Tag: fgc

  • Invincible VS – Review

    Invincible VS – Review

    The legacy of the tag-team hyper fighter, a niche within a niche, has a strange hold on a specific set of 30 to 50 somethings who grew up playing titles like Marvel vs Capcom 1, Marvel vs Capcom 2, and Ultimate Marvel vs Capcom 3 (Famously, actor Michael B. Jordan rallied on video for Capcom to re-release MvC2 on modern consoles). Despite those games successes, the sub genre of fighting games known for being the most difficult to get into competitively has had a rocky history outside of the Marvel franchise. Even Disney struggled to find their landing with Marvel vs Capcom Infinite in 2017, but the past year and change has been especially depressing in the world of tag-team hyper fighters.

    Our story seemingly begins with a silver lining. The release of Dragonball Fighter Z was a momentous one for the fighting game community; it combined the amazing 3D artwork of Guilty Gear Xrd, the gameplay of Marvel vs Capcom 3, and one of the most recognizable intellectual properties of our time, Dragonball.

    Crouching Tiger, Hidden Dragon Balls

    Dragonball FighterZ could do no wrong from a financial perspective, but beneath the surface there were unforeseen long term consequences for the game and the genre writ large. At its core, a fighting game based on a popular intellectual property is likely to put more emphasis on the size of their roster to fit as many beloved characters into the game as possible. These games tend to create homogenous gameplay across the cast to help casual players feel comfortable playing whatever character they may prefer. The return on investment for appealing to casual players (read: the majority of people who play fighting games) outweigh the numerous negative effects that this design has for low and high level competitive players: combos become stale and in many cases universal, team building loses its strategic value, and whatever characters lead the competitive landscape become all that players see in match or in tournaments.

    It took the fighting game community at large a while to sour on Dragonball FighterZ, but issues remain and seem to have permeated through games that DBFZ would eventually come to inspire. Even casual DBZ fans had something to complain about eventually. FighterZ was aimed at the competitive fighting game audience just as much as casual DBZ fans, which ruffled some feathers. Games like Dragonball Xenoverse or Dragonball Sparking! Zero offered way more proverbial bang for those casual players’ bucks without also asking them to eventually graduate to low-level competitive players.

    After Dragonball FighterZ’s release, it became the unofficial dream of any anime fighting game fan to have their favorite anime receive similar treatment. The industry was paying attention as well, leading to several hyper fighters coming out years later. However, many of these projects suffer from the same issues as their inspiration; relying on a casual audience while developing a good fighting game wrapped in a bad product.

    Nein Impact & Twoexkayo

    First to arrive on the scene, Hunter X Hunter: Nen Impact made it abundantly clear that it was geared for only the sickest of hyper fighter sickos (read: me and a couple hundred other people). Then the game fell flat for a significant portion of that notably small community without a reliable rollback net code implementation. As much as I enjoy the game, Nen Impact will likely remain an 8-ing oddity rather than a fighter to introduce to Hunter fans who rarely play fighting games.

    Riot Games’ 2XKO had a lot going against it even before it launched, but by most accounts it’s a fun return to 2v2 tag team gameplay. The developers should be proud of what they were able to accomplish, but even the best fighting in the world likely can’t make the free to play model work. Add on top of the live-service model the ability to actively tag between two fighters and perform impressively long and complex combos on opponents, and it becomes evidence that 2XKO had to perform a miracle to develop the kind of casual audience a free to play game needs to survive.

    Then Invincible VS (INVS) came out in April and it was a mess. I haven’t decided whether being a fan of the Invincible franchise helped my opinion of the game or hurt it, but either way, it would be impossible to ignore all of the problems with INVS despite me enjoying it and playing way too much (I’ve been grinding ranked to try to get out of Diamond). In retrospect, the problems with Invincible VS seem to indicate significant problems with the project before release.

    Invinki?

