Showing posts with label PS2. Show all posts
Showing posts with label PS2. Show all posts

Thursday, April 5, 2012

Soul Calibur II Review

By definition, one cannot improve upon perfection. So, considering that 1999's Soul Calibur for the Dreamcast is widely considered to be a flawless fighting game, maybe that explains why Namco didn't take many risks with the sequel, which has finally hit the PlayStation 2, Xbox, and GameCube. If you played and enjoyed the original Soul Calibur, chances are good that you'll also enjoy the sequel since it's so much like the first game. That also means Soul Calibur II won't impress you as much as its predecessor, since you've seen most of these characters, their weapons, and their moves before, and the available gameplay modes are nothing out of the ordinary. Nevertheless, on its own terms, Soul Calibur II is by all means a great fighting game, and Namco has done a fine job of making each respective console version equally enticing.



For the majority of players, the most significant difference between Soul Calibur II and its predecessor will be cosmetic, though the visuals haven't been overhauled completely. The returning characters all look different and the stages are all new, but many of the animations (even for some of the new characters) are recycled from the previous game, as is the flow and feel of a typical match. As before, gameplay involves four buttons, corresponding to your character's horizontal slash, vertical slash, kick, and guard. Using various combinations of these and the directional pad, you can make your characters unleash dozens of different moves. A number of the characters even have alternate fighting stances, which they can readily switch between to vary up their attacks.



There's a two-tiered rock-paper-scissors system here that's more or less identical to the system that worked so well in Soul Calibur: Low attacks hit high-blocking opponents, mid attacks hit low-blocking opponents, and high attacks tend to beat out mid attacks. Additionally, vertical slashes tend to have priority over horizontal slashes but can be dodged laterally, while horizontal slashes can counter an opponent who's sidestepping too often. Add in guard impact moves, which all characters can use to deflect their foes' attacks, and soul charge moves, which all characters can use to power up their attacks, and you've got a deep, tried-and-true combat system. The gameplay has been tweaked since Soul Calibur, to account for some of the issues that highly experienced players of the previous game picked up on. However, most players won't really notice the different properties of crouching or of lateral movement or things like that. Of further note, the game controls well using the default PS2, Xbox, and GameCube controllers. The PS2 controller is best suited, and the GameCube's directional pad is a little small, but all of these are responsive and more than serviceable with the game.



All of the Soul Calibur cast returns either in form or in spirit. From the samurai Mitsurugi to the undead pirate Cervantes, from the nunchaku-wielding Maxi to the female ninja Taki, from the bizarre Voldo to the aptly named Nightmare, most all the old favorites are intact, each with a smattering of new moves. Some have changed more than others, but for the most part, tactics and combos that worked well in Soul Calibur still work well here. There are a number of new characters in the game, though aside from the exclusive character in each console version of the game, only two characters are completely new: Raphael, a fencer whose feints and ripostes suitably capture the elegance and effectiveness of this fighting style, and Talim, a young girl whose speed and expertise with her twin blades make up for her small stature.



The special-guest characters in each version of the game are well done in their own right and are about as fully realized as the rest of the cast. The PlayStation 2 version gets the Tekken series' grizzled old karate master, Heihachi Mishima. The Xbox version gets Spawn, Todd McFarlane's muscle-bound comic book antihero. And the GameCube version gets none other than Link from The Legend of Zelda. These characters have been heavily promoted and talked about, and though none of them fits in very well with the rest of Soul Calibur II's characters, they each look good, are competitive, and have their own unique fighting styles. Heihachi has all the ferocious kicks and punches that make him a powerhouse in Tekken and looks better than ever before. Spawn has a limited ability to fly and can inflict massive damage with his ax. And Link's got all his classic moves and all his classic weapons, including the boomerang, the bow, and the bombs.



Another character is new to the home versions of Soul Calibur II and is not in the arcade original: Necrid, a Todd McFarlane creation specifically designed for this game. Necrid is surprisingly fast and powerful and fights with a ghostly weapon that mimics the other fighters' techniques. But this hunched-over, bloated action figure of a fighting game character seems like he was ripped out of some other game and thrown in here. Surely, it's great to have as many characters as possible in a fighting game. But there's also something to be said for having a cohesive look and style across all the characters. Each fighter in Soul Calibur for the Dreamcast, though remarkably different, at least looked like he or she belonged in the same game as all the other fighters in the lineup.



At any rate, the exclusive characters represent the biggest difference between the three console versions of Soul Calibur II, and if you're trying to decide on which version to get, you should probably go for the one with the character you'd most like to play as or against. Or if you have a home theater system and an Xbox, then the Xbox version is the way to go, since it features 720p HDTV support and Dolby Digital 5.1 sound. The other two versions are no slouches either, though, and natively support surround sound and widescreen progressive scan displays.


Wednesday, April 4, 2012

Teenage Mutant Ninja Turtles: Smash-Up Review

In Teenage Mutant Ninja Turtles: Smash-Up, you and some friends pick from a roster of beloved characters and proceed to beat the heck out of each other in a diverse array of arenas. Sound familiar? The similarities between this game and the Super Smash Bros. series are clear, from the fast-paced action to the presentation to the announcer's voice. Yet there are a number of notable differences that set Smash-Up apart. Some are positive, like the more-straightforward combat that make it easier to succeed with a variety of characters. Some, like the not-so-sharp visuals and inconsistent victory conditions, are negative. These rough edges keep Smash-Up from making a legitimate bid for the Smash Bros. crown, but it's still an entertaining brawler in its own right.



Most of the fighters are longtime TMNT standbys, though a few of the unlockable characters will be unfamiliar to lapsed fans. While each character does play differently, their core movesets are fairly similar. You have a basic attack and a strong attack, the latter of which is slower, but has a bigger range and is more powerful. Using either of these attacks while pushing the analog stick in a given direction will activate a different move, so like in Smash Bros., you have a solid array of moves that are very easy to perform. Unlike in Smash Bros., none of the characters have flashy special moves. Though one character's strong attack may involve a katana while another character's involves a gun, the range and power of these attacks aren't drastically different. There are no lightning bolts, and nobody is swallowing anybody else. The moves are similar enough that you can choose any character and still have a reasonable degree of success, but they are also different enough to make each character unique. Combat isn't flashy or diverse, but this makes Smash-Up accessible to Smash Bros. veterans and new brawlers alike.



But just because there aren't crazy special moves doesn't mean the combat isn't engaging. Because the differences between characters aren't as drastic, successful players have to get the most out of their repertoire. Positioning and blocking are as important as striking. You can launch quick attacks from the walls and dodge strikes while jumping, making the air as much a part of the battlefield as the ground. There are also ninja power-ups that you can grab and use, including fire breath, throwing knives, bombs, giant magical claw marks, and your own personal tornado shield. If you don't like the power-up that has appeared, you can hold a button to call up a pointer, which you can then use to change the power-up. In theory this adds an interesting strategic wrinkle to the game, but in practice, it's tough to find a spare moment to point and shoot.



The action is fast-paced and frantic, though you will encounter some rough patches, especially if you're accustomed to playing Smash Bros. Most notably, when you are knocked down, you often stay on the ground unable to move just a bit longer than you'd like. It's not a huge difference, but over the course of the match, you'll undoubtedly be knocked down enough to notice the delay. This can be frustrating at first, and though this frustration wanes as you play more, you'll still have aggravating moments of prone impotence. Smash-Up also gives you a split-second chance to break your opponent's grab, but the analog stick wiggling and Wii Remote waggling required to do so don't seem to register consistently (Wii Remote and Nunchuk, GameCube controller, and Classic controller are supported). On the whole the combat is fun and engaging, but there's nothing particularly exciting or unique about it.



The arenas that you fight in do their part to help spice up the action. Only two are static, enclosed areas. The rest feature hazards like bottomless pits, collapsing structures, or vicious monster crocodiles that can devour you in an instant. One level forces you to traverse a moving train as your opponents uncouple the cars in front of you, though you can easily get caught in a frustrating damage loop if you are left behind in a tunnel. For the most part, these arenas are varied and interesting, though they aren't exactly pretty. When the camera pulls out, it can be tough to judge distances, and the visuals aren't as clean and sharp as they should be. It can be hard to differentiate between characters, especially when there are similarly clad fighters in a match (four green bipedal turtles, for example). To help you spot your character, Smash-Up puts a glowing aura around each fighter. These colored outlines are certainly distinct, but they can also be fairly distracting. Fortunately, you can turn them off and use the initials that appear below each character to guide you, but it's a shame Smash-Up's visuals aren't quite up to speed with the gameplay.



In addition to four-player battles, you can take on a series of solo fights in Arcade mode. This short story arc features some lame cutscenes, but victory allows you to unlock the playable characters you'll encounter there. (Other, stranger characters are unlockable by completing a large number of matches in other modes or by using a cheat code.) You'll play a few minigames throughout your journey, and these are reasonable diversions that allow you to earn shells, which you can then use to unlock bonus items. An amusing shooting gallery lets you shoot shells at targets to unlock figurine parts, and you can also spend your shells to build a trophy that you can wager in online matches. Smash-Up features smooth online play that lets you fight with friends or jump into a random match. There are also various ways to set up local tournaments for up to eight players, and there's a mission mode that presents a long list of different battle scenarios for you to complete. This all adds up to a lot of extra stuff to do and goes a long way toward giving you more bang for your buck.



Smash-Up is best when played against some friends on your couch, but there are some issues in the Battle Royal mode that can mess with your matches. In a number of different match types, the victory conditions are not always consistent. At the end of each match, your match statistics are displayed in four categories: lives left, knockouts, times knocked out, and remaining health. In some Knockout matches, the player who reached the requisite number of KOs (five) lost to a player with only two KOs. In similar matches, the first player to five KOs won. It's unclear whether this is a bug or whether the game is using some undisplayed stats to calculate the winner. And in some Last Man Standing matches, the last man standing came in second. Whatever the reason for these irregularities, you'll find the inconsistent scoring to be baffling at best and aggravating at worst.



