I've made a simple little tutorial on The Mist Step as it applies to Street Fighter X Tekken. This video mostly covers Kazuya's proper Mist Step and wave dash, but I briefly discuss Special Steps that other characters have.
The input itself is a big point of contention for traditional Street Fighter players, because you don't usually look at "neutral" as being an input...and hell, even the input display in training mode doesn't display it. there is picture-in-picture and some tips to help you along. Pretty nooby tutorial, and I didn't even cover Electric Wind Godfist juggles (mostly because I can't do it consistently), but it has jazzy music. Jazz just soothes all the pain.
The most consistent methods of wave-dashing I have found involve the QCF > Neutral, though it's admittedly easier with a loose spring and bat top (no wonder the Koreans prefer it). Anywho, enjoy the tut!
Music is "New York New York" by Dj Cam Quartet, it's off their 2008 release "The Return of Cool", if you're interested.
Though it actually has features removed from its inception on the PSP, this is my first gameplay experience with the game and I love the bite-sized chunks of RPG experience / speed runs that this game offers. The writing is self-aware and hilarious, and the new art style is actually my preferred look for this game, since the pixel-style is hard to actually interpret on a giant HD television.
This game came out of nowhere, while returning my refurbished Wii back to GameStop, I spent my time playing this game on Dolphin in 720p instead. Boy is this game incredible. I've always wanted just a little bit more out of my Harvest Moon, and this game gives me exactly what I wanted. Farming with floor-by-floor dungeon-crawling complete with equipment, item management, and stat leveling. This game is a godsend, and I can't wait to OFFICIALLY play it on an actual Wii...though the 720p looks so good. HMMM.
I managed to find time for this gem, and I don't even own a DS. Aliens: Infestation is essentially a "Metroidvania" game with the Aliens license, which is A.O.K. by my standards. It brought a survivalist element with permadeath to your squadmates. Even though you could recruit more members after they died them by finding them lost in dark corners of the ship, I couldn't help but feel strong attachment to the originals...so much so that if one died I didn't even want to replace them.
It wasn't the mechanics that left a lasting impression on me. There was some interesting light/dark stuff to manage as you progress through the story, not to mention a psycho girlfriend with touch-of-death properties chasing you around, but Shadows of the Damned for the most part is just a serviceable Resident Evil 4 clone. Instead, it's the insanity of Suda 51's mind. The performances in this game are stellar, and shockingly enough, the boner jokes are tastefully done and fit this game like a glove. This is a game too smart for its own good. A poetic ending combined with the dulcet tones of Akira Yamaoka, top notch.
The Witcher 2 does everything a Bioware game does, but better. The character development is top-notch, and the branching points of the story leave you feeling torn on multiple occasions. There is no black and white in the choices Geralt makes, only grey. There is no right or wrong answer, and in most cases both answers lead down different but equally painful paths. You can't sit on the fence forever, you have to take a side eventually. The Witcher 2 is great at teaching you this. The combat is much more satisfying than the original, and the game looks amazing. An excellent specimen for 2011.
While the questioning segments left me feeling frustrated, given how vague the "truth, doubt, lie" choices are during interrogations, I still am enamored with L.A. Noire. The performances are top-notch from some of the best actors and actresses in the business, the facial-capture technology is mind-boggling, and the recreation of post-WW2 Los Angeles is gorgeous. I was neck-deep in dirty detective work from start to finish, cracking cases left and right. It is amazing that an adventure game can come out in 2011 with such a large budget, and be a success. The film noire twists in this game are perfectly executed, topping off an experience I won't forget.
Most people would say this is par for the course after Uncharted 2 hit the scene, but in my opinion, Uncharted 3 is a vast improvement over the second game. The shooting felt much better, the action sequences were complex and required the ability to think on your toes and be aware of your surroundings, but were not overly cheap and dragging like the end of Uncharted 2. The A.I. is pretty great in this game, flanking you if you get too cozy, and willing to rest on their laurels when you're on the move. Notice how I didn't even talk about the incredible water and sand tech, or the crazy set-pieces, or maybe the spectacular casting? That's how good I feel this game is. An Uncharted game that fits on this list just from a gameplay perspective. The multiplayer is fantastic also!
Maybe this game came around during a dark time in my psyche, but it left a profound imprint on it and still resonates with me to this day. Never mind the blade-runner-esq setting, the classic pixelated scum engine adventure game feeling...the story that is being told here is profound. The switching between characters as you are a man looking for his brother, and playing the supposed "brother" whom is imprisoned, it all works so well. Wiping people's memories to rehabilitate criminals, trying to find remnants of a past self that left behind clues on how to escape captivity, and a detective with a criminal past who is drawn to this place in some way. I can't recommend this game enough.
I know people are going to think this is a cop-out, throwing two classic titles here as one in 2011, where Ico is 10 years old...it's not. This is a release in 2011, and this is my first time playing either of these games. To say a game is or isn't art, yeah whatever, you can argue whichever you please. But perhaps these two games are more than a game, maybe this IS art? Semantics aside, Ico is a story that bleeds 10-fold the depth, in 1/5th the time as that of a normal video game...it also does it without words. Shadow of the Colossus is morally wrenching as the colossi you defeat don't seem to put up much of a challenge, instead offering gigantic puzzles to solve in each encounter. It all culminates in the end of that game, tying ever-so-loosely to Ico...just enough to get you thinking of how exactly all the pieces fit. Please Last Guardian, find a release date.
People tend to forget everything that happens at the beginning of the year, but Dead Space 2 feels like Resident Evil 4 in that respect...it out-shines beyond all the rubble that time sees to bury it with. While the core of the game remains the same from the original, the game is faster, more responsive, and much more polished. The atmosphere and sound design a groundbreaking, the abandoned space-station with the light of stars shining in through mechanical shutters, the infrequent episodes Issac has with his dead wife, it's done very well. But that would only be half the game. The other half is immensely-satisfying 3rd person combat (the best, even). What prevents this game from being a true fright-fest is that it's so damn visceral dissecting the necromorphs limb-by-limb with your "mining tools". I wanna be a fuckin' miner if I get laser-sight guns that shoot waves of plasma. Although the whole Issac taking his helmet off and talking thing is maybe not as well done as it should be (it would be better if it didn't happen period), that doesn't hinder Dead Space 2 in the slightest.
