Feb 022017
 
Team Shitty Hitty on V-League

If you pay attention to the side bar over there on Agoners -> you’ll have noticed I’ve been putting up a link to my Street Fighter V stats for a while now, which directs you to my profile on the excellent V-League website. What’s amazing about this site is how far ahead of Capcom they are in every manner, within Street Fighter V in-game, it doesn’t show you anything as good or as useful as this site… it’s kind of great […Full Story…]

Jan 032017
 
Why Ranked modes in Team-based videogames are doing it wrong

Many videogames that are really popular these days are team-based online competitive games – Call of Duty, Halo, League of Legends, Heroes of the Storm, Overwatch, and on and on. What astounds me though to this day is how little “TEAM” these games generally manage to inject into their team game modes. Oh sure, you know you’re a member of Red in a game of Red Vs Blue, you might even talk to your teammates and help and co-operate with […Full Story…]

Feb 012016
 
V-Concerns

I was able to play quite a bit in this last and final beta for Street Fighter V this past weekend, and I noticed a few tweaks and things from beta 3, but nothing too major this time around, and to be honest, it’s so close to the actual release that this beta seemed very low-hype for me. I’m just waiting to get my hands on the actual game now. The most exciting new thing this time around for me was being […Full Story…]

Nov 132015
 
Street Fighter V Beta and Fantasy Strike Alpha thoughts

A few weeks ago was a fantastic fighting gaming weekend for me with a new alpha build of Fantasy Strike hitting, AND getting access to the Street Fighter V beta on PC and, luckily, I had the spare time to play for hours too. First of all, SFV. Although I was able to play SFV briefly before on the first PS4 beta phase, I only had time to play a few matches, and it was practically unplayable for me on the PS4 […Full Story…]

Jul 232015
 
The road to Saikyo

My epic Dan USF4 adventures have been on a bit of a hiatus recently due to generally not having much time to play, and when I did, being really tired or just generally playing rather poorly. I think my PP dipped to around 500 at the nadir of this… But perhaps inspired by watching EVO 2015 I got back in the mood a bit more recently, and found I was back on “normal” playing form too… So here we go […Full Story…]

Nov 262014
 
Kore ga saikyo-ryu da!

I’ve written a lot before about some of the issues I’ve had over the years when it comes to Street Fighter 4 – and these days I’d add that I really don’t like the later-discovered flaws in the engine like plinking, and I have an insane hatred of near universal defensive option selects like ‘crouch-tech’. The current incarnation, Ultra Street Fighter 4, pretty much has most of the general SF4 problems intact sadly, although the character balance feels a little better to […Full Story…]

Feb 122013
 
Hero Academy: Early impressions from the Academy

Asynchronous competitive multiplayer games are something I’m very interested in as they are potentially a very good fit for both my gaming tastes and lifestyle. That’s why I picked out a couple at the start of last year as titles I was keeping an eye on. Skulls of the Shogun has recently been released, but I haven’t yet tried it out, but for Hero Academy, the time is now, as you can see from my raptr stats I’ve played it […Full Story…]

Dec 042012
 
Competitive Gaming 456

…Continued directly from Competitive Gaming 123… A quick review of what that our 1,2,3 was: 1. A level playing field. 2. Effective skill-based matchmaking. 3. Accurate and fair skill & result-based ranking. What’s always amazed me is that there’s so few competitive games that currently or have ever managed all three of these basic core criteria very well, or even at all in most cases. One caveat is that, generally, super-hardcore-tournament & clan competition stuff succeeds in adding some or […Full Story…]

Nov 072012
 
Halo 4 lacking skill ranking

Well Halo 4 has gone one worse than Halo Reach even, and launched without any kind of skill-based ranking system, and now has a gameplay affecting grind exploitationware system too rather than a purely cosmetic one. These are absolutely horrible decisions for competitive gamers everywhere and make me wish I could go back in time to Halo 2’s release again! Reach eventually got some semblance of a working ranking system, but it was too little too late, confined to one […Full Story…]

Aug 062012
 
Competitive Gaming 123

We’ve written so much here on Agoners about competitive gaming, as per our definitions, that I thought it might be useful to re-state a few things in a single article. A bit of a re-statement of our beliefs; a competitive gaming manifesto if you like. Gaming design for competitive gaming should always mean these three things: 1. As level a playing field as possible. This means that as much as possible everyone is playing the same game with potential access […Full Story…]

Jan 102012
 
The XBox Live Fail Update

The Xbox Live Fall Fail Update Late last autumn there was the usual “Fall Update” to Xbox 360s connected to  Xbox Live, this year with the moniker (as is the trend these days) of the “Metro” update. I hoped to write about this when it was more topical, but I wanted to wait until I’d had a chance to try out all of the new features myself, and also the typical holiday festivities got in the way 🙂 . However […Full Story…]

May 292011
 
Halo Reach finally discovers a ranking system

  I’ve had an article drafted for a while now about how when it comes to competitive gaming that you not only want a good matchmaking system, but also a good ranking system. At the very high end of any popular competitive game there will often be tournaments, clan matches, MLG, and all of that kind of thing – that’s all great, but it doesn’t leave much for anyone not extremely good to get into the competition and see how they […Full Story…]