    Invincible VS is a 3 vs 3 tag-team hyper fighter designed by Quarter Up, a subsidiary of Skybound Entertainment. Co-founded by Robert Kirkman, one of the creators behind the Invincible comics and television show, Quarter Up acts as the game development division spun up to create games based on Image Comics IPs. The team consisted of various notable developers with fighting game experience, including folks who worked on the first season of Killer Instinct (2013) and FGC figureheads Rip and Vicious. 

    In a departure from the comics and cartoon show, Invincible VS is a 2D fighting game with gorgeous 3D renditions of the franchise’s cast. The game offers a Story Mode, an Arcade Ladder, Local Versus, Ranked Online Play, Casual Online Play, Lobbies, Leaderboards, Tutorials, Training Mode, and a plethora of unlocks related to the comics and show. A roster of twenty characters, including two of the released downloadable fighters, give players plenty of room to create a team of three to fight with.

    Alongside tag-team hyper fighter tropes like tagging and calling in assists, INVS offers plenty of unique mechanics that create for a diverse gameplay experience each time. Players can tag between fighters while comboing their opponent to engage in a bespoke guessing game (often called an RPS or rock paper scissors) that could either extend the combo, stop the combo, or reverse the combo entirely depending on what options each player picks and how quickly they can respond to their opponents visual cues. Fighters are able to cancel their normal attacks into special attacks without the usual terms and conditions that other fighting games require players to agree to before playing. Invincible VS even takes the act of dashing across the screen up to eleven by allowing players to spend their meter to drastically speed up their movement and punish unexpecting opponents.

    The additions to the formula that make Invincible VS unique are arguably some of the biggest culprits for the game not reaching their shareholders’ expectations despite hitting the 1 million player milestone, but they’re certainly not the only problems.

    What Will You Have After 500 Years?

    Projects of this scope are not the result of one person or role. Game development is hard enough as it is for people to try to scapegoat an individual team member for a specific game’s success or failure. There are almost always multiple points of failure (or success) and other cascading problems that build upon each other as a project develops. My goal is not to find blame or diminish the hard work that the team at Quarter Up put into making one of my favorite games of the year. However, I may have a thing or two of interest to say about the game and the issues that could have led to Skybound Entertainment laying off approximately 75% of the staff at Quarter Up only a few months into the first season of the game.

    Gameplay

    As previously mentioned, Invincible VS is at its core a simplified tag-team hyper fighter. Pitting two teams of three super heroes or villains from the Invincible universe is one hell of a pitch, and it has certainly found an audience since launch. I don’t think Skybound Entertainment considers it a success, given the fate of most of the team at Quarter Up, but like Nen Impact and 2XKO, the game suffered from both following in Marvel vs Capcom 2’s footsteps and failing to live up to a majority of its audience’s expectations.

    At a high level, Invincible VS’s gameplay can be broken down into several layers that players break through as they get better and hit certain milestones. For the casual audience, the game just needs to be fun for fans of the franchise to mash buttons and see their favorite characters duke it out. The tag mechanics are a double edged sword for these players; on one hand they can play with more of their favorite characters, but on the other they have more mental stack to deal with while playing. From a gameplay perspective, the game suffices as an action figure simulator for those who only want to go surface deep.

    Layer One

    If a player gets possessed by the competitive spirit, they realize that mashing is very effective on offense or defense. This layer has a sharp drop off of players who find being asked to practice a video game too much to bother. Simple tactics like moving just outside the range of the opponent’s wake up roll help players rise above the most casual of Invincible fans. Characters like Battle Beast, Invincible, and Conquest offer plenty of room for mashing armored moves and avoiding having to think too hard about blocking or whiff punishing.

    For the lowest level competitive player, this gameplay may be a welcome relief from other fighting games that require proper timing, manual execution, or forethought. However, players who enjoy the low level gameplay of Invincible VS may be turned off by the fact that slightly better players blow them up for tactics that used to guarantee free wins. I’d expect another large drop off of players that don’t pass this milestone.

