Year: 2009

  • “Daizenshuu EX” In The Media

    OK, so “media” is somewhat laughable when you consider the source this is coming out of, but let’s be honest… seeing your site mentioned in print, no matter what that print form may be, is a pretty awesome thing.

    We are cleaning out a few things in the apartment as we get ready to eventually move into the new house, and I have been pulling together all of the various magazines I have sitting around. I came across this:

    daizex_beckett_01

    Back in March 2001, an issue of Beckett DragonBall Collector had a two-page column called “DBZ Online”. It was mostly a feature about FUNimation’s official DBZ website, but the very end of the column had a little box for other (fan-created) websites that fans could visit. Lookie, here! What’s that second site listed…?!

    daizex_beckett_02

    Again, it’s laughable when you consider the source and the companion link (“Da Black Gohan”? Really? This is where you want to send people?)… but you can’t help but smile to see your stuff given some attention somewhere.

    These Beckett magazines were always of dubious quality, even though a couple halfway-authoritative people signed on to do some translation and writing work. For example, in this particular issue, Greg Werner (of The Ultimate DBZ Info Site) wrote articles about DragonBall GT (two years before it would be mentioned by FUNimation in the US) and a follow-up translation of the timelines featured in the daizenshuu and Perfect File books.

    Long story short, it was great to find the magazine again and get a decent scan up online so I won’t lose it. I wonder if the people on Wikipedia working on the DBZ articles will now consider Daizenshuu EX a credible source since it’s been listed/featured as an authoritative reference in a media source. *insert snarky smirk here*

  • They Just Don’t Get It (Let Me Play My Music!)

    IGN has put up an interview with Paul Gadbois, producer at Beedox, the company responsible for developing Guitar Hero Greatest Hits in conjunction with Activision. This “new” game is not really a “new” game; think of it as a compilation disc of songs from previous games. That sounds like a fantastic idea in theory, especially since they note that songs that were previously featured as cover versions will now be updated to their master tracks, and all of the songs will be playable as the full band (vocals, guitar, bass, drums). There were a lot of songs in the first two games that I would love to see come back in playable form in the updated game engine, so you can imagine my disappointment as I kept reading.

    IGN: Will downloadable tracks purchased for Guitar Hero World Tour work with this disc? What about GHTunes songs?

    Paul Gadbois: Guitar Hero Greatest Hits (working title on PS3/PS2) will support the entire library of downloadable user-created songs from GHTunes and players can once again create and publish their own songs from the Music Studio. Currently, downloadable songs for Guitar Hero World Tour will work with that title only.

    And it only continues to get worse:

    IGN: Will there be any way to purchase this disc and import the songs into Guitar Hero World Tour (or vice versa) to have all of the tracks accessible at once?

    Paul Gadbois: The 48 songs in this game will all be instantly playable and are designed to be playable off the disc only.

    Excuse me? It is clearly using the exact same game engine and infrastructure from World Tour if it will be fully interoperable with the “GHTunes” library and service, so why on Earth will downloadable content for that exact same game engine not be accessible in this new game…?! I gave the jump from II to III a free pass when the previous game’s DLC would not work with the newer game, since a new company was picking up the reigns and developing from scratch. I was slightly miffed that World Tour would not import (even as guitar-only) the DLC from III, but I got on with my life.

    This, however, is just another concrete showcase of how Activision views you as a consumer, and how lost of a cause they are for progress.

    Here comes the inevitable Rock Band comparison you were waiting for (ignoring the Wii version of the first game, and all PS2 versions due to technical limitations):

    1. DLC purchased during the time of the first Rock Band is fully usable in Rock Band 2 the same way as it was in the first game.
    2. All DLC, regardless of when it is purchased, works in both Rock Band and Rock Band 2.
    3. The (near) entirety of the first Rock Band can be exported to your console’s hard drive for play in Rock Band 2, without the need to switch discs.
    4. While AC/DC Live: Rock Band Track Pack is a retail, disc-only game with its own gameplay, the music can be installed to your console’s hard drive and then used within the traditional Rock Band games.
    5. The upcoming Beatles game has just been given the name The Beatles: Rock Band, hinting at some type of interoperability with Rock Band games, and essentially confirms interoperability with instruments.

