Friday, December 21, 2012

So I Bought A Vita

Yep. I saw this very quickly turning into a PSP situation for me, where I just kept putting it off and putting it off, waiting for it to drop in price to a comfortable level for so long that eventually I realized I'd may as well just wait for the Vita to come out.

But Sony's strategy of continually giving away Vita versions of PS3 games for free and extending PlayStation Plus to Vita at no extra cost is nothing short of brilliant. I didn't even realize how many Vita games I already own until recently, and that's ultimately what pushed me over the edge.

So I bit the bullet and got the Call of Duty: Black Ops Declassified bundle, not because I wanted Call of Duty but because I figured I could just trade it in to GameStop and get a game I'm actually interested in.

I've been messing around with it for a few days now, and here's what I think so far:

  • I'm way too OCD for screen protectors. I spent literally an hour and a half putting this one on because there's a bubble in the top-left corner that doesn't affect anything except that it's driving me insane.
  • The Vita is a super slick device. Everything from how gorgeous the screen looks to how responsive the touch controls work is really impressive.
  • The way the Welcome Park application turns teaching you all the features of the Vita into a set of time trials is cool, but now I'm going to end up spending all my time in Welcome Park obsessing over getting my times down instead of playing actual Vita games. I will become the greatest Welcome Park player in the world.
  • It astounds me that the Facebook application is so bad when the Twitter application is so good.
  • I had fun playing some of Rayman Origins on PS3, but eventually it lost me. After playing the demo of it on Vita, it seems pretty clear that this is the place to play it. It is so goddamn good-looking.
  • Seriously, I cannot get over how awesome the screen is. I keep having to wipe my own drool from it.


  • Waking up and playing PlayStation All-Stars Battle Royale without leaving my bed is great, but I'm pretty sure it means I'm never going to be able to get up and get ready for work on time again.
  • Also: in my first match online in the Vita version of All-Stars, I was playing against a Big Daddy and a Good Cole. Big Daddy and I were matching each other kill for kill and went into 4x Overtime, but I finally pulled ahead by a mile so he quit just before the match ended to nullify it. Seriously? Just take the loss, dude.
  • The analog sticks are pretty disappointing. They're too small and too sensitive, so I feel like there's no finesse to them. I'm finding myself naturally using the Vita's stellar D-pad whenever I can instead.
  • Call of Duty: Black Ops Declassified is an abomination. There's no story mode, just a series of missions with boring cut scenes before each. But the controls are so awkward even with two analog sticks and brain dead AI that I can't even make it past the first mission. And yet, in my first and only online match, I went 20:4 because everyone else was having more trouble than me.
  • Declassified doesn't even come with a box, presumably out of spite to make sure I can't trade it in for as much.
  • Frobisher Says is a delightfully weird WarioWare-esque palette cleanser after suffering through as much Declassified as I can take for one day.
  • I just can't wait for my 32GB memory card to get here. Right now I'm trying to avoid playing too many games knowing that I'll have to transfer it all over to the bigger card soon, but good lord I cannot wait to jump into Lumines: Electronic Symphony.

So far, I really, really like the Vita. I can definitely tell why people would be bored with it by now if they bought it at launch, but for me, there's so much I want to play that I can't imagine being bored with it for a very long time.

        

Friday, December 7, 2012

Assassin's Creed III Made Me Swear Off Digital Distribution. PlayStation All-Stars and Far Cry 3 Brought Me Back.

I can't remember the last time I actually went to a store to buy a game. Getting up, putting on pants, dealing with people... It's all just a hassle. If I can't download the game directly, I'll order it online, but even that's not ideal. Paying for shipping, checking tracking numbers, and waiting for the game to show up isn't that much better than driving to a store. It's more convenient, sure, but it's slower and I still end up with a disc.

That's right, I don't want the disc, either. I'm at that stage. Even though getting up to swap discs is the most minor of inconveniences, it's an inconvenience nonetheless and it's often enough to kill an impulse to boot up a given game on a whim.

It's like a TV remote. If you've ever had a broken remote and needed to get up and walk to the TV every time you wanted to change the channel, you know that it radically changes how you watch television. You don't mindlessly surf. You don't fiddle with the volume. You don't flip back and forth between channels during commercial breaks. You stick with what you're already on.

Sony's been doing a fantastic job recently at offering full-priced retail games, the kind you'd normally have to buy at a store on a disc, through the PlayStation Network with its Day 1 Digital initiative. It's all old hat for the PC gamers who haven't bought a game on a disc in almost a decade, but on console, it's still new and exciting.

And I can't think of three more perfect games to highlight the strengths and weaknesses of digital distribution than Assassin's Creed III, Far Cry 3, and PlayStation All-Stars Battle Royale.

The only questions I had about buying Assassin's Creed III digitally were, "Should I buy the bundle with the season pass or get it piecemeal later?" and, "How soon can you take my money?" I was pumped.

But then it turned out to be a huge disappointment, and now I'm stuck with this 11GB file I don't want anymore.



I can't sell it back or give it to a friend or anything. All I can do is delete it, but that feels too much like deleting money, so instead, it just greets me every time I turn on my PS3 and reminds me how much money I wasted. An Assassin's Creed III disc would at least politely collect dust on the shelf like the latest useless trinket from Grandma and wait until it's convenient for me before reminding me how much money I wasted.

