Nintendo Switch: A Wii-U Owner’s Perspective

I don’t really want a Switch.

“Well, why are you bothering to waste your time telling us that or moaning about something you don’t like?” I hear you ask.

Well, it’s a reasonable deal in fairness since I’ve been buying Nintendo’s home consoles since the Gamecube. I’ve bought into the platforms that struggled at market and I’ve defended the likes of the GC and it’s excellent first-party software as well as the Wii when uninformed types were saying “it’s shit” without even looking at the games. The Wii-U however? That was one child that needed the a LOT more defending than its older siblings and as an adopter of the console who stuck with it to the end, I actually feel quite aggrieved about the Switch and its success.

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Now contrary to what you may be thinking, I’m NOT the kind of person who gets annoyed or even affected in general by the success of a product that I don’t wish to buy into so this isn’t going to be one of those rants where I tell people to “buy a proper console” or whatever. No, my grievance is simply with the fact that I feel at least slightly shafted by Nintendo. After all, some of the big games that have helped make the console so popular are things that I have already paid full-price for and enjoyed on the Wii-U. Mario Kart 8 for example is a fantastic game but I’m not buying it again after paying out over £200 for a Wii-U, £40 (approx) for the game and then the DLC on top of that.

Other must-have games such as Pokken Tournament, Breath of the Wild and the upcoming ports of Hyrule Warriors and Bayonetta are all things that I have already played on the Wii-U. I suppose to sum up my gripe with the Switch, I would say that I think Wii-U supporters have quickly been forgotten. The likes of Mario Kart 8 Deluxe weren’t marketed as brand-new games but they certainly come with that image which is – in fairness – understandable given how a lot of people missed them the first time round on account of the Wii-U being such a relative retail flop.

But I paid a lot of money for these things and stuck by the Wii-U, comfortable with the knowledge that a small but perfectly-rounded library was no bad thing. The result of my loyalty is a follow-up console that I really don’t want when the best games currently available (Mario Odyssey aside) are things that I’ve already finished with. I can’t say that I think Nintendo actually care either because a large portion of the consumer base that have made the Switch a success are bound to be new customers who didn’t care about the Wii-U or even knew that it existed. We helped keep them afloat and now we have been ditched.

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I DO want to play this but I can’t justify an entire console for one game. Last time I did that was with the Atari Jaguar for Tempest 2000 and it was daft!

That sounds more than a little bitter doesn’t it? Well, let’s continue with an open mind and have a look at what else is available shall we? The first barrier I hit is a very familiar one that blighted the early days of the Wii-U: updated ports of old games from other consoles. You have the likes of Resident Evil Revelations, Doom, Skyrim and LA Noire – all great games that won’t suddenly become rubbish by being on the Switch but I’m only interested in new experiences. Obviously, these versions of previously-available titles will be improved or more “complete” than the originals and being able to play them away from the TV screen is a fair selling point but they just don’t do it for me. Then there is the pricing issue…Doom for instance is currently £40 on Amazon whereas I can pick up a brand-new copy on the PS4 for between £10-£15.

Yes, these new versions are probably aimed at people who DON’T have loads of consoles or are Nintendo followers only but the fact remains that many gamers have multiple machines beneath the TV these days. Heck, it has become kind of mandatory since the days of the Wii to own a Nintendo console + either a Playstation or an Xbox since multi-platform releases haven’t really been possible since the Gamecube given the technical gulf between Nintendo’s hardware and those of Sony/Microsoft. When they DO arrive they are late and usually compromised in some way.

Ultra Street Fighter II is the kind of game that is certainly my kind of thing given how I’m a die-hard fan of fighting games but the harsh reality is that the game is simply an updated edition of HD Remix which came out years and years ago on PSN/XBLA. It is a superb update of Super Turbo but I don’t fancy buying it again just for Evil Ryu and Violent Ken, unless there is a bit of a bargain to be had of course.

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A favourite of mine but again, I’ve already played it. Oh and Capcom? How many more revisions of Street Fighter II have you got left in you? I mean, really!

And away from the un-rewarded loyalty complex that the Switch has given me, this is the other main issue for me: excellent games that are difficult to justify buying unless you’ve been living under a rock for the last decade or are SO Nintendo that even the concept of holding a Dualshock controller is like being asked to stick your naked arm deep into the bowl of a public toilet that has been clogged-up for weeks.

So let’s be clear: I’m not saying that the games are shit, nor am I saying that the hardware is shit. I’m saying that there is little to entice me into getting involved with Nintendo’s latest offering. I’m glad that the Switch has been a success because things didn’t look good for Nintendo during the Wii-U days and as much as I feel part of a forgotten audience, there’s no way I’d have wanted to see them throw in the hardware towel. Ironically, it seems that the Switch is an amazing prospect if you HADN’T shown your support in the previous generation and passed-up the Wii-U because all of a sudden, you have loads of genuinely great games to play that won’t already be familiar territory.

So this leaves me one final angle to cover: looking to the future. Are there any brand-new games i.e. not ports/updates inbound for the Switch that would make me want to buy one? Well, there are some that I am aware of but possibly others that I’m not so stay tuned for a follow-up post where I will discuss my findings.

Top Five Characters For Soul Calibur VI

With the recent announcement/reveal of Soul Calibur VI having properly sunk in now, I think it’s fair to start theorising about a potential roster. Well, I say theorising but that process is a potentially depressing affair since – if done logically – it involves putting together a hypothetical roster based on what the marketing men think will sell the game. I’d rather lay out a top five countdown of the characters from that I want to see return to the Stage of History. I have put together my dream shortlist with three things in mind:

  1. The game’s story is supposed to be further back in the SC timeline (around the time of the original Soul Calibur) so I’d like to think that some of the older characters that were dumped for the later games might be able to return in all their glory.
  2. No guest characters. That is a separate list for another time (possibly). These are all original SC characters that have been in the games before.
  3. These are simply characters that I like!

With those loose “rules” established, I shall waste no more time and jump right in!

Zasalamel

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Amongst all of the clones and ‘mimic’ fighting styles that were in Soul Calibur III, Zasalamel’s scythe-based style was refreshingly individual and certainly interesting to learn as well as fight against. I also really liked his visual appearance despite the obvious Assassin’s Creed similarities that his original outfit (pictured) was guilty of displaying. Better yet, SCIII‘s plot saw Zasalamel morph into the demonic final boss, Abyss who shares a lot of Zasalamel’s basic fighting style. Abyss is one of the coolest and most bad-ass bosses in a fighting game and while I highly doubt that we will ever see him again, I would at least like Zasalamel to return from his post-Soul Calibur IV exile.

Cassandra

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We’ve already seen Sophitia revealed as one of the first two characters in the game and while Sophie will always be my #1 character in the series, I have to say that I missed her spunky, more aggressive younger sister in SCV. Yes, people will say that we don’t need any more Alexandra family members (they’re everywhere!) and others will argue that more females with big boobs are unnecessary but as far as I’m concerned, Cassandra has been a staple since her debut in SCII and her omission in SCV was one of the most disappointing in my opinion. She actually has a very different fighting style to Sophitia and while nobody can argue that the way she battles is overly unique or interesting, I’ve always enjoyed her character and she is in many way (whisper it) more endearing than her sister. Yes I feel treacherous for even typing that…sorry Sophitia!