    Sure, World Tour finally opened up interoperability with Rock Band instruments (and would even adapt the drum note-path from 6 to 5 notes when used with the Rock Band set), but that’s about the extent of the consideration I can speak to. There’s a reason why World Tour rarely gets popped into my 360. There are several reasons, actually, and I think you can infer anything I have not already touched up.

    This lack of DLC interoperability is the modern example of what many of us were doing several years ago with Dance Dance Revolution simulators like DWI and Stepmania. Despite owning every single American PS1 & PS2 DDR game and a plethora of the Japanese releases, I found myself hooking up the pads to the computer to illegally play copies of songs that I otherwise would have to switch back and forth between two consoles and dozens of games to play. Want to do “Boom Boom Dollar” followed by “Cowboy“? Sorry! It would not surprise me one bit if some of the Harmonix folks went through this same process, because once you have all of your music at your fingertips (also see: having an iPod versus a portable CD player), you never want to go back, and it’s unfathomable to even consider going back to such an antiquated method.

    At the end of the day, however, it all comes back to revenue for the game developers. Rock Band 2 did not quite hit sales expectations, while the Guitar Hero brand continues to perform incredibly well (especially on the Wii). Does this mean all that nonsense about interoperability, consumer consideration, games as a platform, etc. means absolutely nothing? Are they just the incoherent internet whines of a select few?

  • MMOWTF

    So I saw via John Davison’s Twitter feed that What They Play was giving away beta keys for Ether Saga Online, a free-to-play MMO based on Journey to the West. If you know anything about me, the latter-most part of that description would be enough to get me to sign up.

    I downloaded and installed the game this evening. This was the first time I’ve ever laid eyes on any MMO for longer than two seconds, and the first time I’ve ever actually personally played one, myself.

    ether_saga_online

    WTF is all this…?! How can anyone make sense of this kind of screen? I’m so lost.

    Back to quarter-circle-punch for me.

  • “Street Fighter IV”: Seth Can Shove It

    Last night, the wife and I spent over an hour (we didn’t keep track of when exactly we began, but I saw it pass the 70 minute mark) trying to beat Seth with Zangief… with it set to one-round fights on “Easiest”.

    Andrew alerted me via Twitter that there may be some type of glitch with the difficulty setting. A little bit of Googling around confirms that there may indeed be some type of conflict with the PS3 version (which, by extension, may only happen if you do the optional partial-install). Of course, we didn’t know about this last night, though the thought did indeed cross my mind. I seem to remember a version of NBA Jam had an issue where the difficulties were swapped based on what you chose (for example, picking “Very Easy” gave you “Very Hard” while picking “Very Hard” gave you “Very Easy”, and so on and so forth), so I was indeed curious about what may have been happening.

    I mean, let’s be honest… I’m not a terrible Street Fighter player. I’m by no means anything beyond whatever is above “scrub”, but I can hold my own. The lolz thrown back by the internet with suggestions to “just keep sweeping him” were not working; Seth was grabbing me out of ultras, throwing me out of throws, crossing-up into EX specials, and giving me flashbacks to Goenitz (do your homework on that, kids).

    I had played through the game plenty of times with different characters, and this was just ridiculous.

    It’s somewhat comforting to know that there may actually have been something happening behind the scenes to cause such a problem. It was also frustrating to be doing everything I thought I should be doing to “play well”, and it making so little of a difference. I have years upon years upon years of experience with this franchise and these characters, and I haven’t stopped since I began. For those returning to Street Fighter after missing the entire Alpha and III series, I can’t even begin to imagine the frustration with going through and just trying to unlock the hidden characters. It wasn’t fun for me anymore (especially after an hour), and I can’t see it being “fun” for anyone else. Between the horrible problems with difficulty scaling and the antiquated and senseless unlocking system for bonus characters, there is quite a lot to be discussed (and that’s totally tossing aside any thoughts on Seth’s actual character design).

