Game Spotlight: Killer Instinct (2013)

November 25th, 2013 1 comment

Debuting as an Xbox One launch title, Killer Instinct was developed by Double Helix Games in Irvine, California and released just a few days ago. It’s free to download with one rotating character unlocked (currently Jago). A total of eight characters comprise the Season 1 roster.

Killer Instinct logoAdmittedly, the game is a little light on content at the moment, but Spinal and Fulgore should be arriving shortly, along with a new Story Mode rumored to expand on the outrageous backstory of the Killer Instinct universe. Hopefully enough people will support the game to justify the addition of many more characters and features.

It’s worth noting that Double Helix reached out to a number of fighting game players (including me) to explore Killer Instinct and provide extensive feedback during development. Obviously this doesn’t guarantee the gameplay is flawless, but it’s nice to know they genuinely care about making the fighting game community happy. Let’s be honest, the FGC isn’t exactly known for being easy to please!

I know there’s considerable hesitation regarding the Xbox One in general. It’s certainly an expensive console, so i can’t blame anyone for not wanting to buy it for Killer Instinct alone. But if you’re one of the million people who did pick one up, i hope you’ll give KI a chance.

In my opinion, whenever a studio tries to make a new AAA fighting game, it’s a good thing. How often do American studios even attempt to make fighting games anymore? Believe me, it’s hard to do. I have no idea if Killer Instinct will make a good tournament game, but it obviously has the potential – and it’ll be fun to find out. If enough players support it for long enough, it might turn into something really special!

Categories: Impressions, Spotlights Tags:

ComboVid.com style exhibition v.two (TFC2k13 Edition)

September 15th, 2013 5 comments

Another year, another major fighting game tournament, another massive combo video collaboration premiered on the main stage during Sunday finals. Putting this video together was insanely chaotic up until the very last moment, but i think the end result was worth it.

Everyone attending The Fall Classic in Raleigh, North Carolina seemed to enjoy the screening today. On behalf of everyone who participated in making this combovid, we’re happy to have been present for the launch of a new major fighting game tournament. Hopefully TFC will become a respected and successful annual event in the tradition of Evo, NEC, ECT, and FR.

As the title suggests, this project is the belated follow-up to sh/f style exhibition v.one from Evo2k10. A full transcript will be posted on ComboVid.com within the next couple of days.

Categories: Combos Tags:

No More Ads

August 25th, 2013 17 comments

Last night i removed all advertisements from Sonic Hurricane. They were an ugly eyesore and never made any money anyway. The only reason it took me so long is because i liked using them to break up my massive walls of text without having to search for a relevant picture.

Luckily i figured out how to make ComboVid banners of the exact same size and placement, which load much faster and aren’t nearly as creepy. Sonic Hurricane is now 100% profit-free! (Not that i ever managed to break even in the first place.)

In the process of removing all embedded ads from individual articles, i couldn’t help but notice that some of my old writing is pretty damn weird. Um, sorry about that y’all.

You know, it’s not that i’m trying to sound smart or take myself too seriously. I’m just not that good a writer. I get bored and start trying to find new words i’ve never used before, or substituting longer/shorter words to even out paragraph shapes. Also i like playing around with new grammar tech; occasionally bending the rules for fun. Unfortunately sometimes it ends up sounding inordinately abstruse.

Categories: Uncategorized Tags:

Questions I Have No Business Asking, No. 2

July 16th, 2013 17 comments

Every single fighting game in the Evo2k13 lineup requires an immense time committment! Playing SF4 or MvC3 simply isn’t enjoyable if you can’t perform ultras or basic combos at will. For a newcomer, that’s already days or weeks of up-front practice.

Then trying to play against human opponents multiplies that minimum committment tenfold. Playing competitively in tournaments multiplies it a thousandfold! Even casually watching tutorials and tournament streams takes up entire evenings.

Considering how much time it costs, what is it about the fighting game community that keeps you connected and invested? Also, what’s your biggest concern/fear about where the community might be headed?

Categories: Uncategorized Tags:

PASBR Patch 1.10 Balance Changes

March 19th, 2013 438 comments

Version 1.10 of PlayStation All-Stars Battle Royale represents a comprehensive tuning patch that affects every character on the roster. Our goal was to identify the biggest imbalances in the game and carefully address them without diluting any fighter’s intended combat persona.

The update went live this afternoon, alongside the release of DLC characters Zeus and Isaac and the new Graveyard level. Detailed patch notes have already been posted online earlier in the week. I’m mirroring the complete verified list here, because frankly i’m proud of these changes and i hope the fighting game community embraces them.

    General Changes
• AP burst victims in online matches no longer erroneously receive the 30 AP bonus.
• Blocking another attack while in block stun reaction no longer zeroes out X velocity.
• Characters can no longer block or dodge for 5 frames after landing during an air attack.
• Characters can not perform supers until frame 12 after landing during an air attack.
• Characters now remain grounded for the first 10 frames of jumping (previously 9 for Kat, Ratchet, Sackboy, Sly Cooper, and Spike).

    Big Daddy
• Air F+Triangle has 11 additional frames of startup.
• Air D+Square now gains 20 AP (previously 10), and victim’s reaction is reduced by 3 frames.
• Level 1 Super now causes an initial stagger reaction on frame 36.
• Level 2 Super’s Triangle attacks are sped up.
• Level 3 Super attacks become active 3 frames sooner and recover 6 frames earlier.
• Level 3 Super attack volumes have been adjusted to be more centered around Big Daddy.
• Level 3 Super victims swim faster and no longer get stuck upon entering Infinite Avoidance.

    Cole MacGrath
F+Square -> Square hit volume enlarged to hit small characters more consistently.
• Neutral Triangle firing rate has been sped up by 4 frames (moved to its recovery instead).
• Ground neutral Circle recovery has been reduced to 20 frames (previously 28).
• Level 3 Super tornado movement speed has been increased.

Read more…

Categories: Game Design, Strategy Tags: