Download added: t5_raven_ghost_battle.jpg (81287 bytes) "Raven sure looks like Blade. Is cool. Prepares to choose next Ghost Battle opponent."
Spent my whole first session with the game very confused about names. The only place I could find the names of characters was first names only, for a few seconds as text-only options for your next opponent in Ghost Battle. Hey Namco, you know where names would be handy? Printed in big letters next to characters on the character selection screen! The announcer does say their name when you pick them, but in a sort of background effect that's hard to hear clearly--and which I immediately forget anyway, a problem I also have with hearing names in real life, they really do go in one ear and out the other. : P
And I didn't figure out that the name you can enter in Ghost Battle is totally meaningless; it isn't a per-character persona or filing name or anything, it's just an on-screen label you can change at any time. The UI to enter or clear it is a real pain, and I should have just changed it to "smbhax 2000," so viewers would at least be clued into which person I was, and left it there.
Oh yeah and some of the characters seem to have been renamed since I saw them in Tekken 2, or replaced by clones or siblings or something with different names? What the heck.
Anyway. I still don't really get the one-button-per-limb control scheme, and everything feels the same weight and just button mashy, and a lot of the characters seem to have been made incredibly generic almost on purpose. But this port from the PSP is sharp, if somewhat low-poly, in 1080p on the PS3, fast, has *some* fun characters (still have more to explore!), some cool stages and tunes (although I'm not keen on a few of the tracks, which is not a problem I had in T1 or T2), and Ghost Battle may be pretty much the perfect balance for a single-player continual fighting mode: enough choice in customization and opponent to make it feel varied, but not so streamlined as to start feeling stressful (VF4 Kumite...then again, I'm still at low ranks here, so I guess it wouldn't...), and not so complicated with areas and side-things (VF5 Quest) that I have to break off what I'm doing to go think about other stuff; nope, it's just got that "one more fight" thing going on. Or is that just "one more character" for me for now, and I'll get bored once I've run out of new characters to try?
Man there are some clunky things about the user interface/experience with Ghost Battle, like not being able to see character names or costumes, no quick way to see what you have equipped, and not being able to back out of selection on the character select screen--and especially, being matched up against a mid-level character to begin with, even if you're a rank beginner! (And while you can pick a lower-level opponent if you win, you can't if you lose!! : o)
Finally playing through Arcade Battle mode in Tekken 5: Dark -Resurrection on PS3 with Craig Marduk, then trying out Marshall Law and Hwoarang in Ghost Battle mode!
Was surprised there's no dialogue with other characters, and no ending whatsoever, in Arcade Battle--but checking afterwards, I find that that stuff was indeed left behind in Tekken 5 on PS2 (and maybe Tekken Dark Resurrection on PSP?). That darn lava boss was a real pain until I learned to a) dodge and b) just do juggles from down-left-punch. :p Also I had bear problems. : o
In the pause menu of at least Arcade Battle and Ghost Battle modes you can change the difficulty on the fly--changing it to Easy in Ghost Battle before you select a new character will tend to make it so that new character's first fight is against a low ranked opponent, rather than a medium-ranked one. Phew. I'd somehow managed to overlook the pause menu difficulty setting all this time, argh! ; )
Unlike Tekken 6 though, here when I cranked the difficulty up to Ultra, it wasn't offering me super high-rank opponents. Hm. My test character in 6 was somewhat higher rank to start with though, so maybe that had something to do with it? (Huh no I checked this later and I was getting "Sage" and other very high ranks challenging me in DR, after selecting a character when the difficulty had already been set to Ultra.)
And I finally realized--after doing it in T6--that I could raise the rounds-to-win in Ghost Battle from just 2 to the beefier 3, which is what you get in for instance Virtua Fighter "Quest" modes, so I did that. : )
Apparently in the PSP version of the game, you can download additional "ghost" characters to fight against as customized AIs. In the PS3 version--even if you've purchased the "Online Expansion" DLC--more on that in the next video!--there's no downloading ghosts. (In 6 on PS3 you *can* download "ghosts" featuring the rank and customized appearances of anybody who goes into the Online Mode menu of that game--even your own!)
