Thursday, February 16, 2012
The Reset Button: Haunts, Crackfiend, LPN, and N3SS in GamesRadar's Street Fighter x Tekken livestream!
Characters shown in demo:
Sagat, Abel, Nina, Kazuya, Steve, Rolento, Hugo, Juri , Balrog, Xiaoyu , King, Lili , Poison, Ibuki, Chun-Li, Guile, Cammy, Raven , Asuka, Vega, Law, and Kuma.
Part 1
Part 2
Thursday, January 12, 2012
Stop Online Piracy Act (SOPA)
Thursday, January 5, 2012
2011's Game Of The Year
In gameplay you can actually use the sounds in the game to locate bad guys, make yourself harder to find, make enemies investigate curious noises, and identify what’s running toward you, trying to eat you (bears and wolves announce themselves from a ways off, dragons shout challenges, skeletons rattle like old bones should) . All this plus weapons unsheathing have different sounds (which change based on which enchantments you place on them), arrow’s impacts sound differently based on what they hit, and no loud annoying click announcing that you just scrolled through a menu. Games like this are the reason people bother to hook their consoles up to surround sound.Best RPG
Don’t get me wrong, Mortal Kombat 9 has more players, and lets not even talk about MW3, but the design of Street fighter really does allow for great multiplayer fun through the integration of big comeback moves (Ultras), enhanced moves that significantly change the characters abilities for a moment, the ability to save your online matches to watch again in the future, spectator mode, and mostly lag free online. Plus, at high level, the game is still fun to watch: not just who gets first hit wins, or who picks Bob first, or who has the best near-infinite combo. Now that Yun, Yang, and Fei have been put in their places after the new update, we should have some great matches for the next year.Thursday, December 15, 2011
The King of Fighters XIII (Console-version) Review
The King of Fighters XIII takes place after KOF XI, and is the last game of the third story arc that started in The King of Fighters 2003. The fighter Ash Crimson has absorbed the powers from two of the descendants of the clans who sealed the Orochi away 1,800 years ago, Chizuru Kagura and Iori Yagami, while Kyo Kusanagi is to be his last victim. As his former comrade, Elisabeth Blanctorche, prepares to stop him, fighters receive an invitation to another King of Fighters tournament hosted by a person labeled as "R". The tournament is sponsored by Rose who is being controlled by "Those From The Past", the organization behind the two previous tournaments that has been trying to break Orochi's seal.
My second con falls in the story mode. Now…the story mode is done well, considering that it tells the story from different teams’ perspective and everything. However, the one thing they could have added in there was some voice-overs. As much as I like the story mode for KOF XIII (which is a first for the series, I believe), they could have added that in as well.Overall:
Tuesday, November 29, 2011
Ultimate Marvel vs. Capcom 3 Review
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| Capcom's Firebrand goes at it against Marvel's cocky archer, Hawkeye. |
Okay…before I get into the good and bad parts of the game, I’d like to clarify something for people who’re probably wondering why they made a 2nd version of Marvel 3. Originally, this game was supposed to be all DLC for the original Marvel vs. Capcom 3. However, production was delayed due to the 2011 Tōhoku earthquake and tsunami. Once that was cleared up, the director and producer of Marvel vs. Capcom 3 decided to release the proposed DLC for MvC3 as a game with a lower cost with new concepts and re-balanced gameplay.
Now that we know that…onto the pros of the game.
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| Ghost Rider performing his Level 3: Penance Stare. |
Finally, the re-balancing of the game is a solid plus. Everything in this game got re-balanced, from basic combat to character specific stuff. Even the X-Factor has a much needed revamping, including the ability to do it in mid-air. And I’m thankful (so thankful for this) that they limited Phoenix’s ability to release as many fireballs in the air. Because honestly, you don’t need a high-level character like Phoenix to be able to spam fireballs.
The Cons:
Okay…so now we’re at the part of the review where I talk about what’s bad about the game. And I have a feeling that I’ll probably rant about a specific con.
The first con that comes to mind has to deal with some of the character re-balancing. Or, to be more specific, a certain character re-balancing in general. That character would be Albert Wesker. Now, Wesker’s a top-tier character who was easy enough to play with but had a few complex things. So instead of toning him down a bit, Capcom decided to barely balance him out and made his Teleport a lot simpler this time around. How? Simply do his gunshot move and press a button directly after it.
Why, Capcom? Why?
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| Phoenix Wright doing his most famed gesture on his opponent. |
OVERALL:
Overall, Ultimate Marvel vs. Capcom 3 is the game that the original version should have been. With the new characters added, fighting system re-balanced, and being able to watch online matches as you fight, you’ll enjoy this game a lot more than you did the first one. However, I can guarantee that if you were a fan of the first one, you’ll find something in the game that’ll tick you off. And, most likely, it’ll be something other than Phoenix Wright.
