Posts Tagged‘fighting’

Killer Instinct: A Blast from Two Pasts.

Growing up I spent many hours playing fighting games with my brother and our friends who lived just up the road from us. We only owned a few titles, Street Fighter 2 Turbo being among them, but we’d always try our hand at others when we got the chance to rent them. Killer Instinct was one of our rental favourites, the announcer’s overacting coupled with the weird and wonderful cast kept us entertained for hours on end. I can vaguely remember Killer Instinct Gold but I think it was overshadowed heavily by Goldeneye 007 which consumed the vast amount of time I spent on that console. So of course I was intrigued when I saw it was getting a revamp although, if I’m honest, I never thought to try it until it released on Steam.

Much to my surprise the Killer Instinct you see today is actually a 4 year old game, having been released on Xbox One back in 2013. A free to play version of it was released through the Windows store last year and it was only this year when the Steam version got released. This particular version comes loaded with all the DLC that has been released over the game’s life and also adds support for Windows 7, something the Windows Store version didn’t have. At its core though Killer Instinct is still the same game it was 4 years ago, just with a bunch more characters and few game modes that tempt you to open up your wallet to appease the microtransaction gods.

As you’d expect from a game that was released so long ago the graphics are pretty far behind the mark, even by fighting game standards. Killer Instinct uses Double Helix Games’ in-house HEX engine and is the developer’s third release based on it. The game does manage to look quite good during high action scenes, the high amount of motion blur and other effects culminating in a visual spectacle that feels like what I was seeing back when I was playing the original all those years ago. It’s not all roses though as there seems to be some commands that will freeze the action for a good couple seconds. Whether my PC is to blame for this or not is a question I’ll leave up to the reader but, for comparison’s sake, I had no such issues with Tekken 7.

Reading up on the game’s history it appears that getting into Killer Instinct now means having missed out on a large section of what the game was. When I burled it up for the first time I looked for the standard “fight your way through everyone” campaign mode but none was to be found. Instead I was directed to the Shadow Lords mode which was added in sometime late last year. Looking into it further it seems like the regular campaign missions were part of previous seasons and, as far as I can see, aren’t available to play anymore. It’s a bit of shame since this is supposedly a reboot of the lore of the world, something which I didn’t pay much attention to when I played the original all those years ago.

Killer Instinct manages to feel very familiar, bringing back its trademark fighting style that no game has really attempted to replicate. The game’s simulation engine runs at 90 fps whilst capping the frame rate to 60 fps, ensuring that input lag is kept to a staggeringly low 81ms. This translates into a brutally fast pace, favouring long chain hit streaks and well timed c-c-c-combo (sorry) breakers. The entire original Killer Instinct cast makes a return along with another 18 characters, most of which haven’t featured in any other game previous. Whilst all of them have their own signature moves, power ups and special abilities the game’s construction means that, unfortunately, a lot of them start to feel very similar after a while.

You see if you want to win fights, either in the single player modes or (I assume, more on this in a tick) in multi, you’re going to want to be pulling off long combos. Whilst each character’s opener’s and combos has their advantages/disadvantages (Spinal’s, for instance, being incredibly fast but not particularly damaging) there’s just not as much variety in how the combat plays out. For the most part it goes opener -> combo -> finisher, with a breaker or two in there and maybe a shadow move to finish things off. I’m willing to admit that this view may be born out of the fact that I didn’t spend as long as I used to playing games like this and the mechanical depth might show itself more in the multi.

That, however, is where we run into another issue.

With the game now being 4 years old the player base isn’t as big as it used to be. Indeed the Steam version averages a measly 100ish players at the best of times and, even with cross-play enabled, I could not for the life of me get an online match. Part of the attraction of fighting games is seeing how you match up against others and, like I mentioned in my Tekken 7 review, without that there’s not much to keep you coming back. Sure, the Shadow Lords mode is interesting if you’re into that kind of Roguelike perpetual mission thing, but after grinding that for an hour or so it felt like I was just being pushed to buy some Ki Gold so I could actually get some progression. Had I played this game back when it initially released, either on Xbox One or on the PC, my experience may have been very different.

