Saturday, February 28, 2009

How To Beat A.I. Seth With Ryu

It seems to me that the best tactic to beat A.I. (superpowered end boss) Seth with Ryu is to go to one edge of the screen and engage in a fireball contest with him. He'll try to jump at you from the wall, but the recovery on Ryu's fireball is fast enough so that once he gets to you, you can Dragon Punch him the moment he gets even close to you.

I still haven't figured out a way to beat him when he's already up in your face. You could use low punches, but he'll throw you faster than you can hit him. Perhaps you could throw escape by pressing LP and LK; I've never managed to master throw escaping in SFIV yet, though.

So part of it is luck, and another part of it is skill. Seth is HARD on any difficulty. Just try to avoid getting too close to the guy when you're fighting him.


In other news, I've only recently figured out that Ryu can hit anyone with an Ultra or a Super right after you use a Low Punch Dragon Punch on them. After you hit an opponent with a dragon punch, they'll start floating down. Once they're at the apex of their 'float' animation, you should have completed the motions for a Super Fireball or an Ultra Fireball. If you do it too late, your fireball will whiff and you'll be at a disadvantage. If you do it early enough, you will hit your opponent for some free, and unblockable damage! The earlier, the better....that's how it is with this super/ultra combo attack.

It's very useful if you've hit someone who is trying to jump at you and you have a full SUPER or ULTRA meter. It can bring you back in the game, or even win you the match much quicker than you expected. Good to save up that super meter for situations like that.

EXCELLENT Street Fighter IV Primer/Guide

I found these on This information is useful for new players and I thought it was also useful for me. I'd consider myself just intermediate level at Street Fighter IV, so I found a lot of what was posted to be very useful.

Thursday, February 26, 2009

David Sirlin Says SFIV Is Too Complex. I Completely Disagree.

When I read about the 100/100 scores, I see again and again how "simple and elegant" the game is. Two super meters, a 3-tier focus attack system, and all the complications above seem to fly in the face of that. Even more though, I hear how "casual friendly" it is. This is deeply mysterious and I'm not sure why this so often claimed. Not every game has to be casual friendly, so it would seem more honest to just explain how casual unfriendly all these things are. Qcf x 2 +PPP all the time, extra button presses to throw, extra button presses to roman cancel, and many, many extremely difficult link combos work in concert to create that impenetrable wall of execution between you and the actual game (the interaction between you and your opponent). I wish we could get rid of all this stuff and focus more on the gameplay itself.

I read the full article and I completely disagreed with what Sirlin had to say. I've come off playing Virtua Fighter 5 after a long time and going into Street Fighter IV, it seemed far simpler to me than the previous game that I played.

One thing is that I have some degree of experience with older Street Fighter games, so the learning curve for players like myself isn't so high. The question is, does he have a point when it comes to bringing in more casual gamers to the fighting genre?

I think there's a lot more to bringing in more players to fighting games than just giving them a button to push which lets them pull off fireballs instantly. Fighting games are just simply more competitive. Even if you made the controls really easy for new players, I think a lot of them would stop playing at some point. Why? I think it's less to do with the ability to pull off moves easily, and more to do with the psychological effect of winning or losing in a game.

I think I've talked about this in other blog posts previously. In a fighting game, when you LOSE, it's more easy to get discouraged to keep on playing. That's because when you lose, you lose all by yourself, and you've got no one else to blame. For players who get easily affected by losing, all it takes is a continuous streak of losses to completely give up on a game. No amount of move shortcuts is going to change that fact about fighting games. The part where you can actually lose (and feel pretty stupid about it) is something that is just part and parcel of the genre.

Picture this....putting fireballs and dragon punches to each button of your controller won't make everyone like the game more. That's because it won't make them win any easily against other players, who have access to the exact same shortcuts. So what you'll have is a scenario where players who already know the game will have an even EASIER time beating up new players. I don't think it was ever about putting shortcuts for special moves or making ultra/super moves easier.

One thing that made Street Fighter II so popular way back then (in the 90's) was the social aspect of it. Friends of mine would huddle around a machine and talk about how to play the game, and how to get better at it. Paying for each game made it feel like 'gambling' in a way; the better you were at the game, the less money you spent on tokens. So even if you didn't really win any money playing Street Fighter II, at least you didn't spend any more money, and had a damn good time playing it.

With today's gamers, that isn't really the case now. With the Internet making playing online the more convenient option, the real-life social aspect of playing fighting games is a bit lost on people. When you play a fighting game online, you don't have the chance to ask a person how he won or what he did different. The anonymity of the Internet just makes people usually more inclined to trash talk other players or blame lag or other things. In a sense, the fighting game environment today is more brutal on people's ego, there's more of a sense of isolation when you play a fighting game in the online environment.

And I think that's the primary reason why you aren't seeing Street Fighter IV suddenly ursurping Guitar Hero as the game of choice for connected, casual gamers.

By its very nature, fighting games are simply more competitive in feel and scope. Making moves easier is not going to make things any different for the genre. I think it will just introduce a sense of randomness to the game, a sense of 'cheap wins' (winning where you know you just got 'lucky' and you didn't really earn the victory).

I don't think the method for executing special moves in fighting games should be dumbed down. What I DO think, is that fighting games should do MORE to train players to get better. Virtua Fighter 5's Dojo Mode is pretty good, but still not good enough. I had wished that SF4 would have had a similar mode to that game when it comes to training new players. Also, there should be some kind of area in the online mode that's really for new players and meant to demonstrate how or why a player won or lost. Something like that would be more technical to achieve, but it's really the only solution to improve the reception towards fighting games that casual users usually have.


For readers who thought my post was TL;DR, here's a short summary.

Making special moves easier in fighting games is NOT going to suddenly make casual gamers like them. By their very nature, fighting games require far more dedication and training to play because the reward (and punishment) for winning or losing is more brutal. You can only blame yourself when you're not good enough at it.

The only way for fighting games to overcome this and become more popular with gamers is to reintroduce the social aspect this gametype once had, when it was being played by people meeting up in real life in the arcades. Players have to somehow be able to teach and encourage other players to get better....and essentially remind them all that it's just a game, and it's meant to be fun.

Wednesday, February 25, 2009

Latest Issue of Famitsu Says VIRTUAL ON ORATORIO TANGRAM coming to XBOX LIVE ARCADE!

For arcade enthusiasts, Famitsu's latest issue recently reported that VIRTUAL ON ORATORIO TANGRAM is coming to XBOX LIVE ARCADE! This is great news!

Now if only I could find a peripheral to match the original arcade game's controls....

Pointless reviews of games I care about:

7th Dragon (DS) - 9/8/8/8
Biohazard 5 (PS3/360) - 10/10/9/9

Articles of interest so far:

- SRWZ Special Disc article, shows the black Gainer in action

- VOOT Ver 5.66 on XBLA

Tuesday, February 24, 2009

Lost Planet 2 Announced on Xbox Live Marketplace

Capcom's big surprise for this week turned out to be Lost Planet 2! As a player who thoroughly enjoyed LP1, this is great news for me!

The trailer is currently out exclusively on the Xbox Live Marketplace. Which means, I should get to downloading it .....

Capcom: Street Fighter IV Ships Over 2 Million Worldwide

Congratulations to Capcom - they deserve it!

*And note, I think when they say SHIPPED they already made money off the 2 million; whether the game(s) were sold in stores is irrelevant to Capcom anymore. The fact that stores even bothered to order that many games from them means that the game is in high demand; people love this game.

Capcom's "Street Fighter IV" Breaks the Two Million Mark!