Hwang

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A true classic who debuted in the original Soul Blade (or Soul Edge in other territories) for arcade/Playstation but was ditched by the time of Soul Calibur II for the younger and (I suppose) cooler Yun-Seong. Hwang made one more appearance as a non-fleshed out bonus character in Soul Calibur III and was properly re-instated for the rare arcade edition of SCIII but hasn’t been seen since which is a pretty rubbish way to treat one of the founding characters of the series if you ask me. Even Yun-Seong didn’t make it to SCV, meaning that the most recent installment in the series had no Korean characters and no Falchion wielders. I really enjoyed playing as Hwang in Soul Blade and I also think he looks pretty cool so I’d like to see him again for those reasons but also because he simply SHOULD be in an SC game again.

Li Long

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Another founding cast member of the series, Li Long was treated even worse than Hwang. The original nunchaku wielder didn’t even make it off the Playstation to the original Soul Calibur since Namco had already elected to introduce the new, cooler character of Maxi who became the default (and only) representative of the nunchaku style from there on. Like Hwang, Li Long was given a bonus character slot in SCIII and also re-instated properly for the arcade update. Interestingly, he was armed with a new double nunchaku style that actually set him apart from Maxi. I would love to see Li Long return with a more fleshed-out version of this style in Soul Calibur VI. Like Hwang, I just think that he should be included for historical reasons.

Night Terror

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Up until this point, my list has been fairly safe, predictable even. We can’t have that though can we? So to finish off my top five, I’ve decided to put the case forward for the true boss of Soul Calibur III. If you thought Abyss was monstrous enough…well, you hadn’t seen anything yet. Night Terror is a beastly version of Nightmare, the result of Soul Edge’s vengeful will fusing with Nightmare and nobody enjoyed fighting this creature. Massively over-powered, boasting insane priority and immune to ring-outs (he flies back up to the stage!), Night Terror was everything a cheap boss should be. I lost count of the amount of times I heard “versus, Night Terror!” as I kept hammering the option to try the fight again. For all his cheesiness however, I absolutely loved the idea of a souped-up Nightmare that had been overcome by raw power and transformed into a truly imposing boss. Like Abyss, I highly doubt that Namco would ever bring this guy back but I would certainly take him over Algol or Elysium any day.

Honourable mentions!

Because five is never enough is it? Not when there have been so many characters both major and minor in Soul Calibur over the years. Seong-Mina should definitely grace an SC game again for the same legacy reasons as Hwang/Li Long but also because she has always been a fan favourite who certainly didn’t deserve to be left out of SCV. Valeria from SCIII was a second-tier bonus character but did at least have a cool fighting style based around kicks and bladed footwear. Did I forget to mention that she was a pink-haired shopkeeper/maid design with eye-poppingly big boobs? Funny that… Another classic that I hope returns is Rock because honestly, I don’t like Astaroth that much when it comes to the large “power” characters and Rock already had to swap his original axe style for a mace so that he had a “reason” to return for SCIII & IV.

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Because five wasn’t enough and I’m greedy…

If you read my post on femme fatales then you will already know that really like the nutty Tira but will she fit into a pre-SCIII plot point? I’m not sure but I think Namco would be mad to leave out such a unique fighting style. Setsuka is another dangerous lady with a fairly individual style that I’d like to see again, not least because I used her a lot in SCIII and found her to be utterly lethal with some crazy combos. Lastly, would actually like to see Edge Master come over from Soul Calibur V since the “bad-ass old guy” archtype needs some representation and I don’t mind there being at least ONE mimic character. Just please, Namco, don’t waste 3-4 slots with them like you did before? Ta.

So those are my choices. What do you think? I’m cautiously optimistic for a few of these but I also fear that Namco might see some of the older or more obscure characters as less marketable and won’t include them. I’ll reserve any form of judgment until we know more however. Let’s see who they’ve chosen…

Is Suda51 Overrated?

Overrate (verb) : to have a higher opinion of (something or someone) than is deserved.

I realise that the very title of this topic may appear sacrilegious to many but it was something that came up when chatting to a friend about games in general and I thought it was worth exploring. This friend (who has been gaming since the SNES days so has an opinion I put some stock in) had recently completed Flower, Sun and Rain for the DS and described it as “horrendous”; one of the worst games he’d ever played. He had then also tried to play through Shadows of the Damned on the Xbox 360 but gave up part-way through on account of the game just not striking him as interesting enough to continue. I’d not played Flower, Sun and Rain myself so I wasn’t able to share (or not share) his scathing criticism of that particular game but I DID have a copy of Shadows of the Damned for PS3 in my (embarassing) stack of unplayed games. Naturally, I decided that it had to be moved up the pile. I had after all purchased it on the back of it a) being a Suda51/Grasshopper-developed game and b) the positive comments that the game seemed to get on forums from those who had played it.

I may not have bothered with this discussion on whether Suda51 is overrated as a developer at all but I did play Shadows of the Damned and I had to agree with my friend. The game was a painfully standard, linear third-person shooter with irritating mechanics, dull/miserable environments and “edgy humour” which amounted to your speaking gun constantly spewing out phallus jokes. I have to stress that the game wasn’t bad: it worked and was perfectly playable but it also did nothing to interest me or keep me playing beyond the first 4-5 levels so I binned it off because I’m not the person who likes to persevere with average games if I have other things to be playing.

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It’s far from ugly but we’ve seen all of this before.

This was a genuine disappointment because I’ve always been a big fan of anything that Suda51 and his Grasshopper Manufacture team put out. In a gaming landscape dominated by FPS’s, sports games and seemingly endless sequels to cash-cow franchises, I admired the way in which he pushed forward with risky and incredibly niche concepts that went against what the marketing men wanted. Games like the bizarre Killer 7 or joyfully weird No More Heroes were welcome treats in release schedules that often did little to turn me on. Shadows of the Damned does indeed have some noticeable splashes of Suda51 weirdness but the overriding sense was that I was playing a fairly standard shooter that had had gore, tits, swearing and penis jokes thrown at it. Now these aren’t always bad things in themselves but such additions can come off as lazy attempts to sell a game to an adult audience. I’m not saying that this was the intention but it’s just how Shadows of the Damned rubbed me up personally. Ultimately, it just didn’t sparkle and keep me intrigued as many of Suda51’s previous efforts had done in the past.

This was how I ended up giving a second thought to what my friend had said about beginning to believe that Suda51 is overrated. Had he simply been lucky with his first few “big” releases for us Western gamers? Has he ran out of ideas in recent years? Or were his games actually not all that good when considered as standalone products and not antidotes to what the industry was trying to get us to buy? Before we go any further, I’ve pulled up a list of all the games that Suda51 has been involved in so that there is some sort of reference before I attempt any further analysis. Titles that I have put in bold are the ones that I have personally played.