I'm pretty selective about the games I buy, so I hadn't had that problem before with a game I've downloaded. Just like that, I never wanted to download another game again for fear it would also be terrible and I'd be stuck with it.

But then Sony put PlayStation All-Stars Battle Royale up for download and the temptation not to put on pants and leave the house was too strong to pass up. So I downloaded it.

Now, I find myself getting in a couple rounds of All-Stars any time my PS3 was on because, well, why not? I don't have to move or think about it at all, just tap a button and there we are. You get the same accessibility with little PSN games like Rock of Ages, but there's still something novel about a digital copy of a game that feels like I should have had to insert a disc first.

I don't like it, but because it's digital, I'm stuck with it.

Then Far Cry 3 came out as a download too, and now I'm constantly giving in to the urge to boot it up and sadistically hunt pirates in the jungle. It's just so easy.

Far Cry 3 and PlayStation All-Stars Battle Royale exemplify everything I've always loved about digital distribution: Like Just Cause 2 and Need For Speed: Most Wanted before them, they're impulse plays, games that allow me to get in for a few minutes or a few hours and feel fulfilled either way. I can load them up without any consideration of whether it's worth it to get off the couch and swap out the disc.

Assassin's Creed III is the total opposite: I don't like it, but because it's digital, I'm stuck with it. And to add insult to injury, it cost just as much as a retail copy. Need For Speed: Most Wanted had a $6 discount if you pre-ordered digitally, and Just Cause 2 was free as a PlayStation Plus promotion.

The only real downsides I've had with Sony's Day 1 program so far are with the timing. You can't preload the game and start playing it right at midnight when it releases, and for that matter, you can't even start downloading it at midnight because the PlayStation Store never updates until around 6 p.m. or later anyway.

Still, it's a great start, and bodes well for the future. It's encouraging that almost all games on the Wii U are available for download, even if the system doesn't actually have the memory to support it.

It's interesting how quickly my opinion of digital distribution changed over the course of a couple weeks. I'm sure publishers are happy that my copy of Assassin's Creed III is stuck with me for life, but I'd rather there be an alternative, like forfeiting my license to the game to get a percentage of my money back in credit.

It'll be really interesting to see what Sony and Microsoft do with digital distribution with their next consoles.

        

Sunday, November 11, 2012

In The Shadow Of Giants: The PlayStation All-Stars Battle Royale Multiplayer Beta - Part IV

This is the fourth and final installment in a series of articles about PlayStation All-Stars Battle Royale and its now-finished multiplayer beta. This part will focus on two of the characters, Parappa the Rapper and Sly Cooper.

Last up are the mid-tier characters from the beta, Parappa the Rapper and Sly Cooper. They don't quite pack the punch of Kratos or Colonel Radec, let's say, but at least they make up for it by being nowhere near as slow and lumbering as Sweet Tooth and Fat Princess. They're both really unique characters that play significantly differently from everyone else.

What's interesting about both of these guys is how small they are in comparison to everyone else. In fact, these are the only two characters in the beta that aren't even human. Given how poorly balanced the rest of the beta is, it's not hard to imagine that Parappa and Sly's size could be a killing blow for them as viable characters. Surprisingly enough though, SuperBot Entertainment has done a fine job giving both fighters fair ways of closing the distance and dealing real damage.

I'd even be willing to say that Parappa and Sly are the only two characters in the beta that feel balanced at all.

Parappa the Rapper is a pretty basic character, which is probably why the beta's quick tutorial has you use him. His punches and kicks are all pretty standard stuff and mapped to the square button, making him one of the most quickly accessible characters in the beta. Just mash square and that's one combo you've learned, right there. Mash square while in the air above another player and that's another combo. Very easy stuff.

His square combos are especially useful because they're extremely fast to execute, giving you the upper hand on other players using slower characters. As well, those are the ones that lock other players up in them, so if you want to set your teammate up for a more powerful attack, Parappa can hold those other players in place to buy valuable time.

Parappa can also smack other players around with his skateboard. It's good for slamming enemies into the ground to give yourself a second to think, but I personally haven't found much benefit to knocking enemies over in All-Stars. You can't attack them while they're on the ground, and they have a short period of invulnerability when they get up, so I almost always found it preferable to try to keep opponents standing or knock them up in the air so I can keep attacking and earning super. I really didn't find much use for Parappa's skateboard, especially given the long windup and recovery time that can be easily punished if you miss.

Parappa becomes really interesting with his circle attacks though. Tapping circle without a direction will actually reel other players in (think Scorpion from Mortal Kombat: "Get over here!") next to Parappa so he can start attacking them. It's a fantastic way for Parappa to deal with characters like Kratos who just inherently have a longer reach than him. I will say, though, that it took me a long time to figure out how to even pull off this move due to the game's simplified control scheme. It's still too easy to be always pressing a direction on the left analog stick and forget that there's a whole separate move waiting for you when you stop moving for a second.