    Before we get to all that, though (whether it is presented in podcast or text form), I still owe that “Collector’s Edition” closer look that I promised last time around. I finished up the scans last night, so look forward to that in the relative near future. I’ll wear my headband while I write it. Promise.

  • How I Began Street Fighting

    With Street Fighter IV out this week, those that follow along here on the site and podcast should (rightfully so) expect a lot of talk about it coming your way. Before I even get to talking about the new game, I thought it might be interesting to take a look back and figure out just how exactly I got here. When did I first play a Street Fighter game? Why did I stick with it? What are some of my earliest memories? Why does it continue to enthrall me to this very day?

    First off, let’s be honest: very few of us actually played the first Street Fighter until we loaded it up in MAME one day. I simply never saw it in arcades or convenience stores, and if I did, I dismissed it without a thought.

    sf1_arcade

    I should start off by saying that I don’t think I got “into” fighting games until Mortal Kombat came around. I don’t know what it was that I was so busy playing instead, but the first round of Street Fighter II in the arcades (and even on the SNES) just totally flew by me. Even then, I didn’t get interested in playing them until the first Mortal Kombat was already out on the home systems in late 1993, nearly a year after it hit arcades. I was vaguely aware of it, but that awareness was the extent of my interest. I first remember seeing the game at a local kid’s house (wasn’t really a “friend”, especially since I kicked the crap out of him later that year for being a jackass, but boys will be boys). I have to imagine it was the prospect of doing fatalities that really drew me in, though I don’t remember all that much. I just remember seeing it, and being hooked from there on out.

    mk1_snes_gameplay

    Around that time, Mortal Kombat II was already hitting arcades, and I was ready to jump in head-first. Everything about the second game was better. The fighters were more realistic, the amount of moves increased, the number and types of finishing moves increased, and the game had a fantastic tongue-in-cheek sense of humor about itself. While the game certainly bumped it up a notch in terms of skilled players being able to fight effectively, all of the characters ultimately still played exactly the same with the exception of their special moves and finishing moves. Additionally, let’s continue to be brutally honest: we were still all playing the game just to see the fatalities. In the case of Mortal Kombat, the “end-game” was far more interesting than the actual game, itself. I played the ever-living-Hell out of the SNES and even Game Boy versions (the latter of which actually let you pause the game, which is the sole reason I purchased it… in addition to wanting to play against everyone else at school…), but something was lacking.

    mortal_kombat_2_fatality

    It was around this time and with this realization that I became more aware of Street Fighter. I was enjoying fighting games, but the fighting games I was playing (really only Mortal Kombat) felt more like brief competitions to see an end show rather than focusing on the fighting itself, which I was truly interested in.

    I don’t know what went off in my little head, but I decided it was time to pick up a Street Fighter game.

    I had my dad drive me down to the local video store, and I purchased a used copy of Super Street Fighter II for the SNES. Yes, by this point in time, we were already on the third revision for SNES, and I hadn’t even played the game before. I was initially confused by the lack of an “end” after the fight, which was to be expected coming from the Mortal Kombat camp (I don’t have a source on me, but I do remember the MK creative team noting that fatalities even came about in the first place because they wanted to move the mid-fight dizzies from other games to the very end so you could get one more hit in). Regardless, though, it was a love affair from there on out. Instead of mastering the art of B, B, LP, I suddenly became a master of F, D, DF, P. Two-in-ones became second nature. The clumsy juggles of Mortal Kombat became more skill-based than I could imagine.

    ssf2_snes_char_select

    It’s interesting to note that, despite becoming totally involved in the world of Street Fighter, I kept up with Mortal Kombat for a little while. I was all about Mortal Kombat 3, and will tell anyone who will listen that I was the one responsible for unlocking Ermac in my local Wal-Mart’s arcade machine of Ultimate Mortal Kombat 3. I rented a Sega Saturn more than just a few times for the sole purpose of playing UMK3 (though Sega Rally was nice, too). I was running around with my crazy-ass Kabal and Nightwolf combos, and proving that Smoke had more to him than just a teleport punch -> spear -> uppercut.

    umk3_snes

    By now we’re into 1995, and I’ve still said more about Mortal Kombat than the supposed topic of this post. Here’s where it begins to shift, though.