  • Super Fire Pro Wrestling 3 Final Bout (Super Famicom, Director)*
  • Super Fire Pro Wrestling Special (Super Famicom, Director)*
  • Twilight Syndrome: Search (Playstation, Director)*
  • Twilight Syndrome: Investigation (Playstation, Director/Writer)*
  • Moonlight Syndrome (Playstation, Director/Writer)*
  • The Silver Case (Playstation, Director/Writer)*
  • Flower, Sun and Rain (Playstation 2, Director/Writer)*
  • Michigan: Report from Hell (Playstation 2, Original Plan/Producer)
  • Killer 7 (Gamecube/Playstation 2, Director/Designer/Writer)
  • Samurai Champloo: Sidetracked (Playstation 2, Director/Writer)*
  • Contact (Nintendo DS, Producer)
  • Blood+: One Night Kiss (Playstation 2, Director/Writer)*
  • No More Heroes (Nintendo Wii, Director/Designer/Writer)
  • Flower, Sun and Rain: Murder and Mystery in Paradise (Nintendo DS, Supervisor/Original Game Staff)
  • Fatal Frame: Mask of the Lunar Eclipse (Nintendo Wii, Director/Writer)*
  • No More Heroes 2: Desperate Struggle (Nintendo Wii, Executive Director)
  • Shadows of the Damned (Playstation 3/Xbox 360, Executive Producer/Writer/Story)
  • Rebuild of Evagelion: Sound Impact (PSP, Creative Producer)*
  • Sine Mora (Xbox 360/Playstation 3/PSVita/PC, Producer)
  • Diabolical Pitch (Xbox 360, Producer)
  • Lollipop Chainsaw (Playstation 3/Xbox 360, Creative Producer)
  • Liberation Maiden (Nintendo 3DS/iOS, Original Concept/Creative Director)
  • Black Knight Sword (Playstation 3/Xbox 360, Executive Producer/Writer)
  • Killer Is Dead (Playstation 3/Xbox 360, Executive Director/Screenwriter/Story)
  • Short Peace: Ranko Tsukigime’s Longest Day (Playstation 3, Original Story/Scenario Writer/Overseeing Director)
  • The Silver Case (Remaster) (Playstation 4/PC, Producer)
  • Let It Die (Playstation 4, Executive Director)
  • The 25th Ward: The Silver Case (Remake) (Playstation 4, Producer)
  • Travis Strikes Again: No More Heroes (Nintendo Switch, Director/Writer)

A few things to note from the above list:

  1. Games marked with a * were only released in Japan. The bulk of Suda51’s early work didn’t make it to the West save for the few titles that have been remastered/remade in recent years.
  2. As you can see, he has had varying roles on different games. It is hard to consider everything Suda51 has been involved with to be all his own for example.

The important, most prominent titles from his back catalogue for us in the West would arguably have to consist of:

  • Killer 7
  • No More Heroes
  • No More Heroes 2
  • Flower, Sun and Rain (DS version)
  • Shadows of the Damned
  • Lollipop Chainsaw
  • Killer is Dead

This focused selection of games are what I would consider to be most crucial to us (and this discussion) because despite Suda51’s large portfolio, these are the titles we know him best for. But how do we recognise a Suda51 game without prior knowledge of his involvement? Typically, the games won’t be technical masterpieces and will often be behind the curve in terms of graphics and modern mechanics BUT sheer style tries (and often succeeds) to compensate. We’re talking crazy plots, bizarre characters and moments that make you think “I can’t believe they got away with including this in the game!”. Blood, heavily sexualised females and all manner of self-indulgent elements (such as Suda51’s love of wrestling and America for example) will also inevitably play a part in these experiences which are arguably style over much substance.

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Lollipop Chainsaw was gory, sexy and oh so very weird. Unmistakably a Suda51 creation.

[On a brief side note, it is also important to remember that our impressions of Suda51 titles here in the West are skewed by the fact that we only really received the downright bizarre stuff with bloody violence and daring attitude. Some of his earlier works that remained in Japan focus on crime and mystery. It’s a shame that we didn’t really get a lot of those things over here.]

The big draw for a Suda51 game back in the PS2/Gamecube/Xbox generation was the fact that we they were simply different and challenged the status quo. True, oddball games have always existed on any gaming platform but the likes of Killer 7 received a lot of press attention pre-release and these sorts of games were hailed as the antidote within a generation of gaming that had become obsessed with sequels, FPS’s and violent crime titles that were striving to be realistic and gritty/urban. Suda51 games were bright and colourful but also extremely dark and bizarre. No More Heroes on the Wii for example was a breath of fresh air on a console drowning in family-friendly software and fitness aids. The updated ‘Heroes’ Paradise‘ edition on the PS3 made very few waves however, an assessment which could also be levelled at the direct sequel to the original on the Wii which – while being the far better game – failed to garner as much interest and intrigue.

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No More Heroes doesn’t hold back on the violence but was a more endearing experience than the senseless violence in the likes of GTA which were striving for realism.

And this for me is the crux of the issue when asking the question “Is Suda51 overrated?”. Once the shock value has worn off, once we’ve become partially desensitised to the wackiness and once we no longer need a cel-shaded champion to save us from being overrun by miserable brown WWII shooters, where does that leave a Suda51 game?

Speaking from my own personal experience, I adored a game like No More Heroes despite the fact that it is a heavily flawed game. It was unable to escape the necessity of motion controls (when the game would have been better without) and the barren open world was pretty awful for travelling around in to name two examples but I was able to forgive it because it was deliciously quirky and just the sort of thing that I wanted more of here in the West. It felt good to support the game on the Wii too at a time when newspapers and parent groups were furiously demanding that their little white family box not be made a home for the likes of NMH, House of the Dead Overkill and Madworld. Thing is, gaming has moved on as have expectations. We are no longer so prepared to put up with clunkiness or terrible game design masked over by style alone. Additionally, the last generation of consoles really opened the gates for more weird Japanese software. The PS3, PS4 and PSVita for example are home to lots of JRPG’s, visual novels and racy games such as Senran Kagura and Valkyrie Drive – all the sorts of games that we used to rarely get and would have to go out of our way to import for modified/hacked hardware capable of playing them. Sure, a Suda51 game will have a billion percent more artistic merit than a game like Senran Kagura but the underlying feeling is that we – as gamers – are no longer starved of ‘different’ experiences.

So to come full circle and return to Shadows of the Damned, it’s entirely possible that I would have really enjoyed this game and been prepared to overlook the flaws had it been a PS2-era release. As a PS3 game however, it simply didn’t excite and tried too hard to be hardcore and openly controversial. The following Lollipop Chainsaw was much more likable but then again it was far more akin the likes of Killer 7 and NMH in its colourful but bloody tone. That said, I’m sure that it failed to impress gamers in general who could look past the short skirts and nutty cutscenes. After all, zombies, linearity and a combo-based grading system were hardly revolutionary concepts.

