Sunday, September 10, 2017

Rez Infinite

Perhaps, I find the release to be strange at first since the main graphics are not remade whatsoever and the effects are still blurry like they belong to the original Dreamcast-era. The only enhancement would be high-definition vector graphics and UIs for the previous release on XBLA as Rez HD. The Playstation 4 and PC releases add their own exclusive stuffs like Area X for instance which is actually new and makes full potential on what next generation can do as made with Unreal Engine 4.
In Area X, you get to see better effects and tons of particles all over like Child of Eden as well as the fact that the game supports VR optionally for both the main game and Area X.
There are also gaming events where VR is being tested through various projections with Rez Infinite being played by people that way. Those events might be technically experimental at the time although I don't know if you would still need the VR headset or not.
The famous man behind Rez, had already left Q Entertainment to form his own game company which is Enhance or something and he eventually worked on the Playstation 4 and Steam versions of Rez under Rez Infinite. The were other companies involved with him as well and especially that his other games like Lumines and Meteos no longer belonged to Q Entertainment anymore. There might be a modern mobile game of Lumines that famously collaborated with Ultra Music or something since the DJ festival event took place like last year or some kind in Japan. There's also some addon accessory for Rez Infinite for you to experience the music yourself and needless to say, VR is not required for it.

Ubuntu of this year

OK, at least there was a previous time where I mentioned stuffs like Ubuntu 17.04 along with the fact that Ubuntu will be switching to GNOME soon as Canonical had ceased development of Unity in favor of more cloud computing plans along with IOT stuffs so there won't be much to say here. But then, it seems that Ubuntu 17.10 will be the one to use GNOME by default although things won't be the same as in the past as I guess that it will be using GNOME Shell.
Ubuntu 17.04 ceases support for 32-Bit PowerPC architecture but that's not something you can worry about easily. One past worry instead was something to do with the Mir technology as part of the Wayland protocol which will replace the X11 in Ubuntu 17.10. I don't know if there are still improvements or not like this new technology was finalized and stable enough or what not but we shall see about what's happening in the future throughout the globe or something like that. Of course, there will still be blog posts about upcoming products, wrong things done by the corporations when it comes to privacy and other internet freedom although there isn't anything else to say about various apps, devices or services invading the customers' privacy or some sort because of one thing we already know, once the violation starts, customers start to complain or even worse, file a lawsuit against the company who did this, and then force the company to explain the technical situation on why are they doing this.
So, will Canonical gain additional users when Ubuntu 17.10 comes out with GNOME being used by default? Who knows but at least we already know that Canonical is doing the right thing this year. In the future like next year, Ubuntu 18.04 will be making use of GNOME 3 as they are already concentrating on desktops, servers, cloud computing and IOT stuffs since the Ubuntu phones and tablets didn't provide so much momentum whatsoever.

Wednesday, September 6, 2017

Raycrisis for mobile obtained!

One thing you should know before buying the game for your Android device, I recommend that you play it on a device that runs Android 4.2 and above but the thing is, some description says that the game can work on an Android 4.1 device but guess what, the game didn't work on my main tablet at all that I might have to switch to another one that actually runs Android 4.2.
It wasn't easy getting the game to work probably due to the limited specs and the worse thing was that the main app data is stored on the system storage which is quite limited compared to the data storage of the tablet device which has tons of capacity as advertised. Another unfortunate thing was that I made one part of the game unplayable after all such emergency maintenance about cleaning things up that I wasn't able to move the game app to the data storage that acts as the SD card. Another annoying experience was that some USB mouse caused that tablet to act up like a retard when hooked up to it that I switched to another USB mouse. It was troublesome and I don't know if this same technical problem may spread to other Android devices like the Set-Top-Box I have sitting in the living room.
Problems aside, I managed to get through the game in both modes. The Remix Mode is sort of like the Special Mode from Playstation/PC versions except that you can continue the game in case you run out of lives and that the game is closely based on the arcade version. The third ship, WR-03, is available at the start, unlike the arcade version where you have to unlock it. Note that the Remix Mode has multiple endings similar to the Arcade Mode but the conditions are obviously different of course and the information about this is scarce as of now. I managed to get through the Remix Mode with several continues, faced the True Last Boss and saw the True Ending but if you take too many continues, this is where you'll face a different ending. The Arcade Mode has slow ship movement when dragging it and this has been there on purpose throughout the series on mobile. Like Rayforce and Raystorm, only one of the stages is remixed when it comes to in-game music. To hear it, you will need to set the Area/Stage 1 Music to Arrange, that is for Rayforce and Raystorm. In Raycrisis, this is a different story as the stages are randomized in order. The track, Lavande Bleu, which is the theme for Intelligence and Consideration Parts, is the track that has both the original and arrangement versions. The improvement may be a little in Raycrisis I should say as adding one arrange track for other games is not enough for me. In fact, such plans like that should have been suited for Groove Coaster, not the existing games.