    Layer Two

    The second layer involves players using their assists to “skip” the neutral phase (when both players are at a neutral state, not hitting or blocking one another). These players understand the basics of how to build a combo, how to defend against mashing, and how to confirm a combo off of an assist call. Without their assists, this level of player struggles to maintain their advantage and generally back off as much as possible to stall for time. There are plenty of mechanics to counter this kind of behavior, namely Boost Dash, but players who live in the medium competitive community will likely be content not progressing further unless forced to.

    Layer Three

    Third is usually when folks learn defensive mechanics like Heroic Strike or using armored attacks deliberately to beat their opponents’ offensive pressure. This layer can be particularly frustrating due to the fact that the offensive mechanics of Invincible VS can often be more powerful than the defensive options in specific situations. Motion inputs exacerbate this issue by making armored reversals more difficult, especially compared to the simple input versions. If the developers had been proverbially throwing spaghetti at the wall, this layer is when those noodles start to come together.

    Layer Four

    At risk of oversimplifying fighting games, the fourth layer is achieved once players begin incorporating all of the game’s mechanics together in tandem. For Invincible VS, that often means knowing when not to utilize a mechanic even if it’s tempting. Proper use of Heroic Strike, Assist Break, and Combo Tag can make or break a match, but overuse of any mechanic can quickly lead to defeat. Assist Break is particularly dicey, given that it is so punishing for the user if not used correctly. I expect that Combo Tag will similarly see less use over time as there are safer and more beneficial ways to mix-up your opponent and tag out.

    Layer Five

    The last and potentially final layer is for folks who are burning the trail for the game competitively. There are definitely those who have become masters in INVS since April, but I expect that number to grow as time goes on. The existence of this level of player suggests a certain level of quality for the game itself, but it doesn’t tell the whole story of the average player’s experience with Invincible VS.

    Although I consider myself a fighting game sicko, I understand that there are far too few of us to sustain the kind of budget a fighting game needs to be developed these days. A successful game in this space needs to be a good product first and a great fighting game second. The best way I can describe Invincible VS is a mess of ideas that solidifies into a pretty fun hyper fighter; some mechanics seem directly focused on bringing in casual fans of the series while others are clearly aimed at high-level competitive play. 

    Even the idea of starting the Invincible franchise’s first foray into video games with a fighter was bound to turn off a certain number of casual fans. Choosing a niche (hyper fighters) within a niche (tag-team fighters) within a niche (fighting games) and then giving aspiring competitive players so many boundaries to progress may have had an effect on the game’s public opinion only four months after its release.

    I applaud the development team for the amount of references and story beats that they were able to jam into each character’s move lists, but several members of the cast feel rather uninspired compared to their comic book or television counterparts. Those fighters feel like barebones interpretations of the characters to fill a roster, rather than intentional love letters to the franchise. Cecil’s design is particularly flaccid; he shoots guns and commands reanimen but not much else.

    Everything Goes, But Nothing Matters

    The flexibility of the combo system, while great for newer players to mash to their heart’s content, is divisive among the most deranged of fighting game sickos. Shang Tsung once wisely said, “If anything works, nothing matters,” or something like that, which is an apt description of combos in Invincible VS. There are more optimal combos than others, but the margin is small and the discovery phase is less about learning the combo system and more about learning what moves have weird damage or combo meter scaling values. Why attempt a cool combo when looping a special move with wonky scaling 8 times into an ultimate attack does a better job?

    What the combat system does encourage is annoying, frustrating, and potentially mood ruining combos that do more emotional damage to the opponent than actual damage to their fighter. If making a cool combo that’s also optimal damage is nearly impossible, then performing combos that make your opponent want to uninstall the game is the next best thing. This is just one small design decision that helps create a game that isn’t very fun for both players.

    From a far, it feels like the developers of Invincible VS and other similar titles really wanted to make a fighting game like the ones from their childhoods, but have to jam the game full of misguided accessibility features to secure funding. Playing local versus on console or in arcades is a much different experience than what most fans of fighting games have these days; the mechanics of Invincible VS specifically crumble under the pressure of a WiFi internet connection and encouraging toxic behavior only helps make the existing community more insular and uninviting. If someone acted like a total chud to be in person, I would just never play against them again, but the amount of rage quitters, tea baggers, one and done-ers who have made Invincible VS their home make the online experience a test in patience. 