I’ve yet to play Killer Is Dead but it seems that the critics saw through the style based on the general concensus that it isn’t a particularly fantastic game. Personally this doesn’t bother me and I will of course give the game a go (since I seem to be more forgiving than most…) but it’s interesting to note that there was very little fanfare surrounding its release despite the game – on the surface at least – bearing resemblances to past triumphs.

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Killer is Dead certainly looks similar to past Suda51 efforts.

Is Suda51 overrated then? I don’t think so. I think his most lauded games were products of their time, praised in comparison to what was then considered to be stale on the same platforms. Times change as do expectations and what we have access to. His output was – in effect – being rated against what gamers wanted to escape from and therefore I believe that the general perception of what a Suda51 game is has always been a little warped. Personally, I’m a fan but it will be VERY interesting to see how No More Heroes 3 for the Switch fares when it releases. The Switch – in my eyes – is a huge success like the Wii but other than Mario Odyssey (and discounting Wii-U ports) there doesn’t seem to be many must-have “big” games. Could NMH3 tap into that same hunger for something different and exclusive that existed back in the Wii days or has the audience moved on?

Why I love Femme Fatales in Videogames

Contrary to the fact that I’m not posting on here every day, I do actually have a lot of things to say and various topics/reviews semi-written in my mind (just not physically typed-up where it matters…) so it’s a shame that life just loves to get in the way. Anyway, today I have found some time…time to plunge my arm into that insane melting pot of thoughts that is my mind and retrieve this topic centred on Femme Fatales in videogames. Or “Why I find dangerous, psychotic videogame girls sexy”. Yeah, that didn’t sound so great as the official title hence why I didn’t go with it.

So, what is it about femme fatales that I like so much? Well, I’m probably not alone in saying that I find strong women attractive and as much as I will unashamedly confess to having fun with pretty bimbo types in the likes of Dead or Alive Xtreme, I much prefer a strong lead female with a well-written personality/backstory. That’s the normal part. The not-so-normal part is that I find the psychotic, killer archtype pretty damn attractive as well when it comes to videogames (and books and movies too for that matter). Maybe it isn’t so strange though given how many guys seem to get some serious wood over DC’s Harley Quinn?

As well as attractive, I just consider the really bad girls to be straight-up cool and interesting. To better illustrate my point, I’ve compiled a shortlist of some of my favourite femme fatales who immediately spring to mind…

Tira (Soul Calibur III)

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Let me begin by saying that Soul Calibur‘s most attractive lady is – without any doubt – Sophitia for her Greek Goddess-like charms and I will always ‘main’ her in any SC installment or at least her style via custom-created characters (the less said about her absence in SCV and poor replacement in the form of her daughter, the better). When Tira was introduced in Soul Calibur III however, I took an immediate liking to her. The blue hair was very out-of-place in the game but otherwise, I really dug her sexy green rags, feathers and pet raven. Most importantly though, her fighting style was new and unique and actually utilised her loopy personality with multiple stances accompanied by visible mood swings for the character. Tira is nuts and loves killing in an excitable child-like way that really does remind my of Harley Quinn. A really fun character that I am pleased to see appear in every installment since her debut.

Jane Doe (Devil’s Third)

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Devil’s Third for the Wii-U is no classic. It was in fact, a pretty poor game in my opinion that could (and should) have been something rather more special but the end product was a generic third-person action game full of the cheap crap that should have been left behind years ago in videogames such as invisible walls, inconsistent difficulty spikes and painful linearity. There were a few good elements though and some interesting characters (that were pretty much wasted by being in this game) such as Jane Doe, one of the toughest bosses in the game. A voluptuous Spanish beauty clad in a traditional Japanese kimono (when you first meet her in the game), she soon ditches the far eastern garb for…sexy lingerie and a massive rifle?!? Yep, she’s a bit of a mish-mash of things but all you need to know is that Jane has killer curves and equally dangerous attacks. Fight from a distance and she will try to gun you down but get up close and personal and try to dance toe-to-toe with her? Yeah, you will probably die…a lot. She has several kinky moves involving choking Ivan with her thighs or trying to break his neck while making suggestive groaning noises. If this kind of thing turns you on then repeatedly falling foul of her cheap one-shot kills may not be a terrible thing.

Bad Girl (No More Heroes)

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Surely a cute blonde in a Little Bo Peep get-up can’t be that dangerous, right? Wrong. The original No More Heroes was one of a slew of games for the Wii that dared to ignore the trend for family-friendly software on Nintendo’s crazy successful lil’ white box and us gamer’s loved Suda51 for it. The sequel is arguably the better and more streamlined game but the original is worth playing, even if it’s just for Bad Girl. That sweet, butter-wouldn’t-melt image is quickly discarded as Bad Girl reveals herself to be a foul-mouthed, beer-chugging psychopath with an unpredictable personality and a love for beating bound/gagged male gimps to death with her trusty baseball bat. It’s the kind of madness that can only come from somebody like Suda51 and Travis Touchdown’s encounter with this crazy lady is as memorable as it is fucked-up. Is it wrong to be just a little bit turned-on by Bad Girl’s insanity?

Selvaria Bles (Valkyria Chronicles)

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Now for character that has partially been ruined on the internet by exaggerated fan art: Selvaria Bles from Sega’s most excellent Valkyria Chronicles for PS3. This is a game that I cannot praise enough and while the sequels are an acquired taste for the truly devoted, the original is an outstanding tactical RPG that was a true breath of fresh air upon release, both in terms of gameplay and world design. The character of Selvaria was one of the best things about the game in my humble opinion. One of the opposing armies’ main generals, Selvaria wields the ancient power of the Valkyrur and is a feared force known to all. On the battlefield she is practically invincible and can destroy tanks with a single shot from her huge energy lance. There is a particular chapter in the game where Selvaria suddenly rocks up midway through the battle and proceeds to utterly demolish a player who foolishly believes that they can actually take her out like any other enemy boss. All you can do is frantically hide and attempt to complete the mission without Selvaria slaughtering all of your units. Valkyria Chronicles’ superb storytelling comes to fore when it initially portrays Selvaria to be a cold, merciless warrior but in reality she is simply being used by Maximillion, loyalty and love for her leader exploited so that he may wield her power in the Europan war. The DLC chapter titled Behind Her Blue Flame is particularly touching as Selvaria is revealed to be warm and caring towards your nameless engineer character. It’s a small bit of quality writing that shows that even the enemy is human and not necessarily evil.
Selvaria makes this list for being a great character in general, a fearsome/memorable enemy boss and a rare example of a female character designed to be attractive but also strong and succeeding on both counts.

Ayane (Dead or Alive)

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I suppose when talking about femme fatales, I should be talking about “bad” girls and – as already mentioned – sexy nutcases but Kasumi’s half-sister from Dead or Alive isn’t really either of those things. She’s cocky and arrogant as a character but not an evil/bad person yet I suppose I will say that she leans more in that direction just to get Ayane on a list of some kind – she’s a bad girl at the least in some sense. Whenever I play Dead or Alive, I always ‘main’ Ayane because I love her speed, agility and the way that you maintain a distance from your opponent and punish them when they close in. Of course, it helps a ton that Team Ninja have always made her aesthetically pleasing on the eye and while most fanboys prefer Kasumi, I prefer her purple-haired nemesis for some reason. Surely it couldn’t be because Ayane is one of the most top-heavy of the DOA girls? No (what do you take me for?)…she’s just a cool girl in a cool fighting game. And she’s a ninja – everybody loves ninjas.

