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N-Revolution Blog

The Death & Resurrection of Fighting

I've been waiting for innovative fighters for a long time. It seems all fighters have been doing since the genre was invented is add more of the same types of characters (thank you Tekken, for finally including character creation!), more of the same types of moves, and more complicated and time consuming control schemes. There are a few exceptions (like SSB), but there's really no where for gamers to go if they like fighters and are tired of the same old thing. Now, with the Rev, we finally have the chance to see fighters that control and play out in exciting new ways. Attacks that are as unique as your hand movements. Offensive and defensive moves that more accurately reflect a real life fight (what's up with the archaic high-mid-low & blocking mechanics?). And who says fighting games have to use the 3rd-person profile perspective? Yeah, I'm talking first-person. I'd rather look directly into the eyes of my opponent. I'd rather see how getting hit in the face or doing a spinning kick looks from the eyes of my character. FPS's add bullet holes to wherever you shoot, so why can't we get cuts and bruises wherever we hit someone? And while we're on that, allowing us to target specific body parts would add so much strategy to the game! What about stamina? That's definitely one of the biggest factors in fighting, so why isn't in fighting games? A slowly replenishing stamina bar would really balance out games by keeping players from doing the same powerful moves over and over again (because it would deplete their stamina very quickly, leaving them open to attack). Then there's stuff like cooldown and buildup. For those casual fighting gamers out there, I'm talking about how each move has specific times they take before they hit or before another move can be started, repsectively. This is probably one of the most annoying, frustrating restrictions in a game that I can think of. Why does it always have to be the same, just so the hardcore fanbase can exploit every frame, forcing you to make the gameplay too fast-paced for its own good? The Rev controller could surely fix that by requiring players to perform some form of the attack themselves. Then reaction times and attack speeds would be based on your own abilities, not some preset numbers. Okay, yes, that's quite a bit of whining. I know that fighting games as they are today can and are very fun on many levels, but I always find myself yearning for a more realistic experience. One that is always totally unique everytime, down to how the characters look and move. Those many problems I cited above all contribute to 15+ years of a single type of niche fighter (with varying appearances or minor additions), while the ways that we could fix them could offer so many dramatic ways for a match to play out that it boggles the mind! Oh yeah, and don't forget that an ideal fighting game for the Rev would include online play. I really think the fighting genre has the most to gain from the Rev controller. Other genres like the FPS have more obvious and tangible improvemens to gain from it, but the fundemental gameplay doesn't change from what we've always known a FPS to be. The Rev could very well allow fighting games to regain their past glory not seen since the original days of Street Fighter and Mortal Kombat.

The Distinction between Cool & Fun

It seems to be a growing trend that game developers focus more on pop culture and creating a hip image around their games. Now this may or may not result in less emphasis on quality gameplay, but in my experience with such games, it always seems to result in less enjoyment. I'm not entirely sure why that is. Maybe it's just me rejecting what I percieve to be cheap tactics at gaining my desire (and money), but sometimes it really does seem like just a generic, bland game underneath all that "cool" extrerior. People see neat images for games and automatically assume a great play experience without caring what the game is actually like. And to some extent, the image is important because it has to do with how we fantasize through the game to feel good, but I'm just afraid that it's beginning to go too far. I guess my problem isn't our reliance on cool images, but is instead about how our perceptions of those images narrows our imagination for gaming. Cool these days seems to be compacted into prepackaged containers marked "Blood & Gore", "Ninjas", "Gangsta's", "Hot Chicks", and "Big Guns". Most games out there (and even Nintendo does it to a lesser extent) seem to fixate on those obvious categories of cool, even though it's in different settings. I'd like to see some more complex themes surface in games' characters and stories for a change.

Starting on the path to my VG career.

I'm going to start attending a university that specializes in video games on Sept. 6. After years & years of general education, I can finally start attending classes related to what I really want ot learn about -- the ins & outs of designing and programming for games.

It's very exciting, but also very stressful because I have such high hopes & expectations for myself. I'm very busy getting ready and enrolled, so my online activity here might drop a little bit (that and I'm working some nasty hours these weeks).