Come chat with us in IRC!

Come in and shoot the shit at #ReviveDC on irc.freenode.net!

Wednesday, March 14, 2012

Power Stone 2 Review

Original Release:
Japan: April 27, 2000
North America: August 23, 2000
Europe: August 24, 2000

Game Details:
1-4 Players
VMU enabled
Standard Controller, Arcade Stick
Jump Pak enabled
VGA box

Gameplay
Power Stone 2 takes the solid foundation laid by the original game of the same name, and ups the ante in just about every way imaginable. The game makes major alterations and improvements in many areas of the game. Where the original was a traditional 1on1 arena fighter, the sequel supports and encourages 4 player battles (making ample use of those 4 ports on your DC) and expands it ten fold to accommodate the action! These arenas are a major showcase for the game as well as playing a major role in the gameplay dept. as players can once again interact with them in multiple ways to battle against their opposition(s). The roster has been modestly updated with an additional 6 fighters joining the fray and weapon selection has been IMMENSELY expanded from the original. Gameplay modes include the traditional "Arcade" (3 levels of 4 man battles, and 2 bosses), "1on1" (similar to arcade mode but in a 1on1 format), "Original" (essentially the games equivalent to a Versus and Training mode all rolled into one), "Adventure" (a mode where you go through the game in an attempt to collect currency, items and weapons to be used in all modes) and the "Item Shop" (aka Mel's shop. Take all your money, items and weapons collected and spend, sell, trade or even mix to unlock every item locked in the game). In terms of replay value, the games sheer amount of unlockables will keep single players occupied. Oh and of course lets not forget about those stones, I'm talking about POWER STONES! Just like the first game, these power stones appear throughout a fight. First to collect 3 is rewarded with a super version of your character and gains access to special attacks and super moves (Power Drive and Power Fusion respectively) which is controlled by a gauge seen underneath your life meter. Changes made to the rule book of the first game include the removal of the kick button (thus gone are air dive kicks and 1 of 2 power drive moves) as well as the game dropping over 7 Power Stones at a time as oppose to just 3 by default rules.

Graphics
This game may not be the highest graphical achievement set on the Dreamcast, but man oh man is it SO pretty! Sharp, fluid, super colorful and wonderful texture models all running at a pretty constant 60fps. The game is simply eye candy from top to bottom thanks to its array of special effects ranging from transformations to ridiculously pyrotechnic projectile supers to even the actual stage background themselves. The game is yet another result of a wonderful Sega NAOMI arcade production that is once again perfectly ported over to the Dreamcast. From personally putting many hours on this game at the local arcade, i can assure that PS2 on the Dreamcast is arcade perfect! Oh! and i'd like to add, PLEASE play this game with aid of a VGA box if you can. The game completely benefits from the 480p visual enhancement!

Sound
This category is great in just about all respects from my point of view (or ears lol!). The announcer, while cheesy, adds to the scope of the action and is easily understood compared to the first game. Sound FX are a plenty and sound awesome from slashes, punches, bullets and all sorts of mayhem in between. The characters themselves have great Japanese dialogue that really add to their fun personalities. The music is a wonderful mix of orchestral and cartoon like themes that elevate the world of Power Stone 2 (it has almost a very playful Soul Calibur type of musical flair). Listen to "Extra Stage 3" and you might get what i'm talking about ;)

Conclusion
I'll be honest, After being such a big fan of the first game with its solid 1on1 foundation, i was a bit skeptic and turned off by the direction that was taken with PS2 and its emphasis on multiplayer and larger role of stage interaction. I truly felt that the importance of the actual traditional fight was somehow tainted by party type antics and weapon dependency. As time went on and after investing much time in the game over the years however, i see that my concerns could not be further from the truth. There is an amazing reward given to those who wish to master the game and actually play it in a semi competitive sense (there is a respective scene out there that play it in a competitive nature believe me). With 4 experienced players, the game becomes a delicate balance of skill, reflex, uncanny decision making and (due to its random nature) some luck.

9/10


Capcom vs. SNK 2 Review

Original Release:
Japan: September 13, 2001

Game Details:
1-2 Players
VMU enabled
Standard Controller, Arcade Stick
Jump Pak enabled
VGA Box

Gameplay
2001 marked the sequel to 2000's fighting game of the year Capcom Vs SNK. Capcom quickly went to work to hammer out much of the player feedback that was taken from the first installment and addressed just about all issues in one form or another. The fighting roster has been beefed up with about 12 new fighters representing both companies while the entire roster from the first game return intact. No longer are the fighters move lists divided in 2 from the first game (EX versions) and the innovative but restricted fixed ratio system has been modified with a more flexible free ratio system, allowing players to freely tailor 4 points of strength between teams of 3, 2, or even just 1 fighter. The 4 button scheme from the first game is now replaced with a more Capcom traditional 6 button style of play. The groove system has also been expanded from 2 to an astonishing 6 types of grooves to select from allowing your team to fight under similar game rule mechanics from famous SNK and Capcom fighting titles like SF3, SF Alpha, Samurai Shodown and so on. Gameplay wise, the Dreamcast version is as faithful to its arcade version as possible especially when compared to other home ports that were released later on. For the single player enthusiast and score fanatics, the game revolves around a "groove point" system which essentially determines your score in real time based on how well you attack, defend and counter the opposition.

Storyline
Two monster corporation at war. One solution. A massive martial arts tournament is held to eliminate conflict between both parties...

Graphics
Visuals are a mixed bag. The high res backgrounds of the first game are now replaced with polygonal 3D ones, thus making those classy 2D sprites seem a bit more pixelated than before. On the subject on 2D sprites, while the SNK roster has been redrawn for the CVS series with much improvement over SNK's Neo sprites, the Capcom cast (save for shotos, Bison, Chun Li, Maki etc, etc.) have sadly been ripped straight out of their Alpha series incarnations making them look older and muddier when compared to their newly drawn rivals. The SNK like visual presentation from the first game has unfortunately been removed with no awesome stage intros to be seen. Overall though the Capcom design team have managed a solid visual upgrade with the aid of flashy collision sprite effects, an improved HUD design as well as solid artwork stills for the entire cast and a very cool news cast-like presentation that really elevates the epic merger between these 2 fighting dynasties. A lot of these positives just mentioned are enhanced even more with the aid of VGA 480p, but at the cost of lower res 2D sprites (Damn that Morrigan looks ubber pixelated!)

Sound
This area also makes some changes compared to its previous effort. While CVS1 went for a heavy electro-techno soundtrack that is even influenced into the game announcer, CVS2 throws more variety your way with multiple genres in music representing funky rap, jazzy tunes and then some. The announcer while a bit annoying, emulates that of a TV broadcast commentator that once again compliments that news cast like presentation. Overall the game has solid audio, but somehow fails to have the impact that CVS1 had.

Conclusion
As much as I loved the first Capcom Vs SNK over its sequel, there is no denying the more varied and solid effort executed by the latter. While its obvious Capcom Vs SNK 2 makes less of an effort to please both sides of the fence in favor of the Capcom fight fans, the games newly revised ratio system, team structure, and character expansion makes for an amazing crossover fighting game that is deserving of its long time loyal fanbase.

8/10