Raycrisis in Remix Mode

When you proceed to the main menu of the game, you get to hear an awesome medley of the entire series. This is something exclusive to the mobile version and I don't think it is listed in the upcoming album CD of the entire series that will be out next month. Speaking of that album, it consists of the soundtrack CDs of the entire series including the tracks taken from the console versions of the games. Bonus tracks are probably from some Superplay discs or whatnot and especially the mobile versions. Will there be Groove Coaster arrangements in those bonus CDs? I don't know. But I don't think that the medley is being previewed whatsoever. Even Neo-Penetration is there which is said to be from the prototype version of Raystorm that was being location tested back then as R-Gear 1.5 or something. There is a trailer video like that from Ray-Ray CD-ROM which contains Raystorm and Ray-Tracers.

Ray'z Music Chronology Preview (From Zuntata's Official YouTube Channel)

Raycrisis Mobile Version - Main Menu BGM

Flaws so far:
  • The Arcade Mode's ship movement is wack on touchscreen but you can use the Bluetooth controller which is the only workaround/savior against control crappiness. (Flaw partially solved as it supports Bluetooth but not the other.)
  • For increased replay value, only a few stages are playable between the first and last stage out of all available ones but the bad way is the amount of stage sets of randomized stages. About 40+ stage sets available to choose from. This repetitiveness is made even worse for Darius Burst Another Chronicle and Chronicle Saviours.
  • Only one stage BGM is arranged for the entire series and Raycrisis makes things a little bit better or worse as if the arrangement shifts back to the original track after a while should you take too long to defeat the bosses. Before the patch, the music fades out after a while and the arrangement music is played on first two stages, Beginning-Intelligence/Beginning-Consideration.
Other improvements include the translucent laser effects from your ship, the improved suction effect from the final boss and translucent explosions. That may supersede the arcade version a little bit.

Sunday, September 3, 2017

Ultra Street Fighter II

If Super Street Fighter II Turbo HD Remix isn't enough, how about Ultra Street Fighter II? Unfortunately, the title is kind of misleading or some kind like there's a lack of Ultra Moves or some kind in addition to Super Moves. Not to mention that the game's Way of Hado has some kind of experimentation problem when it comes to game development like it acts out like a motion-control rail-shooter or some kind. To use analog sticks to move in any direction as well as to use motion controls for attacks is what a first-person action game should be and especially for VR gaming but for characters like Ryu, some of the moves are impossible to pull off in that kind of VR gaming unless the game makes use of the Kinect for full body usage in addition to using VR controllers for moving the character around.
Another problem is that in Classic Mode, not all things are in retro form like the Character Select Screen, VS Screen, Winner and Continue Screens, HUD and the game endings. Even the retro-style intro is missing in this remake as well. All you get is the modernized intro for the game and that's that. There's also the modern intro for Super Street Fighter II Turbo HD Remix but too bad it's not used as something's amiss with it. The last problem is the inaccurate stage design in Modern Mode when compared to the one in Super Street Fighter II Turbo HD Remix which is more accurate. Sure, the Modern Mode uses more accurate arranged music and voices from Street Fighter IV but it doesn't mean that there can be inaccuracies in the modern remake. The Classic Mode retains the retro-style graphics, sound, music and voices via the CPS2 days.

