Showing posts with label fighting. Show all posts
Showing posts with label fighting. Show all posts

Friday, April 23, 2010

Samurai Shodown Sen

Developer: K2 LLC
Publisher: XSeed
Release Date: March 30, 2010
Systems: Xbox 360 (reviewed), Arcade
ESRB Rating: M

In a nutshell: Slashing randomly.

0:00 I've never played a Samurai Shodown game, or had a real desire to do the same, but XSeed sent this one on over, so it deserves at least an hour out of me.

0:01 A pink petal falls through a black void. "It is bushi's nature to fight and die" says the subtitled kanji calligraphy." A white-clad warrior with big black hair sits under a tree. He opens his eyes and slashes the calligraphy with his sword. He slices the air again in slow-mo and throws his sword up in a mighty spin, catching it in its sheathe effortlessly. Somehow, two large stone lanterns near the tree have been chopped in two. The title appears with the message "Press Start or A Button." That's... oddly specific.

0:02 I know playing a fighting game in single player mode is sort of beside the point, but I'm relatively sure none of my friends have ever played a Samurai Shodown game, so it'd just be button mashing between us for the first hour anyway. And I know I should probably break out my Xbox 360 fighting stick for the hour, but frankly I can't be bothered.

0:03 Available difficulties are Beginner, Easy, Normal, Hard and Expert. I'll go with Easy rather than Beginner because I've played my fair share of other fighting games. Lets speed things up by setting it to one-round matches and a short, 30-second time limit.

0:05 Story mode lets me pick from 24 characters with odd names like Wanfo, Rimurimu, Ki Hae-Ryeong and... Walter. OK, that last one's pretty normal. I like the little four-word descriptions for each character, and the one word summary: "Tricky," "Power," "Speed," etc. I go with Haoh Maru, the "wandering strong swordman" because he was the one in the intro. video.

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Tuesday, April 20, 2010

Dragon Ball: Revenge of King Piccolo

Developer: Media Vision
Publisher: Namco Bandai
Release Date: Oct. 20, 2009
System: Wii
ESRB Rating: E10+

In a nutshell: "Boy, this is [not] getting exciting."

0:00 I was a fan of Dragon Ball Z in high school, but never really got into the original Dragon Ball series this game is based on. I wasn't a big fan of the last Dragon Ball universe fighting game I played, so my hopes aren't very high for this one.

0:01 As I load up the preview screen, a young Goku cries out: "Boy, this is getting exciting." Um, I haven't even started yet. What's got you so excited?

0:02 Goku, a small boy with spiky black hair and a red karate outfit, runs through a field and jumps onto a yellow cloud. Bald-headed Krillin and other characters wave as he flies by as a Japanese theme song plays. The title appears before a bunch of characters I vaguely remember from Dragon Ball Z appear reflected in Dragon Balls. Blue-haired Bulma rides a moped with Goku in back. Goku and Krillin fight under the watchful eye of elder Master Roshi. A blonde-ahired announcer starts a fighting tournament. Goku flies through a city as bullet are fired at him from unseen guns. In a plane, an old looking green guy rains destruction from above. The dragon comes out of the dragon balls, ready to grant a wish. All the main characters freeze in a big triumphant pose. The title appears again. Feels like an anime opening to me!

0:04 When I advances past the title screen, Goku again tells me, "Boy, this is getting exciting." OK, Goku, time for your Ritalin.

0:05 As I move about the main menu, Goku narrates every available item. "This is where you can adjust all the game's options!" On the options screen, Krillin narrates with a shit-eating grin. "This lets you adjust the size of the screen." Just think, they had to pay voice actors for those lines. That is money that did not go to hiring programmers. I'm just saying.

***-->JOYSTICK DIVISION<--***

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Tuesday, May 19, 2009

Punch-Out!! (Wii)

Developer: Next Level Games
Publisher: Nintendo
Release Date: March 18, 2009
System: Wii
ESRB Rating: E10+
Official Web site

In a nutshell: After 15 years, Mac is back!