So the game I was most looking forward to this year, seems to have made the cut. What is there to say about this game that hasn't already been said? The environment you traverse, the MASSIVE world that Skyrim is, is quite the sight to be seen. The questlines are really well done, better overall than they have ever been in a Bethesda game, though perhaps not as sky-soaring of heights the Oblivion quests hit at times. I think what makes this game what it is has little to do with the sum of its parts, but instead to do with your own personal experience. Rather than explain that in detail (it would take forever), I'll say that the melee combat is much improved over past Elder Scrolls games, and the leveling system is fantastic. You really can just do what you please in that game, and it all works out...with the exception of hand-to-hand which there is no skill for. If you love your obsessive-compulsive disorder, you will love over this game. I played 100 hours on the PS3 version, enduring the horrible framerate, before beating it then purchasing it on the Xbox 360 (to put in another 150 hours and beat it again). That should say something.
A phenomenal return to form for Deus Ex, a lot of people didn't know what to expect from this game. I knew it all along, from the first look of that gold-lining around that vent-cover, to the last moment where you have to hit a (undisclosed) big red button...this is a game after my heart. Cyberpunk, grungy open-world for me to explore? Check. Nanotech-driven stat-boosting experience trees? Check. Playground of vents to climb through, keypads to hack, guards to coerce, and other environmental problems to solve? Check! The A.I. is not the best around, but one could say it's the "best" around. They're just dumb enough for you to have fun "gaming" the system and exploiting things. It's the best stealth game I've played in years, the choices Adam Jensen made are MY choices, not ones that built up a renegade meter for renegade powers. I read like a billion emails! I liked it! The level design is fantastic, letting you tackle any situation in 6 or 7 different ways. The boss battles are terrible. So what? The music is incredible. This is also my soundtrack of the year, and I highly recommend you pick up the electronic ambient goodness. I don't know how do describe this game. It's the best thing? That'll have to do.
(I spelt Manifesto wrong in the title, I'm such a doof) All combos are performed unassisted, all recording and editing was done by myself. Music at the bottom. All on-screen inputs assume that your character is on the left side of the screen. The Google Spreadsheet is available here if millions of tiny rectangles are your thing. Check out the video below or via this link, and as always -- you can spot my youtube channel for a couple views to see if my videos are for you.
I. Mandate (Basic Principals)
(v) to order or require; make mandatory
A. The Ryu Classic (Thou Shalt Buffer Specials)
cr.MK xx FB (120/200) [0 ex]
cr.MK xx HK Tatsu (220/300) [0 ex]
cr.MK xx FB xx FADC .. [2 ex]
B. Standing Room Only (Thou Shalt Force Stand)
cr.MP xx SRK (210/300) [0 ex]
cl.HP (100/200) [0 ex]
cr.HP (90/200) [0 ex]
cr.MP xx EX Tatsu (220/300) [1 ex]
C. Goldilocks Syndrome (Thou Shalt Cancel Fierce)
cl.HP xx MK Axe Kick (180/300) [0 ex]
cl.HP xx MK Axe Kick, cr.LK xx HK Tatsu [0 ex]
D. Send Some Faxes (Thou Shalt Stand Strong)
cl.MP xx HP Shaku (169/205) [0 ex]
cl.MP xx EX Shaku (211/340) [1 ex]
cl.MP xx EX Shaku, EX Tatsu [2 ex]
II. Manipulate (Air Juggle Combos)
(v) to handle with skill, in an unfair manner
A. Betty Bopper (Jumping Strong)
jf.MP (50+30/50+50) [0 ex]
jf.MP, HP SRK (140/150) [0 ex]
jf.MP, HK Tatsu (210/150) [0 ex]
jf.MP, HP Shaku (179/205) [0 ex]
jf.MP, Hop Kick (150/200) [0 ex]
jf.MP, MK Axe (160/200) [0 ex]
jf.MP, Ultra 1 (357/100) [0 ex]
jf.MP, Ultra 2 (324/100) [0 ex]
jf.MP, EX FB (190/200) [1 ex]
jf.MP, EX SRK (190/200) [1 ex]
jf.MP, EX Tatsu (170/220) [1 ex]
jf.MP, EX Axe (240/300) [1 ex]
jf.MP, EX FB, Ultra 1 (368/200) [1 ex]
jf.MP, EX Shaku, Ultra 1 (409/340) [1 ex]
B. Evil Thunder (Air Roundhouse Tatsu)
j.HK Tatsu (80/50) [0 ex]
j.HK Tatsu, HP SRK (140/100) [0 ex]
j.HK Tatsu, HK Tatsu (120/100) [0 ex]
j.HK Tatsu, Ultra 1 (357/50) [0 ex]
j.HK Tatsu, Ultra 2 (324/50) [0 ex]
j.HK Tatsu, EX FB (180/150) [1 ex]
j.HK Tatsu, EX SRK (190/150) [1 ex]
j.HK Tatsu, EX Tatsu (200/218) [1 ex]
C. The Van Dammit (Close Roundhouse)
cl.HK (40/125) [0 ex]
cl.HK, HP SRK (100/175) [0 ex]
cl.HK, Ultra 1 (317/125) [0 ex]
cl.HK, EX FB (140/225) [1 ex]
cl.HK, EX SRK (150/225) [1 ex]
cl.HK, EX Tatsu (130/245) [1 ex]
cl.HK, EX FB, Ultra 1 (328/225) [1 ex]
III. Correlate (Link Combos w/ Examples)
(v) to place in or bring into mutual or reciprocal relation
A. Triple Dip (Standard Hit-Confirm)