Capcom Co., Ltd. (Capcom) is proud to announce that it has shipped two million copies of "Street Fighter IV", the newest title in the company’s popular series, "Street Fighter".

The all new "Street Fighter IV" has the unmistakable feel of a 2D fighting game and is jam-packed with beloved characters from previous iterations. Beautiful graphics only possible with the newest game consoles, combined with various new additions to the combat system have created a title that can be enjoyed by both fighting game and "Street Fighter" fans alike.

As a bonus, the multi-platform console versions (Xbox 360™ and PLAYSTATION®3) boast an array of additional characters. The original “Street Fighter” was released in 1987, and was then followed up in 1991 by the legendary hit "Street Fighter II".

The series revolutionized combat systems in games, and established the fighting game genre. Since then, "Street Fighter" has been a global hit, selling over 500,000
arcade machines and 27 million console games.

Beginning last year, Capcom has continued to move ahead with its "Street Fighter" 20th anniversary project through successive releases of new arcade machines, console games, and various events such as the “Street Fighter IV National Tournament”. In addition, under its “Single Content Multiple Usage" strategy, Capcom will release the Hollywood movie "Street Fighter: The Legend of Chun-Li" on February 28th, 2009. The movie was developed in order to help rebuild the “Street Fighter” brand by drawing in new fans and reinvigorating fans of old. In fruition of its policies, Capcom has achieved the feat of breaking the two million copy mark despite the economic crisis with this first iteration of the “Street Fighter” series in 11 years.

At Capcom, not only do we strive to make entertaining and profitable games, but we are always endeavoring to lucratively develop our popular franchises in other media in ways that will please the fans.

Monday, February 23, 2009

Heads Up: Hori EX2 Sticks Found in I-Tech Greenhills

For players who have been looking all over the place for a relatively good quality fighting stick for Street Fighter IV, you can find Xbox 360 Hori Fighting Stick EX2's over on I-Tech/Mr. Dynamic in Virra Mall Greenhills. They also carry a special edition Street Fighter IV Hori EX2 Fighting stick, which is bundled with a couple of special move cards/character cards, and comes in a special box.

I can already hear the complaints from elite players..."but it's not the HRAP.EX!" Well, being in an unsupported country has its moments of frustration, and this is one of them. I can attest to the quality of the Hori Fighting Stick EX2. Mine's still hanging on quite nicely, after months and months of abuse with Virtua Fighter 5, and now with Street Fighter IV. For me, it works extremely well, and I have no complaints.

There's also another surprise there in Greenhills for Playstation 3 owners looking to score their most anticipated exclusive game this week......hmmm.....

Sunday, February 22, 2009

Street Fighter IV Exhibits Exceptional Online Play Performance!

As a player from the Philippines, I'm no longer surprised when I usually get horrible degrees of lag in my online games. However, that isn't the case with Street Fighter IV. Despite my relatively not-so-good PLDT MyDSL Plan 999, with its paltry upload speed averaging around 200-400 kbps, STREET FIGHTER IV manages to give me fantastic performance in my online games. And I can prove it, through my online statistics and achievements I've gained in Street Fighter IV's Online Mode.

Here's a SpeedTest I ran just now, if I was connecting to someone in New York, USA.

Upload speed is the important thing when it comes to online games. My upload speed is pretty bad; but it manages to get me some great performance in Street Fighter IV for the Xbox 360.

Los Angeles, USA.

London, UK.


Brisbane, Australia.

Yokohama, Japan.

I'm positive I played against one guy in Singapore because I checked one of my opponent's gamertags. I had a GREEN connection icon when I played against that player.

I got in a lot of games this morning, and unlocked a lot of achievements :) Unfortunately it's pretty hard to get a ranked match probably because I'm in the Philippines and when people see my Network Connection icon, I don't get requests to matches. I was playing Arcade Mode with Ranked Match set to ON and I think I only got 2 opponents, and 1 worthy one (who had more than 1,600 battle points). Thankfully I won against both :)

Finally got a lot of the Xbox Live Online Battle achievements!

Since it was pretty tough to get in a ranked game, I set the Request Match setting to Player Match instead. I got tons of games in through that mode. A lot of players played against me even if my connection was red. Even if the connection indicator was red, I think my opponents were enjoying the game (probably not experiencing lag) because they kept on asking for rematches. I played against one guy for 10 consecutive times using different characters like Guile and Chun-Li. I guess that attests to the beauty of this game, that one can learn multiple characters quite easily since the moveset is much smaller than the today's other modern fighting games. Also, I'm constantly amazed at the netcode for this game. Basically, even if the connection on my end is bad, I'm getting in some really great matches and wins don't seem to boil down to luck :) This is really a great online fighting game and I'm still in disbelief as to how Capcom managed to pull off the netcode for this game. Absolutely fantastic!

Finally got the 1,000 medals achievement!

Character Win Rates. Only Ryu, Guile and Chun-Li are really relevant in these stats since those are the only three I use heavily online.

Very occasionally I've used Akuma and Sagat, too. Could never get around to figuring out the grapplers Abel and Zangief. Maybe next time...

Saturday, February 21, 2009

Friday, February 20, 2009

Playstation 3 Expands to Latin America

Great initiative by Sony, expanding their Playstation business to other places around the world.

PlayStation Expands To Latin America
By Brian Ashcraft, 6:00 AM on Fri Feb 20 2009, 319 views

Check off another region on the globe that Sony has infiltrated. The company is officially bringing the PlayStation to Latin America.

The PLAYSTATION 3, the PSP, the PS2 and the PlayStation Network services will be available for 13 countries throughout Latin America thanks to a distribution deal with Sony Latin America.

"Our commitment to expand PlayStation business into Latin America supports our vision to provide access to social entertainment experiences that can be shared among friends and family from around the world," said Mark Stanley, director and general manager, Latin America, SCEA. "This expansion is the direct result of us listening closely to our community, and we're proud to deliver premium hardware and software services that will allow them to easily connect, play and communicate with one another."

In the coming weeks, official website will feature a localized site for users in Latin America with access to the PlayStation Blog, product pages and public forums.

Pinoy Gamers Season 3, Episode 5 - My Street Fighter IV Review

I wrote the review for Street Fighter IV for Pinoy Gamers Season 3, Episode 5. Marco Viray provides the voice-over for the review.

Watch the HQ version for best results.

More videos from the latest episode of Pinoy Gamers to be posted here soon :) You can also catch reruns of the latest episode of Pinoy Gamers this week at 8AM in the morning, 4PM in the afternoon and 10PM in the evening on Channel 76 Skycable, Makisig Network.

IGN Video on Advanced Techniques for Street Fighter IV

I'm still having a hard time incorporating these into my game. It's easy to do in the training mode, but when you're faced with competition I end up going the safe route with tactics I'm already familiar with.

Over time I think we'll see more players do this, so more practice is needed....

Street Fighter IV Custom Wallpaper

Made this one pretty quickly, using art from :

(Note: 1280x800 resolution)

Finally Got 1000 Battle Points in Street Fighter IV!

After a few days of playing, I finally racked up 1000 Battle Points in Street Fighter IV! A pretty small achievement, sure, but it's easier to get things like this early on in a game's life, when a lot of people are playing. When other games come along later, it will be harder to find players with decent connections because a lot of people will have moved on to other games that come out.

