Friday, May 12, 2023

Offline Singleplayer modes in Fighting Games, an Honest Thought

In 2022, I got into watching tournaments for fighting games broadcast live on Twitch, mostly as means of watching cool characters with crisp, detailed, and diverse designs (aka, those that inspire my own works) duke it out in a slugfest until one of them gets knocked out. It inspired me to attempt to write down concepts for a fighting game of my own design.


But there’s a problem. I don’t really play modern fighting games all that much, if ever. Sure I’ve dabbled in the occasional emulated fighter and a few towards the end of the 2000’s and the beginning of the 2010’s (in fact my first true fighter was… Sonic the Fighters) and I played plenty of Guilty Gear Xrd when it was new and made too many memes to count thanks to the Playstation 4’s sharing features. However, when it comes to the latest and greatest button bashers currently headlining tournaments across the globe, even those that I physically own, I’ve pretty much never laid a finger on them. And for the past few months, I was asking myself, why?


Growing up, I always leaned more towards games that revolved around offline, single-player experiences, and unlike with platformers, action games, racing games, and a few shooters, I didn’t really grow up with many traditional fighting games, with the ones I was most familiar with being the aforementioned Sonic the Fighters as well as Super Smash Bros. Brawl. I quickly learned of other fighting games as the years went on thanks to the internet, most notably Street Fighter, Mortal Kombat, and Tekken (in fact, there was a Tekken 5 cabinet in a local redemption arcade at one point), but never really came to play them myself until the 2010’s, some with my cousin in tow as a local VS. opponent in Street Fighter IV, Tekken 6, and Soulcalibur V.


As the push for more online modes began to take off in the late 2010’s and especially after the pandemic, I noticed that the fighters I was eyeing up and spectating tournaments of, aside from Smash Bros and Tekken, were not really giving those that didn’t like or were driven away from playing online much to offer when it came to game modes. Street Fighter V of course had a story mode, but it was kind of forgettable and linear and I never bothered to play it due to me not using my PS4 all that much and having never played SFV. Guilty Gear and King of Fighters are both kind of in the same boat—Xrd onwards dropped the interactive story mode that had been present in Guilty Gear for years and turned it into a 3D anime movie, and King of Fighters never really had a proper story mode (at least in the mainline entries; I think some of the spinoffs had something akin to a story mode but I can’t really be bothered to check right now). For a good example on how I always liked seeing variety offered in offline modes, most late 90’s and 2000’s fighters on 5th and 6th-generation consoles included an extra mode or two aside form the story/arcade modes to sink into—Time Attack, Survival modes, a mission mode, modes with RPG elements, or even modes where you would train or program an AI. And if you wanted to go further, even a mode that breaks away from the core fighting gameplay altogether would be an interesting experience. As for the story mode, I always thought Blazblue’s approach was a good example, as was, bizarrely enough, the two Bleach fighting games on the Nintendo DS developed by Treasure. And with the release of Street Fighter 6 and its World Tour mode, that'll be another fighting game with a good singleplayer story mode.


Furthermore, I also noticed that the latest entries in these long-running fighting games would launch with a starting roster in the mid-to-high teens and then use a rollout of DLC to bring in extra fighters (amongst other content). I get why, considering this is the age of DLC and all, but some games don’t always seem to get that kind of support right away to bring back fan favorites or get enough characters to surpass the roster count of the game’s predecesor until years later. I guess I had my brain tainted by fighters that give large rosters at the start like later Smash games and nearly every Tekken and KOF title from a certain point onwards. Heck, Smash outright spoils you with so many fan favorites and the roster only got bigger in each entry. For Guilty Gear Strive, it felt like there were lots of gaping holes in the starting roster and even the current DLC characters with certain notable omissions from the XX and Xrd eras not returning. And for Street Fighter 6, despite the starting roster having less “gaping holes” than Strive’s and a very solid collection of newcomers (including a much-improved Luke), I feel there should have been some Street Fighter III representation alongside the new faces and the entire roster of World Warriors from II in the characters available at launch and the first season of DLC. I’m not asking for a fighting game to have a gigantic roster, especially at launch, but I would love for fighting games developed by bigger studios, if they can afford it and if it doesn’t affect how the project turns out, to pack a slightly higher number of starter characters especially when DLC schedules/releases are at risk at becoming inconsistent during a season.


