37 reviews liked by PhreezingKhold


i will be there no matter what

Lots of fun with friends, unique and chaotic, great work from a single dev

to disparage 3rd strike is often blasphemy in fighting game circles. for many, this is the ur-fighting game, a dizzying concoction of tight and expressionist mechanics, gorgeous spritework, and a dnb soundtrack that is absolutely fuego. it even has that little fundamental spice that all premier fighting games must aspire to possess: a disregard for balance. most modern titles would never dare nerf a character so significantly purely for thematic purposes, but then again, no modern title would ever think to include characters like twelve or chun-li (edit: this is a patent lie. tekken 7 season 3 had both leroy and fahkumram.)

still, what makes this game fascinating years on has little to do with any of its individual elements. fundamentally, it's the mood. it's a game that feels as though it was made on the verge of something great and unknown, and is one of those rare few titles i'll posit encapsulates a certain je ne sais quois, a snapshot of a particular zeitgeist heading into a new millennium. sure, you can point to the more overt references and stylings - strong WWF influence, character select rap, yang, yun, and q are maybe the most 90s characters ever designed, the illuminati as an antagonistic force and its seemingly benevolent villain - but more importantly, it's a composite of characters who are just wandering, trying to find themselves in some instances or seeking mastery in others. there's no pressing tournament to attend to, and even the machinations of the literal illuminati are vestigial, with its plotting mostly centered around biblical rivalry between tyrants. street fighter 3 was originally just about a new generation - itself neatly characterized as 'of its time' - but 3rd strike flips the script. rather than establishing new legends, this game is about characters unsure about what the future entails, about what their next move should be, about what it even means to continue fighting - they waver, they fail, they practice, they move on. even though these ideas are reflected in little moments (chun-li teaching children to put up their dukes, elena reflecting on her journey and her future with a pen pal, alex losing to ryu but refusing to back down),even just aesthetically this theme is completely overpowering - its what imbues 3rd strike with a kind of melancholic ambience, but also what fuels the players' determination to prove themselves.

even better, to this day, this is still the only street fighter that is aesthetically unique to itself. street fighter 2 features worldly caricatures, alpha often feels like it lacks confidence or that it's missing something, 4 is nostalgic pageantry, and 5 is a slipshod mess of meaningless platitudes with no direction. this is the closest capcom ever got to imbuing their flagship franchise with unique stylings; it's something that actually has character and personality comparable to an SNK title. this, probably more than the joy of hitting a parry, setting up aegis reflectors, or getting in my opponent's head, is probably what keeps me coming back. fight for the future, so what's it gonna be, the third strike y'all it's street fighter 3

The golf could be crazier, if I'm being honest

Probably the best conversation piece in my collection, which is saying a lot, Terrifying 9/11 is a strange work of heated anti-imperialist schadenfreude gestating a surprisingly competent Metal Slug port for Game Boy Color that outdoes its Neo-Geo Pocket Color siblings in terms of faithfulness to the original game
Some speculate, based solely off the game's remarkable adherence to its source material, that this may have been an official port from Takara (who made numerous SNK ports for GBC) that got canceled, and I can definitely see that
The dialogue is incredibly tone-deaf, especially because this came out in 2002, but it's precisely its status as a cursed artifact that makes it interesting
It's the kind of thing that feels like it should only exist as deliberate satire, like somebody made a video game out of an article from The Onion, but yet this game bafflingly occupies the status of being naïve camp, and not deliberate
It's a weird sight as an American who lived through its cultural shockwaves in the haziest fog of early memory, who knows people who were personally impacted by this tragedy, to imagine the people who created this in 2002, a room full of people so far removed from the national trauma that shaped multiple generations that they found it fit to use our seismic cataclysm as gag gift wrapping for a (probably) laundered incomplete prototype game?
Who can forget Osama bin Laden himself telling GWB "I DIDN'T DO THE ATTACKS. NO EVIDENCE."? and then having that juxtaposed with a shockingly faithful rendition of one of the best run-n-gun games ever made, on a platform where it shouldn't exist, on top of knowing that this isn't some rom hack or another form of satire but rather a real commercial product somebody found fit to sell on store shelves?
Don't mean to be disrespectful towards people who were impacted by 9/11, rather, I think this game's existence makes some sort of point on just how quickly 9/11 entered a purgatorial state of existing as a cultural unreality. 9/11 became realer than real, for us it redefined the boundaries between private and public for the next century, the rest of us rebuilding our cities and psyches around the negative space the towers left, for them, they were so far removed from it that within a year they laughed at us, or, if you prefer, were so far removed from our psychic scars that 9/11 was just another brand to capitalize from them, either way, this game was immaculately conceived by the anonymous cultural subconscious in some twisted act of hyperreality, outside the mortal bounds of good taste, and copyright, trauma, and visible intent.
Worth 70 bucks to me, when faced with the financial choice between a new-in-box next gen game and...this, the choice is obvious, 4/5 would "buy off an obscure regional competitor to eBay in a country I don't live in" again
Limited Run wouldn't have the balls to reprint this lmao

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we are the piggy cheerleaders
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jungle kings will play like heaven
yaaaaaaaaaaaaaaaaaaaaaaaaaaaay

This game is so good you don't understand trust me just play it

the ps2 can't handle the crazy frog's crazy cock

Fundamentally, Armored Core is about spending 45 minutes tuning your perfect killing machine, squeezing every last drop of performance out of it, so that you can spend 15 seconds killing PepsiCo security guards at the behest of the Coca Cola Company.