Will Street Fighter IV have lasting power on Xbox Live? I really hope so. With Virtua Fighter 5 the player base thinned out after about three months, and the player base already wasn't that great to begin with. I hope players don't give up on it so easily. The game really is more accessible, compared to most other fighting games on current generation systems. Capcom has to step up their community features (like introducing things like clans or other web-based player stat tracking systems) if they want the game to continue enjoying a large player base. They also have to teach players how to play the game effectively, maybe create videos online of how to execute combos properly or what tactics are effective when playing against other players. A lot of players are probably just discovering the game and they're likely intimidated by players who have a much higher skill level. The important thing is to keep them interested and to not get them discouraged to keep on playing the game.

Thursday, February 19, 2009

Let's try this again. PINOY GAMERS Season 3, Episode 4

We've been busy lately so it was difficult to find time to get this uploaded. (Couple that with the fact that our bandwidth was being eaten up by Street Fighter IV online gaming....)

KILLZONE 2 Preview

Halo Wars Preview

XBX Interactive

Watch Pinoy Gamers tonight at 10PM, Channel 76 Skycable Makisig Network. They're featuring my review for Street Fighter IV ;)

Latest Media Create: Street Fighter IV #2 and #5 respectively

It's really unfortunate that a hardcore game like Street Fighter IV isn't doing so well in Japan. It did pretty well for the Playstation 3 there, but I wish it did beyond 80K, considering how good the game is, and how some Nintendo games are able to break 100k in a week in Japan. Well, combining PS3 version sales with the 360 version, SF4 squeaks above 100k, but for each individual system the numbers seem pretty low to me.

Surely Capcom will react to this by releasing their sales numbers for the rest of the world sometime soon. I have a good feeling they did extremely well on both consoles outside of Japan.

01. [NDS] Mario & Luigi RPG 3 (Nintendo) 193,000 / NEW
02. [PS3] Street Fighter IV (Capcom) 86,000 / NEW
03. [PSP] Kidou Senshi Gundam: Giren no Yabou (Namco Bandai) 40,000 / NEW
04. [PS2] Kidou Senshi Gundam: Giren no Yabou (Namco Bandai) 38,000 / NEW
05. [360] Street Fighter IV (Capcom) 38,000 / NEW
06. [PSP] Pro Evolution Soccer 2009 (Konami) 27,000 / 174,000
07. [PS2] Pro Evolution Soccer 2009 (Konami) 25,000 / 170,000
08. [PS3] Demon's Souls (SCE) 22,000 / 62,000
09. [PSP] Tales of the World: Radiant Mythology 2 (Namco Bandai) 22,000 / 280,000
10. [NDS] Final Fantasy Crystal Chronicles: Echoes of Time (Square Enix) 20,000 / 156,000

11. [PSP] Monster Hunter Portable 2nd G (PSP the Best) (Capcom)
12. [PSP] Tenchu 4 PSP (From Software)
13. [WII] Taiko no Tatsujin Wii (Namco Bandai)
14. [WII] Wii Fit (Nintendo)
15. [NDS] Rhythm Tengoku Gold (Nintendo)
16. [NDS] Detective Conan & Kindachi (Namco Bandai)
17. [WII] Wii Play: Mario Tennis (Nintendo)
18. [NDS] Wagamama Fashion: Girl's Mode (Nintendo)
19. [WII] Mario Kart Wii (Nintendo)
20. [NDS] Pokémon Platinum (Pokémon)
21. [WII] Animal Crossing: City Folk (Nintendo)
22. [NDS] Inazuma Eleven (Level 5)
23. [NDS] Penguin no Mondai: Saikyou Penguin Densetsu! (Konami)
24. [WII] Wii Sports (Nintendo)
25. [NDS] Maruko DS (Namco Bandai)
26. [NDS] Kirby Super Star Ultra (Nintendo)
27. [NDS] Tongariboushi and the 365 Days of Magic (Konami)
28. [NDS] Momotaro Dentetsu 20th Anniversary (Hudson)
29. [NDS] Animal Crossing: Wild World (Nintendo)
30. [NDS] Taiko Drum Master 2: The Seven Island Adventure (Namco Bandai)


Update: Famitsu's own numbers are referenced in the link, too.

01. [NDS] Mario & Luigi RPG 3!!! (Nintendo) - 220,000 / NEW (90%)
02. [PS3] Street Fighter IV (Capcom) - 85,000 / NEW
03. [PSP] Kidou Senshi Gundam: Giren no Yabou - Axis no Kyoui V (Bandai Namco Games) - 39,000 / NEW
04. [360] Street Fighter IV (Capcom) - 36,000 / NEW
05. [PS2] Kidou Senshi Gundam: Giren no Yabou - Axis no Kyoui V (Bandai Namco Games) - 32,000 / NEW
06. [PS2] Pro Evolution Soccer 2009 (Konami) - 25,000 / 165,000
07. [PSP] Pro Evolution Soccer 2009 (Konami) - 23,000 / 165,000
08. [PSP] Tales of the World: Radiant Mythology 2 (Bandai Namco) - 23,000 / 278,000
09. [PSP] Monster Hunter Portable 2nd G, PSP the Best (Capcom) - 22,000 / 410,000
10. [NDS] Final Fantasy Crystal Chronicles: Echoes of Time (Square Enix) - 21,000 / 158,000

11. [PSP] Tenchu 4 (From Software) - 20,000 / NEW
12. [PS3] Demon's Souls (SCE) - 19,000 / 56,000
13. [WII] Wii Fit (Nintendo) - 18,000 / 3,161,000
14. [WII] Taiko no Tatsujin Wii (Bandai Namco) - 16,000 / 394,000
15. [NDS] Rhythm Heaven (Nintendo) - 16,000 / 1,572,000
16. [NDS] Meitantei Conan & Kindaichi Shounen no Jikenbo: Meguri au 2-Jin no Meitantei (Bandai Namco) - 14,000 / 38,000
17. [WII] Wii de Asobu: Mario Tennis GC (Nintendo) - 12,000 / 130,000
18. [WII] Mario Kart Wii (Nintendo) - 11,000 / 2,155,000
19. [NDS] Wagamama Fashion: Girl's Mode (Nintendo) - 10,000 / 745,000
20. [NDS] Pokemon Platinum (Pokemon) - 8,300 / 2,334,000
21. [WII] Animal Crossing: City Folk (Nintendo) - 8,100 / 1,070,000
22. [NDS] Kirby Super Star Ultra (Nintendo) - 7,400 / 1,022,000
24. [WII] Wii Sports (Nintendo) - 6,800 / 3,434,000
25. [NDS] Animal Crossing: Wild World (Nintendo) - 6,600 / 4,927,000
26. [NDS] Little Magician's Magic Adventure (Konami) - 5,700 / 294,000
27. [PS3] Midnight Club: Los Angeles (Spike) - 5,500 / 18,000
28. [NDS] Momotarou Dentetsu: 20th Anniversary (Hudson) - 5,500 / 222,000
29. [NDS] Penguin no Mondai: Saikyou Penguin Densetsu! (Konami) - 5,300 / 216,000
30. [NDS] Inazuma Eleven (Level 5) - 5,300 / 282,000

__. [PS3] Skate 2 (Electronic Arts) - 3,800 / NEW
__. [NDS] Hidamari Sketch: Doko Demo Sugoroku x 365 (Idea Factory) - 2,900 / NEW
__. [360] Skate 2 (Electronic Arts) - 2,700 / NEW

DSL 15000
DSi 46000
PSP 32000
Wii 21000
PS3 19000
PS2 6100
360 10000


Oh wow, what could this be?

Source: :

Surprisingly this announcement is only available on Xbox Live! What could this be???