cr.LK, cr.LP, cr.MP (98/180)
cr.LK, cr.LP, cr.MP xx FB xx FADC, cl.MP xx HP Shaku xx FADC, Hop Kick [4 ex]
B. Easy Peazy (Better Damage, Less Scaling)
cr.MP, cr.MP (120/200)
cr.MP, cr.MP xx FB xx FADC, cl.HP xx MK Axe, cr.MP xx LK Tatsu, LP SRK xx FADC (backdash), HK Tatsu [4 ex]
C. Lemon Squeezy (Somewhere In-Between)
cr.MP, st.MP (140/200)
cr.MP, st.MP xx FB xx FADC, cl.HP xx HK Tatsu FADC, LP SRK, HP SRK [4 ex] (Corner Only)
D. Crouching Liger (Easy Fierce-Ender)
cr.LP, cl.HP (130/250)
cr.LP, cl.HP xx HK Tatsu xx FADC, Target Combo (cl.MP xx st.HP) xx Focus Attack LVL 1 [4 ex]
E. Hidden Wagon (Optimal Damage Fierce-Ender)
cr.MP, cl.HP (160/300)
cr.MP, cl.HP xx HK Tatsu xx FADC, cl.MP xx EX Shaku, EX Axe [4 ex]
IV. Immolate (Positional Advantage Combos)
(v) to sacrifice
A. Hard Knocks (Hard/Untechable Knockdowns)
cl.HP xx LK Tatsu, cr.HK (works on Balrog, Cammy, Dee Jay, Dhalsim & Rose)(242/330) [0 ex]
cl.HP xx EX Axe (260/400) [1 ex]
cr.MK xx FB xx FADC, cr.HK (192/280) [2 ex]
cl.HP xx LK Tatsu, LP SRK xx FADC, EX Axe (362/470) [3 ex]
B. Fantasy Softball (Soft/Techable Knockdowns w/ Positional Advantage)
cl.HP xx LK Tatsu, LP SRK, Hop Kick (will cross over downed opponent in corner)(250/330) [0 ex]
cl.HP xx LK Tatsu, LP SRK xx FADC, MK Axe (306/400) [2 ex]
C. Reset Button (Resets)
cl.HP xx LK Tatsu, cl.HP (cr.LP, cr.LK, cl.MP & cr.MP work also)(250/410) [0 ex]
cl.HP xx LK Tatsu, LP SRK xx FADC, Hop Kick (299/400) [2 ex]
V. Orchestrate (Main Event Combos)
(v) to compose or arrange
01. Meat & Potatoes (367/535) [0 ex]
cl.HP xx MK Axe, cr.MP xx LK Tatsu, HP SRK
02. Mash & Gravy (367/500) [0 ex] (Corner Only)
cl.HP xx MK Axe, cr.MP xx LK Tatsu, LP SRK, HP SRK
cl.HP xx EX FB xx FADC, cl.MP xx EX Shaku, Ultra 1
The Combo titles are a little free form and humorous, though most of them have a basis on the combo itself, if you squint hard enough with your brain, you can probably figure out the vauge descriptions of the combos. A good example is "Goldilocks Syndrome" (The Medium Kick version being the "Juuuust Right" version of the axe kick).
I will note that these combos are for the most part no-frills, no-fluff, damage dealers. That means that I don't put long-winded flashy combos on display, notably ones that consist of extra hits and meter usage where it's redundant. I don't start the combos with a hit-confirm (though obviously in real match situations you would), and I don't cheat the damage/stun ratings by starting them with a jump-in attack (and you'll more than likely be doing those too). The combos are function over style, let the presentation of the video be what styles on you. Have a good one, hope you enjoy the video!
Music (in order of appearance):
Bach - "Little" Fugue in G minor
by Shoji Meguro
Catherine Sound Disc [Bonus Disc]
Bizet - L'Arlésienne Second Suite "Farandole"
by Shoji Meguro
Catherine Sound Disc [Bonus Disc]
Holst - Planets Suite "Mars", "Jupiter"
by Shoji Meguro
Catherine Sound Disc [Bonus Disc]
"Omen (R3 Mix)"
Humans + Gears (http://xenogears.ocremix.org)
Hauppauge HD PVR (Game Footage)
Panasonic HDC-TM55k HD Camcorder (Stick Footage)
Super Street Fighter IV: Arcade Edition (Xbox 360 version)
Microsoft Xbox 360 Game Console
Adobe After Effects CS4 (Fancy Editing)
Sony Vegas Pro 9.0 (Final Cut/Audio Master)
Silky Smooth Hado
I figure since I have a couple other quick pieces of the "Evil Ryu Manifesto", whether it'll be part of some big series or some random videos for Evil Ryu...I'll post them here. In this video I go over the kara ranges for his throw, mashing short into a hit-confirm combo, and tons of wake-up shenanigans from lk tatsu!
My Fists Bleed Jazz
Setups expand on the double lk tatsu cross-up, by introducing corner only resets (and sweep!) on several characters. Then I go over kara demons in general, and then bring back an old favorite in the itbashi slayer, this version 2.0 (the lk axe edition).
Finished up my Silent Hill 2 playthrough in record real life time, usually I procrastinate and blame everything on failing technology! Man, I love this game. This story is absolutely tragic, and I'd have it no other way. Although I got the "happy" ending, that isn't saying much in the realm of Silent Hill! 14 parts of madness, hilarity, horror, and all that other fun stuff, available at this here playlist! Feel free to browse my youtube channel for other video game stuff, and I've embedded the playlist below, check it!
I finally completed something that I started for once, my entire 3D Dot Game Heroes playthrough is now up for your viewing/listening pleasure at my youtube channel. Check out the playlist here for convenience sake, or just peep the embedded player below. 16 parts in total, some random cussing, audio desync issues (thanks youtube), and plenty of retro Zelda-style action! Enjoy.
