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Sunday, August 26, 2012
It's Still Thinking Channel
I originally started this channel after one day browsing for particular Dreamcast games to reference gameplay footage for certain titles I had yet to own in my collection. My displeasure soon arose after finding a lot of game footage out there was of either of bad video quality, display of terrible knowledge on how to properly play the game, game footage drowned out by constant commentary that was either inaccurate or simply unwanted or all of the above. I soon took it upon myself to create a video database of every Dreamcast game i can get my hands on!
I try my darnedest to provide quality game footage to the utmost best of my gaming abilities and skills. All game footage is done using actual DC hardware and GD-rom software (unless it's a game of the homebrew variety), displaying in 640x480 resolution via a VGA connection to a Vizio 27' LED TV in a slightly stretched display ratio, captured in a low tech old-school manner via a simple HD cam (apologize in advance for some glare and lighting issues that occur).
With the exception of Import game releases, all games are divided by genre category for convenience puroposes. All videos (except game intro vids) will be accompanied by useful info for anyone's interest. If you (much like myself) enjoy watching good DC game footage, please feel free to browse my channel. I look forwards to any comments and or suggestions to either a particular video or channel content in general. Let's keep the Dream going!
Dreamcast: It's Still Thinking
Resident Evil 3: Nemesis Review
Original Release
???
Game Details
1 Player
VMU enabled
Standard Controller
Jump Pak enabled
VGA Box
Gameplay
Resident Evil 3 is the 3rd and final game in the series to be released on the Dreamcast platform. Originally a Playstation game by Capcom, improvements over the previous installment are very few but those few are worth going over in regards to the gameplay category. Controls (for better or worse) remain the same as they were in RE2. New to this game were the inclusion of a dodge maneuver to avoid attacks as well a 180 degree turn for more diverse retreat scenarios. Gone is RE2s innovative zapping system and even the 2 character selection option seen in prior 2 installments. You basically play with only one character throughout the majority of the campaign. Since the zapping system and 2 player selection was removed, a branching path mechanic is put in place to promote replay value, providing multiple endings uncover through various amount of playthroughs. Additional features include some limited interaction with the games environments and an ammunition creation system. Perhaps the biggest new addition to the game is the inclusion of the new antagonist known as the Nemesis. This MoFo is really the main draw of the entire game. An huge bio-enhanced monster strapped with a rocket launcher. This dudes sole purpose is to hunt you down and kill you! The player encounters this brute on multiple occasions, having to either fight him head on or run for your life as he chases you down for miles. The Nemesis really makes the game a lot more special than the overall product would have been without it.
Story
The games story is both a prequel and sequel to Resident Evil 2. The story further expands on T-virus outbreak from RE2 and concludes the fate of the infected town of Raccoon City.
Graphics
The visuals of the RE3 port to Dreamcast deserves closer inspection and discussion for all you game graphic nuts out there. The only other console port that rivals the Dreamcast version of RE3 is the GCN port that was released a few years later. The issue here on which looks visually superior lies in each console version having something over the other! For example lets look at the Dreamcast version. The games backdrops are incredibly detailed and of a higher image resolution (Much higher than what was displayed on the DC port of RE2). This is even more apparent with VGA 480p output. The games FMV cinemas on the other hand have not seen any improvement (especially when compared to treatment the DC version of RE2 received in this respect). Finally on the DC port, The polygonal models remain about the same as the original Playstation version. Models flicker a lot and there is very noticeable polygonal clipping on said characters models (RE2 DC port does not suffer from this).
Now lets look at the GCN port of RE3. The backdrops look improved much like the DC Version. The games FMVs have in fact, been improved, running at a much higher framerate (RE2 on GCN has some very horrible quality FMV compression). Finally, the polygon models on the GCN are most definitely improved upon, removing the majority of the flickering on the models and most of the polygonal clipping that other versions suffer from. There lies bit of a problem with RE3 on both consoles and which is the best, because RE3 on GCN looks very improved over its RE2 port. But in Dreamcast land, RE3 does not look visually improved to its own RE2 port and this makes no sense at all. Resident Evil 2 is miles away the superior version on the Dreamcast, but somehow the same can't be said when this game (Resident Evil 3) is concerned because this game received very little improvement in the graphics. The only saving grace on the Dreamcast version that slightly beats out the competiton is that it supports 480p resolution! So for gamers wanting that superior version of Resident Evil 3, one has to weigh the pros and cons on what they value more out of their experience...
Sound
High marks in regards to this category. RE3 continually bombards the player with a vast array of audio to frighten the senses. Sounds effects are very crystal clear and keep you on your toes throughout the entire experience. Dialogue is appropriate to the cause of the game as well. The games soundtrack is also worthy of praise. It really does a magnificent job of pressing the games tense progression forward with some memorable and downright "panic inducing" tunes... I simply love how the music sometimes foreshadows an imminent encounter with the dreaded Nemesis or other dangerous encounters that lie ahead! Shit always gets to you and puts you on high alert from the music alone! Do yourself a favor and play this game in the dark with your speakers up.
Conclusion
Resident Evil 3 is perhaps one of the least memorable of the old school series. Perhaps because it had big shoes to fill after having to top the overwhelmingly successful of Resident Evil 2. While it doesn't bring anything relatively ground braking to the table, the game is absolutely worth recommending to both Resident Evil fans and survival horror junkies. Like I mentioned in the "Graphics" category, the best version of this game is hard to declare. But its worth noting that the Dreamcast version does have additional exclusive perks... every unlockable available from the start and 2 additional costumes for a grand total of 8.
7/10
???
