Much Punch-Do About Nothing

Hey readers. Jarenth here.

You know how all reviews are inherently subjective, because all reviewers are their own people with their own views and biases describing their own experiences with a game, each played in unique and irreproducible circumstances? Everyone’s different, everyone likes different things and experiences things differently — that sort of thing. There’s an argument that more skilled and practiced reviewers can step over that subjectivity to try and address game on a more ideally objective level, and it’s an argument I subscribe to, but still: There’s only so much you can do to step away from your intrinsic self.

I learned the hard way this week that I don’t really have a lot to say about fighting games.

‘I enjoy playing terrible characters that nobody likes for comedy value’ isn’t really a cutting observation.

My idea for this week was to say some interesting things about DRAGON BALL FighterZ, Bando Namcai’s long-awaited ‘it’s pretty much the cartoon distilled to only the cool fighting’ game. And, sure, here’s a thing I’ll say about it: They definitely nailed that aesthetic right on the goddamn head.

Down to the smallest details.

More to the actual point, I can see how a reviewer with more subject matter expertise could place DRAGON BALL FighterZ in the ecosystem of its peers. It’s a team-fighting game, which seems to invite comparison to games like Marvel vs. Capcom. It focuses on simple, quarter-circle-based special moves, making it more Street Fighter and less Mortal Kombat. And a significant distinction between novices and masters lies in the ability to string together long manual combos, something I also remember doing myself in Tekken (Tag Tournament, if we want to be specific).

It also allows you to play out wildly improbably scenarios, which I remember from Soul Caliber.

And that’s it. That’s the extent of my fighting game knowledge. What’s a BlazBlue? I don’t even know.

So yeah. Let’s call this week’s theme a lesson: Good idea, poor execution, highlighting the importance of recognizing your own limits. We’ll be back to normal next week with a game I can talk a bunch about, since it involves convoluted puzzles, giant robots, and messing up timelines beyond recognition for fun and profit.

Which, again, is *also* something you do in this game.

Leave a Reply

Your email address will not be published. Required fields are marked *