I present to you, my top ten games of 2010! Some of these may have been expected, some maybe took you for surprise. Some of you don't even care, and that's fine too! A big lacking in downloadable titles this year, I just couldn't think of one super duper high quality game in that regard. Oh well, there's always next year -- with Bionic Commando Rearmed 2 on the horizon. Not to mention the full-fledged games set for arrival: Skyrim, Uncharted 3, Dead Space 2, Deus Ex: Human Revolution...MAN, that is fully loaded. 2010 wasn't too shabby, though!
Holy crap, I haven't been scared by a video game seriously in many years. It's so scary in fact, that I actually find it hard to play this game. Hard to advance into the next room, the next encounter with shadows, insanity, thinking and seeing things...even the thought of thinking of things is scaring me! But hey, it deserves a spot on this list just for its ability to force me to stop playing it. Not since the original Clock Tower on the PS1...
Surprise late entry, fitting that this would chime in at #9 on my list! This game harkens back to old NES adventure games like Shadowgate, complete with dark overtones. This is a game that features a lot of dialog, along with some very interesting plot twists and character development. It features multiple endings, and you're sort of supposed to go through the bad endings first to gather intelligence to help you with the good ones. Definitely an awesome game.
Lords of Shadow is sort of like God of War. I mean, the 3D action brawler stuff is there, the long chain combos by hitting one of a couple buttons in sequence are there, the sprawling environments and epic set-pieces are there too. But what propels Castlevania further than any of those games (including GoW itself) is the honest-to-goodness challenging encounters (tons of boss battles), pure money-to-gameplay ratio, and the wild twist of a story that it presents you with. A real underrated classic of 2010, if you so much as passively LIKE to hit one button on a controller, followed by another, followed by a quick evasive roll to the left or right...you have to play this game.
I've been following Alan Wake for years, I never gave up hope that it would come out, and sure enough it finally did early in 2010! While this game in no way lives up to the memories I have with Max Payne 1&2 (particularly Max Payne 2), it has that same knack for storytelling then the aforementioned titles. The narration by Mr. Wake himself is a refreshing take on a horror novel, and the story itself sees many twists, turns, and bumps along the road to a fairly satisfying conclusion that doesn't really explain much (but that's the way I like it!). The DLC sort of pisses on the game a bit in my opinion, as I don't think Alan's story needs to be expanded on any further -- I'd much rather let the story fade into obscurity the way it was left in the retail copy of the game.
What can be said about Street Fighter that I didn't say last year? Super Street Fighter IV is a fantastic upgrade of the vanilla flavor, adding a bunch of new characters and modes, balance changes, and online functionality to the mix. I didn't play it all that much this year, as I had that life-changing event half way through the year, but I plan to keep grinding away at this well into 2011 when I get the chance.
Heavy Rain probably takes the cake in the moral ambiguity category. So many choices in this game led to dire consequences, and none of them were easy to make. I was a little uneasy playing this game, which was compounded by the fantastic storytelling and human emotion that was being conveyed from the in-game models. Sure the voice acting is hilariously un-American, and the controls leave something to be desired, but Heavy Rain is one of the most unique gaming experiences in 2010, and should be played by everyone. The twist in this game is a little unbelievable and sort of out-of-nowhere, especially considering how likable the character in question was, from a background and performance perspective. Oh well!
2010 started off with a bang when I decided to make Mass Effect 2 my first impulse purchase in January. I never played the first game, but it really didn't matter -- I was blown away regardless. I love moral choices, no matter how polarizing and binary they may be...and Mass Effect 2 may take the cake in that regard. I just got so damn addicted to picking the renegade decisions, since that's where most of the dialog fun happens! Of course, the real morally ambiguous decisions in this game were really tough to make, with all the choices falling somewhere in the grey area. Better than the choices were my deep emotional unrest upon picking them, but it was something that needed to be done. Oh yeah, and there's some shooter RPG elements and stuff, which is pretty cool. But yeah, CHOICES N' SHIT!
A surprise hit for myself, I really didn't know what to expect going into Civilization V. All I knew is that Civ 4 was pretty sweet from the little amount that I played of it, and I was hype as hell for this installment. What ensued after the games release, were countless nights -- crack sessions, if you will -- nights filled with global supremacy, winning my countries rights into space exploration, forming fake treaties, brutally slaughtering other nations, discovering nuclear technology required to begin the Manhattan Project...and I didn't even explore the tutorial section. It just wasn't needed. The game is so streamlined and user-friendly, despite all its inherent complexities. Now that's a GAME.
This game seems to gather a lot of scrutiny from people, and I'm not really sure why. A sequel isn't required to blow you away with new features, this game in particular removed inessential crap from the original, and added a couple cool things to an otherwise perfect formula. I could probably glide around the city for another 40 hours and still have much of the same experience. If they came out with a Crackdown 3 tomorrow I would gladly purchase it, to check out the slight feature modifications, and more importantly...to get more orbs!
No game captured my heart like this gem. Shades of the original Legend of Zelda, but somehow better. The writing is charming, winking and nodding in every game players direction, and the music is eerily familiar to rpgs of yore. The most striking aspect of this game however, is the graphical stylings. Every inch, every pixel, constructed with the care of a lego set, everything existing at a 90-degree angle. Oh yeah, and you get some big fuckin' swords. That's pretty darn cool if you ask me.
I have a couple other awards to give out, honerable mentions if-you-will:
This was a gem I uncovered from years past, back when I was way into JRPG's and a little console called the PS1. I never really got a chance to play through this game at that time, for whatever reason I glanced over it. And man, was I missing out! This is one of the best, most thought-provoking JRPG's I've ever played. I highly recommend it.
I never actually played Deadly Premonition, but from watching all of the endurance run stuff Giant Bomb put out, I could tell that the game from a mechanical standpoint was awful. Still, the game was severely entertaining, in thanks mostly to the main protagonist, Francis York Morgan. You can call him "York," it's easier that way. Just his banter between his two separate personalities (York and Zach), and the interesting questions posed throughout the game -- "Who is Zach? An actual being? A figment made up in York's mind? The player playing the game?" -- make for one of the best character developments in a video game I've seen in a long while.