Final Score: 4 out of 5
Tuesday, November 22, 2011
The Elder Scrolls V: Skyrim review
Publisher(s): Bethesda Softworks
Rating: M for Mature
Sunday, September 4, 2011
Alice: Madness Returns Review
Alice: Madness Returns version of Wonderland is a twisted malevolent landscape of its former self. Upon arriving, Alice encounters the Cheshire Cat who informs her of a new law ruling Wonderland, this time it’s from the outside world. Alice must stop it and restore Wonderland to normal. After learning of Wonderland’s plight, I guided Alice through the beautiful yet strange landscape. I found it pretty easily to navigate. Once I picked up my first weapon, the Vorpal Blade, found in the remains of the Jabberwock, my first enemies appeared. The game’s combat system is fairly simple. Alice targets the closest enemy when attacking; however, I am able to manually target my foes as well. The manual targeting set-up is similar to Darksiders placing a black border around the screen keeping it fixed while I moved Alice around. I can cycle through enemies with ease, keeping the action moving. Madness Returns’ offers lots of platforming which becomes a larger part of the game as you traverse through Wonderland’s areas. I found this to play out more in later stages and since there no ledge grabbing like in most current titles, I had to make my jumps count. However, this is compensated by Alice ability to triple jump and float. The game also has lots of secrets and hidden areas which can be accessed using Alice’s ability to shrink. Alice’s other ability is her Hysteria mode that she enters when her health is low. In this mode, she is invincible and her attack strength is doubled.
Before I mentioned the simplicity of the game’s combat mechanic, but it couldn’t hurt to have a little variety in Alice attacks. I found myself button mashing the whole way. True, there are moments where I had to strategize to defeat certain enemies but I would’ve liked to be able to vary my attacks rather just simply swing the weapon wildly. The game does glitch a few times. Sometimes my long range weapon remained deployed even though I had switched the Vorpal Blade. My mayor problem was the camera especially when using the long range weapons. The camera is not always fixed behind Alice and in some instances this infraction ruined my jumps during a platforming section. I found myself having to adjust the camera before and sometimes during a jump or when using my long range weapons. The umbrella Alice uses for defense is only deployable when in targeting mode. I would’ve liked more freedom with this.-Brian M.
Tuesday, July 26, 2011
King of Fighters-i (iPhone edition review)
King of Fighters-i
Developer: SNK PLAYMORE
Publisher: SNK PLAYMORE
Genre: Fighting game
Platform: iPhone, iPod touch, and iPad
Release date: July 07, 2011
Price: $7.99


PROS:
I say that these are some of the best graphics I've seen for a fighting game on the iOS platform to date. They captured the exact look and feel of the upcoming King of Fighters XIII, and I do mean captured! Unlike the visually stunning but disappointing KOF12 (console version) this brings the classic "good fighting game" KOF engine right into the palm of your hands. I love that you can do not only all of the specials and supers but you can do all the combos that they show you online for the upcoming KOF13! The gameplay and sound feels just like I'm playing the arcade version of the game. You can hear the vocals clearly and everything! This game lets me know how awesome KOF13 will be when it comes to console. The controls are solid, you just have to get used to touchscreen pad controls. Once you do that it'll feel completely natural.

CONS:
No endings. Understandably it is a mobile phone game. You can't expect to have EVERYTHING that's in a arcade or console to be in an iPhone game. There is the fact that it doesn't allow you to play opponents online, but after seeing how well that works (or doesn't) in other games, I'm not sure if that fits as a con.
OVERALL:
With hours of replay value especially just to see what each individual fighter says to one another, and free character DLC in October, I couldn't understand why this wouldn't be in your list of apps.
4 out of 5
Wednesday, October 13, 2010
Jason Kanter interview... :)
We here at The Reset Button got ahold of our good friend Jason Kanter. When last we saw him (in person) I believe he had just finished up work that he did on BioShock 2. So for people who want to know more about what Jason did, or you want to know more about the industry read on...
As an audio engineer, what got you into the gaming industry?
I was working in the music/record industry as a producer and tracking/mixing engineer for a long time and in the late 90’s/early 2000’s I was seeing a significant decline in record budgets. Labels were seeing decreases in sales. They started dropping bands from their roster in droves and slashing recording budgets. This was combined with the fact that bands were becoming savvier as to what studios were capable of achieving technologically. Bands would come in knowing they had a drummer that couldn’t keep time or a singer with piss poor pitch and would expect the engineer to make them sound like god. And we would but the job became more about fixing shitty performances and less about capturing great music. It was simply not why I got into making records. Overall the horizon for record making looked pretty bleak.
Then in 2003 my brother in-law, Scott Carroll, started working for Maxis/EA as an animator on “The Sims 2”. They were in need of freelance audio editors and I’ve been an avid gamer since age 13 so I jumped at the opportunity. Although editing Simlish for 12 hours a day can be somewhat maddening, I was making good money and was able to combine my passion for audio with my love for games. After finishing “The Sims 2” I decided to make the switch to games full time and haven’t looked back since.
Besides gaming what other projects have you been involved with? Will you or have you been involved in film?
I still work on music projects from time to time and I’ve also provided sound for the occasional website or new-media project but when not working on games the majority of my time is spent working on film and television. I’ve done sound for a few projects on Comedy Central like “The Awkward Comedy Show” and this crazy animated series about a crack addicted robot called “Crackatron”. Currently I’m working on co-producing a TV show with a good friend of mine, Victor Varnado, and I have a number of film projects going on. But generally I love providing sound for anything visual.