    I became very adamant about checking out my local arcade and playing not only against other people, but completely new games, as well. It was a big year for fighting game fans. I may have skipped over Super Turbo (other than some brief play on my friend Jason’s 3DO), but the series received a reboot with Alpha. The Mortal Kombat series had just gone Ultimate, and Virtua Fighter 2 was shocking players with how far polygonal fighters had come in a single generation of games. I took notice, too. In addition to playing the first game on my 32X, I was pretending to be good with a little Kage action in Virtua Fighter 2 in arcades, myself. I was still mostly ignoring Street Fighter, though… which I don’t really understand. I preferred the gameplay of that series more than all of the others, but I found myself leaning towards these others. Maybe it was because those arcade machines were actually free of crowds? Was I still trying to figure out exactly which game series interested me the most? Who knows?

    virtua_fighter_32x

    Things shifted for good the next year, though. My arcade got a gigantic, large-screen, sit-down Street Fighter Alpha 2. The combination of the music, the characters, the animation, and the grand scale of the thing won me over. I still vividly remember seeing that pre-match character layout (which zips into the profiles) for the first time and being amazed at just how slick and refined the whole thing felt, and I even remember that it was Adon that I first went up against.

    sfa2_arcade_gointofight

    I think “refined” is the perfect word to describe what I found missing in all of the other games. Mortal Kombat 3 brought the series into more offensive territory with the Run button, but it still felt clunky and imprecise. Virtua Fighter was a great first step into 3D, but the ridiculous floaty jumps were very off-putting (though 2 did an amazing job cleaning it all up). I only briefly dabbled with Tekken until Tag, and only the second game on PS1 (thanks to a demo pack-in with my system). SNK’s games were getting to a fantastic level (despite the hardcore fans problems with the striker system, I’m a huge fan of King of Fighters ’99), but I couldn’t find anyone else to really play them with (at least until college). Here was Street Fighter, pulling everything together so nice and clean. It just… worked.

    I never seemed to get around to picking up any additional home console versions for a couple years. I think I just rented them enough that I felt like I owned them. Once 1999 came around, though, I wasn’t about to miss out on Street Fighter Alpha 3. I emptied all of my change bowls and scrapped together enough right there to purchase the game. Everything about it was magical. Despite finally dropping the classic tunes for the characters, Alpha 3 just oozed fresh style. Takayuki Iwai & Co.’s new musical score was both instantly memorable and catchy (and was actually one of the first game soundtracks I ever purchased). The new “-ism” styles let you play Alpha 2-style if you so desired. The home version’s inclusion of even more characters from “Upper” (the Naomi board version) flesh out an already-gigantic cast of both familiar and new faces. It may not have been the most balanced game in the franchise, but that was hardly enough to keep a player like me away from the controller. In fact, aside from Super Mario Bros. 3, it is perhaps my most-re-purchased game of all time (PS1, PS2, GBA, PSP… nope, never owned the Saturn or Dreamcast versions, myself).

    sfa3_ryu_gameplay

    You’ve heard Andrew and I talk about Alpha 3 enough on the podcast, so I’ll leave behind one of our all-time favorite games behind.

    During this time and over the next several years, we were treated to an array of crossover games that complement the main (numbered) series quite well. Whether it was dropping quarters into X-Men vs Street Fighter or playing the import Dreamcast version of Capcom vs SNK 2 day in and day out, we played them all. Marvel vs Capcom 2 also immediately jumps to mind, with all of us having college buddies that, despite having absolutely zero interest in fighting games, couldn’t resist throwing down for a few hours with us.