Hey, been a while since I posted a blog thing, so I might as well accompany it with a VIDEO blog thing! Yay! I'm sure a small percentage of my 50,000 followers on Giantbomb wouldn't mind watching me ramble on for 15 minutes.
Recorded a playthrough of Alan Wake along with commentary a little while back, I just now am getting around to rendering these out and uploading them to my youtube channel, so I'll embed the playlist below for your viewing pleasure.
I've been waiting for Alan Wake for the better part of five years, and overall I wasn't disappointed with how the game turned out. The combat gets a little tedious I suppose, but it feels really good, and of course the suspense of the story is what pulls you in. Needless to say, there's a lot of ambiguity surrounding the ending of this game, I won't spoil it here though (though it will most certainly be spoiled if you watch the playthrough of the game). I'll be uploading an episode of play every day hopefully, so stick around. Enjoy!
I was reminiscing about Mortal Kombat today so I figured I'd list my personal favorite fatalities (11 of them to be exact). Some people may complain that some of their favorites are missing from this list, but hey that's what makes this list my list. There's 11 of them because one of them is a stage fatality. Anyway, on with the list!
11. Bell Tower Stage (Mortal Kombat 3)
If I would have been able to pick two stage fatalities, one of them would have been the MK2 pit, but the Bell Tower Kombat Zone in MK3 was far more memorable. You uppercut a dude into the air, and his body crashes through a bunch of floors in the tower, until he reaches the bottom level, which by chance has a bunch of gigantic spikes laid out. This fatality in the console ports was a bit less flashy, the spikes were very tiny and didn't look nearly as menacing.
10. Baraka's Head Slice (Mortal Kombat 2)
Seeing as Baraka is my favorite character in Mortal Kombat II, he had to make it on this list somewhere. I enjoy performing this fatality more than anything, Back, Back, Back, Back + High Punch (close range). It's just such a clean decapitation, and a nice glob of blood flies out of the dudes neck afterward. "bloop!"
9. Jax' Arm Rip (Mortal Kombat 2)
Mortal Kombat II has the best fatalities in the series, bar none. The gore looks just right, blood flies out satisfyingly and spatters across the ground, and there's just enough of that grim tone left from the first game to make it seem wicked. Jax ripping off a dudes arms is one of those unique animations in MK2 that makes MK3 fatalities look like a joke. The blood trickling out afterward is a nice touch.
8. Robot Smoke's Armageddon (Mortal Kombat 3)
One of the more comical fatalities on this list, it's just absurd what this fatality implies. Robot dude opens up his chest-compartment and drops like 20 bombs on the ground, camera zooms out, planet earth explodes. What makes this even more hilarious is that Smoke somehow "WINS!", and he then proceeds to fight the next dude on the ladder. Maybe Smoke has some sort of time-traveling device in his chest-compartment as well.
7. Johnny Cage's Triple Decapitation (Mortal Kombat 2)
Johnny Cage does the impossible in Mortal Kombat II, and it's just an inside joke from the developers of the game. In Mortal Kombat 1 there was a glitch where Johnny Cage would uppercut two heads off, and in MK2 they decided to up the ante and make it three. The normal fatality is simple enough, Forward, Forward, Down, Up at close range. But afterward, if you hold Down + Low Punch + Block + Low Kick, he'll uppercut two more heads off. Mysterious how the human body works.
6. Kano's Heart Removal (Mortal Kombat 1)
One of the more iconic fatalities in MK history involves Kano ripping a dudes heart out of his chest, WITH HIS BARE HANDS. After the heart is removed, it continues to beat for a small period of time, which is amazing in its own right. Not much else needs to be said about this, since it's pretty awesome. In the SNES port of the game, there was no blood involved, and the heart looked more like a smokers lung, all black and stuff. Man that version sucked.
5. Liu Kang's Arcade Cabinet Slam (Mortal Kombat 3)
I'm not sure what kung fu school Liu Kang went to, but where ever it is, I want to go. He apparently gained the ability to summon/turn into a Mortal Kombat 1 arcade cabinet, and while that's not too useful on its own, it also plummets from the sky and falls on unsuspecting victims. Much better than that silly Kartwheel uppercut thing from the actual Mortal Kombat 1. Putting that machine to good use!
While Mortal Kombat Trilogy didn't really add anything useful to the UMK3 engine (look at the Aggressor meter, for instance) it did provide one of the cooler concepts for a fatality. Since the game lore had established that there were two Sub-Zero's, one of the dudes got the ice clone and air freezing crap (the stupid mask-less scar-faced hair gel idiot) -- and the other dude kept the ground freeze (and kept his mask, and therefor his ninja dignity). So what happens is Classic Sub-Zero uppercuts his opponent high into the sky, and then he does a big ol' ground freeze which forms a giant spike made of ice, at which point the opponent falls back onto it.
Not the Scorpion fatality everyone was expecting, I'm sure. Flames are cool and all, but they don't necessarily make a good-looking fatality. When I was at my local Great Skate I would frequent the UMK3 machine and try to perform this fatality all the time, brings back so many memories. Scorpion lifts his arms up in the air all cool-like, which summons a whole pack of identical Scorpion twins (complete with yellow ninja suits), at which point the screen gets all black and they proceed to beat the crap out of the enemy. Truly memorable, who knows what's really happening when the lights go out, though?
2. Sub-Zero's Spine Rip (Mortal Kombat 1)
Probably the most violent and serious of them all, it's also the catalyst behind the court acts taken against violent video games. Sub-Zero grips his opponents head with conviction, and pulls it off like a beast. Not realizing his own strength, the dudes spinal cord comes along for the ride. Sub-Zero just stares at the screen like, "WHAT." The fatality would make a return in Ultimate Mortal Kombat 3, but the screen would go black because they developers were A) too lazy to animate that again, and B) didn't want any more legal troubles headed their way.