Finally stumbled across the "Online Expansion" DLC for Tekken 5: Dark Resurrection on PS3. ; ) It adds Online Battle, Survival, and Practice modes, some new pictures (TTT?) to the Gallery, and...maybe some new ghost AI characters? Okay I'm not sure about that last one but optimistically I like to think it does. ^_^
So I check the new modes out--don't find anyone to play in Online Battle, mind you, and you can't download ghosts in it like you can in Tekken 6--and also go over the "Old" vs the "New" stages in the game: the "Old" stages are from Tekken 5 (PS2), and have to be unlocked; mostly there are already "New" remixes of them, but actually I think I like the "Old" versions more for the most part. : D
The way to unlock them currently listed on GameFAQs though--beat Arcade Battle 3 times--isn't quite correct; it's actually either total matches won (20 to 30?) in any mode, and/or maybe time played: https://gamefaqs.gamespot.com/boards/937271-tekken-5-dark-resurrection/40771953 . For instance, I got the message after returning to the main menu from playing Ghost Battle for a while--and prior to that, I had only won maybe ten matches in Arcade Battle over two runs, without beating it:
The message that comes up is "Tekken 5 stages are now available via VS Battle STAGE SELECT"--which is true, but also not the whole story--because they're also available in Ghost Battle (and apparently Survival, although I didn't get them): they'll start to appear randomly after 8 or 9 matches.
In this session I went on to play Ghost Battle as King and Lili, and as King I went on a longish run of 20+ matches and did start to see the old stages popping up, the first at stage 9. : )
(Also, I've found that in Ghost Battle, when adjusting the Difficulty from the Pause menu, the new Difficulty setting doesn't really seem to kick in until you quit and restart the mode.)
(I learned a couple things from watching MrGSTAR321's T5DR play-through : - "Armor King" in this game is actually "Armor King II," younger brother of Armor King. :p So technically he's a new character, which explains why he's featured prominently in the XMB art. - I didn't get an ending when beating the game with Marduk, but there *is* a video ending when beating the game with Armor King (II)--so I suppose it's likely you also get an ending when beating it with the other new characters, Lili and Dragunov. - The "New" stages do have new music.)
Now that I'm playing the original PS2 Tekken 5 (entry 1405), comparison thoughts:
- Some of the fighting in DR may be more refined, for instance I find Marduk easier to use in DR--in 5, it's harder to play him as a simple big bopper (but much easier than in 4, where it was almost impossible) - The music in 5 constantly impresses me, whereas the music in the new versions of the stages in DR did not - The stages and characters in 5 are much more detailed, particularly in terms of surface effects--shine, etc; DR looks very flattish by comparison - 5 of course has Story Battle (with individual stories, character interactions in some fights, end cinematics, etc) and Team Battle (I love doing 8-on-8 random team matches in Tekken games : D); it even has Ghost Battle (it is called Arcade Battle there, though, which is highly confusing) - 5 has character customization as a separate mode with a GUI, so you can see customizations before you buy them! They're a bit more expensive, though, on the whole, and there are fewer of them; no flat-top for Paul, for instance - 5's Ghost Battle-like "Arcade Battle" mode's difficulty setting *does* take effect on the fly, as does 6's--so DR's necessitating you to quit the mode and restart in order for the new difficulty to kick in in terms of opponent rank must be a bug, and a pretty bad one as far as Ghost Battle goes
The first point is a big one in favor of DR, as is having more customization options, although you can't see them in DR's text-only customization; the rest are more in favor of 5. Although regarding those two points for DR, 6 has even *more* refined gameplay under this engine, and more customization options, so where does that leave DR? Currently (I'm still in the process of churning through Story Battles for the default characters in 5) I'm leaning toward leaving DR uninstalled, favoring 6 for the most part (it also has more characters than 5 and DR, of course), but hitting 5 occasionally for a different flavor from the stages, the music, and the more streamlined and no-nonsense (I'm avoiding unlocking characters, so no bears, kangaroos, training bots) cast.
Awkward times with Marduk, and especially Steve and Xiaoyu in 5 are bothering me a bit, but I didn't get around to playing Steve and Xiaoyu in DR, so it's quite possible I would have had trouble (Steve's hair-trigger down-forward right punch launcher in 5--exposing my double-tap habit, where it triggers a second punch immediately, foiling the juggle after the launch--is a real bother, don't know if that's in DR; and Xiaoyu's movement with her moves is very restricted and frustrating) with them in DR as well, I don't know.
After a week of being unable to re-download Tekken 5 Dark Resurrection (Online) due to a PS3 server snafu that blocks you from downloading or playing purchased downloadable games unless you have Sony's 2-Step Verification enabled on your PSN account, got DR back on my PS3 just in time for this mega-session starring cute Paul in his crew cut which is *NOT* in Tekken 5 or 6, and Jinpachi, who is *also* not in either of those games:
0:00 - PS3 dl/play error workaround 1:50 - online rankings by region 4:36 - talking characters & versions 11:13 - Jinpachi 1:21:53 - Hwoarang 1:34:02 - Steve 1:37:09 - Paul 3:02:59 - wrap-up & what's next! 3:10:18 - more on the PS3 dl/play error workaround* 3:35:35 - final wrap!
* Here's where you activate 2-step verification for your PSN account: https://www.playstation.com/en-us/playstation-network/two-step-verification/
Sony has told me they *are* working on fixing this as soon as possible, so if you wait it out, eventually they should fix it and you'll be able to play your downloadable purchased games without the whole 2SV thing.