Capcom Announcement on Xbox Live Feb 23
Thursday, February 19, 2009, 03:12 AM [General]

On Monday, Feburary 23rd, Capcom's brand new title trailer will be available on Xbox Live Marketplace! What could it be about? You'll have to check it out on Feb 23 to find out!

In order to download the new title announcement trailer, an Xbox 360 console and network connection to Xbox Live is required.

UPDATE#2: Comment From Snow on capcom-unity - "You won't need to pay for it."

Oh my... ?!!

Star Ocean 4 New Japanese Footage!

Star Ocean 4: The Last Hope has just been released today in Japan for the XBOX 360. Given the beauty of this game, its not surprising to see that several Japanese gamers have put up videos of their gameplay. Check out the YouTube videos below...unfortunately YouTube seems to have disabled the HD version of these videos due to the size. If you have an account in Nico Douga, go see the original videos! One thing I have to say is that this is perhaps the most colorful looking XBOX 360 game there is right now! Everything you see in those videos are all in realtime! Having played Infinite Undiscovery, the graphics for SO4 is a pretty nice leap from IU.


That image above is from one of the YouTube videos. Unfortunately due to the YouTube constraints the video might play back at a lower resolution. To get the best version go to the source in Nico Douga.

I’ve read a couple of reviews for the game, most notably Game Informer, and the one of their chief complaints have something to do with a cliché storyline and characters. Really now? Seriously, if I wanted earth-shattering plot I won’t be playing videogames. Regardless, none of the reviews will deter me from getting this game this coming Feb or March (Asian English Version release)! Stay tuned for our in-depth coverage of Star Ocean 4 when we actually get it!

For now...back to Street Fighter!

Ode to my Hori EX2 Fighting Stick!

This stick has survived a Virtua Fighter 5 tournament for the World Cyber Games, a Soulcalibur IV tournament, my own personal moments of frustration (when losing and banging on the stick after an atrocious defeat) and all sorts of wear and tear. I may have spent more for it because I imported it (gee, thanks Philippine Bureau of Customs :grr:) but I think I got my money's worth, considering it survived all the abuse I've given it.

It may look 'cheap' and it doesn't have a fancy graphic on the front face, but it lasts. It worked out of the box when I bought it, and it still works great today.

Just posting this because I saw on some forums that some of the Mad Catz Standard Street Fighter Sticks are having some kind of defect issues where the stick gets stuck on a corner, and for others the buttons are getting stuck in place after just a few minutes of abuse. Hori must really know their sticks because I've yet to encounter any kind of experience like that with the one I have.

Maybe there really is something to what people say about Japanese engineering...;)

I heard that this stick is just $40 or cheaper in some places in the US. It's still a great buy even without the fancy stickers because it's proven to be durable. In Manila, one can get this stick from most branches of I-Tech (the one in Market Market and the other one in Greenhills/Mr. Dynamic has sticks available). Unfortunately Data Blitz doesn't carry any of these sticks (not even the Mad Catz ones or the special game pads).

More Video from the Street Fighter IV Launch Party

Also, some other video of Street Fighter IV being played by X-Play

One observation I've made with most of these videos is how players seem to have stuck with the older way of playing Street Fighter games; I haven't seen many who are using Focus Attacks more or FADC tactics. But I think that's a good thing, because players are having fun with the game and not really worrying about executing complicated maneuvers or advanced tactics. I'm certainly enjoying it online, while the players are still there. I hope a lot of them stick around.... ^_^

Street Fighter IV - Still Enjoying the Online Mode

Street Fighter IV is just too much fun online. So far I've only had a handful of really laggy games (maybe 4 or less) but for the most part, it's playable.

I haven't played that many Ranked Matches, so I don't really have that many Battle Points yet. I've seen some with 1,000BP already (or more). What makes Ranked Match tough is that the game will reduce your BP every time you lose. At some point I was down to 70+ BP so I really had to work my way back up.

I think that the game (for the Xbox 360 version, at least) actively looks for opponents when you play it in Arcade Mode and set match request feature to ON. I had a few hosts that left the lobby or removed me from the game when the network icon onscreen indicated it was too laggy. (sometimes I get removed even before the match starts). I'm surprised by that....why would they join my game to begin with if they can already see that their network connection to me isn't so good? Furthermore, sometimes the HOST icon is set to my account, while at other times it's set to my opponent's account. So if my opponent is the host, how did I join his game if I'm playing on Arcade Mode?

So I have this gut feeling telling me that when one plays arcade mode with match request ON, your console actually finds other consoles playing SF4 online which are also playing with match request ON. And then when your console finds a match that fits the criteria you've set for it (in my case, I prefer STABILITY over the other settings), that's the thing that triggers the 'A NEW WARRIOR HAS ENTERED THE RING!' It's not really that someone joined your's probably your console has found another console with a good enough connection to match you with. I can't prove this, though, and maybe Capcom won't ever say how their matching system could call it their 'secret sauce', at least for now hehehe.

More or less, I 'trust' the system that does this, even if I get a red bar or a blinking network icon. I can't help it...I'm in the Philippines so connections with most foreign hosts won't be so great. But I'm really surprised because my games have mostly felt 'lag-free'. I'm on PLDT MyDSL Plan 999 (which is just about 1MBPS Download Speed. Note, that's Download Speed....the upload speed is FAR worse, maybe half or one fourth of that!) Despite that, I'm able to play some smooth matches. Even if there's slight lag in some matches, the game still feels controllable for some reason, and I'm still able to do special moves with proper timing. Capcom deserves the utmost praise for their efforts with the netcode for this game; they've really outdone themselves! I remember playing Lost Planet online and the netcode was nowhere near as good as Halo or Gears of War. With SF4, they've really figured out how to make it work right. I hope any changes they make to the game in the future doesn't change how well the online play works right now.

I have to mention, I haven't experienced a single disconnection (during an ongoing online match) in Street Fighter IV for the Xbox 360. It's a completely seamless and flawless fighting game experience for me!

Here are some of my other records. It's nice to see that they add up medals and wins to your overall stats, regardless of whether you're playing ranked or player matches. At least, now your player matches actually count for something.

Wednesday, February 18, 2009

Street Fighter IV - 'The Next Door - Indestructible' by EXILE

I found this on Youtube (best viewed in High Quality):

The Next Door - Indestructible

I can feel it coming over me
I feel it all around me
I've been waiting for this moment all my life it's my destiny
There's a fire deep inside of me
it's waiting to come out now
no matter what, no matter how, I know I'll make it through somehow

cuz when the road feels too long
I'll still be holding on
I'm gonna keep on going, I know I'll be strong

I wont let nobody break me down
nothings gonna stop me now
gonna gonna make gonna keep on going
the last man standing

I'm ready for whatever
I'm never giving up
nothing can break my spirit
cuz it's indestructible

can't explain it, it's incredible
the strength I feel inside me
nothing is impossible
I know I'll find my way
through a storm through the darkest night
whatever comes it's alright
Not gonna turn around I'm ready, for the future now

and when the road feels too long
I'll still be holding on
I'm gonna keep on going, I know I'll be strong

nothing is impossible
if you really want it
and I really want it
not gonna stop, no matter what, no
yeah this time, nothing can hold me back, no
nothing can break me down, my spirit's indestructible.

High Level Play in Street Fighter IV (Videos)

I found this on youtube....insanely good SFIV players from Japan. I don't recall competing online against any players that play similarly to these guys. For even more videos, double-click any of the Youtube videos below to find more (the rest of the videos are listed on the right-side panel on

Hey, it's Itazan! Hehehe, met him during last year's World Cyber Games for Virtua Fighter 5.