1. Kung Lao's Vertical Slice (Mortal Kombat 2)
The best fatality goes to none other than the vertical hat-to-body slice to rule them all! Exhibiting the greatness of Mortal Kombat 2, this animation was completely unique to Kung Lao, and also completely wicked to see unfold (HA, GET IT! UNFOLD). You must perform this fatality at the edge of sweep distance (I remember the spacing being pretty picky). Mr. Kung Lao takes his hat with a blade on it, and cuts vertically down the body of his opponent. There's a red seam in the flesh that can be seen, a little blood spurt, then shortly after each hemisphere of the body peels away from itself and flops to the ground. You can even see the meaty and frayed interior of the enemy, it's gruesome for sure, and my favorite fatality of all time!
So Giant Bomb has this whole wiki thing. That's right, in the interest of being the largest and most comprehensive video game database on the internet, Giant Bomb accepts game-related content from its very own users (that means you!). With great power comes great responsibility, so with that said; there are some guidelines that Giant Bomb staff and moderators would ask that you adhere your submissions to. This will help to prevent nasty stuff from happening to your account -- such as warnings, suspensions, and mighty ban-hammers being struck down with vengeance.
So long story short, you must adhere to these rules and regulations while contributing to the bask of knowledge waffles we like to call Giant Bomb. We urge all users to read through this guide carefully before submitting content, and hope that you will return here for any questions you may have. If your questions can't be answered here, feel free to contact a moderator for assistance.
Well written original content: Articles exhibiting personal knowledge and research are gladly accepted.
Correct spelling & punctuation: Solid understanding of grammar is recommended, though this isn't a complete deal-breaker. (And the grammar natzees can come clean it up afterward anyway)
Epic articles: Interesting and detail-heavy articles are welcomed with open arms; however, grammar and correct structuring take precedence.
Good use of images: Inserting a thumbnail image properly, a.k.a. near a group of text that relates to the said image. This increases readability of the article, and makes it snazzy!
Articles that "nerd/geek out": Do you know the names and personal trates of all the koopa kids, as well as what game they originated in, and also what worlds / castles they inhabited? Good. That's what Giant Bomb wants.
New relevant pages: We always encourage the creation of new relevant pages about video games for this website, about video games.
Moderator comments: If you don't have a grudge against the moderators, you can make our job a little easier by detailing in the moderator comment exactly what it is that you've edited in an article. This will speed up the moderation process tenfold.
What We Deny:
Plagiarism: The big, obvious one, Giant Bomb is a unique database of video game knowledge: Copy/pasting a massive article from another source is only hurting you, the user. Please be aware that this includes content copied from official sources, such as game manuals and press releases.
Opinionated text: While everyone is free to have his or her own view on a subject, we like to keep things objective.
Short, poorly written edits: If an elaborate article exists and a user submits an irrelevant paragraph, it wastes everyone's time.
New pages with bad titles: Incorrect title case and punctuation, bad spelling, or unnecessary acronyms make page titles unattractive; taking time to submit correct information shows.
Lists:Though not every list is off-limits, character lists in body text are unnecessary; check the relationships sections!
Excessive use of images:Images out of context do not improve articles. The images section of a page is there for a reason.
Linking everything:Linking every item found in China is unnecessary, and it makes page navigation more difficult. Game-relevant items or characters are fine, broader links like Call of Duty 4 toEarth are a definite no-no, though.
Franchise games linked as Similar Games: Some games are linked together by being part of the same Franchise, these should not be linked as Similar Games.
Multiple names for the same thing: These can be hard to identify, but similar concepts are often submitted under different names. Make sure to do a thorough search on what it is you're trying to add, as it may already been on the site.
Subjective concepts: A concept should not be open to opinion. Truth, not thought.
So what exactly constitutes plagiarism? Generally, anything that is not written by the user submitting the content is considered plagiarism, and in some rare instances content that may be written by the person submitting it may still not be approved (though that's not technically plagiarism). So what does that all mean, STOLEN STUFF. A good rule of thumb is to conduct yourself around these questions:
Was the material written by someone other than yourself?
Does the material exist on within another source or website?
If you answered yes to either of those questions, then your submission will be labeled as plagiarism and promptly denied. Here are the most common instances of plagiarism we find in submissions on Giant Bomb:
Stealing From Wikipedia
The most common occurrence of Wiki-related plagiarism on Giant Bomb is due to Wikipedia. It is indeed a vast resource of knowledge, but that doesn't make it ok to rip it off, or any other gaming-related wiki for that matter. The matter here is multi-faceted, let's think back to the code of conduct. A) You didn't write the material B) The material exists word for word on another website. Because of those two issues, you have to worry about C) The fact that honest users are spending hours of their own time writing original articles that are rich with knowledge, while you took no time to gain a similar amount of points. Not gonna happen, pal.
"Borrowing" Official Release Info
This is the second most common offense regarding the plagiarism issue on Giant Bomb. Spewing the company line about the video game that they made, it's obvious that the text is going to be quite one-sided in its commentary. Not only is it very opinionated text (something Giant Bomb doesn't encourage), but it's also still stealing! I bet you forgot that whole thing didn't you? Did you write the press release that you found on Kotaku or the company website? My guess is probably not. And you know what, even if you did actually write the press release and do in fact work for the game company in question, we still can't accept your submission in that state. That's because Giant Bomb wants original content, as in content that doesn't already exist on a bunch of forums and websites outside of giant bomb. It once again goes in the face of all the users on Giant Bomb who actually devote a chunk of time to refining a game page.
