Showing posts with label DC. Show all posts
Showing posts with label DC. Show all posts

Sunday, April 1, 2012

Ultimate Fighting Championship Review

The no-holds-barred martial arts tournament known as the Ultimate Fighting Championship has finally spawned a PlayStation interpretation of the sport, which comes with real fighters, tons of moves, and 32 different styles of fighting. The game, however, fails to deliver responsive controls or decent graphics, and this makes the UFC a disappointing game to play for even the most dedicated fan of the sport.



On the surface, Ultimate Fighting Championship looks as though it may be a not-so-pretty version of its Dreamcast counterpart. The game has more than 22 different fighters, 32 different styles, and various modes of play such as exhibition and tournament. The game's main mode of play is a career mode of sorts that's called championship road. In this mode you face opponent after opponent, increasing your fighter's ability along the way. The game even has a fairly in-depth create-a-fighter mode that lets you mix and match moves and skills as well as different appearances to make a custom fighter. But once you get past the menus, options, and basic premise of knocking out your opponent or making him or her submit, the similarities between the two versions of the game end.



The most debilitating problem the game has is its gameplay and control. Controlling your fighter is a hard and frustrating task due to unresponsive and sloppy controls that result in delayed and undesired onscreen action. The game gives you tons of moves to perform, ranging from standard strikes to complicated chokeholds and joint locks. Many of the moves require precise timing and multiple button presses to execute correctly, which is something that's hard to accomplish due to the game's controls. The AI of the computer opponents in the game are extremely single minded in their attack, if you're facing a grappler he or she is always going to try to take you down and make you submit. If you face a striker he's almost always going for a knockout. Knowing this makes fighting your opponents less difficult than fighting the game's poor control.



Visually, the game suffers from an array of problems including a low frame rate, sloppy character models, and poor animations. The fighters in the game just look plain bad, the punches they throw and the way they interact with one another is way too stiff, making them look and move more like rock-'em-sock-'em robots. The textures used for their faces and clothes are very blocky and pixilated looking. Even the game's menus and character portraits look terribly blocky and pixelated. In the audio department, "Big" John McCarthy's voice adds a bit of authenticity to the game. The game's sound effects and music are fairly decent as well.



In the end, Ultimate Fighting Championship for the PlayStation doesn't have anything to offer beyond the good name of its Dreamcast counterpart. No matter how big of a fan of the UFC you may be, the game's poor control and graphics just simply ruin the game and make it totally unenjoyable.

Friday, March 30, 2012

Jojo's Bizarre Adventure Review

Based on a famous manga (Japanese for "comic book"), Jojo's Bizarre Adventure follows the story of Jotaro and his friends as they travel throughout the Far East in search of his mother's captor, Dio. Filling more than 40 volumes, the story of Jotaro Josuke's family (hence the name "Jojo") spans multiple generations and is one of Japan's longest-running series ever. The linchpin of the storyline is the relationship between the main characters and their "stands." Stands are psychic partners that enhance the characters' own physical powers and are something akin to guardian angels.



Fittingly, it was Capcom and its CPS3 technology that came along and made a 2D fighting game that was not only able to capture the detailed artwork and character designs, but was able to handle the extra animation involved with each character's stand. Unlike a game such as Street Fighter III, which used all of the CPS3 board's extra horsepower to render the massive amounts of animation in that game, Jojo's Bizarre Adventure used it to animate four characters onscreen at once (two characters with one stand each). When it was announced that this game would be coming home to the PlayStation, which boasts all of 2 megs of onboard RAM, many were expecting a very poor port, with large sacrifices in character animation and speed. It happened with X-Men vs. Street Fighter, and despite the decent port of Street Fighter Alpha 3, things looked grim for the PlayStation version of Jojo.