He also has a basic dash attack mapped to circle that's similarly good for closing the distance. Parappa can use his boombox to blast other players away, which is a great anti-air attack, or he'll drop it on the ground to continually generate orbs to fill up the super meter. It's particularly risky because anyone can pick up those orbs, so if you've put one down, you might want to stick near it and defend it. It's also another excellent tool when in a team — if you're on a team with a Radec, let's say, who will probably be more or less stationary and holding his ground anyway, dropping a boombox to generate super meter by him will help both of you tremendously and give you an edge over the competition. In free-for-all play, though, there's no one to defend it but yourself.

Parappa and Sly end up being the only two characters
in the beta that actually feel balanced.

Parappa's fortunate in that he has a pretty good lineup of supers, too. His level one is a pretty simple move where Parappa flips forward and kicks in mid-air, killing anyone he comes in contact with. It's good for quickly getting one kill, but not especially great for landing multiple kills at once. It's also very low-cost, so if you have just below a level two super, you can perform it a couple times without having to generate more super meter.

His level two is probably his best. Parappa will hop on his skateboard and ride around the stage, killing anyone he touches. It's like Fat Princess's level two chicken super, but fast enough to actually make it worthwhile. You can often kill the same player again after he respawns if you're quick enough, so for a level two super, it's pretty great.

Parappa's level three super takes over the battle with a short cutscene of him rapping "I Gotta Believe!" and kills all other players on the field. It's good in a pinch since it's guaranteed to kill everyone else, but for my money, I vastly preferred to just use his level two super and try to get three (or more) kills for less super cost. It's especially useless in 2v2 team battles where saving up for a level three super that will only get two kills makes no sense.

The biggest difference between Sly Cooper and the other characters in the beta is that he can't block. Instead, hold the block button turns Sly invisible. It's a pretty fascinating trade-off that makes Sly the most interesting character to play, easily. It radically changed how I approached fights.

Rather than hopping right into the middle of a group fight, I'd turn invisible and pick my moment to strike, then get out again. Rather than dealing with Radec's annoying sniper rifle head-on, I'd sneak up behind him over and over and throw him to steal his super meter. Rather than trying to avoid some of the most dangerous super attacks, like Radec's shooting gallery or Kratos's divine wrath, I'd hide in a corner, unseen, and laugh as they wasted half their super attack looking for me.

Of course, it also means that Sly needs to be extra careful when he finally does fight other characters. His primary attack is his hooked cane, and like Parappa, they're all very basic attacks to understand. He can swipe, dive forward, uppercut, and do a downward smash, all depending on which direction you're pointing with the left analog stick.

Sly has a suite of useful tools that make him a really dynamic character. He has a few moves that stun enemies in place, like an alarm clock and a forward slide that leaves the ground behind him electrified. He can leave a decoy, a mine, or an explosive barrel. He can use a smoke bomb to escape and he has a parachute to slow his fall. But my favorite tool of his though is a little gas bomb that will change the controls around for whichever player it hits, making them easy prey as they panic to figure out what their new button layout is.



Sly's a bit of a mixed bag in terms of supers. His level one super has his pal Murray show up and body slam anyone in front of him. It feels a little more short range than other characters' level one supers, and weaker as a result. His level two super is worse though. He straps on Carmelita Fox's jetpack and flies around the level, dropping bombs on other players. It's a pretty useless super since the jetpack just isn't fast enough to make it a real threat, and I've seen many players come away with zero kills.

His level three is probably the best of any character in the beta. Sly's friend Bentley uses his "binocucom" to take pictures of other players, wiping them from the stage. It's similar to Radec's but can kill multiple players at once, so it can be even more dangerous. The only difference is that Radec's zooms out to the whole stage and gives him a reticle to move around while Sly's zooms in a bit and he moves the camera. It's harder to find players that way, but it's still so easy to kill people that it doesn't matter.



Parappa and Sly end up being the only two characters in the beta that actually feel balanced. They both have really unique abilities that take time to learn and have fair limitations to keep them in check. There's not really much I'd change about Parappa to balance him, but Sly could probably use a little tweaking to make his level one and level two supers better so his winning strategy doesn't always completely revolve around working up to his overpowered level three.

The only other big criticism I have of the beta is that it's way too easy to lose your character in the shuffle, either because if other people are using the same character, the alternate costumes often aren't distinctive enough, or because the game doesn't have an option to have a player indicator over your character only.

Beyond that, I was really impressed with how fun it was. I wasn't sure going in whether the supers concept could be nearly as fun as the damage percentiles in Super Smash Bros., but the beta did wonders to convince me. It's got some issues, but the beta was based on a months-old version of the game, so hopefully they'll be ironed out by the time the game releases.

PlayStation All-Stars Battle Royale will be released on November 20 for PlayStation 3.

        

Wednesday, November 7, 2012

In The Shadows Of Giants: The PlayStation All-Stars Battle Royale Multiplayer Beta - Part III

This is the third installment in a series of articles about PlayStation All-Stars Battle Royale and its ongoing multiplayer beta. This part will focus on two of the characters, Sweet Tooth and Fat Princess.

If Kratos and Colonel Radec represent the overpowered end of the character balance spectrum of available fighters in the PlayStation All-Stars Battle Royale multiplayer beta, then Sweet Tooth and Fat Princess are definitely on the underpowered end. The biggest problem with both of these characters is that they're just slow with nothing to make up for it.