    We’re missing a game series, though. It seems like a lot of people forget about Street Fighter III. I think like the majority of the more mainstream Street Fighter fans (those of us who thoroughly enjoyed the series, but never got up to tournament level or anything like that), something just didn’t sit right with me. Perhaps it was indeed the overall lack of returning fighters. Maybe it was the more Darkstalkers-esque characters that felt out of place (don’t get me wrong; I enjoy that series, as well!). Maybe it was yet another drop of any and all classic tunes. I played here and there in random arcade machines, but then again, maybe it was the death of arcades that was hurting my ability to even play the game in the first place. I was excited to see a III machine on my college campus while visiting the summer before school, so you can understand my sadness to see it gone when I returned later that year.

    Things have changed over the years, though, with regards to III. Like a fine wine, it actually seems to get better with age. I appreciate more and more about the game as I get older. I now find the soundtrack to be one of the most fitting (if not silly) in a fighting game. I love a lot of the new characters, and even found my quasi-Fei Long in Yang. I like to pretend I’m a solid technical fighter with my parrying of simple fireballs (don’t ask me to use it in general gameplay up close, though). The animation is fluid and eye-popping. The general presentation is just as slick and streamlined as any Street Fighter game before it. It’s a very technical fighter, but it’s not as intimidating as something like the Guilty Gear series. I’m incredibly glad to have a copy of the game sitting around, and while we don’t revisit it as much as I otherwise would like to (Alpha 3 and CvS2 seem to be the default go-to games), it’s always a damn good time when we do.

    sf3_char_select

    It seems like there is so much more to talk about, and so many other fighting games to compare and throw into the mix (nevermind all of the assorted merchandise like anime and action figures). Alas, this is only supposed to be a simple reflection on how I came to be the type of Street Fighter fan I am, and it still ended up being a stream-of-consciousness plop of text. Here we are with IV finally in our hands, and like Ono wanted us to do, we are rediscovering what it is about the series (and these characters) that we love so much. Forgive me, but I think I need to stop typing and get back to the game, now!

    Next time around, we’re going to take a look at the “Collector’s Edition” pack-ins. How does the new anime stack up to previous efforts? Does that headband fit? Are the extra costumes worth downloading? What’s on the soundtrack? Stick around…

  • Lack Of (Modern) Literacy On YouTube

    The title should come as absolutely no surprise, but I’ve rofled enough to myself in the last couple of minutes that I figured I would share these with you. No, this is not a follow-up to my viewpoints on my own feedback/responses/criticism on YouTube, so don’t worry that I’m bombarding you with more of that nonsense.

    YouTube has a post up on their own blog talking about devices and services that enable a consumer to view YouTube directly on their television. Makes sense, right? I mean, we know about Microsoft’s partnership with Netflix to get that service on the 360, and PS3 owners have no doubt seen the YouTube link right when they launch their browser. There are plenty of other set-top boxes and new televisions coming out with integrated services like these, as well. For those of us that live the modern, technology-based lifestyle, none of this requires any explanation.

    Remember that the majority of the world doesn’t think the same way we do, though. Plenty of people are quick to point out that you can also hook up a computer to an HDTV, but most appear to be completely clueless. These two quotes stuck out to me (from what I could stand reading through):

    great stuuf what is the channel number in the unite kingdom

    … and…

    what the number of the channel it’s gonna be on? will it work on cable

    What I think this really proves is that general consumers still think of “TV” as meaning “a channel I flip to”. It’s easy for us to make fun of or at least chuckle at these types of responses, but for those of us trying to reach new audiences (ones that still don’t understand what it is we’re doing), seeing these types of comments is incredibly frustrating.

  • Xbox Live Experience: Classic “TMNT” With Friends

    Yesterday, our buddy Kevin coordinated a cross-country gaming date for the evening over Twitter. Myself, Andrew, Kevin, and our buddy Ryan all joined up for a little play-through of the Teenage Mutant Ninja Turtles classic arcade game over Xbox Live (10:30 pm eastern time, 7:30 pm western time). Seems like an easy enough recipe for a good time, right?