Despite these scoring issues and the not-so-great visuals, Teenage Mutant Ninja Turtles: Smash-Up is a fun, engaging brawler. The combat is solid and fast-paced, and though it's not exactly innovative, it's good enough to support some entertaining fights. If you're looking for a new source of Wii-powered beatdowns, Smash-Up fits the bill.

Tuesday, April 3, 2012

Marvel Nemesis: Rise of the Imperfects Review

Marvel Nemesis: Rise of the Imperfects, Electronic Arts' new fighting game, has already appeared on the Xbox, PS2, GameCube, and PSP. Next up for the Nemesis treatment is the Nintendo DS, a portable system with very different capabilities from those other four platforms. The DS's touch screen and voice-recognition features present a lot of interesting gameplay opportunities, which, if used correctly, can more than make up for the portable's lack of graphical horsepower and analog control. Alas, that isn't at all the case here. Instead, Marvel Nemesis on the DS makes very poor use of the unique abilities of the hardware, and the unfortunates who decide to rent or buy this game will be stuck with nothing more than a filthy, horribly buggy version of an already middling game.



On the DS, Marvel Nemesis: Rise of the Imperfects' story goes from heavily garbled to completely incomprehensible. There are a few cartoon panels between each mission, but they never consist of more than two sentences of grammatically incorrect text. The basic facts are that The Imperfects, six superpowered thugs in the employ of evil genius Niles Van Roekel, are out to cause trouble in New York City so the boss can get his hands on a heavily guarded suit of alien armor...or something along those lines. In any case, there's ample excuse for Marvel's superheroes, led by crowd favorites Spider-Man, Iron Man, Elektra, and The Thing, to go up against the nasty ol' Imperfects in a series of one-on-one battles. The battles take place in fully destructible environments that are heavily seeded with objects you can turn into convenient missiles or bludgeons, all at the touch of a button.



It's a chore to wring any kind of entertainment out of Marvel Nemesis: Rise of the Imperfects. This is partly because you must play through the game's arcade mode endlessly to unlock content. You only start with two playable characters: Wolverine and The Human Torch. All other content--including characters, concept art, arenas, and alternate costumes--cost "battle points," which you earn by trashing one CPU-controlled opponent after another as fast as you can. Occasionally the game will offer you a chance to wager battle points on an upcoming fight, but you never know when you'll get this opportunity, and you can only bet a maximum of 500 points on a battle, which is a fairly trivial amount. Unlocking Daredevil, for instance, costs 8,000 battle points. It's also possible to wager points during a multiplayer battle.



Marvel Nemesis' gameplay doesn't compare favorably to any of the other versions of the game, let alone any competing games on the Nintendo DS. The controls have gone from simplistic to cretinous. You can toggle auto-aim using the left shoulder button, but there's no reason to ever take it off, because there's no point to free-running around the level to pick up and throw objects. Furthermore, the game's environmental attacks have gone from somewhat overpowered to completely useless. Furthermore, your lock-on function reacts far too slowly to your opponent's movement. If you're in the middle of an attack and your enemy shifts to your left or right, your character won't adjust accordingly, as it takes a heavy fraction of a second for him or her to awkwardly pivot in place to face the right direction again.



The touch screen's primary use is to activate your character's motion and flight powers, which have no real use in this game, even on the multitiered levels. This is because you can fall any distance without suffering any damage, and your opponent will follow you wherever you go. Sometimes one of the characters will fall off a tall building, causing the game to pause for a few seconds before simply resetting the battle on the roof. Usually, all you need to do to win is maneuver the bad guy in to a corner so you can beat him to a pulp using your regular combo attack. You can also use the touch screen to perform your character's single finishing move by tapping in an elementary combo at the end of a match.



It's quite obvious that Marvel Nemesis: Rise of the Imperfects didn't receive adequate play testing before its release. It's simply riddled with graphical, artificial-intelligence, and hit-detection glitches. Yes, most of the walls and floors are destructible, but they also have a nasty habit of disappearing at odd times so that your character appears to be standing on thin air. The CPU isn't much good at attacking you in any fashion, but every once in a while, CPU opponents will just start attacking a corner of the screen, even if you're standing in the middle of it. At a few points, we were even able to toss an enemy through a solid wall, or out of the screen entirely (the match went another 50 seconds before we won by default).



Marvel Nemesis is not a good-looking game by the standards of the Nintendo DS. Most of the neat lighting tricks from the other versions have been dispensed with, as have a large portion of the character animations. What's left is a blurry hash of strange-looking combat, weak explosions, smoke and particle effects, and bland skeletal environments. Whatever visual ?lan and comic-book styling this game possessed on other platforms is gone. The sound is very mediocre for this type of game, and the effects are perhaps even a little understated. In any case, they're a pretty quotidian collection of beat-'em-up thumps, bashes, and breaking glass.



Marvel Nemesis: Rise of the Imperfects shouldn't have been made for the Nintendo DS. The system doesn't have the capabilities to display the other versions' main strengths, which lie in their graphics and online multiplayer modes. Add this to the fact that this game is clearly an unfinished product (that still costs $35), and you've got a real lemon on your hands. Don't buy, rent, or otherwise play this game. You'll regret it.

Monday, April 2, 2012

The King of Fighters NeoWave Review

Home to many great fighting games and shoot-'em-ups, SNK's everlasting NeoGeo finally seemed to retire a few years ago when SNK Playmore made the decision to switch over to the Atomiswave, a similarly designed but technically more powerful system. So what was the company's first order of business now that the time had come for a fresh, new beginning? Why, porting over one of its popular fighting games, of course. Enter The King of Fighters NeoWave, a spin-off of SNK's best-known fighting franchise. Based on The King of Fighters 2002 but featuring marginally improved graphics and various gameplay tweaks, NeoWave frankly doesn't look (let alone play) much different from a typical KOF installment. This budget-priced Xbox Live-enabled fighter still packs some good stuff for hardcore fans, but the touched-up paint job doesn't make this feel like a whole new game. In fact, in some ways it feels like a step backward from The King of Fighters 2002.



KOF NeoWave features the traditional three-on-three team battles that the King of Fighters series is known for. You can't change fighters in the middle of a round, so your fighter keeps going either until he or she is defeated, or until the other team of three gets wiped out. So even though you choose three characters going into the standard game mode, the battles are all strictly one-on-one. The mechanics of gameplay are very similar to previous KOF installments, especially 2002, which means you'll once again be attempting to string together various punches and kicks with special moves for damage-dealing combos, while occasionally busting out with super moves and other tricks. The roster contains three-dozen different fighters, including most of the popular favorites, plus three different fighting modes. It's a lot of variety, but at the same time, it's mostly well-worn, familiar territory. If you've already played KOF 2002 and moved on, NeoWave won't do much to draw you back in, and probably isn't worth your while.



That's not to dismiss the quality of the underlying action. More than a decade of tuning and refining has informed this King of Fighters installment, which contains a diverse and interesting cast of fighters, and plenty of room for individualized tactics and strategy. The fighting is fast and intense, especially if you take it online. When playing online, KOF NeoWave behaves just fine (unlike the Xbox version of King of Fighters 2002 released last year). Matches are relatively lag-free and it's possible to jump straight into a rematch. You can limit the roster to exclude hidden characters to keep things fair, and you can even try to organize or participate in player-made tournaments. Since the game is also available in Japan, you can look forward to some international competition, though not a lot. Nevertheless, getting to play online with other King of Fighters fans is probably the game's biggest attraction.



What's truly new in KOF NeoWave? Not much, really. The character graphics are all recycled, the soundtrack is mostly forgettable, and a lot of the audio is muffled and indistinct. There's still a lot of charm and personality on display in the different fighters, but this isn't a good presentation by today's standards. The character roster has been tweaked since 2002 to include a few old favorites who didn't originally make the cut, like Shingo and King. The three different fighting modes (super cancel, guard break, and max2) influence your character's moves and abilities, as well as how often you can use your most powerful techniques, though systems like this have been a part of 2D fighting games for years. The conventional four-button KOF control scheme (for light and strong punches and kicks) gains one more button this time around for what's called "heat mode," which causes your character to flash red and get stronger, though at the expense of health. It's not that meaningful of an addition. The game also sports some fully 3D backgrounds and nice-looking portraits for all the fighters. There are a few alternate modes of play, like an "endless" survival mode, and numerous graphical options you can tweak to slightly adjust how the action looks on your screen, but this isn't major stuff.



Other than that, The King of Fighters NeoWave feels rushed. The onscreen interface looks ugly, especially the life meters. There's no text dialogue in between matches, which might not seem like a big deal, but it's a glaring omission--in past installments, fighters' personalities tended to come across in the between-battle dialogue. The last boss isn't an original character, but rather a recycled hidden fighter from a much older game. Worst of all, there are brief but painfully noticeable loading times between rounds, interrupting the fast pace of the action. One might reasonably expect the Atomiswave hardware to improve on what the NeoGeo was capable of, but whatever improvements are on display in this game are negated by new problems. The translation to the Xbox didn't seem to do much to compensate, either.



In the end, KOF NeoWave is a decent 2D fighting game that's recommendable only to those looking for more King of Fighters, for better and for worse. It's not a substantial or impressive upgrade for the series, but if you're still a fan, chances are you enjoy picking apart each new installment, noting subtle differences to moves and abilities, comparing additions and omissions against past versions, and so on. And being able to play online against other fans is nice, too.

Saturday, March 31, 2012

Capcom Fighting Evolution Review

Ever wondered who would win in a match between Street Fighter III's fearsome near-naked muscleman, Urien, and DarkStalkers' frisky near-naked cat girl, Felicia? No? At any rate, the answer to this and many other obscure fighting-game crossover-match questions may be found in Capcom Fighting Evolution. This is a competent product, offering a fair variety of characters and the responsive controls you'd expect from a Capcom fighting game. But it also feels like a relic, with its bare-bones set of options and decided lack of distinguishing features. The game is clearly best suited for hardcore fans of Capcom's fighting games, who might enjoy exploring some of the nuances here but probably won't find much reason to keep coming back. At least this version offers online play through Xbox Live to make up for the fact that it's hitting shelves half a year later than the otherwise identical PS2 version.