For the longest time, fighting games have always had this lingering issue of being tough to get into, and some fighting games have since been attempting to rectify the issue in one way or another. Though some have resorted to making fighters simpler by scaling back and removing mechanics or offering easier controls that are more accessible but nerf your damage and/or HP, I found this to be the wrong direction to try and attract new blood since it can alienate seasoned competitive players by taking away entire features people have been used to and took for granted or make people want to forego the easier control schemes in favor of playing with the standard controls to avoid the nerfs. And by this point, long-running fighting game franchises aside from platform fighters are pretty much stuck with these more complex control layouts created in the early days of the genre, meaning only new fighting games would be able to work with a completely new control scheme designed to be easy to learn and figure out, yet still give enough options for controlling a fighter to lead to highly fluid and diverse movement pro players can achieve


Personally, I always saw the lack of replay value aside from playing the arcade modes for each character’s ending and, while a minor point in comparison, the smaller character rosters before DLC as bigger contributions to me not wanting to pick up most modern fighters, though the controls being on the complex side and command/super inputs not always being the most easy thing in the world to figure out and memorize and pull off consistently is certainly a contributing factor. Of course there are also online modes to fix the limited replay value, but what drive me away from fighting random players online via matchmaking or ranked systems was that most fighters with online modes track win/loss records, and, depending on the game, lets other players view them if they see you in a lobby. If these stats weren’t a thing, I would probably be less reluctant to jump into online games, since the way Guilty Gear Xrd and even KOF XV presented their menus made me think that people would end up peeking at my versus records after matches or if I were to accidentally reveal them in a theoretical game stream.



Well that took me a little longer than I would have liked, but that should probably give an idea on what drives me away from modern fighters and what I would like to see in both new fighters and new entries in long-standing fighting game franchises. Hopefully I wasn’t too negative with expressing my thoughts that have been building up for a few months and I may revise this slightly later on should any part feel mean-spirited or wrongly written. And well, don’t get me started on the concept of free to play, live service fighting games…

Monday, May 8, 2023

Conventions of 2023: Castle Point Anime Convention

The year is 2023. It’s April, and you’re in the mood for a good anime convention. After about five months on break from AnimeNYC 2022, the latest Castle Point Anime Convention arrived to gather anime fans across New Jersey for another event celebrating Japanese animation and beyond. Normally in the past, I waited until after two larger events before writing up a big summary of the spring (CPAC and AnimeNext), summer (EternalCon and LIRetro), and fall (NYCC and ANYC) conventions. However, this time, I wanted to see if I had enough to say about Castle Point Anime Convention to give it and the rest of the bigger conventions one giant breakdown post while they’re still on the mind. It might not happen for EternalCon but for now that’s the goal I’m setting so I can at least keep life on this blog as healthy as I can make it.



So anyways, Castle Point. As you all know, April was somewhat of a busier month than usual, with me continuing to work on some leftover projects from Winter and resolve some recent tech issues I was running into with my computers. The month also brought some very unusual weather patterns, including early Summer weather for one week after Easter weekend before the temperatures suddenly dropped afterwards. Then, the weather conditions got gloomier towards the end of the month, with large amounts of clouds and rain in the skies for most days of the week... and then it rained, rained, and rained. Pretty much the entire convention took place under a heavy storm that ran through both the 29th and the 30th, forcing everyone to stay indoors and deriving attendees the chance of enjoying the sunshine and being able to wander the exterior of the complex. Thankfully, with the move to the Meadowlands Expo Center that occurred in 2018, attendees were able to stay under one roof where the convention’s main attractions and almost all the panels and live performances resided, with cosplay meetups, some panels, and the “Maid Cafe” being in the Harmony Suites building right next door.