    The Invincible intellectual property works against INVS in ways that I didn’t initially expect. Whereas most fighting games include snarky pre and post combat dialogue, Invincible’s mature themes and violent nature makes the experience of getting your ass beat even worse. Not only are you bad at fighting games, but Mark Grayson actively mocks you for thinking the game was going to be fun in the first place. For fans of the series, this is clearly a reference to the fight between Invincible and Conquest, but for everyone else it just sounds like the developers knew they made a game that was actively detrimental to one’s mental wellbeing.

    Overall, the gameplay of Invincible VS gets a three point five out of five Mark Graysons for a solid high-level competitive landscape marred by a rough and frustrating path through lower level strategic layers. Like a lot of fighting games, Invincible VS is best played offline with friends if you can manage it.

    Gameplay: 3.5/5

    Artwork

    Invincible as a series has crossed the gamut of visual mediums, starting with a comic book run, expanding to animation with the Amazon show, and now into the realm of 3D with Invincible VS. Although the art style differs across each entry in the franchise, there is a visual continuity and fidelity between that makes me want to read, watch, or play more. The story’s cast are well rendered in the third dimension and their keyframe-focused animations, while divisive, are unique and suggest an homage to its roots as a comic book.

    A few minor graphical glitches don’t deter from the game’s appeal. In fact, they do the opposite. There’s something charming about seeing parts of the character models load in. Special effects don’t oversell their animation’s impact and avoid cluttering the screen. Invincible VS’ visuals may not be everyone’s cup of tea, but expecting Mortal Kombat 1 level of character detail from a comic book fighting game is nuts.

    My only complaint, if you can call it one, is that the soundtrack by The Glitch Mob is forgettable and perhaps a waste of money. I don’t expect fans of the group are itching to pick up Invincible VS for the OST, and I don’t expect there to be a lot of crossover between fans of Invincible either. Normally, it wouldn’t be worth mentioning, but a game with more problems to count spending money to bring in name brand musicians seems misguided at best.

    The artwork of Invincible VS gets a solid four point five out of five Mark Graysons for its ability to blaze a trail into a new dimension and realize these characters in new and creative ways.

    Artwork: 4.5/5

    Story

    Saving the worst for last, the story mode (and offline modes for that matter) is the biggest risk that Invincible VS as a project could have made. Invincible fans are not particularly unique, but those hardcore fans are the most important stakeholders for an IP-based game like INVS. For folks who were excited to see their favorite super heroes and villains duke it out in 3D before moving on to the next game, Invincible VS gave very little incentive.

    Most fighting game story modes are minimalistic to a fault, but Invincible VS’ story mode could be easily replaced by an hour long Youtube video. In fact, I would encourage any fan of the series who would only be interested in the story to skip Invincible VS altogether. Not only is the storyline uninspired, it actively makes the game less interesting from a narrative perspective. 

    Many fighting game franchises offer an entry colloquially called a “dream match,” in which the fourth wall is ignored and players are expected to treat the story or roster as non-canonical, or not a part of an overall story or narrative. Instead, Invincible VS decides to spend an hour explaining why Omin-man and Cecil can fight without Nolan punching through his former boss’ face; a question that wasn’t asked and didn’t need answering. Once someone has played the story, any emergent narratives are squashed by the fact that half the cast (if not more) aren’t actually who they say they are, and are therefore weaker than the genuine specimen.

    A story mode that not just disappoints but actively makes the rest of the game worse for it is one hell of an accomplishment. If somehow the remaining skeleton crew of a development team is able to prove that the launch story mode is only part one of five, I would be glad to reevaluate it as a product. For now, the story of Invincible VS is at best a great pilot for an 3D animated show for streaming, and at worst a disappointing waste of the game’s budget.

    The story for Invincible VS scrapes by with one Mark Grayson out of five for its ability to not only turn off its primary audience but also disappoint folks who aren’t all that interested in story modes in the first place.