Capcom Fighting Evolution is essentially a typical one-on-one 2D fighting game, in which you compete with either another player or a computer-controlled opponent in best-of-three-round martial art matches. Purists will appreciate that it features the classic Street Fighter-style six-button control scheme. The game's main twist is that, instead of choosing just one fighter per match, you choose two. This implies some sort of a tag-team fighting system, as in Capcom's "Versus" games, but Capcom Fighting Evolution isn't that complex. You pick two characters only, so you can optionally alternate characters between rounds. So, for example, you might form a team consisting of Zangief the pro wrestler and Demitri the vampire, reserving the latter for use against pesky fireball throwers like Ryu, while letting the former and his signature spinning pile driver do most of the work. Since you decide which character to use in each round, you don't even have to use both of your selected fighters. As such, Capcom Fighting Evolution's system is rather simple, but nonetheless marginally different from that of most other fighting games, which makes it interesting.



In recent years, some of Capcom's fighting games have asked you to choose between some esoteric fighting systems in addition to choosing your characters. Capcom Fighting Evolution also features different systems, but these are dependent on the characters you choose and the games from which they come. This is the game's other twist. For example, if you choose Street Fighter III's buffed-up brawler, Alex, you'll be able to parry incoming attacks by tapping forward on the D pad at the last possible instant, since all Street Fighter III characters could parry in this fashion. Or, if you play as Street Fighter Alpha's ninjutsu master, Guy, you'll be able to use alpha counters to immediately follow up a blocked attack with another strike.



These different fighting systems also govern the respective characters' supermoves. Some types of characters can use their supermoves more quickly, while other characters' supers are more powerful, and stuff like that. There's not that drastic of a difference from one fighting system to the next, but the subtle differences between them do give the game some depth. It helps to some extent that many of the fighters have been at least slightly tweaked since you last saw them. For instance, the Street Fighter III characters have access to multiple supermoves during a match, whereas in all previous versions of Street Fighter III, you were forced to choose a single supermove prior to each match. Nevertheless, the balance is still pretty suspect, as there seems to be no one in this game that a good Ryu or Zangief couldn't thrash.



The roster includes about two dozen different characters, mostly hailing from five different Capcom fighting games, including Street Fighter II, Street Fighter Alpha, Street Fighter III, DarkStalkers, and the obscure Red Earth, also known as Warzard. Capcom Fighting Evolution could have distinguished itself by throwing together more than just a handful of characters from each game, but it failed to take advantage of this opportunity. As a result, if you're a Capcom fan, you'll instantly be disappointed by the "sampler" selections from each game, since some, if not most, of your personal favorite fighters inevitably didn't make the cut.



The cast itself is a rather strange one. You have your obvious inclusions like Ryu and Guile, but you also have some strange picks like DarkStalkers' wacky mummy, Anakaris, and Street Fighter Alpha's elegantly dressed Rose. There's also Ingrid, an original character who looks a lot like Street Fighter Alpha's schoolgirls, Sakura and Karin. The entire cast of Red Earth sticks out most of all, especially Hauzer, a huge screen-filling dinosaur. The Red Earth characters don't really fit in with the game's assorted martial artists, but they certainly look good, since Red Earth was Capcom's first game using the technology that subsequently powered the much-better-known Street Fighter III. Then again, these smoothly animated characters clash significantly with the relatively crude-looking cast from Street Fighter Alpha. Since almost all the character artwork here (as well as the voice work) is recycled from one old fighting game or another, Capcom Fighting Evolution feels like a mishmash of different, old fighting games. That's exactly what it is, in fact.



Capcom Fighting Evolution has a bare minimum of modes of play. There's an arcade mode, a versus mode for two players, a training mode for practicing your moves, Xbox Live mode, and that's it. You can adjust some basic options and unlock some hidden characters and other extras by repeatedly finishing the arcade mode, but there's no survival mode or color-edit mode, or any of the other stuff now found in most 2D fighting games. Xbox Live support works as you'd expect, letting you tweak a small number of different options when searching for matches, and conveniently offering you an at-a-glance look at how many matches are currently available (don't expect a lot of competition online). Of course, relatively lag-free online fighting such as this is no longer inherently novel as it once was, since several superior Live-enabled fighting games have long since been available at a low price. Capcom Fighting Evolution at least features some original background artwork, most of which is brimming with cameo appearances by many characters you'll wish were actually playable. Furthermore, the game includes some nicely done comic book-style ending sequences for all its characters. So, as pure fan service to Capcom's loyalists, Capcom Fighting Evolution isn't bad. However, it's also got a lame announcer and a new soundtrack consisting of some forgettable rock music.



Five years ago, Capcom Fighting Evolution probably would have been a great game, especially with online play thrown in. It does a decent job of throwing together a bunch of different characters into the mix, and letting them take advantage of their respective games' specific play mechanics. It also plays fine and looks good. At the same time, Capcom Fighting Evolution is the umpteenth game to recycle these same graphics, sounds, and mechanics, so unless you're dying to experience some of the strange matchups that are possible here, you could just as well go back to playing whichever games all these fighters hailed from.

Thursday, March 29, 2012

Legend of the Dragon Review

Legend of the Dragon is a fighting game from Game Factory that's based on a cartoon that currently airs on Toon Disney as part of its Jetix programming block. It's about a pair of 15-year-old twins, Ang and Ling, who are on opposite sides of a martial-arts-themed conflict involving humans that can transform into beastlike creatures. The fighting in this game is uniformly terrible, giving you the feeling that the product was constructed as a licensing tie-in first and a game second, but the ugly graphics and lack of character speech mean that this probably won't do much for fans of the show either, making it a failure from every angle.



The fighting is stripped down, with only one punch and one kick button and very basic combos that string those two attacks together. While you can push in a direction to execute different punches and kicks, you don't have any special moves in your human form. As in most modern fighting games, as you fight, a meter fills up with energy. Once it crosses a certain threshold, you can transform into your character's guardian form. For the main characters, the forms are largely human still, just armored. Others turn into decidedly snakelike, or ratlike, people, and so on down the line. Your basic abilities don't change when you're transformed--you can still attack, and the game still plays like a bad 2D fighter with 3D ring movement buttons. But you can also use your power meter when transformed to execute three different special attacks that make the game feel like it's trying to ape the Dragon Ball Z Budokai series. One attack launches a DBZ-like energy beam at your opponent, and at that point, a button-mashing or controller-waving frenzy breaks out, which either causes more damage or nullifies the attack, depending on which player can mash faster. Another special attack has the player enter six button presses or controller motions at random. If the opposing player can memorize the string and enter part of it, that player will block the incoming attack. The third attack launches a series of fireballs in a rhythmic fashion, and the defending player can dodge these with well-timed button presses or controller waves. Unfortunately, these attacks are identical for every fighter in the game.



In addition to a stock of standard fighting modes, like survival and practice, there's a quest mode, where you move Ang or Ling around a map screen as though it were some kind of board game. There are temples at several spots on the map, and at each temple, there's a challenge for you to complete. The game tries to get clever here and change things up by giving you stipulations for each fight, like in Soul Calibur's quest mode. So some fights have time restrictions, others can be won only with specific attacks, and some fighters are only susceptible to combos. If any part of the fighting were even remotely enjoyable, this might provide an interesting change of pace. But it only manages to frustrate, because it's very easy to knock opponents out of the ring accidentally, which will lose the fight for you if you needed to do something else to your foe.



Legend of the Dragon is available on both the PlayStation 2 and the Wii. The PS2 version has very standard controls, with buttons for blocking and throwing. The Wii setup uses the Wii Remote and the Nunchuk and is very similar to the PS2 controls, though on the Wii you'll block by pushing down on the D pad, and you'll throw by pressing down on the D pad and waving the remote toward your opponent. All of the special attacks require some form of Remote movement, and none of them feel precise. Graphically, the two games are very similar--both of them have bland visuals, with a generic cel-shaded look and weak animation that makes all the characters look pretty bad. The backgrounds are also ugly and plain. Because the game is based on an animated series, you'd hope for some form of voice acting, but other than the typical fighting game grunts and a few very short voice clips here and there, it plods on in silence, using text to convey the quest mode's nonstory.



Because of the game's dull fighting system that doesn't play well against the computer-controlled opponents or against a live human being, it seems almost impossible to have fun with Legend of the Dragon. When you factor in the total lack of detail in the attempt to mimic the cartoon's look and feel, you're left with a game that even diehard fans of the relatively obscure cartoon will probably hate. Do yourself a favor and keep your distance.

Fight Club Review

Given the antimaterialist undertones of the 1999 movie Fight Club, it seems a little strange that it has been spun off into a video game, especially this long after the fact. Granted, Fight Club is a modern classic, and its surprising story, dark humor, and graphic depiction of raw fistfights still hit home today just as strongly as ever. A Fight Club game doesn't necessarily seem like that great of an idea to begin with, but a fighting game based on the movie at least basically seems to make sense. Such a game would hopefully capture the sheer intensity and brutality of the movie's battles between men fed up with a stifling society who are looking for a pure, primal release of all their emotions and frustrations. Unfortunately, Fight Club the game--in stark contrast to publisher Vivendi Universal's far more successful movie-to-game efforts earlier this year--is a resounding failure. Unless you're a masochistic Fight Club fan looking to purposely have your sensibilities offended, then you'd be well advised to stay far away from this game.