The layout was identical to Castle Point Anime Convention 2022. Walking into the main building, you had four distinct regions: The Gaming Area on the southwest corner, the Artist’s Alley on the southeast corner, the Dealer’s Room (Vendor’s Hall) on the northeast corner, and finally the photo booths and live stage on the northwest corner. The first thing the jumped out when looking at the schedule was that the artist alley was set to close an hour later than usual: 8PM instead of the usual 7PM. While it did give attendees the chance to finish up their vendor and artist shopping without being rushed, some of the artists were exhausted by the final hour and a few would close up anyways up to 30 minutes earlier. The Gaming Area was pretty much the same as well, just with a few shakeups in the arcade and console game lineup (some of which were genuine surprises while others, like the rhythm games, were mostly expected). Unlike last year where I was able to play a few of the games following the closure of the Artist’s Alley, this yeah I didn’t bother because I would leave not that long after the closure of the vendors’ and artists’ respective areas.


Because of the size of the venue compared to, say, the home of NYCC and AnimeNYC at the Javits Center, transitioning between each area was short and seamless. You could go between the gaming room and artist’s alley in no time flat, access all the panel rooms (sans the one located in the Harmony Suites next door) whenever, and if you needed to get some food, the dining area in the back end was easily accessible, even if most of the attendees didn’t want to travel out in the rain to access the food trucks. However, everything being located in a large, open room meant that whatever performances were at the live stage drowned out most of the audio throughout the event, making it harder to chat with people. A similar issue occurred at CPAC 2022 as well, and I’m wondering if it’s even possible that the audio could be turned down slightly so other parts of the convention aren’t as affected by the loud music blasting everywhere. At least they saved their loudest performance for the very end of the day right when half the con was closed up and the only things still open were the gaming area and the live stage. 


Now let’s talk about convention cosplay shoots, because boy do I have quite a collection. Owing to the smaller venue size and me going into two panels throughout the day, one for 30 minutes and another for a hour, I didn’t make cosplay photos a priority (especially with exterior shots not being remotely possible due to the rain). After going all out at AnimeNYC 2022, I felt like it was a necessary procedure so I wasn’t overexerting myself looking for more things to photograph. In the end, I wound up with a total of 124 different cosplay photos, each representing different popular series in the anime scene when also taking the artist’s alley into account:


  • Genshin Impact still has the strongest showing of all, with most of the artists in Artist’s Alley carrying one or several pieces of merchandise for it and there being quite a few Genshin cosplayers roaming the venue. I couldn’t tell if it got more or less cosplayers this time around, considering the complexity of the outfits and how much other anime franchises got support this year.
  • One Piece got a very strong showing, especially amongst the cosplayers— so much so that several medium and large crowd shoots occurred with a bunch of One Piece cosplayers out in the main hallways.
  • Pokemon was also a favorite amongst the cosplayers and the artists in Artist’s Alley, some of it having to do with the “Castle Point Pokemon League” where you could collect badges from certain Pokemon cosplayers and challenge a Champion attending the convention in a real Pokemon battle in Pokemon Scarlet/Violet.
  • Jojo’s Bizarre Adventure was almost right behind Genshin Impact, having a fair number of cosplayers and a healthy dose of artists supporting it to boot. Parts 3, 5, and 6 received the most rep.
  • Demon Slayer had a good presence at the convention, although not as much as I remember it having when it was at its peak back 2019.
  • One franchise I was surprised to see make a resurgence this year was Naruto, which is impressive considering the series’ heyday has long passed by now, yet it still remains relevant in anime culture and I wouldn’t be shocked if more Naruto cosplayers appear at AnimeNext and AnimeNYC.


Overall, the event delivered, though a part of me feels like I enjoyed 2022’s event a bit more in comparison. Probably because of the hype of it being the first main convention I attended since the start of the pandemic and not being stuck in poor weather. With the review concluded, here’s a direct link to this event’s cosplay photo gallery on my Facebook as well as this convention's round of commission scans. As for where I'll be next? Well, none other than AnimeNext next month.