Street Fighter IV: News on 'Championship Edition', T.Hawk, Deejay and More!

Everyone's back for Street Fighter IV. Well, almost everyone. Notably missing from the cast are two Super Street Fighter II additions, Dee Jay and T.Hawk. Is there any chance of seeing these two in a future SFIV iteration?

An interview with producer Yoshinori Ono from a recent Famitsu that was posted in full today at, seems to suggest a big yes.

The magazine asked Ono about the possibility of the two missing fighters following their Super compatriots Cammy and Fei Long and being updated to full 3D form. Ono's response, surprisingly, was that they already have undergone the conversion! The characters have already been developed into to pre-texturing 3D models. For T.Hawk, the developers even went so far as to come up with plans for how the character would fight in SFIV.

Ono didn't say why the two didn't make the final but all is not lost. Said Ono: "If there's demand from users, we're ready to revive them at any point."

Outside of this, there isn't much in the way of revealing info in the interview. Ono did share a few bits, though, which I've summarized below:

Famitsu asked Ono to describe how they determined which characters would make it into the home versions of SFIV. The selection process, he explained, was via a vote conducted in America. The voting was done with light users and core users kept separate. Characters like Cammy and Fei Long were in the top ranks of the light users. Rose and Gen were tops with the core users.

The interviewer mentioned here that he'd wanted to see Rolento from SF Alpha in the game. Some voters did select Rolento, Ono admitted, but he was excluded because he's a Final Fight character. Ono explained that if they put him in the game would become completely like Alpha.

Ono was surprised by the popularity of particular character in the voting: Dan. Most of his votes came from the light users.

Famitsu pressed Ono a bit for tournament info. Ono revealed that, following up on the January 18 debut tournament in Shinagawa, Capcom has more tournaments on the way. The game will be at Enterbrain's "Tougeki" summer tournament, followed by an official tournament in winter 2009.

Ono also hopes to have national online tournaments. Famitsu asked if the online support would allow for worldwide tournaments. Ono replied that this is possible, but they'd want the finals to take place offline in an event hall.

Finally, some talk about things to come for SFIV, outside of the possibilities of Dee Jay and T.Hawk. Capcom has already announced the SFIV Championship Mode update. This will be available some time in the summer, Ono said.

He added that those who stick with SFIV for a long time could see some "nice announcements." Famitsu asked if this means that players can look forward to an SFIV Dash ("Dash" is the Japanese name for Championship Edition). Ono responded: "I'd truly like to personally do this! Of course, demand from users is required. So please show your support!"

Official Media Create numbers for last week aren't out just yet, but it seems that the PS3 version of SFIV placed second, losing out to only Mario & Luigi RPG 3. That sounds like a good sign of support, so hopefully more SFIV will be on the way through characters, modes, and even a Championship edition.

Challenge Mode Tip for Ryu (Level 4)

I'm having a hard time with this level of Ryu's challenge mode:

Jump - Heavy punch
Heavy Kick
Shinku Hadoken

I couldn't pull it off at all. Luckily I found a really good tip on neogaf to do this right:

Jump, press heavy punch, then roll the first hadoken stick motion (D, DF, F). BUT don't press punch yet. Press heavy kick first to get the axe kick. When the first hit for the axe kick connects, roll the second hadoken motion (D, DF, F) and then press P. You should be able to combo into the Shinku Hadoken.

I'll give this a try later and see if it works.

EDIT: I just tried it. It works....but it takes a lot of practice! I could only execute the second part (heavy kick->shinku hadoken) but the first part (jump heavy punch) going into the second part takes a bit of work. It does look spectacular when you pull it off; and best of all, it can't be blocked once the first hit goes in.

Gamespot Street Fighter IV Tournament

The camera angle for the actual fight between Sagat and Rufus, I wish they were able to output it directly to the screen....but it's watchable nonetheless.

Street Fighter IV US TV Ad - "Let's Do This!"

For best effect, watch it in HD!

I wish they put the song from the US TV commercial in the game, too. I enjoyed listening to Exile's "The Next Door - Indestructible", which is the song playing during the intro of Street Fighter IV; but this song would be nice to throw in the mix when you're viewing the menus as well.

Capcom made some really great choices for the music for Street Fighter IV :D Another favorite of mine is the theme when you're battling in the Volcano stage.

Tuesday, February 17, 2009

Street Fighter IV - "A New Warrior Has Entered The Ring!"

"A New Warrior Has Entered The Ring!"

This feature for online play in Street Fighter's genius. Just genius. Capcom was just brilliant for putting in this feature.

If you haven't heard yet, SF4 lets you set up Arcade mode in such a way that you can be interrupted by other online players and thus be challenged to online matches. You get prompted that 'A New Warrior Has Entered The Ring!' and then you're brought to the setup screen, where you can prepare your match.

I'm surprised no other developers have thought of implementing online matchmaking for fighting games this way. This is just absolutely perfect. You can practice your combos on the A.I. while waiting for a match, and the game does all the work for you! I'm not really sure if SF4 actively 'finds' other SF4 games on Xbox Live and just matches you in the background, or if getting in a match is the result of someone else finding 'you' online via the Xbox Live option on the menu....however which way it works, it's fantastic because you're always playing, there's never a point where you're just sitting there in the lobby waiting for a challenger, you're never perusing a long, long list of custom games, trying to find an ideal match. With SF4's method of finding matches, you're always busy and always entertained.

Now, it really helps that Street Fighter IV right now has so many players online. This is bound to be the case for the next two to four weeks, at best. That's usually the peak of most games, where most online activity happens....there will be a lot of players to play against when a game is just newly released. I just hope that SF4's system will encourage a lot of players to stay on and keep the network filled with competition. I hope it doesn't degenerate to something like for Virtua Fighter 5 where there are just so few players to play against. Then again, that's the natural way of things with games. They're hot only for a moment, so it's best to enjoy them while they're hot!

I really hope Street Fighter IV changes the tide for fighting games; which have clearly been on a downward spiral lately. It's just that it's much easier for people to play in teams rather than solo in a fighting game; I think no one likes the experience/feeling of losing, and team games certainly compensate for that. With Street Fighter IV and other fighting games, when you lose, you can only blame yourself.

If you're playing Street Fighter IV right now, and you're on a losing streak, don't fret....that's the only way to learn the game. Check out for tips on how to play better and just keep practicing. Winning in Street Fighter IV's online mode is quite a satisfying experience that's well worth the effort. If you want to have less stress in your game, go for player matches instead of ranked matches. The good news is, your games and wins are still recorded even if you just played player matches, so any wins you get will count for something. I think the only thing that doesn't add up to your stats in player matches are those battle points. I'm not sure what they're for, yet. Bragging rights? I guess if you're into that, why not? Any which way you go about it, Street Fighter IV is a very satisfying game, enhanced even more by online play.

Street Fighter IV - Online Play and A.I. Impressions

Today I decided to turn on the ability of Street Fighter IV to interrupt my Arcade Mode matches with online challenges. You can choose either PLAYER MATCH or RANKED MATCH for this mode, which is good, because I just wanted to try it, and didn't really want my account smeared with losses on my very first try.

I will say, originally I wasn't too confident about the netcode for Street Fighter IV. Virtua Fighter 5 had great netcode but occasionally it would give me bad connections. It's just something you get accustomed to when playing online.

That said, around 7 wins and 2 losses later, using different characters (not just my favorite ones) I came to the conclusion that Street Fighter IV has the best netcode there is for a fighting game. Period.

