing the other stuff down. It’s cheaper on the MP than you wasting your time collecting something other than Shards, Crystals & Clusters.
The LIVE So You Think You Can Gather airs every Thursday at 1PM on Gouki.tv. Tune in & ask me any questions or just follow along to learn all of my gathering tricks.
Thanks for reading.
Top 10 Video Games
- Ultra Street Fighter IV
- The Legend of Zelda: Ocarina of Time 3D
- Call of Duty: Ghosts
- Borderlands: The Pre-Sequel
- Final Fantasy XIV: A Realm Reborn
- WWE SmackDown VS Raw 2011
- Mario Kart 8
- Dragon Age: Inquisition
- Grand Theft Auto V