Want proof? When you finish Fight Club's story mode--which is a series of mind-numbingly easy and repetitive battles punctuated by poorly prerendered images overlaid with terrible voice-over that is rife with pointless swearing--and which has the audacity to try to tie in with the events of the film, you unlock Limp Bizkit front man Fred Durst as a playable character. His distinctively harsh rap-rock vocals, which are completely incongruous with the Dust Brothers' electronic music featured in the movie (and some parts of the game), are also used to quickly establish (in the opening cutscene) that this game isn't going to try to do a good job of being faithful to the spirit of the movie.



To be fair, much like how the main character(s) of Fight Club yearned to fight such figureheads as Mahatma Gandhi, William Shatner, and Abraham Lincoln, it's possible that Fight Club fans might appreciate the idea of seeing Durst get the snot beaten out of him. Unfortunately, they won't get much satisfaction out of the actual process here, because Fight Club is one of the basest fighting games in years. While the game includes multiple characters from the movie (as well as some original concoctions), they all fall into one of three categories: brawler, martial artist, or grappler. And these three different fighting styles aren't that different from each other, either. Characters all rely on basic strings of punches and kicks, and the occasional throw, to do damage. There is a distinctly limited number of moves per character, and a lack of depth that's immediately apparent in the gameplay. You could probably whip through the game's story and arcade modes just by mashing on the punch buttons without even looking at the screen.



The game's not horribly broken--it's just bad. There are a few early moments in which Fight Club shows a hint of promise. Some of the moves look painful when they connect, such as head-butts that cause both the victim and the assailant to reel backward in pain (one with a hurt forehead, the other with an apparently broken nose). Other times, blood splashes all over the screen, an effect that's rather shocking at first, but soon becomes repetitive and stale. Matches also sometimes end with a slow-motion finisher, such as when one fighter breaks his opponent's arm at the elbow. These moves do look nasty, but there are a very small number of them, so their impact quickly dissipates. And, as mentioned, these sorts of moves are the exception. Much of the animation in Fight Club looks stilted and weak, resulting in battles that really look nothing like the savage fistfights from the movie. The game's fighters do bear the unassuming look of the movie's average Joes (notwithstanding Meat Loaf's character, Bob; incidentally, none of the movie stars' likenesses can be found here). Also, the game's fighting arenas are lifted directly from scenes from the movie. But this window dressing doesn't help matters much.



In addition to standard arcade, versus, and survival modes, Fight Club features online play and a create-a-fighter option. These normally desirable features are basically squandered on this game, since no matter who you play and which character you choose, you're unlikely to derive any sort of meaningful satisfaction from all the repetitive, simplistic combat. These features are functional but also pretty threadbare, though that's to be expected. For what it's worth, the game shows another inkling of a good idea with its option to let you play either normal or "hardcore" versus matches, in which your created fighter stands a chance of being forced into early retirement if he suffers too many bone-crushing injuries. If things are looking bad, you can tap out of a match to end it early to avoid this type of fate, or you could simply not play Fight Club, which has the same effect. Also, the Xbox version of Fight Club already sports some downloadable content, including an additional fighter who's not noticeably different from any of the other fighters in the game, and some additional music. Again, this stuff doesn't do anything to address the game's fundamental flaws. Apart from the downloadable content, the Xbox version looks somewhat sharper and cleaner than the PS2 version, and the between-match loading times are better. But for the most part, the two versions are very similar.



Fight Club's graphics are the best thing about the game, but don't take that to mean this is a good-looking game, either. It looks decent. Some of the lighting is nice, as you can clearly see the fighters' expressions and how their faces get bruised and bloodied as a match wears on. The game also maintains a good frame rate, particularly on the Xbox. On the other hand, as mentioned, the animation is stiff and awkward. Also, the characters are strangely drawn and proportioned, and the fighting arenas are flat and sparsely populated. The game's menu system, which flies you around the movie's dilapidated building on Paper Street, is a nice touch, but the actual graphics during the fights are pretty hit-and-miss. The same can be said of the sound in Fight Club, which, in many cases, is simply missing. The fights sound strangely subdued, as only the occasional punch, kick, or bone-snapping effect, or groan from one of the fighters, can be heard. When a fighter wins a match, you'll see him verbally taunt his opponent, but you'll hear nothing at all. The game lifts a few memorable pieces of music from the Fight Club soundtrack, but these stick out like a sore thumb next to the pale imitations that are used in other cases.



If you ignore the fact that Fight Club ties into the movie (and novel) that bears its namesake, and consider it purely on its merits as a game, what you're left with is an undercooked fighting game that's far worse than fighting games from more than 10 years ago, and not much better looking. And when you also consider the game's botched attempts at including some tie-ins with the movie, the results look even worse.

Saturday, March 24, 2012

Mortal Kombat: Deception Review

The latest in Midway's influential and long-running fighting game series, Mortal Kombat: Deception, picks up where 2002's Mortal Kombat: Deadly Alliance left off by featuring lots of new and returning fighters, a variety of surprising new modes of play, and, perhaps best of all, the ability to play online. The strangest part about Deception is how it includes several completely off-the-wall modes, the likes of which you'd never expect from a fighting game. These include the single-player konquest mode, which is a story-driven adventure; puzzle kombat, a competitive Tetris-style puzzle game that's an unabashed homage to Capcom's Super Puzzle Fighter II Turbo; and chess kombat, which is inspired by the classic computer game Archon. The konquest mode is disappointingly bland, while these other two modes are at least amusing. However, the core one-on-one fighting action--whether you play it offline or online--is easily the best part of the game. Like its predecessor, the fighting in Mortal Kombat: Deception is gory, intense, and quite complex, meaning it captures much of what's made MK an institution among fighting games.



The fighting system in Deception hasn't changed much from that of Deadly Alliance. Once again, the main twist that distinguishes this game from other 3D fighting games is that each character may freely switch between three different martial arts styles during battle--one of which is always a weapon-based style of some sort. Characters each possess a handful of unique special moves, as well as a bunch of different chain combos, some of which involve switching between different martial arts styles in midcombo. The sheer variety of different martial arts featured in MK: Deception is quite impressive, and the overall look and feel of the action is clearly inspired by kung fu movies--to good effect. Whereas many fighting games take their cues from anime and aim for action that looks more stylish than downright painful, MK: Deception goes for the hard-hitting staccato rhythms of Hong Kong action cinema and doesn't skimp on sheer graphic violence. The results don't always look perfectly fluid or natural--especially since many of the characters actually look rather stiff--but the fighting in MK: Deception nevertheless features a ton of painful-looking moves that cause the opponent on the receiving end to reel backwards, oftentimes gushing blood. The fighting action is ridiculously over-the-top, and, as a result, it's actually often quite funny.



There's a good, responsive feel to the action, and there's decent variety within the roster of selectable characters. In MK tradition, the fighters here aren't drastically different from one another. Though their special moves and combos are unique, it's not difficult to learn how to play as the different characters once you've grasped the basic game mechanics. A dozen fighters are initially available, and a dozen more are silhouetted on the character select screen, practically taunting you to unlock them. The typical match unfolds as your average best-two-out-of-three-rounds fighting game battle, but MK: Deception does have a few twists. For one thing, it's now possible to execute combo breakers (in a nod to the fighting game Killer Instinct) that let you instantly disrupt the opponent when you're on the receiving end of a string of attacks. Combo breakers are actually really easy to perform, but the catch is that you can use these only a few times during a match, and they cause no damage to the opponent. So they introduce a welcome bit of strategy to a match. Should you use your breakers right away or try to save them to turn the tables at the end of a match? MK: Deception makes a few other tweaks to Deadly Alliance's gameplay, such as eliminating the powerful impaling moves from that game and adding (back) a whole bunch of uppercut attacks--MK standbys that seemed noticeably absent from Deadly Alliance. Deception also adds a fairly useless graphical threat indicator, which (among other things) flashes red when you're susceptible to taking extra damage from a counterattack. In practice, it's just not possible to glance at this small row of flashing lights while concentrating on match action.



A much more noticeable, and welcome, addition is in how most of the battle arenas in MK: Deception feature death traps that may instantly end a round, either for a satisfying finish or a surprise comeback. For example, Mortal Kombat's classic "pit" stage returns (and MKII's acid-filled "dead pool" level is in here too), but this time, you don't need to wait until the end of a match to knock your enemy onto the spikes below. Now, if you just get him or her near the edge of the elevated platform, you can uppercut the poor sap to certain death. Should you die in this fashion, you only lose the round and not the match, which is something that's inexplicable but makes obvious sense from a gameplay standpoint. It's a like a much messier version of Virtua Fighter's ring-outs.



Most of the death traps are tucked away into the recesses of a level and sometimes require you to smash your opponent (or get smashed yourself) through a lower level before the deadly portions of it are exposed. These dangerous areas are also conveniently indicated by a red border, so you'll know when you're in a troublesome spot. A few of the levels--including one in which the edge of the level keeps collapsing, making it more and more likely that someone ends up falling--are definitely a little too prone to deaths-by-death trap. But the fact that these elements of the stages make you have to be mindful of where you're fighting mostly just help to make the combat more interesting. Plus, the death trap-related fatalities are pretty entertaining. So death traps actually turn out to be a much more fun addition to the game than you might expect. However, if you really don't like them, for some reason, you can disable death traps in the game both in offline and online play.



Of course, this wouldn't be Mortal Kombat without a whole bunch of fatalities, and, fortunately, Deception's got plenty of them.


Thursday, March 22, 2012

The King of Fighters 2000 Review

In a very, very unfortunate turn of events, video game developer SNK 2703940filed for bankruptcy earlier this year. The company had made a name for itself with its long-lived arcade platform, the NeoGeo, and its excellent games, especially its 2D fighting games. SNK's most popular fighting game series to date is The King of Fighters, a series that lets you play a team of three fighters that you choose from a roster of both original characters and the stars of some of SNK's other games, such as Fatal Fury and Art of Fighting. The King of Fighters 2000 is the latest edition of SNK's popular fighting series and is apparently the last KOF game that SNK will develop. And while it may not be the last great NeoGeo game, it's certainly one of the last pretty good ones.