It's really cool to get that 'A NEW CHALLENGER HAS ENTERED THE RING!' prompt for the game. It's that same feeling you get at the arcade when all of the sudden some stranger decides to put in a token and press START on your arcade machine without your permission.

Perhaps it helps that I've been playing Street Fighter games since the 1990s (since high school! Imagine that...) so I fared pretty ok. The opposition wasn't that bad either; one thing that surprised me about my opponents was how well they could combo into a super or ultra move. I couldn't do that for the life of me. Not yet, anyway. I just relied on basics for Street Fighter and got my wins :) I didn't even use focus attacks so much....well, maybe once :)

Online mode for STREET FIGHTER IV is really well done. Kudos to Capcom!


On that note, here's an interesting experience I had with the game's Artificial Intelligence. It is my opinion that the A.I. in SF4 seems to learn based on how you play; the difficulty level is not determined by that option you set at the start of the game, but by how you play as you go along. Here's what I posted on Teamxbox:

The other day my wife was helping me unlock characters for this game because of a review we were writing for a TV show. So I let her play on a different gamertag. She was able to unlock every character with no problems. Note that my wife is just learning the game...she set the game to EASIEST and set the round count to 1.

Today I hopped online with my own account (with no unlocked characters) and thoroughly enjoyed the online mode. SF4 is surprisingly good at handling lag (tip: play in Arcade mode and set the game to 'stability' to find the most ideal players to play with).

Now, I thought to myself, why not just rush the unlocking of characters, too? So I set the game to EASIEST and the round count to 1.

I unleashed combo after combo on the first seven enemies. It was really easy....

And then, there was Seth.

17 continues later, I asked my wife, how did you unlock characters so easily? She said she had no I decided to start the game over, and this time, I just used the leg sweep on every opponent up to Seth.

When I got to Seth, he just stood there. I unleashed several combos on him. At some point I think the A.I. smartened up but it was too late; it had only 1/4th health bar, and I took him down....

Dan unlocked! :) Only a few more to go....

The point of the story seems the A.I. in Street Fighter IV learns based on how you play. If you set the game to EASIEST the game will be easy, but it seems it automatically adjusts the difficulty depending on how skilled you show yourself to be.

So if you want to unlock all the characters, try not to show your best moves until the last possible moment.

Crazy, eh? Forums Hammered On Eve of SF4 Release

With all the excitement surrounding Street Fighter IV, seems to be getting hammered.

I surely hope that the fighting game genre gets reinvigorated by this game. On the Philippine front, it would really help the cause if local arcades had Street Fighter IV available. That way, people without Xbox 360s or Playstation 3s would be able to enjoy this great game as well....and maybe it would encourage more players to take the plunge with today's current generation game consoles, too. Even players who have the home version would benefit from an arcade edition of Street Fighter IV, because it would let them challenge other players on a level playing field (no lag!)

Here's an idea for Capcom: they should add a team element of some kind to Street Fighter IV, where you can form groups of fighting game players, and every time a person on the team wins, the entire clan gets some new trophies or medals or access to other cool in-game things. I just thought that if they took out the stigma of 'going it alone' every time you play a fighting game, maybe they can encourage more players to give the genre a shot.

Monday, February 16, 2009

Street Fighter IV - Move Shortcuts for New Players

I found these tips here:

Not everyone can pull off a Dragon punch easily. Apparently, Capcom put in something (since Street Fighter III) which should ease the burden of learning for new players.

To execute a dragon punch, the instructions say you have to press these:
Forward, Down, Down-Forward + Any Punch Button

There is also a shortcut for executing the dragon punch:

Down-Forward, Down-Forward + Any Punch Button

This should help for players who are really having trouble executing Forward, Down, Down-forward on their controllers. The trick isn't limited just to the Dragon Punch; any other moves which use the same directions as the Dragon Punch can also benefit from the shortcut.

Also, this trick works even for moves which require pushing the directions in reverse. For instance:

Back, Down, Down-Back + Punch/Kick button can be executed as Down-Back, Down-Back + Punch/Kick button.

There are also other shortcuts. For example, to execute the spinning pile-driver, you don't have to turn the stick 360 degrees like in previous versions of Street Fighter. You only have to turn it 225 degrees. For example:

forward, forward-down, down, down-back, back, back-up + punch is enough to execute a spinning pile-driver. You don't have to press UP on the stick or roll all the way back to Forward.

Another shortcut: for moves that are half-circle, you don't have to press all the directions. For instance, if a move is:

Forward, Forward down, down, down back, back + punch

You can execute it quicker by:

Forward, forward down, down, down back + punch

These shortcuts also help you stay on the defensive even while executing your moves.

There should be more tips for new Street Fighter IV players on

Sunday, February 15, 2009

Street Fighter IV Challenge Mode.... Ryu is driving me bananas!

I have a hard time executing the move at 2:50 (the one with the kick and then shinku hadoken).


Character Tiers: Street Fighter IV

Character Tiers SF4

I'm just glad Ryu is on top :D

Street Fighter IV - "Focus Attack Dash Cancel/FADC", the New Obsession

A video demonstration of it is here. Fast forward to 4:24 to watch how FADC works:

To explain what a 'Focus Attack Dash Cancel' is, let me explain what a Focus attack is.

You press Mid Punch and Mid Kick at the same time to do a Focus Attack. This lets you counter some singular hit attacks, like a Fireball or a straight punch/kick. Occasionally you could use it to block special moves, so long as it's a move that only hits you once (Note, this is based on my own observation; not sure if there's a focus attack that could block a multi-hit attack like Ken's Dragon Punch).

If you hold down the mid punch and mid kick buttons long enough, you will strike a far stronger Focus Attack. The stronger it is, the more likely you can get your opponent to crumple (they'll stoop over and fall down). The time where your opponent is stooping over and falling gives you a chance to juggle your opponent, or hit them again with either a special move or another regular strike.

You can improve your chances of hitting someone with a special while they are crumpled by dashing. You can dash in SF4 by pressing forward or backward twice on the controller (Virtua-Fighter style!)

Now this is where it gets's possible to cancel your special moves with the focus attack, dash forward, and then do a special move. This is 'focus attack dash cancel'. Why would you want to do this? To get more damage in, of course! You could also do this if your opponent blocks the first attack; in a way, it can also be used as a counterattack after your opponent anticipates your first strike. Counter with a focus, then dash forward and attack with a special move. Granted, I've still not been able to do this. It seems pretty advanced; but it's nice to know it's in the game. It's something new to learn and master, which is just part of the fun.


Watching, and playing Street Fighter IV in person is a completely different experience from just downloading a video off Gametrailers or other gaming sites and just watching it. Something about the game just feels so fluid, expressive and alive. Me and my wife were talking about it and we came to the same conclusion:

The animation of Street Fighter IV is the star of the show.

You could take any screenshot of SF4 and complain about how the graphics don't look like it's previous predecessors; or how it doesn't look 'anime' enough. If you paused the game and looked at the design of the character models, it does seem more westernized than past Street Fighter titles.

But it's when the character models in the game start moving that it starts feeling like a Japanese-made game. The animation is just incredible.

There's Virtua Fighter 5's realistic animation---and there's Street Fighter 4's animation, which is just....something else.