Nina Williams (Tekken)

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There aren’t may Irish characters in videogames and even less female Irish assassins so Tekken‘s Nina Williams pretty much has the niche to herself although there’s nothing particularly Irish about her, especially with respect to her voice-actress who is…er…not very Irish. This blonde bombshell was clearly Namco’s version of Virtua Fighter‘s Sarah Bryant back in 1994 when the original Tekken was released into arcades and (more importantly) the Playstation. A cool-headed assassin with top-tier combos and a selection of bone-snapping holds, Nina may look like a sexy model but she’s utterly bad-ass and calculating as per her assassin occupation. I’ve always mained Nina in Tekken (after Kazuya) and love her combos plus her variety of special ops-inspired outfits. I even have a soft spot for her solo PS2 game, Death By Degrees, despite the majority of people agreeing that it’s a poor game (possibly something I can properly re-visit and speak about in the future). Also, you have to admire Namco’s way of keeping Nina youthful between Tekken 2 and 3‘s large time lapse by explaining that she’d been placed in cryogenic storage. We certainly weren’t complaining.

There are undoubtedly more great examples of femme fatales that I have forgotten about and countless more from games that I haven’t even played so what do you think? Do you also have a little something for the wackier ladies in gaming? Do you agree or disagree with my choices? Let me know!

“It has risen again!” (Medievil remake coming for PS4)

There have been some very interesting announcments in the world of videogames over the past few days but there was one in particular that got me feeling all excited as well as depressingly sceptical. That announcement? A remake of Medievil is heading for the PS4 next year (source here).

First of all, let’s begin with some positivity and explain why I’m excited about this. Medievil is one of my all-time favourite games and along with such other Playstation classics as Spyro the Dragon, Crash Bandicoot, Driver and Tekken, it is one of the reasons why I fell in love with gaming in the first place and am still here today (for better or for worse). Thanks to my Dad, we got the original grey Sony slab beneath the TV in our house in 1998/1999 and one of the best things that came in the box was the most recent version of the famous “Demo 1” disc. This disc contained demo versions of all the big releases that had just hit the shelves as well as some previews of upcoming titles. Medievil was one such game on the disc and my Dad and I must have played that demo a thousand times before he bought the full game.

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The dreaded boulder section of Mausoleum Hill. Not so difficult as an adult but slightly more fiendish as a wee nipper still new to games!

I can only decribe the game as having a “magical” atmosphere. The design is a clever mix of horror and comedy with a perfect balance between the two being struck. Aesthethically, it reminds me of a Tim Burton movie with all the darkness and evil elements being kept in check by funny bits and the almost cartoon-like character/scenery design. The twisted shape of the gravestones has always stuck in my mind for example as have the sinister airborne demons from later in the game. Don’t forget the imps or killer pumpkins either. In short, the game has a lot of memorable visuals and made the sort of impact on me that other games (despite their quality) have failed to do in the 19 years or so since I first experienced Medievil.

The music too was incredible and carried a haunting, gothic tone that thoroughly bewitched my ears and added to the magic. To this day, it is a perfect example of an impressive, fitting videogame soundtrack composition and I often stick some earphones in and revisit my favourite tracks via Youtube.

I re-played both games last year as I so often do and found the original to have lost none of its charm. Yes, the game felt a little bit clunky and unforgiving (especially when it comes to falling from edges) at times but overall it still held its own. That graphical style in particular has really helped Medievil age well and does a super job at compensating for the general ageing that all early 3D videogames have suffered with many being cited as “unplayable” due to how poor they look today or how offensive those once cutting-edge textures are on the eyes.

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If I were a female groupie then this kind of graphical style would have me dropping my undergarments in an instant.

Medievil 2 (to discuss it quickly) was a little different in that I also recalled it fondly but upon re-playing the sequel (I usually just revisit the original) I found it to be a lot more fiddly and frustrating than I remember with numerous irritating elements such as the Dankenstein boxing match, trying to save all of the civilians on the Kew Gardens level and the monstrous difficulty of the final few levels. I’m ashamed to admit that I had to resort to an old-school print-out of cheat codes from back in the day that had been folded up and stuffed inside the game case. As far as personal gripes went, I missed some of the classic weapons such as the magic bow and dragon armour. Obviously with the game being set in more modern time, these fantasy items made no sense but even so, I still mourned their absence. The game is still decent and worth playing but I much prefer the fantasy setting of the original which didn’t come with so many annoying, gimmicky additions to the core gameplay. At the time of writing this reaction to the remake announcement, it isn’t clear whether Medievil 2 will join the original and mirror the recent Crash Bandicoot remasters (which included all three main PS1 games) but I can honestly say that I’m not fussed either way.

Unfortunately I now come to the part of this article where I must do a bit of doom-mongering and air my reservations. First of all, I’m usually extremely sceptical about ANY remake (whether it’s a videogame, movie or music) because more often than not, it isn’t really needed and in the case of older games, developers feel the need to expand on things or add new bits to the original formula in order to give a game the necessary meat that it needs in order to exist as a full-fledged release in the modern age where consumers have come to expect more for their money. In my eyes, Medievil is a perfect game and doesn’t need anything adding to it so there’s that.

Secondly, it is utterly vital that they preserve a) the tone of the original b) that superb soundtrack (whether it gets remastered or not) and c) the balance between gothic horror and comedy. Before anybody accuses me of baseless assumptions, let’s not forget that Medievil was already re-imagined for the PSP as one of the machine’s launch titles and that version changed several things as well as tipping the scales firmly towards comedy. It has not been well-remembered by fans of the original and the comedy look to the ghost at the end of the remake teaser trailer does give me cause for concern.

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The tomes on these stands provided hints and added to the game’s lore/atmosphere.

In general I am trying to remain on the fence until we have some more information or at least some footage to make a judgment on what kind of direction the developers behind this remake are taking. Using the PSP game for a base would be an instant turn-off for me and many others (judging by the comments section on the official Playstation Blog page for this news story) but remaking the game and losing that special balance in general would also leave me no other choice other than to say “no thanks”.

If it does turn out badly then it’s important to remember that we will always have the original to comfort ourselves with whether we dig out that old Playstation copy or fall back on the PSN re-release. When we still have this choice, I try not to moan or rant too much about what I consider to be “botched rehashes” because nobody can take away our memories or ability to play a game as it was originally released and nobody forces us to play a remake. Even rare games are available to play via emulation these days so we will always be pretty much sorted for the OG products when the marketing men take a steaming dump on our memories.

Here’s hoping that I will be looking forward to revisiting Gallowmere in 2018.

The Soul Still Burns (Soul Calibur VI!!)

