Tuesday, September 29, 2009

The NEW UFS Podcast, check it out!

Hey guys, there is a new UFS podcast running now, and it's pretty funny. Here is the link to the first episode, enjoy! - http://ufspodcast.aslum.net/CCR_Episode_1.mp3

Monday, September 28, 2009

Back To Basics

Back To Basics - How To Return To UFS in two weeks (after nine months of inactivity).

Normally, whenever I wrote about UFS, I always had something specific to say. This time, however, I find myself in a strange position of being out of the loop. Perhaps I was barely IN the loop in the first place, heh. Having decided to return to the game, though, I think it's interesting to examine the process of working back into competitive shape a bit.

This isn't the first time in my life that I quit a card game, only to return. There's a little game out there you might have heard of, Magic: The Gathering? Yes well, at last count I had quit and returned to MTG at least 5 times. Sometimes, it was a simple reason - like the metagame being horrendous, the primary reason I took an extended vacation from UFS. Anyone who played Magic in the Urza block or Mirrodin block eras, or even as far back as the infamous "Black Summer" of 1996, knows how unfun the game had become. UFS, when I quit, was much the same way. Too many BRTs and Chester's Backings running around, not to mention the murderous (literally) Feline Spike. Our local playgroup, partly due to my own preferences, loved to tinker with control decks - and at this period we were building 75-85 card decks with literally every bag of tricks. They were so boring to PLAY with. Play being the operative word. It is very aggravating to build a deck with so much negation, simply because neither you nor your opponent have any true interaction. Attacks, hah! Who needed those? I think our best decks in this era - including my SAS-winning Athena deck - had at max 10 attacks. AT MAXIMUM. That is not good for a game that is billed as a fight simulation of sorts. It's pretty hard to attract new fans of fighting games if there isn't actually any, um, fighting!

So, now we as a community are all aware of the impact to the meta, and looking at where we stand now I can't help but feeling giddy. As far as I am aware, and I could be wrong so please correct me if this is the case, only 3 sets are currently legal for standard UFS play - SCIV: Tower Of Souls, ShadoWar and Tekken 6. Looking over the cards last night, as part of my "studying" (while pointedly ignoring my actual studying, thank you very much), I found a lot of changes very intriguing.

First of all, the potential of Combo attacks is fantastic, and the card interactions that can result out of pulling them off is wonderful. I remember when James first got to FFG, we had a conversation about making series of attacks more useful and he mentioned this mechanic in its' infancy. Never in my wildest dreams did I think it would be this good, or fundamental. For really, the best attacks in the game now revolve around their combo potential and effects/enhances, in order to get that massive damage off. That is a fair and reasonable tradeoff for all that power - restriction, based in drawing and playing a number of attacks in a defined sequence. For all the smashing that Knight Breaker provides, it comes with a good drawback.

Speaking of which, even if you don't pull of that KB killer and wreck your opponent's staging area, well guess what? The solid stats of bygone days are back as well, except in much more vast numbers and quality basic attacks across the board. I'm loving the new policy on Throws, something that speeds up the game and acts as a balancing factor to turtle control. The lack of decent throws for aggro decks to put pressure on control was one factor in the dominance of Gill Wall decks and the like after I left - a small factor but significant. FFG has reversed that policy and thankfully now we are seeing the results.

I'm sure those of you who were regular readers of my UFScards column will recall (and I've already restated it for those who weren't) my penchant and fondness for control. I am told that control is severely crippled in this format and has few attractive options. From a cursory glance at the card pool, this is NOT the case. I see great potential in certain characters for heavy control with few attacks, particularly Rashotep and Algol. Again, I have yet to play a single game in the new format, so take what I say with a heavy grain of salt. But it seems to me that Algol's ability combined with Alshain Najm's combo enhance screams out for abuse. Oh, and he has Void...

Still, right now UFS is in a good solid place with it's aggro options. James Hata, Jin, Ivy, and Pommel-Smashing Astrid seem very promising. Without really knowing what the meta is like, these 4 characters definitely strike me as very fast with lots of potential. All the characters are playable, every character has decent to great support and the blocking system/throw overhaul has done wonders. In essence, UFS is back and legitimately better than ever. And, maybe, so am I??? Back, at least. Better than ever, that remains to be seen. Until next time, guys and gals, Peace.