Kratos's Blades of Athena alone have excellent reach, but he also has a number of other tools to keep him formidable even to the quicker characters like Parappa the Rapper and Sly Cooper; and while Radec is a pretty slow character himself, since his main strategy is to be on the other side of the stage as everybody else, it kind of doesn't matter all that much.

But Sweet Tooth and Fat Princess are both close-range heavy hitters without a whole lot of options for outpacing their opponents, who are either faster or can attack them from a distance. Or both, in Kratos's case.

And that's before you consider how terrible their supers are.

I probably had the least luck using Sweet Tooth out of any character. He has some interesting tools at his disposal, like the ability to breath fire, throw molotov cocktails, and a really powerful shotgun, but they're all so limited that I just never got the hang of any of it and never had much fun playing as him.

Take his shotgun as an example. It's a really devastating weapon when it connects, able to send a player flying to the other side of the stage or knock them flat on the ground, but you have to be so close to use it that it's almost worthless. To put it in practical terms, the range of Sweet Tooth's shotgun is shorter than the range of Kratos's Blades of Athena, meaning that Sweet Tooth is always going to lose that matchup. That said, I've definitely gotten caught by other Sweet Tooth players in a loop where they'll knock me down and keep jumping over me from side to side, shooting me down again every time I get up. It was pretty easy to get out of once I realized what was going on, but it definitely caught me off-guard.

He also has a machete that's decent for doing a little up close damage, and he can throw it forward in a high upward arc that's good in theory for hitting players on platforms above you, but I found that my targets were never quite in the right position. Mind you, even if they were, it's really not that powerful of an attack anyway, and you'd be better off throwing his molotov cocktail. It goes out in the same arc, but even if you miss, it'll leave fire on the ground for a few seconds that can still damage other players.

Really, it seemed like Sweet Tooth was better suited as a support character in 2v2 team matches. I'd play as Kratos and take most of the heat while my housemate, playing as Sweet Tooth, would use the breathing room to start up his attacks that have a bit of a windup, like the fire breath, or to plant proximity mines while other players were distracted.

In fact, proximity mines are probably Sweet Tooth's most useful tool. He can throw them down while he's jumping to get players below him, plant them when other players aren't looking then lure those players over them, use them to launch other players up in the air then attack them while they're helpless, or protect a teammate like Radec that needs space to work.

But All-Stars is all about supers. And in that respect, Sweet Tooth comes up short.

Sweet Tooth's level one super has him rush forward, grab an enemy, strap a bomb to him, then kick him away to explode in mid-air. If you time it just right though, you can kick that player into a group of other players and take them all out. It's rare, but satisfying. Given the low cost, it's probably his best super.

His level two is his worst, easily. Sweet Tooth will plant himself on the ground and fire a slow-moving nuke that he controls. You can take out multiple players with it, but given how slow it is, it's way too easy for other players to see it coming and move out of the ridiculously small blast radius.

All-Stars is all about supers. And in that respect,
Sweet Tooth comes up short.

It's another example of why Sweet Tooth is better on a team than on his own. While I played as Parappa the Rapper, I locked up both members of the other team in a long combo just as my housemate fired off Sweet Tooth's nuke and took them both out. The nuke would be way better if there was some visual indication of how big the blast radius actually is, but there isn't, so I generally just saved up for his level three super.

As with everyone else, Sweet Tooth's level three is his most devastating. He'll transform into the giant Mecha Tooth from this year's Twisted Metal and lay waste to everyone around him using his machine guns. It's pretty cool, but he's really slow in it and it can be hard to maneuver if you need to get in a different position to take out a hiding player. He can also stomp and crush players that try to stay by Mecha Tooth's feet and avoid his guns.

It's a pretty good level three, but the lack of maneuverability and the total ineffectiveness of his level two super are pretty big marks against him as a character — if you realize that you just don't have enough time to get a level three before the match ends, you'll have to fire off his level two, and it's just not worth it. It's all-or-nothing.

Fat Princess isn't much better. She's slow, which makes sense, but she doesn't really make up for it elsewhere.

Her square attacks all revolve around using a wand to smack other players around. They're light attacks that are pretty good for combos, but as was the problem with Kratos, it's too easy to be holding a direction when pressing the square button, which has her dash forward as she smacks with the wand. It's a great way to miss your opponent completely and get punished for it.

I found her triangle attacks to be a little more useful in general. She can pirouette, hitting nearby opponents a few times as she spins, then transition immediately into a butt stomp to send them flying. Her butt stomp has pretty good splash damage, letting you attack a cluster of players from above, and her belly bump attack is especially great in the air as she thrusts forward and knocks into her opponents.

But her circle attacks are her absolute worst. Each calls out one of her minions to either dash forward and slice with his sword, shoot fireballs, or plant a bomb. The slice move almost never worked for me, or if it did, it didn't have much of an effect; the fireballs were similarly ineffective since most players are fast enough to dodge around them easily; and the bomb just seemed like a less useful version of Sweet Tooth's proximity mine.