0:00 I loved loved LOVED the first two console Punch-Out!! games, but was underwhelmed by my 15-minute demo of this new one at GDC. It felt way too easy, and too much a carbon copy of the original game with updated graphics and bad motion controls.

0:01 I'm digging the looping bit of the remixed original theme that's playing on the preview screen. Dun ... danana... dun ... dananana!

0:02 Little Mac punches the air in a silent room bathed in soft light. The camera zooms in and gets punched to pieces. A wall of light bulbs pops into view in the background as the title appears. The awesome remixed theme has been replaced by some odd horn-filled tune.

0:03 Heh ... the Wii pointer on the menus is a little boxing glove that punches the menu options when I click the A button. Cute.

0:04 At the GDC demo, I found that punching the air with the Nunchuk and Wii Remote was more annoying than engrossing. I'm instead holding the Wii Remote alone like an NES controller. It's just simpler. Also, I'm a lazy weakling. What of it!

0:05 Let's dive into Career mode. Glass Joe is up first ... I TOLD you this was a lot like the original game.

***-->CONTINUE READING AT CRISPY GAMER<--***

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Friday, May 15, 2009

Rag Doll Kung Fu: Fists of Plastic

Developer: Tarsier Studios
Publisher: Sony Computer Entertainment
Release Date: April 9, 2009
Systems: PS3 (reviewed), PC
ESRB Rating: M
Official Web site

In a nutshell: Super Smash Bros. meets LittleBigPlanet meets "Robot Chicken."

0:00 The mounds of hype around this indie PC release wasn't enough to get me to even try the demo, but they release a free downloadable version on PSN and I'm there. Go fig.

0:01 "Installing trophies." Really? You have to install the Trophies? What does that even mean? "Creating Save Game," OK. "Adjust Screen Size," done. "Sony Computer Entertainment Presents" ... Havok logo ... Epilepsy Warning ... come ON, I want to PLAY!

0:02 An extremely yellow title screen, with action figures in action poses. There's an Afro Samurai-looking dude, a wizened, white-haired, stereotypical kung-fu master, and a Bruce Lee-alike. Let's jump into the tutorial.

0:03 "Master Tang is a loner," says the loading screen. "The Kung Fu community respects his desire for solitude because he reeks of fish..." Heh.

0:04 Just two attack buttons -- a punch and a kick -- but I can point them in any direction with the left analog stick. A bit odd, since the stick also controls movement, but it works. I love the hilariously jerky movements of the action figure characters -- like marionettes being jerked violently about. The floaty jumping reminds me more than a little bit of Super Smash Bros.


***-->CONTINUE READING AT CRISPY GAMER<--***

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Thursday, April 9, 2009

Mortal Kombat vs. DC Universe

Developer: Midway
Publisher: Midway
Release Date: Nov. 16, 2008
Systems: Xbox 360 (reviewed), PS3
ESRB Rating: M
Official Web site

In a nutshell: What happens when bad comics meet bad fighting games?

0:00 I was never a big Mortal Kombat fan ... I was more a Street Fighter man growing up. I also think the idea behind this game is ludicrous ... so ludicrous that I just HAVE to try it out.

0:01 A minute gone for the inevitable downloadable update. This also gives me time to get my crappy Hori fighting stick out of the closet.

0:02 No over-the-top intro video? Just a title screen with some vague lightning and/or fire in the background? Midway ... you disappoint me.

0:03 At least the menu screen has Batman and Scorpion, standing dramatically in their 3-D glory on some rooftops. The background noise barely counts as music ... "atonal rhythmic drumming" might be a better description.

0:04 My fighting stick only has six buttons, meaning at least two of the eight control buttons are going to have to be jettisoned. I decide to forgo the "3D movement" and "grab" functions. I hate that I have to waste one button on "block." Real men just hold "back" on the joystick!

0:05 The "Kombat CPU" difficulty goes from Very Easy to Very Hard, with Easy, Medium and Hard in between. I leave it at Medium. I know I should be playing another human, but there's no one around (as usual) and I'm embarrassed to show my awful MK skills online.