Marvel vs Capcom Infinite

From what I saw about the gameplay in action from Angry Joe's YouTube channel, there were some impressions so far. The graphics were done with Unreal Engine 4 similar to Street Fighter V and King of Fighters XIV although people were already displeased with the way the graphics were done and especially for the character models and voices. The effects were fine for the engine alone but then, when it comes to cartoon-ish graphics done in Unreal Engine, there could be various shaders to make things cartoon-ish while retaining the coolness of the effects like what Arc System Works did with Guilty Gear Xrd and the upcoming Dragon Ball fighting game that uses Unreal Engine 4 itself.
Perhaps, it might be a mistake that way at first but the things is, the graphics of Marvel vs Capcom 3 are already in the same style as Street Fighter IV and Tatsunoko vs Capcom in which the cartoon-ish shaders are not used at all when it comes to 3D graphics. The only things that look comical are that certain screens like the Winner screen, Character Select Screen, Ending scenes, etc. look like something out of comic books. Perhaps, those aren't necessary for previous Marvel vs Capcom games but then, there should be comical feel in upcoming Marvel vs Capcom Infinite. Even the cinematic cutscenes are going in a different direction as well as if the game's not following the comic-style concept or some kind. Another problem is the art style in addition to how the characters are 3D modelled as stated above. I don't know if the criticism for this game is worse than the one for King of Fighters XIV or not but thankfully.
Also, the amount of characters is quite lower than in Marvel vs Capcom 3 but then, the game still has yet to be released sometime this month so we're not sure about the overall amount by the time of the game's release.
In fact, I don't even know if the game will have the Arcade Mode or not as the compensation for the incompetence Capcom has but to make Story Mode even more important like that than the Arcade Mode in terms of Capcom's game development is like they care less for the Arcade Mode like they do for Street Fighter V. Street Fighter V STILL doesn't have Arcade Mode as of the present time but to make it ABSENT for the consumer system versions isn't going to make any sense. In fact, that game also has the option to turn on or off the fight interruption when it comes to Single Player modes. That feature has been way to effective for fighting games in the arcades and it gets even more effective for fighting games on Nesica X Live 2 service with online matches as if going through various Single Player modes like Arcade Mode is not quite easy without getting interrupted. But taking out Arcade Mode for whatever reason is INEXCUSABLE! Not to mention that the arcade business part of Capcom has been doing well or something that it makes complaints about lack of finances obsolete after awhile as if the company has enough money to buy additional development kits for future main games.
Once again, it is INEXCUSABLE to take out Arcade Mode for fighting games like you and other players don't care for it! It is one COMMON AND STARTER GAME MODE for pretty much many of those arcade-style games regardless of the platforms! Furthermore, people expect sufficient content for Marvel vs Capcom Infinite when compared to the lackluster from Street Fighter V. Hell, even King of Fighters XIV has sufficient content like sufficient characters along with actual Arcade Mode which is called Story Mode. It is so successful that it also gets a proper arcade and Steam releases.