Well…did anybody see this coming? After years of rumours, random polls and a few filler games that I don’t class as “proper” entries, a brand-new Soul Calibur has been announced by Namco Bandai. Soul Calibur VI will be hitting PS4, Xbox One and PC in 2018 and the initial reveal trailer was quite intriguing. I thought so anyway but then again, I’m a weirdo with strange concepts of what is “interesting” so take it with a truck of salt.

The little teaser shows Mitsurugi squaring off against Greek goddess Sophitia and judging by the outfits and Mitsurugi’s apparent reversal of age, I’m going to assume that this is a prequel of sorts or at least a game that takes place earlier on in the storyline. Let’s face it, Soul Calibur‘s plot has gotten utterly ridiculous during recent games so going for something easier to digest while not binning off the existing canon wouldn’t be a terrible idea at all.

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Mitsurugi forgets how to treat a lady and gives Sophitia a right wallop. (image: Gamespot)

So am I hyped for this? Well obviously I am in some way or else I wouldn’t be writing about the announcement BUT I am still feeling extremely cautious. So far, I’m pleased that the game is even going to exist (because SC is one of my favourite series’ of all-time and I’ve been playing it since Soulblade/Edge on the Playstation) and of course, I’m doubly pleased to see that my main character and one of gaming’s most beautiful ladies, Sophitia, is back after being unceremoniously killed off between SCIV and V (because: rubbish plot).

My caution comes from the fact that I thought Soul Calibur V was absolute pants and not the fancy, lacy variety being worn by a pretty lady but that pair of nasty old boxer shorts that you sometimes randomly spot on the ground in an alleyway. The game looked incredible and it had one of the most enjoyable character creation tools that I have used in any game but everything else was wrong. There was no single-player experience to speak of to begin with and perhaps that should have been expected given how fighting games are all about the online these days but for me, SC has always been a fighting game with killer SP. I have great memories of unlocking all of the characters in SCII and the ridiculous amount of modes in SCIII for example. By contrast, SCV was a complete insult with its pathetic arcade mode that had the same two opponents for the last couple of battles every. single. time (Aeon and Nightmare).

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Best way to die ever? The trailer confirms the return of this classic neck-breaking grab of Sophie’s.

Worse still was the loss of so many favourite characters with many being replaced by descendants or students/disciples in order to keep the classic fighting styles present in the series. The problem was that not many people liked these new characters and just wanted their old favourites back. Some (such as Natsu) looked completely out of place for a game set in the fifteenth century, others were simply “WTF?” (Z.W.E.I) and there even characters that seemed to mock players such as Elysium who looked like Sophitia but wasn’t Sophitia. The plot was rubbish and nobody wanted to play as the whining Pyrhh or pretty-boy Patroklos. There were way too many characters that adopted random fighting styles between rounds as well – wasted select screen slots for sure. All we wanted was Cassandra, Mina and Hwang but no, we got the likes of Dampierre (*shudder*) instead.

Clearly, they had attempted to do what Tekken 3 and Street Fighter III did before: breathing new life into an existing series by introducing some fresh faces and youth into the roster. In Tekken 3‘s case it worked due to the replacement characters being closely modelled on their forebearers and while SFIII‘s updated roster alienated a lot of the SFII fanbase, it did at least have a killer gameplay system to fall back on.

Speaking of gameplay, this was the final thing about SCV that switched me off due to how they’d messed about with an established and very enjoyable template. It was done with good intentions no doubt but the addition of flashy super moves seemed unecessary and having the classic Guard Impact only available when a specific meter had some stock was a very, very poor change. I suspect that the latter was implemented in order to make the game more accessible to those who couldn’t learn to use GI frequently but it rubbed me up the wrong way. The SCVI trailer appears to show super moves of some variety and the breakable armour feature that debuted in SCIV but I hope that this doesn’t signify a continuation of what SCV was.

It might sound like I’m being negative but I’m still actually cautiously excited for Soul Calibur VI and until there’s any evidence of the bad stuff returning, there’s no reason to be overly cynical. Street Fighter V has set the benchmark for disappointing fighting games this gen anyway – with its poor single-player and F2P style DLC onslaught – so SCVI can’t be any more deflating can it? I just hope that Namco Bandai heard what people didn’t like about SCV. Recent strong form with the Tekken series gives me some confidence at the least.

Has Fire Emblem become a Waifu Simulator?

This question (amongst others that I will discuss here in this post) was on my mind after having just invested 30+ hours into Fire Emblem Fates and deciding that I simply couldn’t be arsed to play the game anymore. A quick bit of background first though because I think that it’s extremely important to remember how the Western exposure of Nintendo/Intelligent Systems’ tactical gem has evolved in recent years. Fire Emblem has been around since the Famicom days in Japan and proved to be popular enough to spawn many sequels heading into the the 16-bit Super Famicom era. Over here however, it was a different story.

The first official Fire Emblem release that we received was for the Gameboy Advance back in 2003. Simply titled ‘Fire Emblem’, it was a prequel to the previous GBA release that remained a Japan-only deal and largely owed its English language existence to the popularity of Marth and Roy, two Fire Emblem protagonists that had been included as playable characters in Super Smash Bros. Melee. Once our FE cherry had at last been popped, the sequels began to flow in the form of The Sacred Stones (GBA), Path of Radiance (Gamecube) and Radiant Dawn (Wii). A remake of the original Famicom title christened ‘Shadow Dragon’ was also released on the DS in 2008 (2009 for North America).

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The graphics in Path of Radiance weren’t the prettiest by Gamecube standards but the gameplay was utter gold.

Up to this point, the series was still relatively niche in the West despite the steady flow of localised sequels in the wake of that initial GBA release. This modest popularity was likely propped up by Nintendo in the form of much smaller print runs of the games than other software releases on the same consoles (Shadow Dragon is a pretty expensive pre-owned game here in Europe for example). It sold well enough for the first 3DS installment – Fire Emblem Awakening – to be given the green light for us however and this is where things began to change. For the better? In some ways…but not ALL ways.

Now, I have to point out that Fire Emblem Awakening is one of my favourite games amongst all games that I have played since I started gaming in the early-mid 90’s. I ploughed around 130 hours into it and enjoyed promoting my characters and embarking on an excessive level of grinding in order to create a formidable army. At the same time, it was apparent that the tone of the series had shifted seismically in many respects. Fire Emblem has always been a series where you will find characters with luminous hair hues for example but with Awakening, the anime tropes were beginning to dominate. You could now advance support links between male and female characters to the point where they would declare their feelings for one another and marry and I actually quite liked this element as I thought it was handled pretty well.

However, the fact that your main character is custom-created at the outset of the game and supposed to reflect YOU, the strategist, meant that you had the choice of who to get it on with in midst of war. Is this a bad thing? No but the fact that the majority of FE players are male really endeared this aspect of Awakening to the “Waifu” crowd. Now for those unfamiliar with the term “waifu”, I’ve gone off and retrieved a definition of the word from one of many online dictionaries:

waifu. Noun. (fandom slang) A fictional character from non-live-action visual media (typically an anime, manga, or video game) that one is attracted to and considers a significant other.