Amazingly, Jojo's Bizarre Adventure comes home in extremely playable form. Better even than the PlayStation port of SF Alpha 3, Bizarre Adventure retains the arcade version's speed and playability, if not all the animation. Though some frames of animation appear to have been left on the cutting-room floor, if you haven't played the arcade version, you will never notice. Bizarre Adventure plays fast and controls great, even with the PlayStation's controller. One reason for this is the simplified button layout, which maps the weak, medium, and strong attacks to the square, triangle, and circle button, while X activates your stand.Your stand is used to block attacks, offer additional attacks, and absorb damage. However, due to the symbiotic nature of your character and his or her stand, should your stand take damage, you too will share in the punishment. While your stand automatically appears for certain attacks, you can summon it "permanently" by pressing the stand button. If your stand takes damage while exposed, your stand meter drops incrementally and when depleted, you suffer a "stand-break." If the fight ever gets to this point, your character is then stunned and left momentarily vulnerable to attack.



The fighting in Jojo's Bizarre Adventure is a wild combination of typical Capcom "versus" games, like Marvel vs. Capcom, combined with screen-filling over-the-top super-attacks like those found in Arc System's Guilty Gear. In addition to the normal arcade modes, versus modes, and training modes, there is a story mode that offers various minigames borrowed from the comic book itself. There's a card game that pits you against a character from the book, whose stand smashes its opponents into poker chips. Another game is a side-scrolling shooter that is actually quite difficult and is significantly more than just a simple afterthought. Although most American gamers won't be able to appreciate the subtleties of the storyline as much as their Japanese counterparts might, there is certainly enough dialogue included in the intermittent cutscenes to give you an idea of what's going on. Even if you don't have any knowledge of the original comics, Jojo's Bizarre Adventure still offers a more intriguing back story than the vague Street Fighter plot ever did.



So if you're into your 2D fighters, but have begun to grow tired of the countless Street Fighter spin-offs and bad home conversions, Jojo's Bizarre Adventure offers fine-tuned Capcom quality with a unique storyline and great control. That alone is worth its weight in gold. This one belongs in every fighting-game fan's library.

Tuesday, March 20, 2012

Street Fighter Alpha 3 Review

Street Fighter Alpha 3, Capcom's latest flagship title, has made its way to the PlayStation in a nice, timely fashion. This faithful arcade conversion sees Capcom bend over backwards to deliver its most rewarding home conversion yet. This time around, a pack of returning veterans has its first "Alpha incarnation" alongside four newly introduced women fighters. For those still skeptical about the PlayStation's 2D capabilities, Street Fighter Alpha 3 will make short work of any resident doubts. The game's graphical prowess and arcade-perfect gameplay combined with its cache of bonus modes makes Street Fighter Alpha 3 the latest standard for 2D excellence on the PlayStation.



Street Fighter Alpha 3 has a total of 34 characters, four of which become unlocked only after you play through the game's various modes. The alumni from Street Fighter Alpha 2 are joined by four new fighters: Karin Kanzuki, Rainbow Mika, Juli, and Juni. However, only Karin and R. Mika can be considered truly new since both Juli and Juni have moves and animations derived from Cammy. For Street Fighter Alpha 3, Capcom also brought back old favorites like Guile, E. Honda, Blanka, Balrog, Dee Jay, and Fei Long. In an effort to give the game detail beyond any of the previous Street Fighter Alphas, Capcom has given each character a unique ending. This means that bonus characters such as Guile, Evil Ryu, and Shin Akuma all have endings that reflect their origin or purpose. Each of the older characters retains moves from previous Street Fighter games, while a few receive new abilities that are balanced through the "ism" system. Street Fighter Alpha 3 employs the ism system as a method of establishing balance and strategy. X-ism, A-ism, and V-ism determine moves and attributes that carry their own pros and cons. The isms are imbued with advantages and limitations so you will need to discover which mode fits your fighting style most. For instance, the advantage of X-ism is that it has the highest damage rating, but you can't air-block or ground-recover. X-ism also has the upper hand when it comes to guard power - this makes the mode ideal for players accustomed to classic Street Fighter 2 regulations. A-ism, on the other hand, is the mode most players have become accustomed to since the premiere of Street Fighter Alpha. The "A" in the name represents Alpha, where abilities such as air blocking, air and ground recoveries, taunts, a three-tiered super meter, and Alpha counters have all become the de facto expectation. V-ism stands for "variable" mode and is by far the most difficult mode to master in Street Fighter Alpha 3. With V-ism, you have the ability to activate Alpha 2-style custom combos. Aside from the various pros and cons of each ism, there are also a few moves that are ism specific. All of these considerations factor into choosing the right ism for your fighting style.