I felt like I was always struggling to build my super meter as Fat Princess because I was constantly getting bullied by other players. I saw a couple players having more luck than me, but by and large, Fat Princess was consistently one of the lowest scoring characters in my time with the beta. I'd blame part of that on her supers.







By and large, Fat Princess was consistently one of the lowest scoring characters in my time with the beta.







In theory, Fat Princess has a pretty great lineup of supers. With her level one, she throws out a piece of cake in front of her and rushes forward to devour it, killing anyone in her way. It should work the same way as Kratos's, which I could use to pretty reliably get two or three kills with, but for whatever reason, I could only ever seem to get one or two with Fat Princess's cake throw. Maybe it's because she's slower or doesn't have the range of his level one super, but whatever the reason, I just couldn't seem to connect as easily.

Her level two super spawns a big chicken that Fat Princess rides around, dashing and killing, dashing and killing. It's a lot like Parappa the Rapper's level two super where he rides a skateboard and kills players with it, only it's slower and therefore, a lot less useful. I rarely got more than two kills with it because other players could easily just get around me to the other side of the stage, and I just never seemed to have enough time to follow them before the super would wear off.

Unlike most characters' level three supers in the beta, Fat Princess's doesn't require any player input at all. Her minions fill the screen, throwing fireballs and bombs everywhere. You can die multiple times during it, making it pretty good at racking up kills, but it's not impossible to dodge, either. It certainly doesn't compare to Radec or Sly's, but it's a fun super on either side.

All of Fat Princess's supers have the potential to be pretty great with a few tweaks and make her a much more dangerous character, but right now, it's hard enough even to build up to her supers that it almost doesn't even matter that they all could use a couple tweaks to make them better.


What struck me most about Sweet Tooth and Fat Princess is how awkward they both felt to use. Kratos has a fantastic set of moves that feel organic and make him a really fun character to play. Even Radec's moves feel like they work together well (when he isn't spamming the sniper rifle over and over). But Sweet Tooth and Fat Princess, on the other hand, feel like they just have a random smattering of moves that don't particularly lead into each other easily and make playing as them clumsy and stilted.

Going up against overpowered characters like Kratos and Radec highlighted for me just how underpowered Sweet Tooth and Fat Princess really are. Neither is well-equipped to deal with either Kratos's speed and reach or Radec's range and power. There's not a whole lot a Sweet Tooth or Fat Princess player can do to move in on a sniping Radec, and it'll waste far too much time trying to chase him around.

Neither character has good enough supers to make up for their weaknesses elsewhere. With a little tweaking though, both characters' supers could be great and keep them competitive, but as they are in the beta, they're the two weakest characters for me and the ones I had the least fun playing as.

For the next installment, I'll examine Parappa the Rapper and Sly Cooper.

PlayStation All-Stars Battle Royale will be released on November 20 for PlayStation 3.

        

Wednesday, October 31, 2012

In The Shadows Of Giants: The PlayStation All-Stars Battle Royale Multiplayer Beta - Part II: Kratos & Radec

This is the second installment in a series of articles about PlayStation All-Stars Battle Royale and its ongoing multiplayer beta. This part will focus on two of the characters, Kratos and Colonel Radec.

Character balance in fighting games is the idea that all available fighters should be equally valid choices in the hands of a skilled player in the hope that the characters themselves disappear and the only thing that matters is which player is better. Every character should be equipped to deal with any situation if the player in control is good enough, but no character should be so good that players who use that character have an unfair advantage over those who don't.

It's the holy grail of fighting games because it's so hard to achieve. The development team can spend as many hundreds of hours as they want trying to keep each character in line, but the second that game gets into the hands of the public, it's practically inevitable that "character tiers" will form as players begin ranking each fighter's inherent worth. At that point, all the developer can do is study player habits, paying attention to which characters get used the most and why, and then react with patches to try to maintain balance.

And if the six characters in the PlayStation All-Stars Battle Royale multiplayer beta are any indication, the guys at SuperBot Entertainment have their work cut out for them.



Before I go any further, I should note that this multiplayer beta is based on a months-old build of the game, so any number of changes could have happened between when it was being developed and now. But that doesn't really make much of a difference to players in the beta being harassed by Kratos's forward lunge attack or Colonel Radec's powerful sniper shot.

I chose to start with Kratos and Radec for the character examinations because they've far and away been the most frequent characters I've seen players choosing. I've been in matches comprised entirely of either Kratos or Radec. That has happened to me literally zero times with any other character, and for good reason: Kratos and Radec are both totally overpowered.

Kratos is hands-down the best character in the All-Stars beta. He's a fast, mid-range character who's perfectly equipped for almost any situation: He can stay on the outside fringe of a pile of close-range fighters and use his long, sweeping Blades of Athena attacks to dominate. He can bully his way in very quickly and send everyone flying with his Arms of Sparta spear. He has a long-range bow attack that doesn't interrupt other players' attacks (unless he charges it up) but can be used to build his super meter from afar. He can use the head of Helios to stun enemies, and he can use his Barbarian Hammer to knock down whole groups. And if all that wasn't enough, he can counter any attack with his Golden Fleece, including Radec's sniper shot.

Kratos is a jack of all trades, and a master of everything.