***-->CONTINUE READING AT CRISPY GAMER<--***

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Monday, November 24, 2008

Dragon Ball Z: Burst Limit

Developer: Dimps
Publisher: Atari
Release Date: June 10, 2008
Systems: PS3 (reviewed), Xbox 360
ESRB Rating: T
Official Web site

In a nutshell: Defeat the universe's most powerful fighters with a single button.

0:00 In high school, I watched this iconic anime up through the Frieza Saga. Then, in college, I watched my roommate play a truly awful-looking fighting game based in the same universe. Have things gotten any better in the intervening years? Let's find out!

0:01 The Dragon Ball Z: Burst Limit preview screen plays this endearing, aggressively metal instrumental ballad in a 15-second loop. IT'S BURROWING INTO MY BRAIN!

0:02 After roughly a bazillion logos slowly scroll by, the same metal theme comes in, this time with a Japanese singer and close-ups of some of the major characters powering up in a sepia tone. Cut to the title over a desert planet, then back to scenes from the game. They've done a good job of making 3-D characters that look a lot like they are drawn anime characters. The art style is very strong.

0:03 If you're not familiar with "Dragon Ball Z," this random montage of characters fighting and glowing and exploding and such is going to be incredibly confusing. Then again, if you aren't familiar with "Dragon Ball Z," why in the world did you pick up this game?

0:04 I love the way "MAIN MENU" is displayed in huge red capital letters on the menu. EXTREME! The music has transitioned from metal ballad to bluesy jazz riff.

0:06 After tinkering with the menus, it's off to the Tutorial to "Learn fundamental battle moves." "Okay, let's begin, Gohan," says the tall, green, gruff-voiced Piccolo. "The Saiyans are gonna be here soon." Then he compliments Gohan on his outfit. Er ... OK.

Read the full review at Crispy Gamer

Wednesday, November 19, 2008

Castlevania Judgment

Developer: Konami
Publisher: Konami
Release Date: Nov. 18, 2008
System: Wii
ESRB Rating: T
Official Web site

In a nutshell: The Castlevania fighting game you never knew you didn't want.

0:00 I found Castlevania: Judgment nigh unplayable in the roughly five seconds I spent with it at E3, so that bodes ill. Then again, with the bar set this low, it may just beat my expectations.

0:01 An overly serious voice invokes the title on the preview screen. "Castle-VAN-i-a ... JUDGMENT!" Oy.

0:02 An effeminate guy in a white overcoat walks slowly down a bridge. Cut to a white owl in a forest and two guys fighting fiercely, one with whip and one with sword. Neither lands a single blow, they're both so good at deflections. A pentagram appears below them and the owl flies off to a castle set against a mountain ledge. He lands on a little girl's staff. The guy in white has a sword with a large clock in it and uses it to reverse time or something. The sword guy in the forest gets some wings while a cross on the back of the whip guy glows. Abrupt cut to the title screen. What the hell was that?!

0:03 And on the title screen, a woman speaks the name in the same super-serious manner: "Castle-VAN-i-a ... JUDGMENT." Dude, it's not even that great of a name...

0:04 After setting up the save file, it's off to Tutorials to "learn the game's various controls and techniques." Maybe that was the problem at E3 ... I just didn't know what I was doing...

0:05 "I sense the power of a Belmont within you, but you do not yet seem to grasp the fundamentals of combat," says ... some guy, I dunno. A cool remix of the Castlevania theme plays in the background, marred by some awful grinding noise. What the hell is that?

Read the full review at Crispy Gamer

Thursday, November 13, 2008

Star Wars: The Clone Wars: Lightsaber Duels

Developer: Krome Studios
Publisher: LucasArts
Release Date: Nov. 11, 2008
System: Wii
ESRB Rating: T
Official Web Site

In a nutshell: You'll like it if you're one of those idiots that liked the prequels.
0:00 When I bought Star Wars: The Clone Wars: Lightsaber Duels, the clerk tried to up-sell me a $20 light-up lightsaber attachment for the Wii remote. I asked, "Does it help you play the game?" He replied, totally deadpan, "It can't hurt." I consider this a bad sign.

