I suppose a dramatic title like that deserves some sort of preface
So I’ve been bored recently and decided to try out the the Rising Thunder Alpha (something that you should all check out if you haven’t already), and I’ve definitely enjoyed it for what it is. The game has a design philosophy that is looking to draw more novice players into fighting games, by removing the need for commands when performing special moves (instead mapping them to button inputs), as well as affording more lenient combo input windows than something like Street Fighter. What this meant in my case, was that I could quickly get to grips with how a character functioned, learn some bread and butter combos, and get into some matches in under an hour. This is great, because it always feels nice to be able to jump into a game with such little time invested in technical mastery. So I go with Chel, being a shoto archetype (think Ryu and Ken in SF), I felt she would be the most comfortable character for me to work with off the bat and at least possibly reach a lower intermediate level of play very quickly. I get matched up against some Carbon rank players (the very bottom rank in the matchmaking system), and it’s pretty free, and I won’t lie about not getting some sadistic pleasure in doing basic things to score easy victories. I would feel bad for these players, but I could have sworn some of them didn’t even know how to block. Read the rest of this entry
Yes, I’ve been gone for a long time. I’ve had a lot of things going on for the last several months so sadly I haven’t been able to dedicate as much time as I would have liked to blogging. Thankfully it’s mostly out of the way, so I can get back to writing.
So a lot of things have come and passed since I last wrote, and although I wanted to cover them at the time, I feel as if many of those topics were best left discussed when they were more relevant. In any case, one thing that has stuck out since the beginning of my venture into the Smash community has been the topic of defensive play, or rather, the overwhelming disdain for it. This is something I’ve found especially interesting because it’s certainly not something limited to Smash alone, and not even competitive videogames, but rather, it seems to span out to the sporting world as well. So the obvious question is, why do so many people dislike defensive play? Read the rest of this entry
There are a lot of things that make us nervous, nerves are a thing every one of us has had to deal with at some point in our lives, and still have to deal with. For a lot of new and even veteran players, nerves are something they find to be a very significant hindrance to their performance. You see the question posted on boards all the time, “how do I overcome nervousness?” after players fall apart in a tournament setting, and the answer is that you sort of don’t. The key to “overcoming” nerves, if you will, is understanding what nervousness means in the first place and why it’s actually not a bad thing.
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Yeah that’s right, I said it. Flying in the face of conventional opinions regarding Diddy Kong and his power as a character, I’m going to lay out why Diddy makes Smash 4 a far more enjoyable experience for me than if he were absent/weaker.
In light of recent events, I felt it was important to stress to newer players, as well as even veterans who may not understand, the importance of adhering to the rulesets ordained by competition organizers. The most important reason you are doing this is not to appease those in charge, but in the interest of facilitating fair competition for all your fellow competitors.
I like to think about things, that fact is probably why I ended up starting up this blog in the first place, to have an outlet for my thoughts. One idea I’ve always entertained was the skill set behind a good smasher, akin to what you’d find in something like Madden player stats or an RPG. Ultimately, I streamlined all the skills required into key traits of a player. There are many fine details regarding what makes a great player, but far more often than not, they will trace back to the following traits.
Well, I did my good deed with a non contentious article, I think that’s about enough of that for now. Since I’m full of opinions (and myself), I felt I couldn’t wait to get back into the swing of stirring up discussion with more of the thoughts that go in in my head. Now there’s this notion among the Smash community that Melee’s nature as a competitive game was a case of sheer dumb luck, a coincidence of many mechanics conveniently fitting together to make, as was described in the very famous documentary, a “beautiful accident”. I’m here to refute that idea, because in my view at least, there are far too many breadcrumbs of evidence leading in the opposite direction.
A while ago, this would have been an entry explaining why Melee players haven’t been happy with the new games, but I think that’s been explained about a thousand times now. It may not have always been in the best of ways, but the general sentiment is probably clear enough to most members of the community. Instead, I’ve decided to focus on a different issue, a notion among gaming communities which, to me, is a large part of why I have very little respect for their opinions in general. It took a supreme level of antagonism towards the competitive Melee community to really shake them out of it, but in general, the way gaming corporations conduct business (which isn’t really a slight against them, since it’s what they need to do) has created this absurd idea that whenever there’s a new entry into a franchise, everybody needs to move on.
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