To SuperBot's credit, though, that's just staying true to who Kratos is as a character. Even in the God of War series, Kratos is the definition of overpowered, taking down gods and titans with relative ease. In that context, it's hard to imagine that characters like Parappa the Rapper or Fat Princess would pose much of a challenge for the man who singlehandedly murdered half the Greek pantheon.

And really, it's kind of amazing how accurate Kratos feels to his source games, right down to his bread and butter square, square, triangle combo. He has most of the same attacks and weapons, and given that the game even retains L1 as the block button, it feels almost exactly the same as the 2D-plane fights in God of War II and III.

With so many tools at his disposal, it's easy to see why Kratos has been the most popular choice for players during the beta so far. He's certainly been the character that I've been gravitating to the most, and not just because of my unhealthy love for the God of War series, either, though that does play a role since I'm so familiar with his move set already. Every fighter in All-Stars has a ton of moves that are all incredibly easy to execute since all you have to do is hold the left analog stick in a certain direction and press a button, so really, it's not a matter of execution so much as familiarity with the character.

And that's what I like about playing as Kratos in All-Stars: It really feels like I'm playing as Kratos, like SuperBot just lifted him from God of War III wholesale and dropped him directly in All-Stars as is. I don't have to change my play style at all. Contrast that with Mortal Kombat, where Kratos felt slow and clumsy and totally unwieldy. He just didn't feel like Kratos. And as a result, I almost never used him.

So I've been playing Kratos exactly the way I do in God of War: I'm fast and I hit hard. I break up crowds with big attacks and I juggle individual players to maximize damage. I'm stylish. I move in close and let them try to hit me, but I counter it and punish them. And then I use his great assortment of supers to crush everyone.

That's what I like about playing as Kratos in All-Stars:
It really feels like I'm playing as Kratos.

Kratos's level one super has him rush forward and slash with his Blade of Olympus, killing anyone in its path. You can combo into it with basic attacks if you're working on one player if you want a quick, guaranteed kill, but I vastly prefer trying to bide my time until the other players are clumped closely together in a line, then try to take them all out at once.

His level two super is his Divine Reckoning attack from God of War III where he jams the Blade of Olympus into the ground, sending a huge tornado upward, killing anyone caught in it. It's a really interesting attack because of its vertical nature, allowing you to catch players on platforms above you totally off-guard, and it's great for easily killing several players at once.

Kratos's level three super transforms him into his god form from the opening of God of War II and allows him to lay waste to anything in his path. He uses the Blade of Olympus to net instant kills and can even fire projectiles from it, which is useful because he's also fairly slow in this form. It's a devastating level three super that you can get you a half-dozen kills in seconds if you play your cards right, but it can also be incredibly frustrating when the game breaks a little and Kratos gets stuck on an edge or misses over and over with his projectile attack and you end up only getting a kill or two.

Kratos definitely has some balance problems to work through though, like finding a way to reduce the number of players who simply spam his forward lunge move. To execute it, you simply tilt left or right with the left analog stick and tap square, making it far too easy to pull off accidentally and far too quick to pull off purposefully. There are plenty of attacks in All-Stars that you can hold a button to charge up and modify and attack, so forcing players to hold the square button to use the lunge move would probably do wonders to curb its rampancy. As well, Kratos has always been about unstoppable forward momentum, but the first thing I had to do was train myself to stop always holding left or right when I wanted his basic attacks, which seems counterintuitive to me, but right now, it's between that and constantly spamming his forward lunge.

So Kratos is probably the most overpowered character in the beta, but it still takes a skilled player to manage all of his abilities and put them to good use. Colonel Radec, on the other hand, is just cheap.

Radec's biggest problem is easily his long-range sniper shot. It can reach across an entire stage, something especially problematic in the two stages in the beta which are usually pretty flat, giving Radec an easy lane to shoot down from far away. If you get hit with it, you'll fly away and be back at square one trying to move in close again. It's a fairly quick move to execute, even if it does have a comparatively lengthy windup, but even that can be mitigated by starting the windup during a jump.

Most Radec players rely heavily on this move, staying on the opposite end of the map from the other fighters and harassing from a distance. It's annoying if you're in the fray, having to constantly worry about the Radec shooting you, so matches with a sniping Radec often devolve into "chase the Radec around." A sniping Radec demands attention: If you try to ignore him, he'll just keep spamming that same move from afar until he builds up enough super to activate his level three and run away with the match. You have to deal with him.

It's cheap and unbalanced and most importantly, no fun at all to play against. If you're playing as a sniping Radec, though, you'll probably have a pretty easy time and rack up a ton of kills in the process. To test this out, one of my friends and I both chose Radec and teamed up against two other players, neither of whom were using Radec, and absolutely demolished them:



With most characters, you're lucky if you get one level three super in a match, but I got my first level three super within the first minute, and another with a full 1:30 left on the clock. I'll admit, it was pretty hilarious on our end, but the two kids we were playing against were quite clearly not having very much fun at all. We both spammed Radec's sniper shot like it was our job, and with both of us staggering our shots to keep a constant stream going, neither of them could work their way in at all for almost the entire match. It's miracle enough that the Parappa somehow managed to get a kill in at all.