0:01 OK, the TV made the little lightsaber charge-up sound when I went to the preview screen. That's totally awesome.

0:02 The game needs a Nunchuk? I don't remember a dangly thumbstick bit hanging down from the lightsabers in the original trilogy! Laaaame.

0:04 Difficulties are: Youngling, Padawan, Jedi Knight and Grand Master. Well, I know what SOME of those words mean! I go for the "Jedi in Training" Padawan Campaign.

0:05 "A long time ago, in a galaxy far, far away," reads the familiar blue text, before the big yellow logo: "STAR WARS: THE CLONE WARS." Instead of the expected scrolling text story, a bombastic narrator speaks over a frenetic action cut scene. In short: Count Dooku isolated the Galactic Senate, so Anakin Skywalker and Obi-Wan Kenobi lead a clone army against some robots or something.

Read the full review at Crispy Gamer

Thursday, September 11, 2008

Soulcalibur IV

Developer: Namco
Publisher: Namco
Release Date: July 29, 2008
Systems: PS3 (reviewed), Xbox 360
ESRB Rating: T
Official Web site

In a nutshell: Welcome back to the stage of beating people repeatedly with swords.

0:00 I was a huge an of Soul Blade, a minor fan of Soulcalibur, kind of got back into Soulcalibur II, and totally skipped Soulcalibur III. Now you know, and knowing's half the battle.

0:01 This minute spent downloading a 16MB "update" for the game.

0:02 This minute spent creating save data, watching company logos fly in, and loading the menu.

0:03 Lightning flashes above the roof of a "Two Towers"-style spire. Some samurai guy (Mitsurugi?) stands holding a small red sword with a blinking eye inside it. He flashes back to the battle where he obtained the sword, and he seems to regret his actions. He holds up the sword and falls through the crystal floor into the tower below. Cut to Siegfried, who takes out his own sword. Cut to scantily-clad Ivy battling a girl in a suit of armor. Cut to Darth Vader, who turns around to see another samurai guy (is this one Mitsurugi? I don't remember). They fight and the light saber just bounces off the samurai sword harmlessly. How does that work?

0:05 Lava rocks fall around Siegfried as he approaches the tower, so he pulls a Sub-Zero and launches an ice attack with his sword. Meanwhile, the hulking, hideous, twisted Nightmare stands atop the tower engulfed in flames. A crystal sword sits with crystal bits hovering around it. One of the crystal bits turns into the SC4 logo. "Soulcalibur... FOUR" the announcer intones in a deep bellow. Man, that was random and incoherent. And long.

Read the full review at Crispy Gamer

Wednesday, March 12, 2008

Super Smash Bros. Brawl

Developer: Nintendo
Publisher: Nintendo
Release Date: March 9, 2008
Systems: Wii
ESRB Rating:
Official Web Site

In a nutshell: Fan-service fighting fun!

0:00 Given the amount of time I've spent playing the first two Smash Bros. games and covering news about this version, I'm scared that this is going to be anticlimactic. We shall see.

0:01
A required system update, creating a save file and a longish initial load takes up most of the first minute. The game tells me I can't save replay data over three minutes in length. Um, rats?

0:02
Slow pans across the characters and they look over an ocean. Jump cuts to close ups of Mario, Link, Pit, Meta Knight, Donkey Kong, Diddy Kong, King Dedede, Sheik, Roy, Samus, Wario, Yoshi ... I'm sure I'm missing some. Just watch this.

Read the full review at Crispy Gamer

Sunday, March 9, 2008

Wade Hixton's Counter Punch

Developer: Inferno Games
Publisher: Destination Software
Release Date: March 15, 2004
Systems: Game Boy Advance
ESRB Rating: T
Official Web Site

In a nutshell: Super Punch-Out, starring and made for hicks.