Game Manuals, Lore, and Quotes
So here is where it gets a little sketchy for everyone. Taking content from game manuals and lore is generally not allowed, so to avoid this complex mess the short answer is "don't do it." However, sometimes a quote from a video game may be so significant that the wiki article cries for its inclusion. Provided that you have plenty of original written content to go along with the quote, and you properly identify the phrase being quoted (with the use of quotation marks and other notation), we're good to go. Keep in mind that plagiarism checks are done on all pending wiki submissions, so even though you quote something you feel should be in the article, the submission may still be denied due to plagiarism.
Ripping Info From Giant Bomb Pages
Unless the content you're cribbing from on said Giant Bomb wiki page was completely written by you, and offers significant value to the wiki page you'd be transplanting it into, this is still considered plagiarism. Even if the perfect storm of conditions are met, Giant Bomb still promotes original content and would recommend that you add additional unique information along with your recycled text. Because it's very tough to prove who has written what content on Giant Bomb and whether it has been modified since it's original edit, your submission may still be denied because of this.
There are several types of wiki submissions that can take place, so before you look up at the stars and blame the gods because your submission was denied and you were sent hateful messages from the moderators, you owe it to yourself to read this information.
Being as this is a website about video games, game pages are the backbone of the wiki. Games pages are essentially a collection of releases, and they're useful for finding information about multiple releases of a game. The type of data gathered on this page varies from game summaries, general facts, reviews, previews, news, videos, screenshots, releases, and a bunch more. We encourage games of all regions, so we're calling you the readers to arms, to add any obscure titles from across the globe. Pinball machines will also be documented here.
Game articles containing spoilers are ok, this is sort of an encyclopedia for video games, so spoilers are unavoidable.
Achievements are not added by the user, they are done completely on the back-end of the site, and tie directly into the achievement tracking system Giant Bomb uses. There is a section for achievements, and thus they are not listed on the main game page summary.
Unless a game gets a stand-alone or retail disc expansion pack, the type of add-on associated with it will generally be that of DLC (downloadable content). This includes but is not limited to: Songs (Albums/Packs/Individual), Multiplayer Add-ons, Singleplayer Add-ons, Equipment/Clothing, Cheats, Characters, and Stages. Simply add a name for the DLC content, the platform it appears on, the date of release, the price it sells for, and a short description of the content for download.
Game pages are organized by title, not by individual releases. As such, there is a release section to every game, which will allow you to document all the different regions the game has come out in, as well as the different platforms it has spanned, and compilations that it's been a part of. Note that gold, limited, collectors, GOTY (etc.) editions of games go under the release category, they do not get their own game page. This includes compilations of games which may feature several other games long with the title in question. There are specific exceptions to the rule with games that come bundled as one package and appear on a certain platform by only that means (such as The Orange Box), but generally these are all releases. If you're not sure if it should be a release or not, PM the mods and they'll give you an answer.
Only images relevant to the game can be uploaded, and no duplicates. Screenshots that are too small will probably not be accepted, so that means no low-res emulation screen captures! If an image is offensive in any way, you better be damned sure it is an in-game screenshot or you're in trouble, duder! Yes, there is an adult category of games, so unfortunately there will be some images featuring nudity that are linked to those types of games.
This is where you list the people who made the game (by linking their "person" page). There are various descriptors from a drop-box menu that are used to describe that persons field of expertise, and also a notes section where you can detail something specific to their work. Fill these out, people!
Franchises are collections of games with a unifying theme. This loose definition allows franchises to have more flexibility. For example, Tom Clancy's Rainbow Six Vegas 2 belongs to three separate franchises: Tom Clancy, Rainbow Six, and Rainbow Six Vegas. Remember that games within the same franchise are not supposed to be linked as similar games, since that sort of goes without saying and clutters up the list of similar games. So please, refrain. Franchises can be linked to characters, locations, objects, and concepts.
The stars of the games you play, characters are named specifically, and display unique gameplay or personality traits to warrant a page. Different versions of characters do not warrant separate pages; for example, Paper Mario is listed on the Mario page. A group of individuals or a race of creatures should be a Concept page, not a Character page (since we don't yet have a species or race category).
Pages for characters which also exist in a Person page should only consist of information relevant to their in-game persona - their special moves, how to defeat them, how to unlock them, etc. For example:
Tom Morello (character) - lists details about the games he's in, what he looks like in-game, any special moves he might have, how to defeat him, etc.
Tom Morello (person) - details the actual guitarist, could have a bit of a biography, his history with Rage Against The Machine, and how he got involved with the games he was credited in.
A character page can be associated to several types of pages, such as the games they appear in, locations related to them, concepts involving them, and objects they come in contact with or use. There are a couple unique links to a character page as well, which are "Friends" and "Enemies." This allows you to list some of their good friends and mortal enemies they have within the games they're in.
The individuals involved with the development and production of a title. A person must be credited in at least one game to merit a page. Jeff Gerstmann has a "person" page because he was credited in a video game. You cannot add random staff members who you think are cool "just because they are cool." You can write an overview summarizing that person's contributions to stuff, credit them to specific games, relate them to other people (who would preferably work with or have worked with them in the past), and add images of the dude/lady in question. In some instances a person can also have a character page, in the event that they actually appear in a video game.
These are the publishers and developers that put the games in your hot little hands. In the cases of publishers that have since been acquired and folded into other companies they will be credited as their most recent incarnation. There are exceptions to the rule that are dealt with on a case-by-case basis, especially if the history of the former company is very well documented, and features many different staff members. Discrete development studios that exist within larger organizations will retain their identity.
Within the company page you can: write a summary, link them to the games they developed or published, upload images relating to the company, link characters, link locations, link things (objects), link concepts, and list "loyal employees" a.k.a. the dudes that work there.
Like franchises, in-game objects can be very broad or very specific, allowing for object pages as general as Sword and as defined as Master Sword. The relationship should always be meaningful; Grass is only important in a few different titles, so don't list every game that has ever featured grass. Objects include vehicles, weapons, and basically any piece of technology that lacks sentience.