Of course, Radec's sniper shot isn't his only move, but it certainly feels that way playing against most Radec players in the beta. Which is a shame, because he's got a decent arsenal of moves, and the few times I've played against Radec players that did more than just spam his sniper shot were actually pretty fun.

Radec's other big problem is that he just doesn't feel at all like Radec. Killzone 2 culminated in a mano-a-mano knife fight with Radec, who spent most of his time stalking you while under a cloak of invisibility, only coming out to lunge at you with his knife before going invisible again and teleporting away. How SuperBot landed on Colonel Radec as a long-range sniper character, I'll never know. It makes even less sense when you consider that another character in the beta, Sly Cooper, totally does have invisibility and teleporting powers and Radec does not.






Matches with a sniping Radec often devolve into "chase the Radec around."
A sniping Radec demands attention.






So yes, in theory, Radec has plenty of options that make him a diverse and dynamic fighter. He's best at a distance, but I've been cornered by players with a strong close-range Radec, and things very quickly got brutal for me. Most of Radec's close-range attacks are based in deception or raw power to put distance between the two of you again, but in the right context, you can get caught in a fierce loop that feels like you'll never get out of.

In addition to his sniper rifle, Radec is equipped with a machine gun, a shotgun pistol, and both sticky and shock grenades. The machine gun is a mid-range attack that doesn't do a ton of damage, but forces groups of enemies to deal with you. His shotgun pistol is pretty devastating, coming at the end of an easy one-two-punch combo with the square button that sends the other player flying away at the perfect trajectory for an immediate sniper rifle follow-up. It's a great way to establish boundaries in a match if you're playing a distance Radec, but it can leave you pretty open to attack if you miss.

The easiest way to tell if you're playing with a good Radec is by watching how he uses his grenades; the best Radec players I've come up against have dominated me with grenades, not the sniper rifle. Radec can bounce a frag grenade forward, drop one on the ground where he stands and teleport a few feet away, attach a sticky grenade to other players, and throw out a shock grenade that can stop charging players in their tracks and give Radec invaluable time to respond.

As of now,
I would literally pay extra money for a limited edition of the game that just removes Radec altogether.

His level one super is decent, tasking you with moving a reticle around the screen to highlight another player that a heat-seeking missile will chase. It's tricky at first since it's not immediately apparent what you're supposed to do, but eventually, you get the hang of it. His level two super is really good, a horizontal green blast that shoots across the screen and destroys anyone in its path. It's perfect for catching an entire group of players at once, an easy three kills if you time it right. But with Radec, it really is all about saving up for a level three super.

Radec's level three has him don the jetpack from Killzone 3 and turns the entire stage into a shooting gallery as the player controls a reticle and begins annihilating everyone. It's well worth saving up for because it lasts long enough that you can often kill everyone twice before it wears off if you're quick enough.

As of now, I would literally pay extra money for a limited edition of the game that just removes Radec altogether. He's such an annoying character to fight against, especially when there's more than one. They'll take up positions on opposite ends of the stage and you'll get caught in a pincer of sniper fire. Try to move in close to one and you'll get shot by the other. It's not fun. His sniper rifle needs more of a windup before he can use it, or it should have limited range or ammo, or it shouldn't make other players fly away as far, or it shouldn't generate as much super meter, or something. SuperBot has plenty of options to balance Radec, and they need to do something about it because most characters are wholly unequipped to deal with it. Kratos can reflect Radec's sniper fire back at him if he's quick enough with his Golden Fleece counter and Sly Cooper can go invisible and try to sneak behind him, but that's it. Sweet Tooth and Fat Princess are too slow to effectively deal with it from range, and while Parappa the Rapper is pretty quick, he's not quick enough. With those characters, it becomes about sheer luck trying to move in close and avoid the red laser sight in time.


Kratos and Colonel Radec are both totally overpowered characters. It's painfully obvious when you're playing as them and dominating the other players, but it's beyond aggravating when you're playing against them and being dominated by them, a factor I hadn't really considered until I was playing the other characters for the next installments in this series. So yeah, Kratos and Radec both definitely need some work to curb how powerful they are because right now, it just isn't much fun to play against either of them, which is only exacerbated by how many people play as them.

For the next installment, I'll examine Sweet Tooth and Fat Princess.

PlayStation All-Stars Battle Royale will be released on November 20 for PlayStation 3.

        

Friday, October 26, 2012

In The Shadows Of Giants: The PlayStation All-Stars Battle Royale Multiplayer Beta - Part I

This is the first installment in a series of articles about PlayStation All-Stars Battle Royale and its ongoing multiplayer beta. This part will examine the beta as a whole.

Making a fighting game in the same vein as Nintendo's Super Smash Bros. series is one hell of a challenge, one that the guys at SuperBot Entertainment have been finding out the hard way. And it's not so much designing the game itself as dealing with the fans.

First came the outrage at the very concept itself — the claims SuperBot has done nothing but copy the Super Smash Bros. formula wholesale, that they haven't changed enough to make it its own game. Then, as SuperBot began showing off the game and emphasizing the myriad differences between All-Stars and Smash, came the outrage that the game wasn't similar enough. It seemed like SuperBot just couldn't win; yet, through it all, SuperBot has stayed on message: "Try it before you judge it."