0:00 Like most of you readers, I had never heard of this oddly named game, but I decided to rent this game after a guy I interviewed for a totally unrelated story mentioned he had worked on it.

0:01
Weird, synth-y techno plays over a cartoony title screen. The art style reminds me a bit of Dragon's Lair.

0:02
"Meet Wade Hixton ... just an average guy with no particular hopes and dreams..." He has the ability to fix anything with duct tape, though. O...K. He's wearing boxing gloves AS HE DRIVES. Anyway, his car breaks down. A tow-truck driver luckily comes by. It'll take a while to fix. The tow truck takes him to a pub. NO. Don't take rides from strangers, Wade!

Read the full review at Crispy Gamer

Thursday, August 9, 2007

Def Jam: Vendetta


Developer: EA Canada
Publisher: EA Sports Big
Release Date: March 3, 2003
Systems: PS2 (reviewed), GameCube
ESRB Rating: T
Official Web Site

In a nutshell: Rappers doing what they do best. Wrestling!

0:01 "Used to be, you wanted to make yourself known, you proved yourself as a a street fighter or hustler." Now you... what, get an MBA? "I'm a businessman, and this is my business."Who are you, again?
0:02 Tutorial time. "This red bar is your health meter and indicates your remaining health." Oh really. That's interesting, because I've NEVER PLAYED A FIGHTING GAME BEFORE EVER!
0:03 The guy narrating the tutorial videos is the whiniest guy I've ever heard. It's especially weird considering the whole hug image this game tries to pull off. Did they just grab a random programmer?
0:06 I hate these video tutorials. Unitl I actually do it, I won't be able to remember all this stuff. Ground grapples, momentum, snake whips. Too much!
0:08 Still on the video tutorials. A guy is dazed on the corner of the ropes, and the other guy straddles his face and flips him with his legs. This is a little homoerotic for my tastes.
0:09 Briggs, Proof, Spider and Tank are my options.It's a bit weird to see a token white guy for once. Why is charisma a statistic. Is this a tabletop RPG or a fighting game?
0:10 I really like the slightly elongated, expressive facial modeling. It looks a little unnatural but not creepily unnatural. Great animation too, especially for the PS2.
0:11 Not two seconds into the match a big guy comes running at me and drops me. Ouch!
0:13 The big guy is now literally grinding his butt into my face. The game has just gotten WAY too homoerotic for my tastes.
0:14 I finally get off a pin after five tries. So far the gameplay mostly consists of jamming on square, and it seems to be working. Not that there's anything wrong with that. I get graded a D, but I still won.
0:15 "Drake: This ain't no tickle fight, little man." Thanks for clearing that up.
0:17 Another pin, much quicker this time. He barely touches me. The button-mashing nature of this game is becoming increasingly clear. I get a B for hitting square a lot, essentially.
0:18 Scarface is so big he blocks my view of my character. Weak.
0:21 Scarface is the first opponent who actually seems to know what he's doing. He blocks and reverses and actually grapples. Gotta figure out what to do about that.
0:24 I try to lift Scarface, who weighs about 4 million pounds, and my character just sits there straining. Ha!
0:26 After pulling off an early lead with a lot of grabs, I manage a pin after a way-too-long match. I get a B and $12,000.
0:28 You can use your money to by photos of girls. Whoo! That's a feature I always look for in my games.
0:29 The cheering crowds really add to the atmosphere.
0:32 You know what I love. Being so dazed from a move that I can't do anything before the opponent sets up his next move. I also love endless tapping buttons to do basic things like stand up. I absolutely LOVE it.
0:33 This guy is really good at reversing most of my moves, but still susceptible to one thing -- quick grabs and drops. It's almost too easy.
0:35 I activate blazin' mode for the first time, but forget to do my super secret finishing move. Oh well. I've played Mortal Kombat. I doubt these are better.
0:37 Sketch literally reverses everything I throw at him and leaves me dazed for tens of seconds at a time. End it already!
0:38 He ends it by playing jumprope. With my body. Ouch!
0:41 I have some fun playing coward and leaving the ring over and over while my health replenishes. He can't touch me. It's lame, but I'll take advantage of it if the game allows me to.
0:44 I have no idea how I'm doing most of my moves -- the same exact button inputs do vastly different things. Can't manage to consistently pull of reversals either, of figure out why the opponent reverses me. It's mostly just random button mashing to me.
0:47 This match has been going on for eight minutes now. He keeps getting me into the danger zone and refusing to pin me. Why?
0:48 I finally pin him after getting a few lucky shots in. I did not deserve to win that match at all. I got a B. Go figure.
0:49 Two women are fighting over me in a cut scene. Did they see the last match? I get to choose one of them for my girlfriend? Sweet!
0:50 The cat fight wasn't just verbal... my girlfriend and her rival are going at it in the ring. "I want to hear you scream." Subtle.
0:51 Is it a bad sign when fighting with your randomly chosen girlfriend is hard to distinguish from the character you've been building up for five fights? Seriously, the moves and strategy are pretty identical.
0:52 I get off a reversal without even being aware I was trying to pull one off. Whoot!
0:54 My opponent goes Blazin' and I just avoid her by constantly leaving and re-entering the ring. This should not be so easy. 0:55 I don't know how I do the moves, but they look really good when I do them.
0:57 Another come from behind pin that I didn't deserve. What is wrong with this game?


