IMPACT (March 8th, 2010) – Not Enough of An Impact

Yes, this past Monday, rather than watching two hours of WWE RAW building up towards the climatic Cena vs. McMahon match (that sucked), I decided to give TNA the benefit of the doubt and tune in to their debut episode of Monday Nitro… er, I mean, Monday Night Impact.

(The above statement is a bit of a contradiction, as I had posted RAW thoughts on Tuesday, thus having clearly seen it. Maybe I caught the replay? I honestly can’t remember.)

Unsurprisingly, Impact pulled a 1.0 rating while WWE pulled a 3.x rating. So much for the war, huh?

But what about the show itself? Surely, TNA must have learned from their fiasco on January 4 (their first Monday show) and produced a much better show, right? Surely, they have come up with the best possible card to steal away WWE’s massive audience… right?

Continue reading “IMPACT (March 8th, 2010) – Not Enough of An Impact”

RAW (March 8th, 2010) – Some Notes

Well… after reading the results for Monday’s Impact (which had a main-event between AJ Styles and Jeff Hardy, along with Bischoff getting a hair cut or something), I decided to take a chance and watch RAW, which was to feature three Wrestlemania rewind matches and some contract signing between two old guys. Some quick notes and thoughts on the show:

Continue reading “RAW (March 8th, 2010) – Some Notes”

VLOG – First Night Impressions – Mega Man 10

So I downloaded Mega Man 10 for WiiWare and beat the whole thing… in Normal Mode. My performance is also crap, but I’ve got enough footage to put together a montage of gameplay clips (That clip’s available on my YouTube channel – hard to miss). Nothing spoiler warning. All in all, this is a smooth follow-up to Mega Man 9 with some rather interesting level design. A fun, well-designed game, although there isn’t really much new. If you want my full thoughts, just click the break. I warn you; there are spoilers.


– So much like the previous game, there’s downloadable content, including three new stages for Time Attack, the Endless Run mode, and the worst kept secret ever… Bass mode. Yes, Bass is your third character and he seems to retain his anal abilities from his brief run on Mega Man & Bass. They even mention him in the Mega Man 10 instruction manual. All this wonderful stuff is supposed to be out in April.

– Certain stages have alternate paths you can access, much like in Mega Man 6. Although these paths rejoin at a certain point, the variety is helpful and it gives the levels a bit more depth.

– In another worst kept secret, Dr. Wily is the one behind the Roboenza virus epidemic and therefore you must venture through quite possibly the most intimidating Skull Castle ever devised. The first Wily level is particularly devious, as you’ll be facing “old foes from previous games” in three separate battles. Honestly, it’s actually one of the most clever things they’d ever come up with and a respectable nod to the series’ history.

– Proto Man plays pretty much like he did in 9; possesses charge shot, slide, and airborne shield, but only two shots on screen, double damage, and a slightly farther knockback. The knock back isn’t as far as in 9, though. Also, they redrew the shield so that it’s about as big as a Sniper Joe’s shield. I had to replay 9 to be sure and there you go. Also, Proto Man also has a shop, but it’s different and contains few items… nice addition of Tango, though.

That’s about it for now. Again, a great game… but…

IMPACT (Feb. 18th, 2010) – Abyss, Hulk Hogan, and the Ring of Power

The above video is a clip of an episode of TNA Impact that took place a couple weeks ago (the clip above is from their YouTube account) and is just about the most absurd thing I’ve ever seen in all my years of watching wrestling… and yeah, considering I’ve been watching this stuff for well over twelve years, that is saying a lot. Watch the clip first and then open the break to read my own thoughts.

Continue reading “IMPACT (Feb. 18th, 2010) – Abyss, Hulk Hogan, and the Ring of Power”

GameFAQs Review – Ms. Pac-Man (Atari 2600)

Pac-Man on the Atari 2600 is considered to be the single most disappointing home conversion of an arcade machine in the history of video computer electronic entertainment. No matter how bad any other home port turned out, it didn’t contribute to the near-decimation and annihilation of the North American video game market. Is that a bit of stretch? I’d like to think so, but others do believe this statement and looking at Pac-Man as ported to the 2600, it’s not hard to see why.

While the original Pac-Man was something of a disaster, the same cannot be said for Ms. Pac-Man, which got a fantastic port on the Atari 2600. It still got that strange color scheme with the blue background, but the game somewhat resembles Ms. Pac-Man as it appeared in arcades. The sprites are a little more refined (even though there’s still that flickering issue), the mazes are almost similar enough, there’s fruit bouncing around and not vitamins, the sound effects are fairly close to matching the original sounds (as opposed to the previous port’s strange deviations), and the gameplay and functionality is similar to the arcade version. Everything still looks blocky, there are no dots but dashes, but that’s to be expected considering the system. The important thing is that when you pop this in and you look past the visual differences, you know that you’re playing Ms. Pac-Man and not some perversion of computer programming that tries to pass itself off as genuine.

Much like the arcade version, Ms. Pac-Man sports up to four different mazes, which increases the variety and challenge in the game and is an overall improvement over the original Pac-Man, which only had one static maze. Your main goal is to eat all the dots, lines, whatever the case may be and move onwards. You don’t have the intermission sequences that play every couple levels or so, but the core elements are there and… again, it’s a huge improvement over the previous port… which wasn’t very good.

There’s not much more I can add to the matter; it’s Ms. Pac-Man on the Atari 2600 and it’s the port that people wished Pac-Man got. Everything that went wrong in that game is done right here and you can’t ask for more than that. Not mention that this is just a fun game to play. Ms. Pac-Man is a game you can find all over the place and deserves a good home among your Atari library if you have one. Great game, give it a go.