Well, now I've tried it.



I was definitely one of the people complaining initially that it wasn't close enough to Smash. In All-Stars, you get kills by using super moves. There are three levels of supers for each character, and each requires you to fill your super bar by attacking other players. So you don't have health, per se; you just have a super meter. I had no problem with the idea of a Sony Smash Bros., but for the life of me, I just couldn't imagine how SuperBot's supers system could be anywhere near as much fun as the percentage damage system in Smash.

That's because the beauty of Smash is in its orchestrated chaos. As your damage percentage increases, each hit sends you flying just a little bit farther. There's no limit to how much it can increase, but there is a limit to how much screen space you have before you get wiped off the map completely. Every time you engage another player and go sailing away, it's exciting: will you somehow manage to claw your way back onto the stage, or is this finally the one, the hit that you won't be able to come back from? There's a push-and-pull there, an inherent drama built right into the system. There's just something visceral about hitting an opponent so hard he goes careening off-screen and explodes, something that it's hard to imagine a super in All-Stars could ever channel. When characters get hit with a super, they don't go rocketing away; they disappear in a white puff and respawn a few seconds later. It's clinical by comparison. How could that possibly be as fun?

Here's how: supers can kill multiple players at once. Killing just one other player with a super often feels like a waste of a super, but when you manage to kill every other player simultaneously, there's nothing more satisfying. They didn't just disappear in a white puff; you zapped them away in a brilliant white blast of energy that reached into the heavens. You didn't just punch them so hard they flew off-screen; you hit them so hard they literally combusted right where they stood. They ceased to be.


It's yet another example of how players, myself included, should feel secure putting our trust in SuperBot.


And really, that's the bread and butter of the game, at least in this multiplayer beta. The winner is determined at the end of the match by multiplying the number of kills each character got by two, then subtracting their deaths. The person with the highest score wins. It's yet another example of how players, myself included, should feel secure putting our trust in SuperBot. The idea that you have no idea who's in the lead until the match is over sounds completely crazy and even frustrating — until you've tried it for yourself.

In practice, it means that players don't all gang up on whoever has the most points. It means that matches stay tense the whole way through. It means that there's no reason to get discouraged and stop fighting as hard because you honestly never know how things are going to shake out until the very end. You might have a general idea, but you never really know, thanks to the intelligent scoring system that puts an emphasis on your kill-death ratio more than how many individual kills you got. So if one player is racking up kills left and right but dying a lot in the process, he could easily lose out to a more conservative player who's getting fewer kills overall but rarely dies.

The game has an interesting control scheme that's really simple on the surface, but thanks to that simplicity, allows you to focus more on your strategy and less on button combinations. Each face button has a distinct function that changes dramatically with each direction of the left analog stick. Kratos's standing square attack, for instance, is a basic attack where he swipes forward with his Blades of Chaos; hold left or right while pressing square, however, and he'll throw the Blades into his opponent and lunge into them, sending them flying away.

It's a cool system (that's not unlike Smash) that removes one of the most frustrating parts of fighting games: executing button combos. SuperBot has still clearly put a ton of effort into fleshing out each fighter—they even hired Capcom's fighting game guru, Seth Killian, to help out—which makes it feel a little deeper than Smash, but not unapproachably so. It just means that I never felt like I had to worry about remembering which direction that last quarter-circle in the sequence is supposed to go and which three buttons I need to tap right afterward with precise timing. It means that the controller melts away as I'm playing and I can just react to what's happening on screen.

There are definitely downsides to it though, like the majority of Kratos players constantly relying on that forward lunge move. Honestly, I often found myself doing that move and a couple others like it with different characters unintentionally because you're almost always pointing the left analog stick in a direction anyway. It creates issues with character balance and some frustration in seeing other players spam the same moves again and again, but I'll address all that in more detail in subsequent articles.



Now, this is a beta, so there are obviously going to be technical issues that I can't just ignore. I've had a fair amount of dropped games with various error messages attached to them and the game has completely crashed on me a few times, requiring a hard reset of my PS3. There are problems in matches too sometimes, the most common being when a player will die and is unable to respawn (always hilarious if they have a mic connected), and the most memorable being the time when one Kratos in an all-Kratos matchup somehow became invisible (except for his Blades) and also totally invulnerable to our attacks.

Other than that, though, the game has been shockingly solid for an online fighting game. There are times when I can tell lag is interfering with hits, but it's pretty rare. The vast majority of the time, it feels perfect. Given how important a smooth experience is for a fighting game (and how many fighting games fail spectacularly at achieving that experience) the All-Stars beta has been my favorite online fighting experience to date. Let's just hope it holds up when the finished game is released.

So far, it feels like SuperBot is on the right track with All-Stars, but they'll still need to convince a dismissive general public that this game is more than just Sony Smash Bros.. SuperBot has been pretty quiet about what other modes the game will offer and more details about how the story mode will work, so it'll be interesting to see how the game shapes up as a whole and if it has lasting value.

In the next installment in this series, I'll start examining individual characters from the beta in greater depth and whether or not they're balanced (here's a hint: they're not).

PlayStation All-Stars Battle Royale will be released on November 20 for PlayStation 3.