Would I play this game for more than an hour? No
Why? I prefer fighting games that are more about strategy and less about mashing buttons and watching animations.

This review based on a used, purchased retail copy.

Friday, June 29, 2007

Pokemon: Battle Revolution

Developer: Genius Sonority
Publisher: Nintendo
System: Wii
Release Date: June 25, 2007
Official Web page

In a nutshell: All the fun of battling cute monsters with none of that unnecessary plot or character development like in the real games.

0:01 Another game that feels the need to explain how to use the Wii remote as a pointer. Can't we just assume that every Wii owner knows how to point a remote at a screen?
0:03 We're flying to the originally named Poketopia. Also: This is the worst text entry screen I have ever seen.
0:04 The Poketopia rep has a Pikachu on her desk. CUTE!
0:05 "A trainer is a character who battles instead of you?" Wha? Doesn't the trainer represent me? And why can't I use my Miis as trainers?
0:06 Unfortunately I don't have a DS Pokemon game, so this will be a somewhat limited experience.
0:08 You can enter your own catch phrases to say in battle. Children all over the world check their spelling on their curse words.
0:09 This woman has to explain every menu extremely slowly. I GET IT! LET ME PLAY! Or at least let me read through the battle tutorial.
0:13 "A Trainer can't use items in this game." What the hell kind of crap is that?
0:14 The type advantage chart is more complicated that the Dewey decimal system. Do 13-year-olds really memorize all this?
0:15 Technician "powers up moves that are power 60 or less to 1.5 times their normal power." I feel like I need a doctorate to play this game.
0:18 Enough reading about advanced Pokemon physics ... time to battle!
0:20 My opponent Zachary is a "Passionate Tider." I thought this was a kids game!
0:22 The announcer calls the battle a "stalemate" after I attack once and the opponent fails to do anything. Uh... OK.
0:23 Six attacks with Staravia's "Aerial Ace" and my first battle is done. That was... exciting?
0:25 What an odd quicksave system... it deletes your data when you load it, What if I want to save a special battle to show friends or something?
0:26 Gabite also has Aerial Ace. It knocks down the foe in one hit. Awesome!
0:28 I try some other attacks that don't do much, but Aerial Ace continues to be "super effective." I've found my new favorite move.
0:29 Nosepass is pretty resistant to my aerial attacks. Hmmm... time to bring out the fire pokemon.
0:30 Only Pokemon would have an attack called "Sunny Day."
0:32 Announcer: "Crushing blow" Screen: "It's not very effective." Make up your mind!
0:33 Machop is one ugly Pokemon.
0:36 I keep Luxio out too long nad he "faints." Are these pokemon or Southern belles?
0:38 At least Buttrefree puts up a fight, but he finally gives in. "I can't believe I lost. The world is such a big place." Huh?
0:39 God help me, I'm actually developing a preference for some Pokemon over others.
0:43 Announcer: "That dealt some massive damage." Shades of giant enemy crab.
0:45 Say what you will, Pokemon has some nice character design. Great, colorful models and cute animation brings the little guys to life.
0:46 Rain dance causes some nice water effects on the camera.
0:49 Nice use of split screen in Poliwhirl's body slam.
0:52 Opposing trainer, on losing: "Failure is part of youth" How depressing.
0:53 I quicksave and head out to try the Wi-Fi battle. When I come back, I have to delete my quicksave? What possible purpose could this serve?
0:59 After 10 attempts the Nintendo Wi-Fi connection refuses to connect. The connection test on the Wii menu works. Oh well.