Killer Instinct captures the essence of what made the original great with it’s lighting fast game pace, ridiculous combos and over-acted narration. Coming in at this point, where the game has been out for nearly 4 years, however feels like coming to a party long after its started to wind down. Reading up on the game’s history shows that much of what I’m seeing now would have been fantastic when it was first released. However today, with a dwindling player base and much of the content no longer available, it feels like a shell of what it could be. Had I still my bunch of fighting game friends I could see the fun extending for a few more hours but even then, without a bustling online community, there is little more to keep you coming back. It’s a shame but, hopefully, the developers have made enough from this instalment to make another. If they do I’ll be sure to be there on launch day as I’d hate to repeat this experience again.

Rating: 7.0/10

Killer Instinct is available on Xbox One and PC right now for $29.99. Game was played on the PC (with a controller!) with a total of 2 hours play time and 2% of the achievements unlocked.

Tekken 7: Heihachi’s Betrayal.

Tekken and I go a long way back. It wasn’t my first fighting game, that honour belongs to Street Fighter, but it was the first one I played on my original PlayStation. My character of choice was Hwoarang and I’d spend hours practising his 10 string combo in the hopes of using it to decimate my friends. However after Tekken 4 I never made my way back to the series, instead spending my fighting game time on Soul Calibur with my housemates and friends who’d come over to join the fray. When I saw that Tekken 7 was announced and was getting good reviews I figured it was finally time to revisit the series. Whilst I’m glad I did there was one thing I was missing from the experience, something which I think all fighting games need.

The world is still ravaged by the massive war between the Mishima Zaibatsu and G Corporation. The war, started by Jin Kazama to awaken Azazel (the source of the devil gene), has now turned into a power struggle for control of the world. Without Jin to lead the Mishima Zaibatsu Heihachi retakes control of the corporation and formulates a plan to end the war and take control of the world for himself. The story is told from the viewpoint of a unknown reporter whose family was killed in the war, seeking to find out the truth about each of the organisation’s motives for participating in it. What he finds though is the troubled past of the Mishima clan and the supernatural forces at play.

Tekken 7 has been around since 2015 in the arcade and so it’s somewhat understandable that the graphics feel like a generation or so behind. Of course with fighting games that rely on frame perfect execution visuals will often have to take a back seat to performance. Still even the cinematics seem oddly underdone, the character animations usually stiff and stilted, especially when compared to their in-game animations. Interestingly this is probably the first game in a while to run on the Unreal 4 engine that has that “unreal engine” look about it, especially with models that have high specularity. I haven’t gone to an arcade to compare the visuals however, so I’d be interested to see if this is an artefact of the porting process.

Tekken has certainly come a long way in the almost 15 years since I last played it, although there are still some things that remain the same. The core fighting feels very much the same with the same combos still working a decade and a half later. There are two new mechanics introduced in Tekken 7: rage art and power crush. Rage art activates when your health is critical, giving you a damage boost and can be used to execute a devastating attack (at the cost of the rage state). Power crush allows you to continue a move even if you get hit, although you’ll still take the attack’s damage. Included alongside this are the usual trappings we’ve come to expect from current generation fighting games including an online mode, customisable player icons and health bars, a story mode and the traditional arcade mode.

Whilst both of these new mechanics are used to frustrate the hell out of you in the campaign they actually make for a much more action packed game in the traditional 1 on 1 bouts. Rage art ensures that battles are much less one sided than they used to be, giving you a chance to even the odds if you find yourself getting pummelled relentlessly. Of course Tekken’s fighting style is still very much that of long combos and juggling, making sure your opponent doesn’t have the opportunity to respond. It also took me a while to get back into the Tekken button combination mindset as it’s vastly different to that of the fighting games I’ve recently played. Still the fighting felt familiar once I was in control of the characters I used to play which is saying something when I haven’t played Tekken for so long.