KOF 2000 refines and improves just about everything from the previous game, KOF '99. Then again, KOF '99 had plenty of room for improvement, since it had far fewer options and fewer playable characters than its predecessor. For instance, KOF 2000 features the same major gameplay systems as those of the previous game, including armor mode and counter mode; the former enables your character to move and fight without reeling backward when hit, while the latter lets you perform unlimited superattacks, as well as cancel certain special attacks into superattacks, respectively. And KOF 2000 also features KOF '99's "striker" system--the ability to call an offscreen striker character to leap in and attack your opponent briefly--which greatly resembles the "tag-ins" from Capcom's Marvel fighting game series. However, KOF 2000's striker system is actually slightly more developed; the game has a few more useful setups you can use with specific striker characters, as well as a standard juggle attack you can set up with any striker after you perform a basic throw attack. What's more, KOF 2000 has a huge number of strikers--more than 70 in all. And that's because you can choose any of the game's 35 playable characters as a striker; plus, each playable character will give you the option to choose an alternate striker instead. Many of these alternate strikers are extremely interesting, as they appeared in either older KOF games or in completely different games. For instance, you might recruit the breakdancer Duck King from the Fatal Fury fighting series, Fio from the Metal Slug side-scrolling NeoGeo action games, or one of many others. Some of these alternate strikers will likely seem obscure to you unless you've been a fan of SNK's NeoGeo games for some years, though if you have been a fan, you'll probably appreciate the references. But regardless of whether you've followed the NeoGeo for seven days or seven years, you'll probably be at least a little annoyed at the fact that you can't actually play as some of the game's alternate striker characters. It's especially perplexing that many of them--including Vice, Mature, Eiji, Billy, and Yamazaki--have the same exact character sprites and animations they had when they were playable characters in previous games, yet they're available only as strikers in KOF 2000.


Tuesday, March 20, 2012

Mortal Kombat: Deception Review

The latest in Midway's influential and long-running fighting game series, Mortal Kombat: Deception, picks up where 2002's Mortal Kombat: Deadly Alliance left off by featuring lots of new and returning fighters and a variety of surprising new modes of play. The new GameCube version of the game, released some months after Deception's debut on the PS2 and Xbox, lacks the earlier versions' most compelling feature--the ability to play online--but partly makes up for that (and lost time) with a couple of classic characters exclusively added to this roster. The strangest part about Deception is how it includes several completely off-the-wall modes, the likes of which you'd never expect from a fighting game. These are the single-player konquest mode, which is a story-driven adventure; puzzle kombat, a competitive Tetris-style puzzle game that's an unabashed homage to Capcom's Super Puzzle Fighter II Turbo; and chess kombat, which is inspired by the classic computer game Archon. The konquest mode is disappointingly bland, while these other two modes are at least amusing. However, the core one-on-one fighting action is easily the best part of the game. It's gory, intense, and quite complex, meaning it captures much of what has made MK an institution among fighting games.



Those familiar with the other versions of Deception will find that the GameCube version is identical for the most part, though it does have a few key differences. Yeah, it's too bad there's no online play, but you do get two new characters, both playable right from the get-go. Shao Kahn is the stronger and tougher-looking of the two, although each one is a respectable facsimile of his classic MK counterpart. Each also has his signature moves (Shao Kahn has his sledgehammer and his taunts, for example), plus a bunch of new ones. Goro looks a bit anemic, but all in all, these two fit in well with the rest of the cast, and they're a nice bonus. The other thing about the GameCube version of Deception is that many more characters are unlocked right up front (including Hotaru, Kira, and everyone's favorite, Noob-Smoke), so you immediately get a total of 20 fighters to choose from, whereas the PS2 and Xbox versions have only 12 initially playable. This means there's less reason to play through konquest mode, the key to unlocking most of the game's hidden content. Konquest mode is a drag, so this is a good thing.



The fighting system in Deception hasn't changed much from that of Deadly Alliance. Once again, the main twist that distinguishes this game from other 3D fighting games is that each character may freely switch between three different martial arts styles during battle--one of which is always a weapon-based style of some sort. Each character possesses a handful of unique special moves, as well as a bunch of different chain combos, some of which involve switching between different martial arts styles in midcombo. The sheer variety of different martial arts featured in MK: Deception is quite impressive, and the overall look and feel of the action is clearly inspired by kung fu movies--to good effect. Whereas many fighting games take their cues from anime and aim for action that looks more stylish than downright painful, MK: Deception goes for the hard-hitting staccato rhythms of Hong Kong action cinema and doesn't skimp on graphic violence. The results don't always look perfectly fluid or natural--especially since many of the characters look rather stiff--but the fighting in MK: Deception nevertheless features a ton of painful-looking moves that cause the opponent on the receiving end to reel backward, oftentimes gushing blood. The fighting action is ridiculously over the top, and, as a result, it's often quite funny.



There's a good, responsive feel to the action. The game plays OK using the stock GameCube controller, despite the small D pad and asymmetrical button layout. There's decent variety within the roster of selectable characters as well. In MK tradition, the fighters here aren't drastically different from one another. Though their special moves and combos are unique, it's not difficult to learn how to play as the different characters once you've grasped the basic game mechanics. The typical match unfolds as your average best-two-out-of-three-rounds fighting game battle, but MK: Deception does have a few twists. For one thing, it's now possible to execute combo breakers (in a nod to the fighting game Killer Instinct) that let you instantly disrupt the opponent when you're on the receiving end of a string of attacks. Combo breakers are really easy to perform, but the catch is that you can use these only a few times during a match, and they cause no damage to the opponent. So they introduce a welcome bit of strategy to a match. Should you use your breakers right away or try to save them to turn the tables at the end of a match? MK: Deception makes a few other tweaks to Deadly Alliance's gameplay, such as eliminating the powerful impaling moves from that game and adding (back) a whole bunch of uppercut attacks--MK standbys that seemed noticeably absent from Deadly Alliance.


Tuesday, March 13, 2012

Dragon Ball Z: Budokai Review

It's one of the most searched Internet terms, one of the most popular animated series, and one of the most popular Japanese comics of all time. It's Dragon Ball Z--a series that has enjoyed unprecedented popularity for almost 20 years now. Akira Toriyama, the creator of Dragon Ball Z, has had past success in the field of video games as the character designer for such landmark RPGs as Enix's Dragon Warrior series and Square's Chrono Trigger, but, curiously, Dragon Ball Z games themselves have never amounted to much more than bad cash-ins on this huge property. That was until last year, when Infogrames released Dragon Ball Z: Budokai for the PlayStation 2. It was a pretty basic fighting game that didn't offer anything that was too outstanding, but its production values were good, and, most importantly, it made excellent use of the Dragon Ball Z license. Now, a little less than a year later, Budokai has been ported to the GameCube, gaining a little extra graphical polish in the transition. It's a game that only a DBZ fan could love, but it's a proficient enough fighting game that others might like it.



In case you've been a recluse for the past few years, Dragon Ball Z follows the adventures of a group of superpowered fighters from across the universe, most of whom want nothing more than to be the single most powerful fighter anywhere. The titular dragon balls are a set of powerful orbs scattered across the globe that, when united, can summon a giant supernatural dragon who has the power to grant wishes. This is, admittedly, a pretty simple explanation of the series. Truthfully, though, unless you're already steeped in Dragon Ball Z lore, suffice it to say it's a cartoon soap opera that tends to cater to boys with power fantasies. There have been few cartoons that have begged to be translated into a fighting game, and Dragon Ball Z is one of them.



While most fighting games tend to offer a single-player game that essentially mirrors what you'd experience in head-to-head competition, such is not the case with Budokai. The primary single-player mode plays like a Reader's Digest version of some of the more significant portions of the Dragon Ball Z cartoon series. You'll start off with the Saiyan saga, which is the beginning of the series, jump to the Namekian saga, and end it with the Android saga, which culminates with the Cell Games. The story mode is, for the most part, just a series of increasingly difficult one-on-one battles, but it's sprinkled with lots of real-time cutscenes to move the story along, as well as an occasional minigame, both of which do an impressive job of faithfully re-creating some of the more famous moments from the show. It took years and years for the Dragon Ball Z cartoon to work through all of the story presented in Budokai, but the game's story mode is over in just a couple of hours at most, and it makes a lot of assumptions about how familiar the player actually is with Dragon Ball Z. If you don't already know the ins and outs of DBZ, the story mode may come off as somewhat disjointed, but if you do, it can be really exciting and fun to watch the story play out again, this time in full 3D.



But there's much more to Budokai than just the story mode. Completing the story mode will unlock many of the fighters in the duel mode, which is basically the game's multiplayer mode. More goodies can be unlocked in the ladder-style world tournament mode, including more hidden characters and arenas, as well as cold hard cash, which can be used in the edit mode to purchase more fighting moves to customize your fighters with. You can hone your skills in the game's practice mode, which functions much like the practice modes found in recent Tekken and Virtua Fighter games. Finally, there's the game's survival mode, the "Legend of Hercule," which follows the misadventures of the most egomaniacal and least powerful character in the DBZ universe as he attempts to hog the spotlight and glory in the Cell Games. All said, Budokai features 23 different fighters, including all the important players from the Saiyan, Namekian, and Android sagas, and one hidden fighter from a post-Android saga storyline. There are nine different locales to fight in, including such recognizables as the world tournament and Cell Games arenas, the Hyperbolic Time Chamber, Kami's Lookout, and those endless expanses of rocky desert where so much of the action in the Dragon Ball Z cartoon has taken place.


Sunday, March 11, 2012

Samurai Shodown V Review

Before there was Soul Calibur, there was Samurai Shodown. SNK's weapon-based fighting game series has always featured fantastic character design, unique play mechanics, and lots of personality, though many fans agree that the series hit its peak with 1993's Samurai Shodown II. Nevertheless, the series carried on, and one of its latest installments is now available for the Xbox, complete with online support so that you can take on those other 2D fighting fans out there. Samurai Shodown V's uneven, bare-bones presentation and somewhat clunky feel mean it's not the best 2D fighting game you could find these days, but it's got some interesting aspects, and a bunch of different characters, so it's a decent route for those of us who've always felt like something got lost in translation when fighting games went 3D.