One thing I always admired about Fire Emblem was the way in which it was able to give us attractive/pretty female characters who were also formidable warriors, clad in plate armour and not made to look overly-sexy in a try-hard manner. In Awakening however, these sorts of traditional FE ladies are joined by several more sexualised characters that gained a following all of their own (Tharja for example) and various bits of borderline jailbait clearly not prepped for bloody battlefields.

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Your MC in Awakening can marry Nowi. If you feel uncomfortable with that, just constantly remember that she is actually over 1,000 years old.

This aside, there are other things about Awakening that really made me see FE as a series that was pandering to the Otaku types. The increase in crazy, out-there anime style characters for example or the DLC hot springs episode which – of course – included lots of awkward moments as battle-hardened valkyries suddenly switched chain mail for swimsuits or kimonos. I’m not saying that I’m against this kind of thing because I’m as appreciative of a bit of casual titillation as the next male BUT it made no sense in a Fire Emblem game and it was that thought which continued to return to me. On the whole though, Awakening was a great game with the usual excellent gameplay, some fantastic music and – despite some of the weirdos – some brilliant characters. Yes, these new elements felt out of place in an FE game but thanks to how addictive the gameplay itself was, there was a pretty good balance.

Then came Fire Emblem Fates, a follow-up with a brand-new world, storyline and characters unrelated to Awakening as is often the case with FE sequels. The game was unique in that it shipped as two versions, entitled “Birthright” and “Conquest”, with each edition following a different perspective of the storyline’s war. A third segment of Fates called “Revelation” was then released digitally on the e-shop (or available physically in the Collector’s Edition) which tied together both games and acted as a conclusion of sorts. This sounded very interesting to me and I battled for a long time against stock shortages and greedy ebay re-sellers to obtain a Collector’s Edition boxset (and story/saga in itself) so that I could get the cartridge that contained all three parts of the storyline. After the brilliance of Awakening, this had to be the next step up? Wrong.

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Oh boy! Somebody forgot their armour…yep, we’re knee-deep in Waifu territory with Fire Emblem Fates.

Aside from my gripes with the gameplay additions (such as new classes that I didn’t particularly like) and the fact that I didn’t care one inch for the storyline, there were many aspects of the game that had fully stepped over that line into Otaku territory. Waifu-ism was rampant now, especially when it came to the eye-poppingly breasty Camilla (pictured above) who thought that wearing some token midriff armour but leaving her overflowing chest and underpants exposed is a good idea when going up against axes and spears. Again, I cannot lie and say that I don’t like her design but I also think that it’s not very Fire Emblem and shouldn’t really belong here.

There are all these female characters for the male Waifu fanatic to choose from and this time, when you marry, the two of you have a little house within your army’s fort and certain ‘events’ trigger upon visiting such as receiving a kiss from your significant other or having them speak to you directly in a first-person viewpoint. Most of these moments are quite touching (if you’re a bit of a softie like me) but time and time again, I felt myself asking “is this just too much?”. Along with wildly mis-matched,  impractical outfits for many of the women, the romance element made me feel that the game was definitely part Waifu simulator.

There were other issues of course. I couldn’t care less about the majority of the characters for example and the usual assortment of stereotypical personalities were gradually drip-fed into my swelling assortment of units. The game also committed the sin (in my opinion anyway) of having a Japanese/Ninja-themed setting in a fictional, fantasy world. What is that all about? Why do developers have to do it? Familiarity for Japanese players perhaps? Possibly but for me, this sort of thing has always struck me as lazy and unispired and yes, I will include the likes of Final Fantasy VII‘s Wutai in that criticism. No game is safe.

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Usually, Tharja would probably suck your soul away with the Nosferatu spell but because Waifu culture is a thing, THIS can happen too.

Overall, I simply didn’t enjoy Fates. Once again, I will just reaffirm that I really don’t mind the pervy fanservice-y stuff (such as the above image) but there are games specifically geared towards that kind of stuff and I really don’t think that Fire Emblem is the place for it. Unfortunately, Intelligent Systems likely had no say in the matter because – from what I have read – declining sales of the series (even in Japan) forced Nintendo to issue an ultimatum when it came to Awakening: sell 250,000 units or it will be the final Fire Emblem installment. This would largely explain why they have shifted the tone a little and tried to appeal to that niche but sizeable Otaku crowd. The move clearly paid off but at what price? The series seems secure for now but it has taken a new path that the old-school fans who grew up playing translations of the Famicom/Super Famicom releases may (understandably) turn their noses up at.

One final note/disclaimer from me is just to say that at the time of writing this post, I haven’t played the latest 3DS Fire Emblem game which is a remake of Fire Emblem Gaiden. Drop me a comment down below and let me know if it is a little more restrained than Fates

10 Worthy Guest Fighters for Tekken 7

Recently I posted about the elusive Tekken X Street Fighter and how the inclusion of Street Fighter‘s Akuma in Tekken 7 made me wonder whether the mysterious crossover might actually arrive in the form of a DLC expansion pack for Tekken 7. Well, my theory was blown out of the water when Namco announced SNK’s Geese Howard as a DLC fighter and then utterly nuked after the no-way-you-saw-that-a-coming unveiling of a Final Fantasy XV character (WTF?) as the next guest fighter.

It did at least get me thinking though (not always a good thing, I assure you) about just how many random characters from other non-Namco properties will drop in for the seventh King of Iron Fist Tournament. Naturally, they will probably be characters from high-profile and very relevant franchises but me being me, I just had to come up with a list of dream guest characters. A few things to note before I jump in though:

  1. This list is just my opinion and includes characters I personally like.
  2. As tempting as it was, I have tried to omit anybody with weapons. It would be nice to say “oh, wouldn’t it be awesome if Sephiroth was in Tekken 7?” but 200 mile-long katanas don’t make for a very fair or believable fight. Admittedly, this is when talking about a game from a publisher who once gave the green-light for lightsabers to clash with regular steel in Soul Calibur IV but we’ll pretend that never happened.
  3. I don’t actually believe any of these will happen but there’s nothing wrong with a bit of fantasy, is there?

So…here we go!

1 – Zell Dincht (Final Fantasy VIII)

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So there’s already a Final Fantasy character in Tekken 7 but for me, a having a sword at a fist fight just isn’t correct. Okay, Yoshimitsu carries one but a) he’s a classic and b) he at least doesn’t use it for the majority of his attacks. Anyway, Final Fantasy has no shortage of hand-to-hand brawlers who could leap in to duke it out with Kazuya and co. From FFII‘s Josef to FFVII‘s Tifa Lockheart, there are more choices than you may realise given how the series is synomonous with sword-wielding characters. My personal favourite however (and I may be biased given how FFVIII is my favourite game of all-time) is Zell Dincht. He has a cool look that I think would fit straight into Tekken and his limit break specials could provide inspiration for a lot of cool moves/combos. As currently relevant as Noctis? Not a chance. Cooler? Hell yes.