Now early on I mentioned that I was missing one key ingredient that all fighting games need. This isn’t a fault of Tekken at all, instead it was mine. After playing through the campaign and the arcade mode a few times I started to lose interest quickly and for a while I wasn’t entirely sure why. Then I remembered all the times I used to play fighting games and it was always ringed by a bunch of mates who’d be there with me for hours on end. You’d have your set of characters, who could beat who with what and inevitably there’d be the person who just unstoppable for a week or two before everyone figured out how to counter them. I didn’t have that this time around and, as a consequence, I didn’t feel as engaged with Tekken as I would have before. Perhaps the online mode could’ve been a decent substitute but I’ve never had much success with them, always feeling like I was a dozen or so frames behind where I needed to be. I may go back and try it again sometime in the future but if this experience has taught me anything its that fighting games are meant to be shared.

The story of Tekken is your pretty stock standard fighting game affair although there has been a lot more care and attention put into its telling. The Mishima Saga does a good job of exploring the back story of the series’ main characters although, honestly, the voice actor for the reporter sounds like he wants to be somewhere else. The individual character sections after that give you a little more insight into what they were doing during the main campaign’s events but are too short for any meaningful character development. Additionally whilst I’d love to believe the ending at face value if the Tekken series has taught me anything its their main characters always manage to find their way back from whatever fate befalls them.

It’s somewhat reassuring that a series like Tekken can feel so familiar after a 15 year break. Whilst the controller and platform may have been wildly different the movement, combos and other mechanics all felt instantly familiar. With all the other modern fighting game trimmings it would seem that Bandai Namco has been no slouch when it comes to modernising the series, ensuring that it has stayed relevant all this time. Indeed playing this now I feel remiss that it has taken me this long to come back, especially without my cadre of fighting game companions at my side. With all that said though Tekken 7 is still an outstanding game, something that’s easy to see even with the small amount of time I’ve put into it.

Rating: 8.5/10

Tekken 7 is available on PC, PlayStation 4 and Xbox One right now for $49.99. Game was played on the PC (with a controller, of course) with a total of 3 hours play time and 24% of the achievements unlocked.

For Honor: War is the Natural State of Things.

My history with fighting games runs long and deep. Street Fighter 2: Turbo was my introduction to the scene with my brother and my local friends often battling it out for hours on end. The obsession continued through multiple console generations and titles like Tekken and Soul Calibur. It’s always been a genre that has only ever done well with local multiplayer, the few forays I’ve had into online fighting games stymied by lag (a sin in a frame perfect world). So when I saw For Honor, a fighting game/hack and slash hybrid, I was instantly intrigued. However the execution has unfortunately brought back some bad memories whilst cementing a few not-so-great ones.

For ages the world of man has been at war, spurred on by the upheaval of the world that came without warning. But the world has always searched for peace and for a time it has come. However there are those who seek to return the world to war; to find the strongest to rule over the weak. You are but a pawn in this war, ordered to do the bidding of Apollyon: the one who seeks nothing more than eternal conflict. Are you a sheep who awaits their slaughter? Or will you rise as a wolf among those sheep and feast upon those who fall to your blade.

For Honor is a spectacular looking game, one that’s sure to make good use of all the horsepower available to it. This comes to us care of the AnvilNext 2.0 engine which has powered the last 2 Assassin’s Creeds, Steep and Rainbow Six Siege. All the modern trimmings like physically based rendering, proper global illumination and realistic cloth and weather systems are all present and very noticeable. It’s one of the few games which, at least on my system, looks far better in the cut scenes that aren’t pre-rendered. If you’re playing on PC it’s probably worth tweaking a few settings as the selected defaults are a little weird, like turning v-sync on by default (a sin for us G-Sync/FreeSync users). It also manages to maintain fairly consistent performance even when there’s a lot going on, something which is unfortunately rare these days.

The combination of a fighting game with a hack and slash is For Honor’s selling point; an attempt to recreate the kind of epic knightly battles we’re all used to seeing in movies. How it works in practice is thus: you’re on a battlefield with other players (and AI, if you’re playing a mode with them) and when you and another player lock eyes with each other you go into fighting mode. After that point it’s quite like a traditional fighting game with all the combos, blocks and parries that fighting game veterans will be familiar with. Of course if you’re playing with more than one other player there’s every chance you’ll be ganged up on (or be doing that yourself to others) which changes the fighting dynamics considerably. Outside of that part of the game you’ll likely be running around slaughtering the AI whilst capping points. There’s 12 classes to choose from and as you play through the game you’ll unlock new abilities and loot to customise both your looks and stats. It’s a lot to take in at first look but the mandatory tutorials ensure that you’ll have a firm grounding before you’re thrown into the mix with other players.