It's cartoony...perhaps a better term is 'anime-like'. It's very colorful and pleasant to look at. It elicits emotions out of you, the player, while you're watching it and playing it. When you hit someone with a sweet SHORYUKEN! it's a sight to behold and you feel elated at pulling off what seems to be a simple special move (you'd even be more elated if you're new to the game and you master executing the move for the first time, with proper timing). Graphic effects enchance the effect, with sparks of color and light making what is the usual special move seem even more special. The camera sometimes zooms in quickly to the action for an ultra combo or a special combo....the slight pause in between hits of a combo that you're executing....the massive explosive effect when you knock out someone with an ultra's little touches like this that make Street Fighter IV seem like an anime of a fighting game come to life, that you can be a part of, and enjoy playing.

If you've played Street Fighter II and previous games in the past, you'll be very pleased with Street Fighter IV. This Street Fighter fan was constantly amazed---practically blown-away by the game. Capcom has succeeded in getting me interested in Street Fighter again.

If there's one shortcoming to Street Fighter IV, it's that it doesn't teach a new player well enough. A lot has been said about the game's CHALLENGE mode and TRAINING modes. As a player coming off Virtua Fighter 5's DOJO mode, I feel that Street Fighter IV still has a lot to be desired in terms of training someone completely new to the game. For instance, when you play training mode, there is no prompt that tells you what move to execute and how to do it. The prompt is only available in CHALLENGE mode, and the game does not have a 'demonstration' feature which shows you how to do the move.

Back in the 90's when I learned Street Fighter IV, it was all through other peers playing the game at local arcades, and the knowledge has stayed with me over time. But I can imagine there are players out there, younger players, who won't have had the same experience as me. They won't have grown up with SF in the arcades (instead being used to games like Tekken or other 3D fighters), so SF will be very alien to them. Even worse if SF is played by someone who has never, EVER played fighting games. For example, the training mode doesn't exactly tell you what a 'charge' move is (I already know what it is. It's just that it doesn't 'explain' it to you, so if a new player picked up on it, he wouldn't really know what to do). Some of the directions on the instructions aren't too clear, coupled with the fact that, when you're playing training/challenge mode, the instructions aren't oriented to the direction you're facing. For instance, if you end up on the right of the screen, HADOKEN is still displayed as D, DR, R + punch, when it should become D, DL, L + Punch. I recall in Virtua Fighter, the direction for the instructions would also reverse when your character faces a different direction. Both Training mode and Challenge mode seem to be designed for players who already know Street Fighter, and it's only those players who can really appreciate it for what it is. Absolute newbies have to find guides to learn how to play; and it's challenges like these (and the dying of arcades) which is causing the fighting game crowd to shrink further as time goes by.

That said, don't get me wrong; even if I really have a problem with how the game trains absolute newbies, Street Fighter IV is a spectacular fighting game. Even with the limitations set by its' 2D gameplay, it manages to introduce new things to the fighting equation which give it an 'easy to learn, hard to master' quality about it. Older players like myself will find some interesting new mechanics in there, such as Focus Attacks, and the infamous new 'Focus Attack Dash Cancel' move, which will give you a new set of possible approaches to attacking and countering your opponent. Some new combos are possible because of these new gameplay mechanics, and no doubt, at this time there are a lot of older gamers that are probably obsessing over figuring out how to do these tricks in their sleep.

I haven't spent any time with the online multiplayer mode because playing the Arcade mode made me realize, yes, I am going to get owned in this game. At some point, in NORMAL difficulty, I was having trouble fighting certain characters like Rufus and Abel, who have completely new play mechanics which make them hard to beat, and old characters like Balrog and E.Honda have received incredible upgrades that make them tougher opponents than usual. I found myself spending a lot of continues with those guys. Maybe I need more practice....which is why I'm not feeling like going online yet. The A.I. is pretty brutal on NORMAL difficulty; or maybe I'm just getting used to all the new mechanics, I'm not sure. Right now, I'm devoting my time first to figuring out the new combos, the differences between attacks, and which ones are useful for which situations, and more. There's a lot to learn in Street Fighter IV. What amazes me, yet again, is how SIMPLE it can be. As someone who's been from VF5, SF4 gives a complex fighting package, and yet disguises it as a relatively simple to learn game. Perhaps it's because SF4 sticks to 2D gameplay that learning the game seems so simple. It's just mastering how to execute 'simple' moves at the right time that takes a lot of practice. If this game were in Philippine arcades, I can guarantee it will be more popular than Tekken 6, simply because anyone can learn it quite quickly. It's just mastering what you've learned that will take a lot of time.

Saturday, February 14, 2009

Newest Resident Evil 5 Trailer is GOOSEBUMPS GALORE

HD version also available:

The trailer is also downloadable on the Xbox Live Marketplace. It has spoilers, but it will really get you excited for the game!

God of War III Extended Trailer

Found this on Kotaku today, the full trailer for God of War III. I wonder if it's on PSN...

EDIT: I found a slightly sharper version of the trailer on this link:

HD Trailers available on Gametrailers and Gamevideos:


Info from the latest issue of Famitsu and Degenki

Taken from NEOGAF:

*Of interest to me is the Star Ocean 4 review, which cites the game's length of 50 hours ^_^

Review Scores

[NDS] Machi no Pet-Ya-San DS 2: Wannyan 333-Hiki Daishuugou! 2 5766
[NDS] The World of Golden Eggs: Nori Nori Uta Dekichatte Kei 8666
[NDS] SimAnimals 7777
[NDS] Shining Force Feather 8888
[NDS] Lock's Quest 8788
[NDS] Saru Saru DS 7878
[NDS] Simple DS Series Vol. 46: The Hikyou Tankentai: Choutoko Special 6555
[NDS] Chou Gekijoban Keroro Gunsou: Gekishin Dragon Warriors de Arimasu! 8788
[PSP] Idolmaster SP 7888

[Wii] SimAnimals 6766
[PS2] Shinjuku no Ookami 4743
[PS2] Sacred Blaze 8878
[360] Star Ocean 4: The Last Hope 9988
- Play time about 50 hours
[360] Shooting Love, 200X 8777
[360] DoDonPachi Daioujou Black Label Extra 8766
[PS3/360] Sonic World Adventure 9997

Degenki's Review
[PS3] Street Fighter IV 90 90 95 90
[PS2] Shinjuku no Ookami 70 70 70 60
[PS2] Sacred Blaze 85 75 85 65
[PSP] Tenchu 4 90 80 70 75
[PSP] Idolmaster SP 85 85 80 90

New Title/Info

Baseball DS (Tentative title) - Summer

3D Picross DS - March 12 - 3800 Yen

Fate/unlimited codes PORTABLE PSP - June
- Additional Costume
- ad hoc communication

Sengoku Basara Heroes PSP
- Main Theme song by abingdon boys school - Sub Theme song OLIVIA
- A cooperative mode to team up and fight against a boss

Shin Sangoku Musou: Multi Raid PSP
- Demo up on February 17th official site PSN
- 260 MB (Official link)

Resistence PSP
- Demo up on February 19th (Official Link)

Yuusha 30 PSP
- Toshihiko Takamizawa from "The Alfee" will be participating in the music production
- May 28 2009

Monter Hunter G Wii
- 4 pages feature, talks about network mode

Oboro Muramasa Wii
- 6 page, boss introduction

Yakuza 3 PS3
- 4 page, introduce 5th chapter

PURE PS3/360
- Summer release
- June

Star Ocean 4 360
- Shows off new character & new info for Collection

Kensax Wii
- IGN page for details

Biohazard 5 PS3/360
- BSAA members intro

Friday, February 13, 2009

Funny Video: Sony Defense Force

Take it in good humor; it just makes fun of the ones who are just too extremely passionate about their Playstation 3's.