The full process I actually did that fixed it for me--this was before I'd read that maybe all it took was activating the 2SV--was:
1) Log out of PSN on the PS3 2) Delete the Store app on the PS3 (the icon will remain) 3) Activate 2-step verification on your PSN account 4) Log in on the PS3 5) Click on the Store app on the PS3 to reinstall it
Some people on Twitter have told me they had to reboot after doing some or all of this stuff in order for their downloads to start working again.
Okay so having thought about it more, I have a few things left that I want to do in 5, which I *think* I can get done in my next 5 episode, ie tomorrow. Then I can focus on DR and 6. 'Cause aside from eh well the somewhat annoying difficulty switch not taking effect until you quit out bug, and the lack of a graphical preview for buying stuff, and the new versions of the old stages in some cases not being quite as cool, the old stages *are* here; there are essentially over twice as many stages and gear items to play with in Ghost Battle mode here in DR than are in 5 vanilla, and the whole thing is really sharp and smooth. 5 is cool for the other modes and extras, but for Ghost Battle play, I think I gotta go with the bigger version here in DR!
Plus I mean come on, that crew cut!
And Jinpachi ain't nothin' to snort at--he's really fun! Gotta get my Jinpach.
Messing around with Armor King (okay according to the wiki he's actually he's Armor King II, younger brother of Armor King (I), replacing him for the first time since Marduk killed Armor King (I) in a bar brawl between Tekken 3 and 4 :P--but the game just calls him "Armor King" (there have been two "King" characters, too, since the original King was killed by Ogre between Tekken 2 and 3 :PP; the only story reason for having both a "King" and an "Armor King" in the first game was that uh they're both wrestlers with coincidentally similar names--time to fight); Tekken is weird :pp) in Ghost Battle mode of Tekken 5 Dark Resurrection on PS3, from 6th kyu rank! He can get a shiny silver robot mask!! And a big silly FF7-style (but shorter :P) sword on his armored back!
I think I figured something out about how rank works in Ghost Battle, I mean where the ranks of your next opponents come from. It confused me for a while because in Ghost Battle of Tekken 5--where it's called Arcade Battle--and Tekken 6, the rank of the opponents it offers you seems to be based on your character's rank, scaled up or down based on the mode's difficulty setting, which you can change at any time in the pause menu.
DR doesn't work that way. Based on what I was seeing in this session, I think what it does is this: the rank of your first opponent is based on the difficulty level setting, and the rank of the next opponents is based on the rank of the opponent you just defeated; nothing is based on your rank, and nothing after the first opponent is based on the difficulty setting (until now I thought that was a bug in the game!). So, the only way to change the ranks of the opponents you're getting is with your selections from the three potential next opponents: the top one has a higher rank, the middle one is about the same rank as your current opponent, and the lower one is a lower rank. If the current rank has gotten too high, you can pick a lower-ranked opponent if you manage to defeat the current one--or you could set the difficulty to an easier setting, then quit and restart Ghost Battle; conversely, if you want more of a challenge, you could keep picking the higher ranked opponent option, and winning your way up to higher and higher ranked opponents--or set the difficulty to a higher setting, then quit and restart.
I think. : P
It takes more managing than the way it works in 5 and 6, and I can see why they went back to the more automatic scaling method after DR! DR's method does kind of make your choices feel a little more important and engaging, though. (I'm not sure 5 and 6 don't also adjust the next opponents based on the current opponent's rank; I don't think they do but they might, a little--gotta test that out in 6!)
I think my promotions stopped after I hit 1st dan because the opponents I was facing were mostly lower level. ; )
They would also go back to customization costing way more than it does in DR. : o In this single Armor King session here in DR, I was able to earn enough G$ to afford probably over half of the customizations I was interested in for him; in 5 or especially 6, that would take....a real long time. : ooo
Oh yeah and Armor King is real fun to play. He's got the same forward, half-circle-forward + Left Punch 720 spin throw thing, or well a very similar one, that King has (and nearly the same as Wolf Hawkfield's "Giant Swing" half-circle-forward throw in Virtua Fighter), and THAT'S fun, although here my ability to pull it off seemed to decay badly and later on I was mostly hopping up and punching air as I whiffed it; I think maybe the move buffering is more generous than VF5, time-wise, but the directional input processing is more strict.
I also like his big running kicks (singly for both L and R, and a leaping L+R two-footed kick); his back+LK is real good, his db+RK drop-kick is great, and his running, flying elbow smash rules. I'm sure he's got lots more great moves too but I'm not that good yet. ; )
Correction to the above: checked in 6 and (and probably in 5 although I haven't checked there) actually I think it sets opponent ranks pretty much just like DR does, the only difference being that, in 6, the Difficulty setting helps massage the next opponent rank selections up or down faster.