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.

Tekken 5: Dark Resurrection Review

How does $20 sound for a practically arcade-perfect version of Tekken 5: Dark Resurrection? It's a pretty good deal, and it's going on now on the PlayStation 3. The game is now available as a downloadable product, which makes a good deal even better. While the arcade-port-like nature of it means that you won't get any of the weird extra modes you'd expect from Tekken on a home console, you will get a rock-solid fighting game that also looks great.



This is a port of Dark Resurrection, which is the same Tekken 5 expansion that appeared on the PSP last year. That means you'll get Lili and Dragunov, the two all-new characters that made their first appearance in DR, as well as the returning Armor King. As a bonus, you can unlock Jinpachi, the game's final boss, as a playable character in the PS3 version. He's an interesting addition but not the most exciting character to play with. Of course, you also get the rest of the game's large roster, including Paul, Kazuya, Heihachi, Nina, Law, and so on.



While you won't get bowling, volleyball, or a Tekken Force minigame, you will get ghost mode in Dark Resurrection. Unlike the arcade mode, which puts you up against a handful of fighters and then sends you to the boss fight, ghost mode is meant to replicate the experience of taking on multiple challengers in arcades. You'll continually fight different characters that are governed by different artificial intelligence profiles. So you'll encounter beginning-level Baeks that are easy to beat, but the higher-level Baek fighters know how to use his combos properly and even know a few key juggles. This goes a long way to making them feel more like real human beings, since they all fight differently. This variety keeps the game interesting as a single-player game, which many fighting games have trouble with. Of course, it's still no substitute for actually fighting a real person, which you can do locally. Unfortunately, the game doesn't have any online support, but given the budget price tag, that makes sense.



As you play, you'll earn currency that you can spend customizing the characters' different costumes, much like you can in Virtua Fighter 5 and in the last couple of Tekken games. You can purchase new colors for their outfits, new hair styles, or additional little trinkets, like eye patches. You can also spend your money to purchase the ending movies for the new characters or concept art. Interestingly, Namco has kept the file size of the download a little lower than it would be otherwise by not offering these videos and images as part of the main download. When you go into the gallery menu, the game hits a server and returns a list of downloadable items. You pay a chunk of your in-game money, and it downloads the appropriate file. It's a slick idea, though at 500MB-plus, it's hard to call this a "small" download by any metric.



Graphically, the game follows the look of the arcade game, but it's been outfitted to run in 1080p. If you've got a TV capable of that resolution and are running over an HDMI cable, the game looks incredibly sharp--almost too sharp, in spots, as it'll reveal an ugly texture here and there. It's a great-looking game, overall, especially for a downloadable product, but as it's meant to look like the arcade version, you do get the impression that a Tekken game built from the ground up for the PS3 could look quite a bit better. The game also contains all the same sound effects and music from the arcade game. Tekken has always had hard-hitting sound effects, and they still work just fine here.



Tekken 5: Dark Resurrection makes a great case for digital distribution. Here's a game that might not be the newest game in town, but by clocking in at a budget price and not coming on a Blu-ray disc, it stands out and delivers on the potential of this sort of game-delivery platform. But forget all that nonsense. The bottom line is that Dark Resurrection is a fantastic fighting game, and it's especially sweet if you have one or more Tekken players nearby that'll get into the versus mode with you.