Sunday, August 27, 2017

Nostalgia and Nostalgia Forte

As if Keyboardmania and Rocksmith are seriously hard enough, how about you try the REAL PIANO/GUITAR yourself? If real drums are manageable enough compared to Guitar, Bass or Piano which may seem to be harder, other challenges may probably include the cordination with other stuffs as part of the band. In fact, it may look like the DJ-simulation rhythm games have been going in the opposite direction even today compared to some of the dance games which actually make use of the entire body, pose and motion thanks to Kinect but the technology still isn't perfect as most of the dances are suited for individuals or duos depending on the song.
In fact, I should feel ostracized by how Beatmania IIDX series goes nowadays with irrelevant themes which don't belong to DJ land that well and especially that Nostalgia decreases the difficulty Keyboardmania series has. Sure, there may be tons of keys but to repair/replace them will be tough in case of hardware damage. That is one proper complaint, unlike the complaint about how hard the game is.
Nostalgia is trying to be like Deemo in terms of gameplay. Although the design of the controller may look like mini piano keys, the way you tap the keys to the corresponding notes is akin to Sega's Chunithm series. Sure, that also has the elements of Deemo but it has more than that like air notes which make use of sensors to see if your hand is in the air or not.
Well, at least Konami has rebooted Keyboardmania but in a weird but less difficult way. The game may be fun but extreme difficulty of playing a real piano is still there. One better thing is that Marasy has become more famous than before for being involved in Nostalgia due to his piano cover videos. He's also famous for playing Bemani songs on a piano as well. You can check out his YouTube channel if you're interested.

Skycurser

Said to be the indie arcade game, Skycurser is one of those commercialized indie games made with Game Maker Studio by Griffin AeroTech, if the name of that team is correct. In the prototype versions, the game consisted of three playable stages although there were plans to have several stages. The graphics are retro Neo-Geo style in a similar vain to Metal Slug series with creepy creatures that have taken over the whole globe that you have to fight them with the plane that is available in the garage. You get three attacks, the normal shot, sword and the shotgun as well as the bomb attack that is like a wannabe super attack taken from fighting games. I don't know if that is like an Overdrive/Max Mode or perhaps a real super move as it is not supposed to last much longer than usual. When attacking enemies, they splat out blood and they originate from some meteor with green glow and goo from space.
Basically, in the game of Skycurser, most of the places are infected with some plague or something after the meteor crash as indicated with green smoke in some of the stages and it's up to you to pilot the plane from the garage. Unfortunately, as the game is more or less incomplete even in final form, I don't know what the ending is like in terms of game story. All you see after completing the game is the simple game outro or some kind.
Of course, there are flaws. Firstly is the game's intro as if the whole thing is made out of meme GIF images or some kind like everything is quite choppy so to speak. Second is how the flashing HUD messages on top of the screen during the Continue session. Maybe it's a bug or something. Third, the game is more or less incomplete even as an indie arcade game as if the concept of bringing indie games to the arcades is experimental. There might be indie games ported to the arcades via Nesica X Live like Trouble Witches, Exception, etc.
The arcade system is the Linux-PC based hardware called Airframe. It has the 64-Bit CPU and games made using Game Maker Studio or Unity will need to be exported to HTML5, Linux or some other mentioned platform. So, I asked the team behind the game on Twitter about the CPU architecture as Game Maker Studio 2 came out that it wouldn't support 32-Bit CPUs anymore or something and I got the answer saying the the CPU is 64-Bit/X64. This means that games made using Game Maker Studio 2 can also be ported to Airframe as well. I don't know if Construct 2/3 games can be ported to that arcade system as well.
One interesting thing from the developers is that they made the live stream videos of various pure arcade features like the implementation of Arcade Operator Menu where you can adjust settings and perform specific tests, Coin Control System which tells you how many credits are as well as the Copyright Warning Screen for arcade games. I don't know if that looks like a stupid idea to implement those features in a game made using Game Maker Studio/Construct but for Unity, there are ACTUALLY arcade games made with it. I'm not even joking about that like one of Aikatsu games for the arcades is actually made with that. Problem is, the lessons about implementing pure arcade game features are industrial level, not indie-level. Who's going to teach me and others about that for Game Maker Studio then?
To get the game updated, the arcade operators make use of the USB stick or perhaps the wireless network connection to update the game to the newer version if available. Of course, for games made using Game Maker Studio, that may seem to be a problem when it comes to version update as if everything will be reset in the update although some features like external files for game settings, high score tables, will be imported if the game finds them after the update.
There are other arcade games made for the Airframe system as well but the information is scarce at the moment.