The Xbox version of Samurai Shodown V is more or less a straight port of the NeoGeo fighting game originally released in 2003. That's not so long ago, but the NeoGeo hardware dates back to the early '90s, and this game recycles a lot of the graphics and the sound from 1995's Samurai Shodown III, so this isn't exactly cutting-edge stuff--well, besides all the swords. It's also rather ironic that a lot of the recycled character graphics and sounds are better than the content that was newly added to SSV. Classic characters like the wild swordsman Haohmaru and his ruthless rival Genjuro still look quite good--with their fearsome fighting stances and colorful expressions--but some of the newly added characters, like the hammer-wielding rascal Sankuro and the game's tough, spear-wielding last boss Gaoh, are drawn and animated rather poorly. Likewise, the game's background graphics range from sort of pretty to pretty garish, which makes SSV look like something out of a classic game compilation. The audio does a better job of standing the test of time. There's some nice music (including both the original, digitized soundtrack and a new, instrumental version) and good voice work here and there, including a gravelly voiced English-speaking announcer who fits the game pretty well--even though Samurai Shodown's narration has always been in Japanese up until this installment. The original Japanese language option is still available, but you're required to adjust your Xbox's language setting to activate it.



It's worth noting that, for whatever reason, SNK opted to bring the original version of Samurai Shodown V to the Xbox, rather than the updated version called Samurai Shodown V Special. While the differences between the two aren't superficially obvious, the updated version sought to improve the mechanics and play balance, based on how SSV panned out with its hardcore fans. SSV Special also featured the return of Samurai Shodown's classic boss characters, and in what appears to be an unfortunate misprint, the manual for SSV suggests that they're hidden in this version of the game, which apparently is untrue. At any rate, there's a slow, tactical pace to the action in SSV that won't necessarily appeal to every fighting game player. While the game moves relatively smoothly, the combat is responsive enough, and the emphasis on well-placed hits over drawn-out combos is refreshing, none of the characters move particularly gracefully, and the hits don't feel all that solid when they connect. It's a basic issue with the overall feel of the action as compared to some of the tighter, faster fighting games out there, including a lot of older ones. Play balance is also pretty suspect, especially since the two deliberately stronger-than-normal midboss characters are freely playable online. Brief yet annoying loading times between battles also drag the pacing down. It seems bizarre that this game would have any loading times at all.



The game features well over two dozen different characters, including virtually every Samurai Shodown character who has appeared in the series to date. Everyone from the master ninja Hanzo to the terminally ill swordmaster Ukyo is in here, complete with all their trademark moves. Notable omissions, though, include the freakish Gen-An, the ferocious Wan-Fu, and the aptly named Earthquake--but for the most part, this is a good reunion. New fighters include Yoshitora, a flashy aristocrat armed with not just one or two, but seven swords; Mina, a sprightly archer with an annoyingly cute pet; Kusaregedo, a monstrous freak; and several others. Not all of the new fighters are completely original, though. In Samurai Showdown III and IV, you could choose between two alternate versions of each fighter, each of which had his or her own set of special moves. SSV ditches this option, choosing instead to spin off some of these alternate personalities into semi-unique characters. For example, Haohmaru has an evil twin in the even meaner and nastier Rasetsumaru, but the two aren't dramatically different in terms of gameplay. Also, a lot of the underlying game mechanics translate equally across all the fighters, so there isn't necessarily as much variety to the roster as you may initially suspect, despite how many different faces are in it. Even so, the character design runs the whole gamut, and it can be fun and interesting to try to learn the nuances of everybody in here.



This is a straightforward fighting game for the most part. You hack up your opponent in a best-of-three-rounds battle, using a variety of slashes, kicks, special moves, and combos. While the basics are conventional, SSV does feature a number of fairly weird gameplay systems that become easier to grasp the more you play. There's an attack strength meter onscreen, which depletes each time you attack but gradually refills when you're not swinging. This feature discourages you from going wild on the attack buttons, since the more you flail about, the weaker you get. As in previous Samurai Shodown games, your fighter also gradually becomes enraged as you take damage. When your rage gauge fills up, you turn completely red and may execute a powerful move that can disarm your opponent, and your attack strength gets maxed out, making it possible to defeat your opponent with just a couple of well-placed strong slashes. Once per match, you can trigger a rage explosion ability, which instantly fills your rage gauge and also interrupts an opponent's combo, potentially saving your skin.



Alternatively, SSV introduces an ability called "concentration one," which may be used only once per match under special conditions when you're close to defeat. This ability effectively gives you a speed advantage by causing the opponent to move in slow motion, giving you the chance to perform a last-ditch, one-hit-kill maneuver. In practice, stuff like this makes it so that SSV matches can really come down to the wire, since a nearly defeated player can still make a dramatic comeback. It can feel a little cheap to wind up on the receiving end of a move that sucks up half your health or more, though, but SSV's esoteric gameplay system can still make for some fairly exciting matches.



The artificial intelligence in the single-player mode mounts a pretty stiff challenge the closer you get to the final boss, though certain dirty tricks can be used to practically guarantee easy wins. There's also a versus mode for two players, a practice mode that lets you mess around with all the different fighters, and an online mode through Xbox Live. The Xbox Live support is about as basic as can be, but it works, and we experienced relatively smooth, lag-free matches whenever we were able to find opponents online. It's easiest to find an opponent using the quick match option, but the option to ask the opponent for a rematch doesn't seem to work after a quick match--you're thrown back out to the Xbox Live menu. Since there aren't that many people playing SSV online, you'd naturally want to keep battling against any decent competition you find. Thankfully, you can keep fighting against any given player as much as the two of you want if you create a match or use the optimatch option.



Samurai Shodown V is ideal for fans of NeoGeo fighting games who are still keeping the faith after all these years, but its dated presentation and complicated game mechanics probably won't do much for anybody else. The game does work well online, though, so if you want to experience this once-great fighting game series with other like-minded players, the less-than-full retail price of SSV can be well worth it.

Saturday, March 10, 2012

X-Men: Next Dimension Review

Everyone's favorite band of mutants is back in X-Men: Next Dimension, a straightforward 3D fighting game released simultaneously for the PlayStation 2 and GameCube, with an Xbox version not far behind. Created by Paradox Development, a company that's already done a couple of similar 3D fighting games (X-Men: Mutant Academy and its sequel) for the original PlayStation, X-Men: Next Dimension boasts a lineup of two-dozen popular Marvel Comics characters and the voice of Patrick Stewart. The game itself is decent, offering up a variety of different moves and letting players dish out long and damaging attack combinations--but it's not going to replace or even come close to your fighting game of choice, if you even have one these days. Then again, it's not like X-Men: Next Dimension is aimed at fighting game fans, since it's clearly geared toward fans of the X-Men comic book characters. These players will appreciate the wide selection of fighters in Next Dimension, as well as its story mode, though they'll wish the game did a better job of evoking these unique characters' personalities.



X-Men: Next Dimension features fully 3D renditions of all its characters, as well as interactive 3D backgrounds. However, the gameplay itself is clearly modeled after Capcom's Marvel Comics-based 2D fighting games such as X-Men: Children of the Atom and Marvel Super Heroes. Capcom's games are a lot older than X-Men: Next Dimension, but they did a lot of things better: Their controls were a lot more responsive, their gameplay was deeper, and they did a far superior job of bringing Marvel Comics' intriguing characters to life, thanks to some excellent hand-drawn 2D animation. X-Men: Next Dimension does sport 24 different characters, but they have just a single victory pose each, and many of their moves are awkwardly animated, making the fighters in the game seem far less interesting and entertaining than their comic book counterparts. Still, some fans will use their imaginations to fill in the blanks--you have to do that with comic books anyway--and will appreciate having so many of their favorite characters in a single game.



The game offers a number of different modes of play, including the usual suspects found in most any fighting game these days: There's an arcade mode in which you fight one computer-controlled opponent after the other in three-round matches, there's a practice mode for experimenting with moves and combos, there's a survival mode that challenges you to defeat as many opponents as possible without getting knocked out, there's a versus mode for two players, and there's the story mode that adds some much-appreciated context to the action. The GameCube version also has a time attack mode, in which you're trying to win matches as quickly as possible, and a team battle mode, in which you can select multiple fighters for a battle royal.



The story mode is fairly unorthodox, insofar as it actually tells a story, unlike most fighting game story modes. The plot unfolds in numerous prerendered cinematic cutscenes interspersed between obligatory one-on-one matches, and it's about how the evil Bastion is attempting to do in mutantkind with his army of robotic sentinels and a dastardly plot to use the powers of one of the X-Men against them. The X-Men retaliate, but they also run into their nemesis Magneto, whom they'll have to join forces with if they hope to stop the greater threat. It's a good enough plot, and during the course of the story mode, you'll switch between having to control particular characters and getting to choose to play as one of several. You won't get to control all the game's characters in the story mode, but you'll also be glad that you don't get stuck with just one character for the duration of it.


Friday, March 9, 2012

Guilty Gear XX Accent Core Review

2D fighting games may not be as popular as they used to be, but Arc System Works' Guilty Gear series has continued to chug along over the years. The newest edition in the series is Guilty Gear XX Accent Core, and just in case the title didn't make it obvious, this is the latest edition in a long-running series with a lot of different features that have evolved over time. Even so, casual fighting-game fans should be able to get into the game rather easily. It isn't hard to get started dishing out big, long combination attacks by hammering away on various buttons. But hardcore Guilty Gear fans will get the most out of the new game because it has a few new features that make higher-level play a bit more interesting. Just make sure you have either a Classic or GameCube controller handy, because even though the game supports the Wii Remote with Nunchuk attachment, it's best played on a more traditional controller.