Would I play this game for more than an hour? No
Why? Without some sort of personal connection to the Pokemon, rock paper scissors is more exciting.

This review is based on a retail copy of the game provided by Nintendo.

Thursday, June 28, 2007

Def Jam: Icon

Developer: EA Chicago
Publisher: Electronic Arts
Systems: PS3 (reviewed), Xbox 360
Release date: March 6, 2007
Official Web site

In a nutshell: Rhythm game + fighting game + rappers = Def Jam Icon.

0:01 I like the black and white intro. Very classy
0:02 There are five pages of controls and they all look like this monstrosity.
0:03 I ignore the control instructions and just jam on the buttons. I get some good punch/kick combos going and I manage to blow up a gas dispenser. Sweet!
0:06 More experimenting shows I can do a big swing by flicking the right analog stick. Nice.
0:07 This is the first fighting game I have played where you can get knocked out by a spinning car wash brush. Make of that what you will.
0:08 I get set on fire when I run into an exploded gas dispenser. Luckily it's a temporary condition.
0:10 This is a freaking nice looking game. Beautiful human models, nice smooth animation and realistic backgrounds.
0:12 In the demo, matches just end after a minute or two and a winner is declared with no indication of why he won. No health meter, no "Finish Him..." nothing. I hope it's not that way in the full game. It's very anticlimactic.
0:16 After finding a lot of success just jamming on buttons, I bother to read about the controls. Turns out there isn't much I didn't figure out on my own.
0:18 The convenience store owner just sprayed me with a hose. My character looks mildly annoyed. I'm laughing here.
0:20 I find I can punch a guy in the butt three times after knocking him down just by jamming on X. Homoerotic!
0:24 I decide to see what happens if I do nothing but hit the X button for an entire match. It turns out I win. By a lot.
0:28 The demo loading screen says you have to "learn each song's beat to win the fight." That doesn't seem to be true. The beats makes the background bounce up and down, but that's about it, as far as I can tell.
0:32 This time I do nothing but grabs for the entire match. I win again. I know they don't want the demo to scare people off by being too hard, but this is just lame.
0:36 This time I mix it up. Half the match I spend circling the right stick clockwise, and half the match counterclockwise. Another easy win. Sigh.
0:40 Pacificst match: I dance around dodging without throwing a punch. My opponent catches me five or six times. That's better than I thought he'd do, actually.
0:44 Doing nothing but setting off explosions for a whole match is not a good strategy. Fun to watch though.
0:48 What kind of fighting game requires you to hold a button and move an analog stick just to block? A game that doesn't emphasize strategy, that's what kind.
0:52 Using my "scratching" ability to blow things up seems kind of gimmicky. It's only useful in highly specific situations which are hard to set up. That's a shame, since this music thing had the potential to make the game interesting.

Would I buy this game based on the demo? No
Why? Nice to look at and it might be OK with a second player, but it's a button masher through and through.

This review is based on a demo version downloaded from the PlayStation Network