There's nothing wrong about pointing out what Sony has done wrong with this generation. One can still own a Playstation 3 and still see Sony for their flaws. Every hardware maker has their faults when it comes to dealing with their customers. A person who can't see the problems of the hardware maker of their preferred console of choice--those are what you call fanboys.

Actually I also extend the term "fanboys" to those who are overtly critical of others' opinions on forums online, to the point that they resort to personal attacks just to prove their point, or have the last word. That's just my personal definition of it, though. Those are the kind of people that aren't worth wasting time discussing things with. You could do better things with your time than to convince someone to think the same way as you do.

January 2009 NPD US Hardware/Software Sales Figures


PlayStation 2 101.2K
PlayStation 3 203.2K
PSP 172.3K
Xbox 360 309K
Wii 679.2K
Nintendo DS 510.8K

LEFT 4 DEAD (360) 243K
SKATE 2 (360) 199K

(*includes CE, GOTY editions, bundles, etc. but not those bundled with hardware)


Nintendo continues to dominate the charts.

Why should you care about game hardware/software sales in the US? Because it tells you what direction the game industry is going in the near future. It tells you where to spend your money so that you won't be stuck with a game console with little to no games, because developers will always decide to make games with the best installed base. Of course, you have to couple your decision with your preference in games, and sometimes it isn't as simple a decision as choosing the number one selling system on the list.

As to a definitive answer as to who wins and who loses, that wholly depends on how you yourself see the data. Each person is entitled to their own point of view on that. A system lagging behind could be seen as gaining momentum if the data for January 2009 is seen together with data from years past. So looking at just one month's picture of game sales in the USA is not enough to understand where the game industry is headed. Taken together with data from previous months, one can probably predict the trend, and decide to go with one or more platforms, depending on how confident one is as to a game platform's survival on the market.

Laying judgment on one's point of view about the data that is given--everybody sees the data in a different way. There's no point in making someone believe in what you yourself think is the right way of seeing the data. What's important is how you see it, and how it affects YOU.

Of course, there are the ones lucky enough to be able to buy every console platform out there. For the rest of us, the data here is supposed to help so you won't regret your decision to buy (or not to buy) a particular platform.

Simply put....if data like this were available to me back in the 1990's, I probably would have never bought a Sega Saturn ^_^

PINOY GAMERS: Clips from Season 3, Episode 4

Youtube Videos for the TV Show 'Pinoy Gamers' will be posted here soon.

Pinoy Gamers, sponsored by Gamehopper, airs on Thursdays, 10:00 PM on Makisig Network Channel 76 on Sky Cable. Check with your cable operator on what channel Makisig Network is on, if your cable network is not Sky Cable.

Re-runs of the latest episode of Pinoy Gamers are usually shown throughout the week at different times. Check at 4PM or at 10PM to possibly catch the replay of this show on TV.

EDIT: It's 8:00 in the morning today and I saw the re-run of this episode on Makisig Network now. So I guess it's safe to assume that the show also airs a re-run of the most current episode at 8:00AM everyday.

Episode 4 Features:

Halo Wars Preview
Gaming News This Week
Final Fantasy XIII English Subtitled Trailer for the Xbox 360
Take a Tour of XBX Interactive, an Xbox-themed Network Gaming Place in Katipunan

Super Street Fighter II HD Remix Review
Killzone 2 Preview

You can e-mail Pinoy Gamers via

Wednesday, February 11, 2009

PINOY GAMERS: Clips from Season 3, Episode 3

Have you watched Pinoy Gamers on Channel 76 (Makisig Network)? It's on every night on Thursdays, at 10:00PM.

Episode 3 Features:

Rock Band 2 Review
Mercenaries 2 Review
Ninja Blade Preview

Here's some videos from their latest episode last week:

You can e-mail Pinoy Gamers via

Street Fighter IV. In SIX DAYS!

"You must defeat Sheng Long to....oh, wait. That's me!"

Tuesday, February 10, 2009

Excerpt from 'Watchmen'.


Massive Spoiler About The Watchmen Movie Ending... *SPOILER ALERT*


I was reading this thread on NEOGAF, I cannot believe they're bastardizing the original ending to 'The Watchmen' in the upcoming movie!

That's just DISASTROUS! No wonder Alan Moore is not supportive of the upcoming movie.


Moving On: Thanks Pinoyxbox ^_^

I left the comments section of this blog closed and for good reason.

Because the Internet's anonymity just brings out the absolute WORST in people.

Today me and my wife retired our tenure as moderators on, because it seems that there are people on the forum who do not want us to continue with our efforts to keep the forum discussions civil and friendly.

I will say this: there are good people in the Pinoyxbox community, too. First off, I'd like to thank people like Fafa Roland, Kantoboy, GM, Yakisoba and RDPeralta for being so nice to us and for letting us be moderators, even if they only met us one day at one of the tournaments they ran; a chance encounter that perhaps changed all our lives.

From the bottom of our hearts, thank you for letting us be moderators, even if just for a few years. We don't expect anything in return; we just enjoyed our stay there and we're grateful that you guys have trusted us to let us manage the daily concerns of the forum.

To be honest, we just wanted to help the forum stay civil. If you surf online, you will see that because the Internet is so anonymous, everyone can just call anyone out, and pick a fight with whom they please. What we wanted from Pinoyxbox was for it to become a place that was not like that. If you go to Teamxbox, for example, ask for a tip on a game, and it turns into a full-blown CONSOLE WAR.

Just give it a try.

On Pinoyxbox, we wanted discussions not to degenerate into that. We wanted the online community to actually flourish and grow. We tried to enforce the rules as they were stated on the forum as best we can, and while the moderators may not agree on certain course of action, I think as much as possible we've tried to respect everyone on the forum as if we were dealing with them in person. I think that that's what kept things civil on the forum.

Anyhow, the last incident on Pinoyxbox was quite stressful for us; to be honest we don't really like being put in a spot like that, and we have no desire to be popular or respected for the decisions that we make when we moderate the forum. We just felt that some things had to be done to help the community flourish, to encourage people to join the forum and to essentially grow the community.

Well, enough raving for now; we'll just have to figure out what to do, going forward.

Thanks again, Pinoyxbox, for all the wonderful memories.


Wuffy's Take:

Today, both me and my husband relinquished our statuses as moderators of PinoyXBOX. It was really a fun ride but today, in the midst of a lot of circumstances, we are calling it quits. Our stay in PinoyXBOX was one of the most fun things I’ve ever done in my life. It was one hell of a roller-coaster ride in an effort to get Microsoft to recognize the Philippines and its group of XBOX players. We have done so much and yet at the same time have not done enough. In many ways, I won’t be where I am now without PinoyXBOX.

Perhaps one of the more controversial things that we did was to crack down on the piracy discussions. Those moves were highly debated in the community but regardless of the unpopularity of the discussion, we persisted on that. We also had our own share of ‘flame wars’, even to the extent that people photoshopped our faces into strange bodies in order to make a ‘point’. Being a moderator was a very hard responsibility. We are tasked to keep the peace as well as to make sure the forum rules are implemented.... And those things are extremely difficult.

As much as I’d like to talk about the finer points with regard to keeping a bunch of online avatars in coexisting happily...I’ll save that from another day. Right now my emotions are too raw and I don’t want to say anything which might be misconstrued as something else.

Oh the end of the day, the Internet is not the real life. And I no longer want it to consume my real life. It’s time for me to move on to better things in real life. I’m still going to be a gamer...In fact I’m so excited for the next few weeks with Street Fighter 4, Killzone 2 and Star Ocean 4!