    Well, mostly!

    tmnt_arcade_4players

    What we quickly found ourselves doing instead of just playing the game was fighting with the Xbox Live service to simply allow all four of us to join up. We initially started with Kevin creating a “Party”, and then he invited the entire party to a private match in the game. No matter which order people joined in, who tried to set up a match next, inviting through the party system or one-by-one manually, we simply could not get all four of us into the same room. The fourth person would always get the “Game session is no longer available“-style message, even if they just got in on the previous try. We even all tried joining into a “quick match” together at the same time, and ended up with the same problem (only three of us able to join in, though it was a hilarious miracle and testament to the game’s play-drop-off that we all ended up in the same random quick match).

    Around fifteen minutes into this epic struggle against Microsoft’s back-end, Kevin randomly suggested that we try signing off and back onto Xbox Live. Andrew and I did so, and we were magically able to all immediately connect to each other in-game. This proves that it had nothing to do with our ISPs, our firewalls, any port-forwarding in our routers, or any nonsense like that. It was nothing more than random nonsense on the Xbox Live side of things, and nonsense we typically only expect from the free PSN, as opposed to a service we pay ~$50 a year for (and therefore, rightfully so, expect a near-flawless experience with).

    Once we got into the game, we sufferred little in the way of hiccups (with the exception of some minor lag problems on the “Come on guys, we gotta save Splinter!” stage). We managed to make it up to Krang, and while Kevin survived long enough to get him blinking, the rest of us succummed to his mighty kicks with the measely amount of lives we had left at that point. We all made a couple stupid mistakes, but now that we’ve played again… I fully believe we need to set up another session so we can not only complete the game for that achievement, but also make sure that Andrew doesn’t get himself flame-throwed in the face so we can all get that achivement, too!

  • Conversation 006: We’re Back With A Discussion Of The Games We Played In 2008

    Surprise, surprise!

    The three of us got together this weekend and recorded episode six of the show, had a blast doing it, and are extremely happy to bring it to you so quickly. We are easing our way back into a normal schedule, and while we don’t have a standard Top 10 list this episode… it ended up being a normal length, anyway!

    Since people seem to agree that talking about the games we have recently been playing is an integral and interesting part of the show, we definitely kept it in there. We have some pretty diverse gaming experience going on with Jeff focusing on the iPhone, Andrew dabbling with some sports games, and Mike playing a few games of yesteryear. For our topic portion, we decided to turn the previous discussion on its head and talk about the new games we played in 2008. We concluded the show picking our favorite game(s) of the year, and gear up for another batch of blog entries and podcast episodes coming your way.

    Big special thanks to everyone out there sticking with us while waiting for a new episode by contributing your responses on the blog posts and continuing to drop us a line.

  • Top 10 PS2 Games I Own And Have Never Played

    I promised this way back on episode two of the podcast, and haven’t gotten around to tossing it together until today. I have finally put up my “Top 10 PS2 Games I Own And Have Never Played” over in the Top 10 Games section. I was thinking about also doing a similar list for the DS soon, too (though it might be a Top 5). How about you all? Got any large collections with stuff you haven’t touched?

  • Search Referrals Across The World

    Following up a little bit on my post about rankings on Google a little bit, I just wanted to share another behind-the-scenes doo-diddy with Daizenshuu EX. I have always touted the site as a “global fandom” resource. The Japanese version of the DragonBall series is the sole version that can be (and is) appreciated throughout the entire world, and that is our audience. As a testament to that, what I specifically would like to share is a list of the last twenty search engine referrals’ origins by country as I’m looking at them right now, with 15 of the 20 specifically looking for a variation on either “daizex” or “daizenshuu ex”:

    • Brazil
    • Japan
    • Croatia
    • United States
    • Japan
    • United States
    • Australia
    • Italy
    • Japan
    • Netherlands
    • Australia
    • Germany
    • Japan
    • United States
    • Netherlands
    • Spain
    • Denmark
    • Italy
    • United States

    That’s just beautiful, and I feel like we’re actually accomplishing something…! Let’s get Daizenshuu EX as a household name in Uzbekistan, and I think I could call it a day.