The online combat however unfortunately suffers from what all online fighting games have: lag. For Honor is probably the only game that I know of that utilises a peer to peer netcode that also includes each player running their own simulation. What this means is that, instead of one player keeping the game state consistent (which can give rise to the “host advantage” issue) each and every player is calculating the game state. When you’re playing this means that your ping is different to each and every player on the battle field, leading to rather inconsistent results. Moves that would appear to work perfectly on one player will seemingly fail to work on others, some players will glitch around whilst others don’t and, worst of all, one person desynching can end up completely trashing the entire game state and killing the game (I had this happen no less than 3 times).

Part of this is due to the matchmaking which seemingly struggles to find a game even at the busiest periods of the day. Even during “very high activity” periods, as identified by the game itself, it would still have to look at all regions and all player skill levels to find me a game. Undoubtedly this has led to me being matched with people who have pings in the hundreds of milliseconds to me which means we’re dozens of frames apart from each other. It might not sound like much but it can be the difference between being able to parry attacks and getting hit every single time. This lacklustre matchmaking meant that no two games played out the same way, each of them having some kind of annoying lag or netcode related glitch that impacted on game play.

The UI, which was obviously designed with consoles in mind, also needs some love in order for it to be usable. Menu items appear to defy common conventions for where they should be with numerous things stashed under Social or Multiplayer for inexplicable reasons. Further to this the party system, whilst allowing you to send invites in game, requires you to Shift + F2 to accept an invite through Uplay instead. I wouldn’t even bother mentioning a minor annoyance like that if it wasn’t for the fact that the parties also seem to randomly drop players whenever the game feels like it. Honestly for a game that had a relatively long closed beta, as well as a shorter open beta, I would have expected teething issues like this to be sorted already.

The loot system teeters on the edge of being pay to win with obvious gaps between players who’ve dumped cash on it and those who haven’t. Whilst it’s tempered by the fact that all loot is a trade off some are far, far better trade offs than others. This means that, when you’re not matched against similarly geared players, it’s an order of magnitude harder to win than it is otherwise. If you’re skilled enough sure, you can still beat them, but if they’re even mildly co-ordinated there’s really no point in sticking around. Indeed since there’s no penalty for leaving games you should do exactly that if winning is a distant possibility.

The amount of effort put into the single player is surprising, given that much of the game’s marketing focused on the online multi aspect. Unfortunately it’s not particularly engaging as fighting AIs are either outright cheaters or a push over. The story is also somewhat confused, seemingly searching for a reason to match up all the various factions against each other at least once and to demonstrate all the multiplayer maps. Personally if they had gone multi-only I don’t think I would’ve missed the campaign as it felt like a chore more than anything else. After I got bored of playing on hard I dropped it down to easy hoping that would improve things (being an unstoppable killing machine can be fun, for a while) but even that couldn’t slake my boredom.

Despite all this I do appreciate what Ubisoft Montreal tried to accomplish here. It’s rare these days that a game can be truly unique and For Honor, for all its faults, really is a new kind of game. There are some issues that could be fixed easily enough, like the UI and loot system, but further fundamental improvements likely aren’t possible. Fighting games and online play have always had a troubled past and Ubisoft’s attempt at fixing it simply doesn’t work as intended. I honestly don’t know how you’d go about making this work either but there has to be a solution that doesn’t lead to the consistently inconsistent experience that I had whilst playing For Honor. Hopefully Ubisoft sells enough copies this time that they can revisit the IP, potentially with a new idea for improving the netcode in hand.

Rating: 6.5/10

For Honor is available on PC, Xbox One and PlayStation 4 right now for $59.99. Game was played on the PC with 13 hours of total play time and 78% of the achievements unlocked.