    Story: 1/5

    Final Thoughts

    2026 is not a great year to be a fighting game fan and Invincible VS didn’t make things any easier. As a fan of Invincible, I’m conflicted more than I would normally be. I’m at the point where I can’t honestly recommend the game I enjoy to anyone who isn’t the most seasoned of fighting game players, and that sucks. Not because I won’t continue to enjoy the game, but because I know there’s very little chance for a do over. New Dragonball fighting games are a dime a dozen, but there likely won’t be a new Invincible game anytime soon.

    Out of the four main facets of gameplay that Invincible VS offers (Singleplayer, Online, Local, and Training Mode), half of them are under developed, unfinished, and the worst sin a game can make, not fun. I wouldn’t wish playing online ranked mode on my worst enemy and the singleplayer content is more than just lacking, it’s bad.

    Overall, Invincible VS gets an average score of three out of five Mark Graysons.

  • Invincible VS – Combo Videos & Clips

    Invincible VS – Combo Videos & Clips

    It’s been a while since I’ve posted a new combo video or clip compilation on here, but that’s because I haven’t been making them. Invincible VS is my latest obsession, despite it’s shortcomings. The combo system offers a lot of creativity and exploration, which has kept me logged in to training mode every week trying to improve my ranked play and find cool little interactions to show off on Blusky.

    If you’d like to see a playlist of the Invincible VS videos I’ve produced so far, you can find it on Youtube. In the meantime, here are a few highlights:

    Japanese Technology

    Two Japanese players (and apparently a Nen Impact player from the US) brought secret tech to EVO 2026 that helped them both reach top 8 in Invincible VS. The technique has since been patched out, but it involved transitioning to a state where you can active tag but the opponent can’t respond. This led to ridiculous touch of death combos, which were clearly unintended.

    I experimented with what the technique could lead to without necessarily abusing it for an un-reactable 100% combo.

    Big Damage

    Invincible VS was just fine without the Japanese tech, with many characters being able to touch of death or do 80-90% damage combos without abusing the tag mechanic. Even starting with a normal grab doesn’t seem to scale the combo significantly.

    Bulletproof, one of the game’s most damaging fighters was known for doing touch of death combos in tournament. They were nerfed, but it hasn’t seemed to stop their momentum in competitive play.

    Similar to Bulletproof, Allen the Alien has a rekka special move (one that can be repeated up to 3x) that leads to devastating damage and mix-up potential. This combo led to a change in how assist cooldowns work to avoid it being an infinite.

    Omni-man doesn’t need to abuse glitches or assist cooldowns to absolutely unload damage on his opponents.

    Looping Super Attacks

    Invincible VS took a big departure from the Marvel vs Capcom trope of being able to Delayed Hyper Combo (DHC) between fighters’ super attacks with their combo tag system. To combo between two fighter’s super attacks, Invincible VS asks you to first combo tag at the risk of being burst by the opponent.

    One fighter can combine multiple of their own supers without using the combo tag system, however. Depending on the team, certain characters like Conquest, Powerplex, or Atom Eve can do massive damage by linking assists between level 1 supers and ending in an Ultimate attack.

    Silly Little Combos

    Not everything needs to be an optimal bread and butter combo or a touch of death. Sometimes combos can just be neat little exhibitions of what is possible in any given fighting game.

    I’ll hopefully update this post if I manage to make more Invincible VS combo videos, but in the meantime check out my Blusky for combo videos and clips that may not make the cut.

    Expect me to write an Invincible VS review eventually. Watch this space.

  • My Place in the Fighting Game Community

    My Place in the Fighting Game Community

    Fighting games like Street Fighter and Tekken have been a part of my story ever since I was a kid. I remember mashing out E. Honda’s hundred hands slaps on a Super Nintendo controller and slamming buttons on a PlayStation controller to get Eddy to perform capoeira flips on my older brother’s clearly inferior Jin Kazama. Marvel vs Capcom 2 and Street Fighter 3 combos captured my imagination later on in life, then the release of Street Fighter 4 changed everything. Fighters were no longer just a genre I messed around with on occasion; I had found a near infinite well of self improvement and game design to feed my hyper-fixations.