2 – Mila (Dead or Alive 5)

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Dead or Alive is certainly more relevant now than it has been for a long time and with DoA5, Team Ninja finally made a game that offered all of the playful perviness that the series is famous for along with an extremely competent and skillful fighting game. DoA5 itself has had some guest characters, including SNK’s Mai Shiranui, so it would be no surprise if one of their own managed to venture into another fighting game. I could opt to nominate somebody super-popular such as Ryu Hayabusa or ask for Tekken 7 to get a bit boobier with the likes of Kasumi or Ayane but instead, I would suggest one of DoA5‘s newcomers – Mila. With Mila, Team Ninja created another attractive female but this time made her cool and tomboyish with a bad-ass, heavy-hitting MMA style of fighting that was a welcome breath of fresh air from the usual ninja antics. Off the top of my head, I don’t recall Tekken having too many (if any) heavy-hitting girls so why not give Mila a shot?

3 – Zero Suit Samus (Metroid)

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Sorry Nintendo but this piece by ‘Dinoforce’ over on Deviantart is nicer than your official renders.

You’ll have to hear me out on this one because I can hear your thoughts now: “oh look, what a surprise, he’s going for more tits and blonde hair in Tekken“. I admit it: having another slinky blonde in Tekken complete with a skintight bodysuit would not be something that I’d protest too hard about but moreover, I was trying to think of a fitting i.e. realistic bit of Nintendo representation that would make sense in Tekken and Samus in her Zero Suit form was – in my mind – the most suitable (get it? I’ll get my coat…). I did consider having Samus in her famous power suit (because DoA4 included a Spartan soldier from Halo after all) but it seemed out of place and besides, she only really uses her arm cannon when suited-up and guns seemed as rude as swords. If you’ve seen ZSS in action over in Smash Bros. however then you will know that she can kick some serious ass even when stripped of her traditional armoury. Those particular moves wouldn’t necessarily translate well to Tekken but the potential is there as is the sales potential, especially if a Switch port of Tekken 7 was to include ZSS as an exclusive guest…

4 – Gene (God Hand)

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The first of one of my more “out there” selections but why not? Wouldn’t it be nice for one of the most unique and quirky 3D beat ’em ups ever made to get some more exposure? God Hand was one of those truly special games that the mainstream simply didn’t go for but if – like me – you did play it, the humour, bizarreness and outright challenge (it was balls-hard in many places) were unforgettable. I think protagonist Gene would be a perfect fit in a fighting game since God Hand featured a ridiculous number of moves and combos which would easily translate to a traditional fighter. Also, I think it’s such a waste that Capcom haven’t included Gene in a Marvel Vs Capcom installment by now.

5 – Honey (Fighting Vipers)

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We’re heading into the lands of the more obscure now but old-school fans of fighting games shouldn’t fail to recognise this rubber-suited girl from Sega’s Fighting Vipers, a short-lived mid-90’s series that had only two games plus the crossover with other Sega/AM2 characters, Fighters’ Megamix. The game was a 3D polygon-based fighter released at a time when everybody was jumping on the train that Virtua Fighter and Tekken had started. It was actually decent though, held back by the fact that the Sega Saturn would be the destination for a home conversion and thus the game wouldn’t receive as much exposure as if it had been a third-party Playstation release. I personally really like Fighting Vipers and would LOVE a new Fighters Megamix mash-up from Sega but failing that, some form of modern representation of the characters would do. Honey (named “Candy” for PAL versions of the game) is a girl dressed in a homemade rubber fairy suit and is probably one of the game’s more notorious characters. I don’t think it would take too much to update her moveset and expand on it for the modern fighting game arena plus an outfit refresh would be sweet to see. Characters like Lucky Chloe prove that Namco aren’t averse to inluding quirky girls in their flagship fighting game so as strange as it may seem, I reckon Honey would fit right in.

6 – Akira Yuki (Virtua Fighter)

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You can’t have guest characters from other fighting games without having the main man of the 3D fighting game granddaddy, Virtua Fighter. A simple but highly effective design (just like Street Fighter‘s Ryu), Akira is an icon in the fighting game field. Interestingly, he has already recently crossed-over into Dead or Alive 5 and the more niche 2D fighter, Dengeki Bunko Fighting Climax so there’s absolutely no reason why he wouldn’t be able to slot straight into Tekken and show everybody how it was done back when characters looked like collections of cuboids and jumps took them to the moon.

7 – Rainbow Mika (Street Fighter)

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Some more heavy bias here I’m afraid because Rainbow Mika is one of my favourite characters from any fighting game BUT there is at least a sound reason for her potential inclusion in Tekken 7, that reason being that Namco created their own female wrestler for Tekken Tag Tournament 2 and then neglected to bring her back for Tekken 7. True, Jaycee is an alter ego of Julia Chang but the latter isn’t even in Tekken 7 so it’s odd that Namco didn’t include Jaycee. Whatever the reasons, it means that there is room for a female wrestler so if this crossover thing is on then how about the bootylicious R.Mika? She would bring some bad-ass Street Fighter V moves to the table and Namco would no doubt cook up plenty more interesting plays for her. Make it happen. NOW.

8 – Axel Stone (Streets of Rage)

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Sega’s Streets of Rage could well be one of the most requested series revivals in gaming and while I can’t see it ever happening (nor would I necessarily want it to knowing what re-imaginings can be like…), it would be nice to see some of the favourite brawlers return. It was a toss-up here for Axel or Blaze but with enough pretty ladies already on this list, I decided to elect for Axel instead.  The small bit of hope out there is that Axel recently appeared as a support character in the superb Project X Zone 2 crossover RPG for 3DS so there’s proof that Sega haven’t completely forgotten about their famous beat ’em series. Sure, his design is a little simplistic and his moveset pretty straightforward (as you’d expect from a side-scrolling beat ’em up) but these are things Namco could easily sort out.

9 – Kazuma Kiryu (Yakuza)

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The only major barrier I see for this is that Yakuza‘s legendary protagonist, Kazuma Kiryu, looks a hell of a lot like a certain Kazuya Mishima and even has a vaguely similar name! I even created a custom version of Kazuya in TTT2 that looked near-identical to Kazuma so…yeah. Look past all of that however and you have a recognisable character from a relevant series that Sega is pushing here in the West. He also comes with countless moves from the Yakuza series that could be adapted for Tekken. Of all the characters on this list, I would say that Mr. Kiryu probably has the best odds of actually making it.

10 – Cammy (Street Fighter)

CammyAkiS

Alright…not a very imaginative choice for the final spot considering that there’s already a Street Fighter character in Tekken 7 and that I’ve nominated another already on this list but I’m going to be selfish (as selfish as can be on a list that is already personal opinion) anyway and say that I just want to see what Cammy would look like in high-quality 3D with a more serious look to match that of the other agents/assassins that compete in the King of Iron Fist Tournament. That and I actually struggled to think of somebody else more left-field or suitable from a different game for the last nomination. So shoot me.

So that’s my list of dream guest spots for Tekken 7. Agree? Disagree? Feel free to comment on my choices or tell me who YOU would want in the game.