It's important to note that these are in-game objects, and do not include stuff existing only in the real world, such as peripherals/accessories for game systems, consoles, or anything like that. That said, you'll be hard-pressed to NOT find pretty much everything appearing in one game or another, for instance, the Gamecube console appears in Animal Crossing.
Object pages include an overview, games they appeared in, characters associated with, locations associated with, concepts involving, related objects, and images for the object.
Concepts are the most loosely defined data type, serving as kind of a catch-all for pages and associations that don't currently fit into one of the other data types, such as a race of creatures, a specific in-game event, character abilities, game play characteristics, and even shady organizations involved in the storyline of a game. When submitting, try to think of what you'd like to see if you visit the concepts' page - is there going to be a really interesting list of things attached to this concept? Is there room for a great page on what this concept entails? Here's some quick concept guidelines:
Ideas Used In Games
These are great to have -- imagine a list of every game that's stolen this idea from somewhere, or how much detail a user might go into about the significance it has in gaming history.
A good example of this would be a war or a festival in a role-playing game. For instance, The Lion War is a series of conflicts that is tied directly to the back-story of Final Fantasy Tactics. It's referenced a lot while playing the game, and is a great topic to expand on in the form of a concept page. (this doesn't actually have a page, and it blows my mind, guess I'll have to make it later myself).
Often times enemies and creatures are posted as a character page wrongfully (such as Pokemon, Pinata, or Chocobo) -- these belong listed as concepts and not actual characters. Unless there is a specific character that belongs to a species that merits their own page, keep all that stuff here.
Sometimes within a game you'll come across a company, militia, fictional government or whatever that exists in a game -- these belong as concept pages. A good example would be Shadaloo, which is the evil organization that M. Bison created in the Street Fighter Franchise of video games.
Concepts that have little to no relevance in the actual workings of a game, typically memes created by the players themselves, i.e. tea-bagging. This is often the subjective nature of the concept that hangs your submission in the balance between being approved or denied. We don't really have a better way to document things of this nature at the moment, so as long as it has significance to a video game and the potential for a well-written article/other stuff to be linked to it, it's not necessarily a bad idea. That said, ridiculous stuff will of course be denied, and our official stance on hardware failure is a "no." I'm pretty sure Microsoft didn't come up with the amazing concept of mass-hardware failure.
Because of the subjective nature of concepts, we run into duplicate pages every day. All we ask is that you do a "proper" search for the concept you're thinking of submitting, because chances are there's already a concept that covers what you're trying to detail -- it's just under a different, equally goofy name. What we mean by proper search, is that you don't just type what your concept is into the search bar, but you click the browse button on the navigation bar on the top of the website, look through the concepts, and see if there's anything in the ballpark of what you're aiming for.
A named location is one with either strong aspects persisting through iterations or a unique area that has distinctive features separating it from others. In cases where one location encapsulates another, the association should be made to the more specific location. For example, Resident Evil 2 would be attached to the Raccoon City page, rather than the Earth page. While it's possible to have a mobile location, if its primary role is that of transportation, it should be an object.
Location pages include an overview, games it appears in, characters associated with, other locations relevant to, concepts involving, objects that appear at the location, and images detailing the location itself.
Platforms are one of the two less-editable types of pages on Giant Bomb. Since platforms are easy to keep track of, only Staff has permissions to add a page in this category. Users can still associate different types of pages to platforms, link game releases to a specific platform, tie game developers to said platform, as well as write a detailed overview about the system itself. Please do not add a platform as an object unless it appears as an actual in-game object. Platforms are limited to real-world stuff, and objects are limited to in-game stuff.
Accessories pages are handled pretty much the same way as platform pages. Accessories typically include video game controllers, peripherals, console-add-ons and the like. Since that is a fairly closed market it is easy to keep track of, only Staff has the privilege of adding accessory pages. Users can still edit the overview of the accessory and add images detailing it, but that's pretty much it. Again, don't add a console add-on/peripheral as an object unless it appears in an actual video game. Accessories are limited to real-world stuff, and objects are limited to in-game stuff.
What are tasks?
Tasks are simply a way for the moderators and staff of Giant Bomb to highlight pages that need help in the wiki portion of the site. Sometimes this means correcting the grammar or objectivity of an article but other times we just need a way to call out pages that are weirdly empty or need to be updated post-release. As a means of encouraging our members to take on these tasks the moderators can assign extra bounty points (in addition to your normal wiki scoring) to each individual task. Once a moderator closes a task you earn the bounty and more importantly giantbomb is now a better place.
How the system works:
A moderator or staff member creates a task and assigns a bounty to its completion.
One or more members decide to take on the task and it is marked as "in progress".
After the requested changes have been made, one of those users closes the task, leaving a comment if they worked on it in concert with another.
The moderator, seeing the changes can either close the task, or re-open it if changes still need to be made.
When closing the task, the moderator assigns the bounty to all members who deserve points based on their desecration.
Frequently Asked Questions
This is where your questions and stuff go, yay! Want an answer to a question that gets asked all the time? Leave a comment and we will answer your burning queries below.
Why was my submission rejected?
Like that delicious banana pudding that tastes just a little off, not all submissions that are made belong on the site. While moderators try their best, sometimes your effort doesn't meet the expectations. In these instances, the moderator will leave a message stating the reason of the rejection.
Why can't I add platforms or accessories?
Platforms and Accessories have been locked since these categories only need updating periodically.
I've discovered plagiarized content from another website / source, what should I do?
Please PM a moderator from the list below as soon as possible. Do not edit the page. This will help us search for the individual that submitted the content. At this point you should run and hide. We will send a message back after the user has been "dealt with."
Can I become a moderator?
You know the secret handshake? Yeah, didn't think so. But seriously, new moderators are chosen through a collaboration between site staff and current moderators. There is no specific criteria, and we only go looking for a new mod or two on a blue moon, so I wouldn't my hopes up if I was you. If you're the kind of person that continuously begs to become a moderator, chances are the job is not for you.
Behold, a list of moderators! Please send all your complaints to MB, he LOVES complaints!