Like with many other games of this sort, this 2D fighting game offers one-on-one matchups between characters inspired by Japanese anime cartoon designs who heroically shout out the names of their mighty fighting techniques in battle. In the Guilty Gear series, you can attack your opponent with a combination of punches, kicks, and two different types of "slashing" attacks (most characters carry a weapon or some equivalent) by stringing together punches, kicks, and slashes with other types of attacks on the ground, and also in the air as part of extended "juggle" attacks. But the game's character designs are clearly intended to be as bizarre as possible. Among the roster, you'll find a masked man who wields a pool cue as a weapon; a young girl whose weapon is a gigantic talking key that's bigger than she is; and a hunched-over zombie who won't stop talking to himself. Technically, none of the game's default characters is all-new, but several characters have been updated and fine-tuned slightly for balance purposes. Pretty much all of the game's characters seem strong enough to compete against each other.



As any fighting game sequel should, Accent Core tweaks some of the characters' moves and the overall game balance. It also adds some higher-level features that advanced players will probably appreciate most. The game now includes "force break" attacks, which are powered-up versions of most characters' special techniques that can be used to enhance your offense and your combination attacks. It also adds new defensive options, such as the ability to escape from standard throw grapples. You can also use a new type of defense, the "slash back," which, when properly timed, will let your character come out of his or her defending animation much more quickly and give you more of an opportunity to counterattack. For the most part, the series has always been pretty fast-paced and has emphasized offense over defense. This is still the case in Accent Core, which offers numerous ways to squash cowardly opponents who sit and hide in the corner. The game also includes a running penalty system that actually makes cowering players less powerful over the course of a fighting round. The way to victory in Guilty Gear is still usually through relentlessly aggressive play, but Accent Core's new gameplay additions seem to add a bit more give-and-take to matches, assuming your fingers are fast enough to make use of them. Either way, you'll probably have trouble making a go of it using the Wii Remote controller. Guilty Gear's speed and pacing more or less require you to quickly use a gamepad and press four different buttons at any given time, sometimes in different combinations. This is very challenging, to say the least, on a Wii Remote controller. The experience is much better with a classic or GameCube controller because the gamepad and four face buttons make the game much more manageable.



Otherwise, the game has a handful of other extras that Guilty Gear fans will appreciate, such as the ability to unlock original versions of the game's characters (with their original abilities and attacks) from the previous Guilty Gear and Guilty Gear XX games. It also includes an art gallery, a single-player arcade mode, a training mode, and two different single-player survival modes, standard and "Medal of Millionaire," the latter of which occasionally rewards successful attacks with bonus items and health-replenishing pickups. Medal of Millionaire is perhaps a bit easier to go through because of the pickups, but all this stuff is pretty straightforward single-player content you'd expect from a modern console fighting game. As with pretty much any fighting game, Accent Core is at its best when played competitively against real people.



Accent Core also offers a new coat of paint with new backgrounds to fight on and new voice-overs for its characters. The backgrounds themselves look just fine; they're colorful and interesting, but they aren't so cluttered or busy that they distract you from the action. The new sound samples and backgrounds add some welcome new window dressing, though Accent Core, like the other games in the series, is still all about keeping an eye on your character and your opponent during the fight. Accent Core reuses the same 2D sprites for its characters, as well as many of the special effects, that have appeared in other games. The characters are still very colorful and still very distinctively weird, and though some are better-animated than others, Accent Core looks pretty good.



These days, you really don't have many choices when it comes to new 2D fighting games for your home consoles, but Guilty Gear XX Accent Core should offer enough action and variety for most fans of this sort of game. If you're new to the series, you may be taken aback by just how strange its characters are, as well as by the twitchy, fast-paced gameplay dominated by long strings of combination attacks. Nevertheless, you'll get used to it quickly enough. If you're a Guilty Gear veteran, you'll probably find enough to like about Accent Core to make it worth your while, too.

Thursday, March 8, 2012

Soul Calibur II Review

By definition, one cannot improve upon perfection. So, considering that 1999's Soul Calibur for the Dreamcast is widely considered to be a flawless fighting game, maybe that explains why Namco didn't take many risks with the sequel, which has finally hit the PlayStation 2, Xbox, and GameCube. If you played and enjoyed the original Soul Calibur, chances are good that you'll also enjoy the sequel since it's so much like the first game. That also means Soul Calibur II won't impress you as much as its predecessor, since you've seen most of these characters, their weapons, and their moves before, and the available gameplay modes are nothing out of the ordinary. Nevertheless, on its own terms, Soul Calibur II is by all means a great fighting game, and Namco has done a fine job of making each respective console version equally enticing.



For the majority of players, the most significant difference between Soul Calibur II and its predecessor will be cosmetic, though the visuals haven't been overhauled completely. The returning characters all look different and the stages are all new, but many of the animations (even for some of the new characters) are recycled from the previous game, as is the flow and feel of a typical match. As before, gameplay involves four buttons, corresponding to your character's horizontal slash, vertical slash, kick, and guard. Using various combinations of these and the directional pad, you can make your characters unleash dozens of different moves. A number of the characters even have alternate fighting stances, which they can readily switch between to vary up their attacks.



There's a two-tiered rock-paper-scissors system here that's more or less identical to the system that worked so well in Soul Calibur: Low attacks hit high-blocking opponents, mid attacks hit low-blocking opponents, and high attacks tend to beat out mid attacks. Additionally, vertical slashes tend to have priority over horizontal slashes but can be dodged laterally, while horizontal slashes can counter an opponent who's sidestepping too often. Add in guard impact moves, which all characters can use to deflect their foes' attacks, and soul charge moves, which all characters can use to power up their attacks, and you've got a deep, tried-and-true combat system. The gameplay has been tweaked since Soul Calibur, to account for some of the issues that highly experienced players of the previous game picked up on. However, most players won't really notice the different properties of crouching or of lateral movement or things like that. Of further note, the game controls well using the default PS2, Xbox, and GameCube controllers. The PS2 controller is best suited, and the GameCube's directional pad is a little small, but all of these are responsive and more than serviceable with the game.



All of the Soul Calibur cast returns either in form or in spirit. From the samurai Mitsurugi to the undead pirate Cervantes, from the nunchaku-wielding Maxi to the female ninja Taki, from the bizarre Voldo to the aptly named Nightmare, most all the old favorites are intact, each with a smattering of new moves. Some have changed more than others, but for the most part, tactics and combos that worked well in Soul Calibur still work well here. There are a number of new characters in the game, though aside from the exclusive character in each console version of the game, only two characters are completely new: Raphael, a fencer whose feints and ripostes suitably capture the elegance and effectiveness of this fighting style, and Talim, a young girl whose speed and expertise with her twin blades make up for her small stature.



The special-guest characters in each version of the game are well done in their own right and are about as fully realized as the rest of the cast. The PlayStation 2 version gets the Tekken series' grizzled old karate master, Heihachi Mishima. The Xbox version gets Spawn, Todd McFarlane's muscle-bound comic book antihero. And the GameCube version gets none other than Link from The Legend of Zelda. These characters have been heavily promoted and talked about, and though none of them fits in very well with the rest of Soul Calibur II's characters, they each look good, are competitive, and have their own unique fighting styles. Heihachi has all the ferocious kicks and punches that make him a powerhouse in Tekken and looks better than ever before. Spawn has a limited ability to fly and can inflict massive damage with his ax. And Link's got all his classic moves and all his classic weapons, including the boomerang, the bow, and the bombs.



Another character is new to the home versions of Soul Calibur II and is not in the arcade original: Necrid, a Todd McFarlane creation specifically designed for this game. Necrid is surprisingly fast and powerful and fights with a ghostly weapon that mimics the other fighters' techniques. But this hunched-over, bloated action figure of a fighting game character seems like he was ripped out of some other game and thrown in here. Surely, it's great to have as many characters as possible in a fighting game. But there's also something to be said for having a cohesive look and style across all the characters. Each fighter in Soul Calibur for the Dreamcast, though remarkably different, at least looked like he or she belonged in the same game as all the other fighters in the lineup.



At any rate, the exclusive characters represent the biggest difference between the three console versions of Soul Calibur II, and if you're trying to decide on which version to get, you should probably go for the one with the character you'd most like to play as or against. Or if you have a home theater system and an Xbox, then the Xbox version is the way to go, since it features 720p HDTV support and Dolby Digital 5.1 sound. The other two versions are no slouches either, though, and natively support surround sound and widescreen progressive scan displays.


SVC Chaos: SNK vs. Capcom Review

An incredible Who's Who of fighting game superstars is largely squandered on SVC Chaos for the Xbox, which is an Xbox Live-enabled port of a NeoGeo fighting game. Much like the Capcom-developed Capcom vs. SNK games, SVC Chaos combines tons of different characters from each publisher's respective decades-old fighting game franchises, and lets them (and you) have at it in traditional one-on-one martial arts matches. The results really should have been great, especially since SNK really tends to do a much better job of putting together fast-paced, responsive, and complex fighting action than what's on display here. Diehard fans of some of these characters will find some redeeming value in this game just from seeing some of their old favorites with updated appearances and voices, but even they won't escape disappointment. Not only does SVC Chaos simply not play particularly well by the standards of 2D fighting games, but also the game's implementation of Xbox Live support is flawed.



The main problem with the Live support is that you can't choose to have a rematch against the other player once a fight is over. That means, as soon as you win or lose, you're first awkwardly prompted either to save a replay of the match or not, and then you're unceremoniously dropped at the Xbox Live main menu, where you can choose from the standard quick match and optimatch features all over again. Finding an opponent via quick match or optimatch really doesn't take that long, but the inability to easily continue playing against the same opponent after one match seems like a huge oversight. It's frustrating, especially since the handful of other online-enabled Xbox Live fighting games all conveniently let you rematch your opponent. Fortunately, there's the option to enter into a player lobby, in which you can invite and then subsequently reinvite players for a match. This is the best way to quickly play some bouts. Online play itself is functional, though the action is vulnerable to lag, which causes the controls (even on the character select screen) to sometimes feel finicky and unresponsive.