In a show of bravado reminiscent of Namco's Tekken series, Capcom has added a wealth of extras to the PlayStation version of Street Fighter Alpha 3, making it Capcom's best home conversion ever. When you first enter the game, only arcade and world tour are available for selection. Arcade mode takes you through a regimented plotline for each character, complete with dialogue, sub-bosses, and of course, the showdown with M. Bison. The world tour mode combines round-to-round fights with RPG-like elements, similar (perhaps to the point of seeming a little ripped off) to the Edge Master mode in Namco's Soul Blade. You go on a "world tour" with your favorite characters and gain experience points by defeating challengers from each country. Gathered experience points go towards "leveling up" your character, like in an RPG - the better the fight, the bigger the reward. While your characters level up, they will also be granted access to special ism-plus abilities, such as auto guard, alpha cancel, and damage plus. Once you have earned these skills, you can then augment each ism with abilities previously unavailable in normal arcade play. For instance, X-ism lacks air blocking, but through world tour mode, you can enable an X-ism character to perform air blocking. Character levels peak at 32, while each ism maxes out at level five (considered mastery). As an added bonus, you can take characters you created in world tour mode to fight in versus mode by importing from memory cards. Aside from world tour, you can also unlock the following modes: team battle, survival, dramatic battle plus, and final battle. Kudos to Capcom for making a Street Fighter with more replay value and flexibility than ever before. Visually, Street Fighter Alpha 3 far excels anything the PlayStation has seen to date. While not as effects intensive as the sprite storms found in Guilty Gear, Street Fighter Alpha 3 offers something much more important: animation. Street Fighter Alpha 3 demonstrates that with each successive Alpha game, Capcom has steadily raised the standard in animation and graphical quality. Most character animations brim with a copious number of frames, and as a result, everything is smooth and pleasing to the eye. More importantly, Street Fighter Alpha 3 looks nearly arcade perfect. Even though one can spot animation loss under some scrutiny, the omission is subtle, and the game will look identical to everyone but the most serious of diehards. Additionally, the bonus characters that are only available on the PlayStation are all respectable without the stigma of being just a cheap afterthought. Equally impressive are the super combo animations where the entire screen boils over with special effects and shadow delays. In dramatic battle, Street Fighter Alpha 3 pushes the PlayStation's 2D envelope by having a three-character (two of them have to be Ryu/Ken or identical) fracas with not a hint of slowdown or glitch. To round off the package, Capcom has included ample character art to be admired during the game's surprisingly tolerable load times. The sound effects in general come across as hearty and capture the excitement heard throughout arcades. The voices for the returning fighters bring home a sense of nostalgia previously encountered with Capcom's Street Fighter Collections discs. The most significant audio advancement over previous Alphas is the music itself, which has taken a turn toward more dance-oriented electronics. Most of the songs range from interesting variations of drum and bass to the more frenetic techno anthems Capcom is so accustomed to writing. If you have the sound system to do so, play this game loud.



Capcom might have had a spotless game had it not overlooked one important aspect of Street Fighter Alpha 3: game balance. While it's important to sport a large and diverse roster (34 characters in all), it is also key to make sure that no one character's move or combo can be abused to spoil the versus game. This, unfortunately, is Street Fighter Alpha 3's biggest problem. Characters such as Rolento or Zangief all have techniques that can be exploited to make a versus game extremely frustrating. For example, Rolento nullifies the brilliance of the guard crush system simply by nature of his attacks (his normal attacks do incredible guard-meter damage). Other problems include characters who are ranked fourth tier or worse simply because their moves have such low priority that they're altogether useless. Throw in the volatile world tour creation system, and you have a fighting game rife with gameplay exploits. Even so, most Capcom fans will be delighted with Street Fighter Alpha 3 simply because the home version is so over-the-top with bonus modes and extra characters. We can only hope that Street Fighter Alpha 3 is the first step for Capcom in a trend to make console games exceed their arcade predecessors.