BREAKDOWN
Graphics: 8/10 (more refined sprites, closer accuracy to source material)
Sounds: 7/10 (sounds closer to what you’d get at the arcades)
Gameplay: 8/10 (plays and functions similarly enough to the arcade game)
Challenge: 8/10 (four mazes provides more variety, challenge)
Replay Value: 6/10 (plenty of fun to be had here)

OVERALL: 8/10

Mega Man 9 Hates You, But What About 10?

Source: http://www.giantbomb.com/news/mega-man-9-hates-me/306/

A clip of Giant Bomb writer Jeff Gerstmann reactions at failing at Mega Man 9 before beating Galaxy Man and declaring himself king of the world. Makes me wonder how he’ll handle Mega Man 10, which is supposed to be out today on WiiWare.

(2023 Update: The page itself is still active on GiantBomb, but I have trouble loading up the video. Probably an issue on my end. I’ll leave the link up for you to try out. Maybe you’ll have better luck than me.)

MOVIE REVIEW – Street Fighter: The Legend Of Chun-Li (2009)

The first live-action feature film adaptation of the Street Fighter II arcade game (the one with Belgian star Jean-Claude Van-Damme playing the role of American soldier Guile) was a rather significant departure from the humble narrative of the source material. While a number of SF fans tend to dislike the movie because of its straying from its roots, I actually enjoyed the old Street Fighter flick. Was it a great movie? Not necessarily, but it was still a fun little action movie with a moderate dose of camp and cheese. At the very least, if nothing else, a number of the characters at least resemble their video game counterparts in some form or another.

But with 2009’s Street Fighter: The Legend of Chun-Li… this is something else entirely.

The Legend of Chun-Li is a basic, cookie-cutter martial arts action movie with a pretty typical plot (girl fights off drug syndicate in order to avenge her father’s… kidnapping – weak.) and your usual cookie-cutter action sequences common with kung-fu flicks these days. This is barely a Street Fighter movie – if you were to have changed the title, I probably would have thought it to be nothing more than another wire-fu movie that seems to be the norm with most Asian folks these days, but even at its most bare-bones level, it still manages to be lacking in many different things.

On a sidenote, some of the visual settings featured in the flick are, honestly, quite nice and gives you a nice feel of the cityscape. Sadly, most of the important stuff takes place at night, which really kills the beauty and splendor of many settings.

As a generic action movie, it’s a worthwhile moment if you simply turn your brain off. But as a movie based on a popular video game series, it’s severely lacking. Practically none of the characters taken from the game remotely resemble the source material and what personalities they do have seems very wooden and not the least bit awe-inspiring. Say what you will about the Van-Damme flick and the liberties it takes with the characters, but they at least attempted to do the characters justice, even if the results are hit and miss. Balrog the cameraman did have a boxing background, unlike the brute thug with a bazooka carrying the Balrog name… well, at least, you won’t have to change his name overseas because it’s not the boxer, it’s just some big guy.

Just about the only character they did manage to get right was Vega… and he only appears for a sliver of the movie and is easily defeated. Weak.

And most of all, there’s hardly any Street Fighter-esque fights involved – say what you will about the Van-Damme flick, but at least they were able to translate some moves to live-action celluiod – albeit poorly translated, but hey, they tried. Here, you only get a faintly-subtle Spinning Bird Kick and a fireball. The rest of the fights are generic wire-fu stuff that has been overdone to death. Weak.

Overall, this just seems like a disappointment for what is supposed to be a reboot of the Street Fighter movie franchise. It makes you wonder why they were bothering to make a movie based on the video game if it’s going to have nothing to do with the video game. If you really need your fix of live-action Street Fighter, I suggest tracking down the Van-Damme movie from the nineties instead… or even better, just go online and watch the Street Fighter: Later Years online show. Even that’s a better product than this.

AVOID.

First Night Impressions – Mega Man 10

So I downloaded Mega Man 10 for WiiWare and beat the whole thing… in Normal Mode. My performance is also crap, but I’ve got enough footage to put together a montage of gameplay clips (That clip’s available on my YouTube channel – hard to miss). Nothing spoiler warning. All in all, this is a smooth follow-up to Mega Man 9 with some rather interesting level design. A fun, well-designed game, although there isn’t really much new. If you want my full thoughts, just click the break. I warn you; there are spoilers.

Continue reading “First Night Impressions – Mega Man 10”

Reviewer Contest – Submission Reaction

A quick look at the reaction garnered by my submission to Asalieri’s reviewer contest thing.

If you haven’t seen the review, do so before going here since there are spoilers.

Asaleiri Notes:
Strong Points: Pacing and Self-Censorship.
Weak Points: Button Mashing Gag got annoying.
Favorite Part: Skeet Shooting Explanation (adds that it’s a shame no witty comment was added)
WTF Moment: Abrupt Ending

DaveTheUseless Notes:
– Mega Man SFX nice, then get annoying.
– Button Mashing Gag got annoying too.
– Voice-Overs OK
– Abrupt Ending… again.

So here are my responses and notes:
The idea behind the constant use of the “Constant Button Mashing” gag was to make it as annoying as possible. It starts off rather harmless and even a bit funny, but as it gets used more, ends up being annoying. Perhaps it worked a bit too well, because Asalieri no longer has a beard.

Regarding the ending… there was an added bit towards the end where I kept rambling on about the other game, but I didn’t really like the ending. So I cut that part off and set it aside the next with the intent to record a new ending (the whole bit with the skeet shooting and archery dialogue was actually re-recorded), but obviously that didn’t happen. So we got the abrupt ending.

No witty stuff here… it was late and I’m not witty enough, I’m afraid. Maybe next time…

Yeah. Maybe next time…