    After years of cutting my teeth in competitive gaming and game design with various ARTS developed in Warcraft 3, I felt disillusioned with the whole ordeal. Riot Games and Valve gave me ample reason to no longer feel I had a place in their communities, leading me in search for a new community to call my home.

    My interest in fighting games expanded rapidly and soon spilled into my personal life. I began  converting friends to Marvel 2, Mortal Kombat 9, and Tekken 6, before finding a place I felt welcome in the fighting game community (FGC) writ large.

    Skullgirls, Ultimate Marvel vs Capcom 3, and King of Fighters XIII were where I laid my head as I found out more about the smaller, more niche segments of what fighters had to offer. In collaboration with a life long friend of mine, Angry_Lil_Tuna, we began hosting fighting game events at his college dorm. The attendees were mostly fresh faced Smash players who didn’t know a pixel from a polygon, but we still had a fun time and I was inspired to keep exploring what tournament organizing had to offer.

    I ended up befriending a local TO, a old head Marvel 2 player from California who moved to the East Coast for work. Working with them, I was able to watch their events grow from small local gatherings in an old warehouse to slightly larger tournaments with multi-state representation, albeit still in a dingy warehouse. Unfortunately, the organizer ended up moving again for work, leaving behind a void in the southeastern MA scene that wouldn’t be filled for at least a decade later.

    As my interest in Skullgirls grew, I was able to find a post on the game’s forum about folks looking to gather and make the ride up to Boston for a tournament at Game Underground (GU). This would happen to be a very fortuitous decision to ask for a ride, because it led to me meeting two of the nicest people I’ve been fortunate enough to know in the fighting game community: Zidiane and Sharpie, aka the artists formerly known as FGC Dad & FGC Mom.

    Meeting folks like Zid, Sharpie, Lucky D, Alex Smith, and others in the New England scene made me feel incredibly welcomed and lucky to be introduced to such friendly community members.

    After getting scolded on Twitter by a prominent Skullgirls player for replying to one of their posts about finding a hotel despite not attending said event, I realized I might not need to spend more time looking for people I might vibe with in the Skullgirls community. I thought, “I might as well cut my losses.”

    And I’m glad I did because one of main pillars of that community happened to (allegedly) be a racist turd. Oof.

    At this point, I decided to take a break from organizing and going to events. Tuna and I learned Under Night and Granblue, before stumbling upon Virtua Fighter V thanks to the release on PSN. These newer games put a fire under my ass to get back into playing in person instead of just lagging combos in training mode.

    I didn’t exactly enjoy my time playing Under Night against higher level players, but I loved playing against friends at a similar level and learning together. Granblue wasn’t my cup of tea, but Virtua Fighter captured the attention of the old man spirit inside me.

    Tekken has always been my vibe, but Virtua Fighter cut out all the crap that I found distracting and left me with the pure unadulterated feeling of not being very good at a fighting game with clear instructions on how to improve. Tuna introduced VF to our new local as well, so the future is looking bright for in-person Virtua Fighting.

    In 2018, I had a heart-to-heart with myself on whether games and game design were going to be a healthy part of my life going forward. I felt I had spent enough emotional energy and money on games just to have them and the people associated with them disappoint me. I ultimately decided that games were a part of me despite the negativity that they’ve brought me throughout life. The caveat was that I would only focus on game design as a hobby and not let any one community dominate how I feel about the hobby as a whole.

    I began working on a new project in 2019 that aimed to combine the hectic fun of tag team fighting games with the strategy of board games. Creating a Discord community and promoting the prototype got me thinking just how little experience I had managing a community of gaming enthusiasts. I figured given my project wasn’t in a rush to publish, I might as well get some practice in managing the expectations, communication, and promotion of someone else’s game.

    A Twitter post by Mattrified Games caught my attention in 2019. It showcased an online rollback net code prototype he had created called MerFight. The game had roman cancels and street fighter ex-style chain supers, so I was hooked from the get-go.