For what it's worth, there are a few decent options available when playing online, such as limiting the roster of characters only to the Capcom or SNK side, or preventing the use of some of the game's more powerful "hidden" characters (guys like Shin Akuma and SVC Chaos' very own "Violent Ken"--they normally appear on the character select screen when you press and hold the right shoulder button). And, despite the problems with the Live functionality and in the actual gameplay, SVC Chaos can still be pretty fun if you find yourself pitted against a similarly skilled opponent.



Nevertheless, the sorts of longtime fighting game fans who'd be interested in this game will be quick to pick up on the flaws in the fighting mechanics. Simply put, the game feels rushed. The fundamentals of any good fighting game--namely, the collision detection, which is to say, the stuff that happens when one character hits another character--just aren't very well implemented in SVC Chaos. Punches and kicks may look good in still frames but they just have a sloppy feel to them in practice. There's little feedback to differentiate between whether you've completely whiffed an attack, hit the opponent, or had the attack blocked by the opponent. Attacks in the game just don't have any weight to them--something that's most readily apparent and disappointing as when you finish off an opponent with a powerful special move of some sort, only to see him or her flop down to the ground without any kind of flash or drama. It's just like any other knockdown during the course of a match. So, there's no satisfaction to be found in finishing off an opponent with flair. In fact, ironically, ending a fight with just a simple jab tends to be much more impressive than doing it with a stronger move, because at least that way there's a special "slump to the ground" animation that you'll get to see.



As mentioned, SVC Chaos' cast of characters is obviously the main attraction, although little care seems to have been given to ensure that the fighters were appropriately balanced. However, the usual suspects are here, including Street Fighter's Ryu, Ken, Chun-Li, and Guile, and King of Fighters' Kyo and Iori, and Fatal Fury's Terry and Mai. Some surprising additions include Samurai Shodown II's Genjuro and DarkStalkers' Demitri, as well as King of Fighters' Athena, who is seen in her goddess outfit from the original 1986 arcade game in which she appeared. The nearly three dozen different characters in the game ultimately comprise an exciting selection of fighters, but, in another of the game's rather glaring omissions, there are very few grappler-type characters--there's really only one. Where are Street Fighter's Zangief and King of Fighters' Goro? Actually, you might suspect that the absence of grapplers has more to do with the limitations of the combat system rather than with a mere oversight. Throws are just one of the aspects of play that are awkwardly handled by SVC Chaos.


Tuesday, March 6, 2012

Zatch Bell! Mamodo Fury Review

To the uninitiated, the intense, off-the-wall style of the anime Zatch Bell! might seem uniquely bizarre, but its premise is really quite simple. There's a cast of hyper, interesting characters backed by a crazy but entertaining plot that basically gives the characters a reason to fight one another. It's a design that works in publisher Namco Bandai's favor because it can just as easily be a video game as it can be anime, manga, or a collectible card game, which makes for seemingly endless opportunities to create effortless adaptations. And that's exactly what Zatch Bell! Mamodo Fury is--a simplistic game built on the notion that fans of the license don't want or need anything more than to see their favorite characters in yet another venue, with no regard for the depth or quality of the experience. To its credit, the game does deliver a sizable cast of characters, a lengthy story mode, and a handful of ancillary gameplay modes. However, there's nothing in Mamodo Fury to instill a greater appreciation for the Zatch Bell! universe, and the fighting is much too shallow and repetitive to be fun.



The story is about as vague as can be in Mamodo Fury. Every 1,000 years, demons known as mamodos come to Earth to duke it out for the title of mamodo king. These mamodos can't fight alone, though. They need a human counterpart to read spells from a magic book. That means that you have a bunch of relatively normal humans, each with a quirky demon sidekick, who randomly encounter one another and engage in drawn-out, overblown battles. For all the time that it takes to fight, the story never goes anywhere, and the fighting accomplishes absolutely nothing.



That wouldn't be a problem if the fighting were fun, but it isn't. Mamodo Fury is essentially a one-button fighting game. By default, you control a human character, and you hold the A button to cast spells with your mamodo. Depending on how long you hold the button, you'll charge up the level of the spells and your mamodo will perform different attacks. Each mamodo has four regular attacks, a defensive spell, and one super attack. However, you'll usually end up firing off the first-level spell because it's fast and usually the most effective technique. That means that the fighting consists of your running around tapping the A button over and over until you finish off your enemy. To make the combat even more tedious, you have a power gauge that determines how many times you can cast a spell. If your gauge is depleted, you have to wait until it recharges before you can attack. As a result, you'll usually end up firing off about three spells, then running around or hiding behind a barrier until your power is replenished, then repeating the same routine half a dozen times. There is a very minor payoff for doing this, because you'll charge up your super power. When you've done enough damage, you'll see an icon appear on the screen. At that point, you can charge up your attack all the way to initiate a super move. You then have a few seconds to press a random string of buttons, and then you can increase the strength of the attack by hitting another, separate, and once-again-random string of buttons. These super moves inflict major damage and are a guaranteed hit, so with any luck, a single move will put an end to the fight as soon as you unleash it.



There are a few ways to mix up the fighting, but they don't make it any more enjoyable. As a human character, you can't attack a mamodo, but you can attack another human character. You can run up to the opposing human character and try to knock the spell book out of his or her hands. If the collision detection is feeling favorable toward you at that moment, you'll knock the book away and your opponent won't be able to cast any spells until he or she retrieves the book. More often than not, you'll get right up on your opponent and whiff time and time again as you try to land a hit, and even if you do knock the book away, it will buy you only a couple of seconds, so it's not an effective way to fight.



You can also take direct control of your mamodo. Doing so leaves your human character immobile and vulnerable, but the benefit is that your power gauge recharges faster, and as a mamodo, you can directly damage another mamodo using the single melee attack you have at your disposal. Again, this technique isn't useful in the average fight, because leaving your human character in one spot is a surefire way to get creamed, and as the mamodo, you'll run into the aggravating problem of spotty collision detection.



The problems of the shallow fighting mechanics are compounded by basic flaws in execution, as well. The game takes place from a behind-the-back perspective, which means that you constantly have to adjust the camera using the C stick. Your view will also often be obstructed by various objects in the environment. In addition to the camera problems, the deficient artificial intelligence is a regular source of frustration. Usually, your mamodo will stay close as you run around each stage, but often it will end up getting stuck behind low-lying barriers or stalwart hazards such as small shrubs or rocks. The enemy AI is no better. Your opponents will often get stuck on bits of the environment or will run in place up against a small obstruction rather than simply jumping over it.



It's a shame that the gameplay is so unfulfilling, because there's plenty of it to be found in Mamodo Fury. There are 20 playable character combinations in the game, as well as a decent number of stages to choose from. Unfortunately, just about everything other than story mode is locked at the beginning of the game, so you have to put in a lot of time to access all of the content. There's the standard arcade mode and versus mode, as well as a very lengthy story mode. There are more than 30 stages to fight your way through in story mode, with an impressive variety of enemies to fight and special conditions to meet. In some of the story modes, you simply have to defeat the enemy before time runs out, but occasionally the game mixes the formula up by giving you specific conditions for completing a stage. You might have to knock the book out of your opponent's hands, use a specific attack to defeat your foe, or simply survive for a set amount of time. These stages do break up the tedium of endless one-button fighting, but they still aren't fun or interesting, and they suffer from the same underlying problems that persist throughout the game. There are also a handful of minigames to play, where you take control of Zatch and do activities like sneak past guards to enter buildings, collect pieces of lost candy for a friend, or retrieve a stolen toy from a playground bully. The minigames require slightly more input than the fighting, but once you play each one a couple of times, you'll be ready to move on.



Mamodo Fury does support up to four players, but not in the way that you might think. Instead of having four-player versions of the normal versus battles, you get a couple of lame minigames to play. For example, in one game you have to run around and try to kick your opponents' books into a fire, and in another you have to be the first to collect a number of fish. If you want to fight, you're limited to two-player versus battles. In these battles, the screen is split down the middle, but otherwise they play exactly as the other battles in the game. It's a little bit more interesting to play against a human opponent, but the action is so repetitive that you'll quickly get bored.



If you didn't know any better, you could easily mistake Mamodo Fury for any number of other anime-inspired fighting games. The characters are all faithfully represented, and the stages are generic, but they're large and filled with breakable objects. The story sequences are ridiculous but occasionally worth at least a chuckle. Unfortunately, a good deal of charm is lost in the translation from the bright and busy 2D animated show to the flat 3D cel-shading of the game. Some of the spell effects are flashy and interesting to see, but since each character has only a couple of spells, the effects get played out almost immediately. The audio is especially disappointing in Mamodo Fury. The English-language voice cast is on hand to lend its talent, but that is the only highlight of the sound. The music sounds like a throwback to the 8-bit console generation, and not in a good way. The sound effects during battle are all distorted, as if they were rerecorded sounds from old cassette tapes. The most annoying aspect of the sound design is the noise the characters make each time they cast a spell. Each character has one battle cry for each spell, but since you'll usually be using the same spell over and over, you'll constantly hear the same annoying phrase from your character. It goes the same for the enemies you face, too, so during the average three-minute fight, your ears will be continually assaulted by one cringe-inducing voice clip after another, and you'll likely be scrambling for the mute button within the first few minutes of playing the game.



With its sizable cast of characters and lengthy story mode, Zatch Bell! Mamodo Fury offers a lot of very familiar content in one package. However, the gameplay is far too shallow and frustrating to be satisfying. If you're unfamiliar with Zatch Bell! this isn't a good place to start, because it provides no context for the license and does nothing to appeal to those who aren't already intimately familiar with the series. The result is just another perfunctory anime-inspired fighting game that fails to distinguish itself beyond its license.