Working on games as a sound designer I’ve learned how satisfying it can be to add sound to an otherwise silent scene. Sound designers have significant influence on the weight that even a single animation can have. Every animation is like a blank canvas and you have so much freedom in the sounds you use to paint that canvas.
A few years back I got to try my hand doing sound design and re-record mixing for film on a short film called Roboto Supremo and found it immensely satisfying. Although it’s the same basic concept as providing sound for games, the gratification I get from working on film is much more immediate since it’s a linear process and everything’s right there in front of you. Plus you generally don’t have to wait several years before the project is completed. When I get the film the visual is basically complete and when I add sound to a scene it’s done. Levels might change in the mixing process but otherwise I don’t have to worry about a sound file not firing due to bad coding or the sound being dropped because the audio engine has reached its limit.
We know that you were involved with the dialogue editing of BioShock 2. What was the hardest thing you had to deal with?
The hardest part about working on “BioShock 2” was the pace. I was the lead dialogue editor and had two editors working for me. The turnarounds were pretty fast and we were getting multiple sessions every day so it was easy to have the work suddenly pile up. Plus, in addition to editing I was responsible for QC’ing every single line before I submitted it back to 2K. It was a pretty massive undertaking. I had to pull a few all nighters and by the end of it I think we were all a little burnt out but I live to tell about it. Hehe.
I’m currently lead dialogue editing “XCOM” for 2K and I’m handling it a lot better. I’ve basically tripled the number of editors working for me so I’m able to focus on the QC and file management more and do less of the actual editing myself. Getting a new editor on board is always an investment of time since I’m a meticulous bastard in terms of the way each file is edited, but it’s well worth it once I get a new editor up to speed.
Now I know you did audio work for Sims 2, Rat Race and even Barbie Diaries: High School Mystery Game . Now what exactly did you for each one of them?
On “The Sims 2” I was working as a freelance editor whereas the other two I was the in house audio director so my involvement was completely different.
“The Sims 2” was a fairly simple job. I would be sent DVD’s filled with Pro Tools sessions and every single session was a different animation voiced by one actor. The actor would do six or seven takes for each animation and I had to select the best take (or edit the best combination), clean it and bounce off the edit with the appropriate filename. Now mind you this is Simlish we’re talking about, so the actor is for all intents and purposes speaking gibberish; it’s not as if I’m listening for script accuracy or pronunciation. But listening to Simlish for 8-12 hours a day, you do start to pick up a sense of what is and is not Simlish. As crazy as it sounds there were actors that were definitely better at doing it then others.
Basically I had to watch the animation and try to get what the character is saying emotionally. Then I’d listen to each of the takes and pick the one that best matched the emotion conveyed and how the character is gesticulating.
After completing “Sims 2” I took a job as Audio Director for a small developer in NYC, Super-Ego Games. They were developing an original IP called “Rat Race”. It was supposed to be a playable sitcom set in an office so needless to say it was very character driven and there was A LOT of dialogue. While “Barbie” was a different game in that it was a licensed IP aimed at kids, it was also comedically based and character driven so it too had a lot of VO. As audio director I was in charge of all aspects of audio for both titles but the majority of my time was spent casting, recording and directing the voice actors. I also handled the majority of the sound design and edited the music as well as mixed all the cutscenes. Like audio directors for most small companies I had to wear many hats so I did whatever I had the time and skills to handle and hired staff and freelancers for everything else.
At any these gigs, did you ever get to meet a celebrity (as in a movie star)?
We had big plans on “Rat Race” to hire celebrity talent to voice guest characters in certain episodes, which would have been very exciting, but sadly that never came to fruition.
Not sure if they’re the A-list “celebrities” you were looking for but I’ve worked with some known musicians like Anthrax and Bruce Hornsby during my record making career and in the last film I worked on, “Tell Your Friends”, I got to meet Jim Gaffigan, Janeane Garofalo and Colin Quinn. I was also snubbed by Henry Rollins once… that was pretty exciting.
Any future titles that you will be adding audio skills to?
Aside from the aforementioned game “XCOM” I’m currently audio directing on an undisclosed title set in space by a small company in NYC. I’m also about to start post on the film, “Tell Your Friends”; I’m scheduled to do post for a spooky horror indie feature later this month; and I’m co-producing a TV pilot with my friend Victor Varnado. I think that’s all I have scheduled right now.
Any words of wisdom for those who want to get into the audio world?
Get an internship at a busy studio ASAP; on the job is the best way to learn the trade. While getting formal training in audio never hurts and it’s good to learn some of the nuts and bolts science behind what you do, true knowledge comes through experience and when you’re done with school you’ll still need to get that experience somewhere. If you get your foot in the door at a busy post house you may start out making coffee but you’re more likely to be thrown in on a project earlier on and there is no better teacher than experience. Then you can take all the money you saved on audio school and spend it on some nice gear.
To learn more of about Jason Kanter go to www.jasonkanter.com