    Then COVID hit and all the positivity from going to locals and meeting people in person was over… For a while at least.

    Eventually, I befriended Matt and helped him manage his Discord community, run tournaments, and promote Merfight. This included driving from Massachusetts to DC to help Matt demo Merfight at MagFest. I slept in my car overnight due to the rain and showed up a few hours later than expected, but it was a great time overall.

    Besides play testing Merfight, I was also allowed to contribute my voice to the game’s announcer. This marked an item off my bucket list and helped inspire me to work on other voice over projects, including the trailer for MegaKnockdown.

    I was in an awkward position as Merfight’s unofficial community manager, mainly due to both not being part of the actual team for the project (Matt is a solo dev and I respect that) while also putting myself out into the internet to absorb the negativity and vitriol from gamers. Negativity from within the Merfight community was rare, but it hurt even worse knowing that I was exposing myself to it for the love of a community that seemed to have grown tired of me as a person.

    I tried playing both sides of the equation; unfortunately, being both an avid fan and a community manager mixes as well as oil and water. If I made a suggestion for the betterment of the game/community, folks would accuse me of overstepping my role or wanting to turn the game into my own rather than respect it for what it was. If I gave half-hearted joking suggestions from the perspective of a fan, many folks would act as if I was trying to be the Wormtongue to Matt’s King Theoden, whispering untruths into his ear.

    This made engaging in the Discord outside of an administrative role feel like a lose-lose situation. The fact that I would often be the most active person on the Discord only made me feel more like a loser who wouldn’t shut up about something no one really cared about. Mattrified’s games are worth fanboying over, but I didn’t feel good about myself either being or being perceived as that fanboy.

    The straw hit the camels back during a stream when a combination of folks associating me with Merfight and me wanting to talk about the game led to both streamers scolding me for bringing it up when another game was meant to have the lime light. My comment was intended to be light-hearted and to my opponent, but instead it was read aloud on stream as if I had wanted to upstage the broadcasters

    The reaction to my comment made me realize I didn’t need or want to spend time playing games with folks online if I’m going to be perceived, justifiably or not, as an obnoxious fan. I try not to let folks’ opinion of me bother me, but I am tired of being online where everything can be misconstrued willfully or otherwise, even with folks I generally vibe with.

    ComboBreaker will be the last event I travel for out of state, and probably the last event I attend for a while. I don’t know how I’ll be getting there or even if I will still have a hotel room when I get there, but I want to at least see the people I appreciate in person before spending more time at locals and with other hobbies (This was written before the event, but since it’s been a while, I’ll mention that ComboBreaker was great).

    Will I still be playing fighting games? Absolutely! But I don’t think I need to expend much more money or energy on trying to contribute to the fighting game community. I’ll be glad to contribute to individual projects, artists, or niche communities; it’s just the capital F. G. C. that I’m done with for now.

    The fighting game community will do just fine without me. I’m glad I was able to meet such kind and lovely people, work with some of them on incredible art, and make lasting friendships, but I am disappointed that I’m once again in search for a gaming community where I feel welcome.

    I’m hitting the age that could easily be the middle of my life without being technically middle aged. With the world how it is especially, I’ll be spending more of whatever I have left on my partner, my pets, what remains of my family, and on my loved ones near and far.

    Part of that redirection of energies includes me streaming more on Twitch and uploading the VODs to YouTube. Having a routine outside of my professional work has been incredibly fulfilling, as has being able to talk to my close friends each week, and share games with folks in chat.

    If you’d like to be a part of the experience, feel free to stop by whenever I’m live.

  • FGC Combo Exhibition – Maximum DAMAGE Vol. 9

    Some fighting game combo videos are about finesse and execution, but where’s the DAMAGE? A classic question brought back for the modern age… Thanks to everyone who submitted clips and helped with research.

  • FGC Combo Exhibition – Maximum DAMAGE Vol. 8

    Some fighting game combo videos are about finesse and execution, but where’s the DAMAGE? A classic question brought back for the modern age… Thanks to everyone who submitted clips and helped with research.