Game Details
1 Player
VMU enabled
Standard Controller
Jump Pak enabled
VGA Box
Gameplay
Resident Evil 3 is the 3rd and final game in the series to be released on the Dreamcast platform. Originally a Playstation game by Capcom, improvements over the previous installment are very few but those few are worth going over in regards to the gameplay category. Controls (for better or worse) remain the same as they were in RE2. New to this game were the inclusion of a dodge maneuver to avoid attacks as well a 180 degree turn for more diverse retreat scenarios. Gone is RE2s innovative zapping system and even the 2 character selection option seen in prior 2 installments. You basically play with only one character throughout the majority of the campaign. Since the zapping system and 2 player selection was removed, a branching path mechanic is put in place to promote replay value, providing multiple endings uncover through various amount of playthroughs. Additional features include some limited interaction with the games environments and an ammunition creation system. Perhaps the biggest new addition to the game is the inclusion of the new antagonist known as the Nemesis. This MoFo is really the main draw of the entire game. An huge bio-enhanced monster strapped with a rocket launcher. This dudes sole purpose is to hunt you down and kill you! The player encounters this brute on multiple occasions, having to either fight him head on or run for your life as he chases you down for miles. The Nemesis really makes the game a lot more special than the overall product would have been without it.
Story
The games story is both a prequel and sequel to Resident Evil 2. The story further expands on T-virus outbreak from RE2 and concludes the fate of the infected town of Raccoon City.
Graphics
The visuals of the RE3 port to Dreamcast deserves closer inspection and discussion for all you game graphic nuts out there. The only other console port that rivals the Dreamcast version of RE3 is the GCN port that was released a few years later. The issue here on which looks visually superior lies in each console version having something over the other! For example lets look at the Dreamcast version. The games backdrops are incredibly detailed and of a higher image resolution (Much higher than what was displayed on the DC port of RE2). This is even more apparent with VGA 480p output. The games FMV cinemas on the other hand have not seen any improvement (especially when compared to treatment the DC version of RE2 received in this respect). Finally on the DC port, The polygonal models remain about the same as the original Playstation version. Models flicker a lot and there is very noticeable polygonal clipping on said characters models (RE2 DC port does not suffer from this).
Now lets look at the GCN port of RE3. The backdrops look improved much like the DC Version. The games FMVs have in fact, been improved, running at a much higher framerate (RE2 on GCN has some very horrible quality FMV compression). Finally, the polygon models on the GCN are most definitely improved upon, removing the majority of the flickering on the models and most of the polygonal clipping that other versions suffer from. There lies bit of a problem with RE3 on both consoles and which is the best, because RE3 on GCN looks very improved over its RE2 port. But in Dreamcast land, RE3 does not look visually improved to its own RE2 port and this makes no sense at all. Resident Evil 2 is miles away the superior version on the Dreamcast, but somehow the same can't be said when this game (Resident Evil 3) is concerned because this game received very little improvement in the graphics. The only saving grace on the Dreamcast version that slightly beats out the competiton is that it supports 480p resolution! So for gamers wanting that superior version of Resident Evil 3, one has to weigh the pros and cons on what they value more out of their experience...
Sound
High marks in regards to this category. RE3 continually bombards the player with a vast array of audio to frighten the senses. Sounds effects are very crystal clear and keep you on your toes throughout the entire experience. Dialogue is appropriate to the cause of the game as well. The games soundtrack is also worthy of praise. It really does a magnificent job of pressing the games tense progression forward with some memorable and downright "panic inducing" tunes... I simply love how the music sometimes foreshadows an imminent encounter with the dreaded Nemesis or other dangerous encounters that lie ahead! Shit always gets to you and puts you on high alert from the music alone! Do yourself a favor and play this game in the dark with your speakers up.
Conclusion
Resident Evil 3 is perhaps one of the least memorable of the old school series. Perhaps because it had big shoes to fill after having to top the overwhelmingly successful of Resident Evil 2. While it doesn't bring anything relatively ground braking to the table, the game is absolutely worth recommending to both Resident Evil fans and survival horror junkies. Like I mentioned in the "Graphics" category, the best version of this game is hard to declare. But its worth noting that the Dreamcast version does have additional exclusive perks... every unlockable available from the start and 2 additional costumes for a grand total of 8.
7/10
Tuesday, August 21, 2012
Resident Evil 2 Review
Original Release
Japan: December 22, 1999
North America: December 6, 2000
Europe: April 28, 2000
Game Details
1 Player
VMU enabled
Standard Controller
Jump Pak enabled
VGA Box
Gameplay
If you were a console gamer back in circa 1998, then you should be familiar with the surrounding hype and massive success of a little known game called Resident Evil 2. One of the most successful entries in the beloved franchise by Capcom, It propelled the companies status back on top during a period where they were on the brink of financial collapse after running ragged key titles like Street Fighter and Mega Man with countless rehashes and sequels that lacked originality. While the first Resident Evil wasn't by any means perfect, it was enough of a gameplay experience to garner healthy sales and single handily put the survival horror genre on the map. Resident Evil 2 has the makings of everything a sequel aspires to be in the industry, as it practically improves upon all aspects of its predecessor with flawless execution. With such overwhelming success, it came to no surprise that over the years after its release on the Playstation, the game began to grace multiple platforms, including Dreamcast. Anyone who played Code Veronica on the Dreamcast (or any other old school survival horror titles of the time), should be familiar with the gameplay concepts of RE2. A purposefully restrictive (and tedious) control scheme, major focuses on exploration, conservative combat, some puzzle solving here and there, all wrapped up with a few boss battles to liven things up. Perhaps the most innovative feature set by RE2 is its impressive "Zapping System". The game provides the player with 2 characters to choose (each available on a their own separate disc). While each character follows a similar conflict and storyline, they tread a different path that interweaves with the other and changes depending on who you decide to complete the game with first. Such a concept provides plenty of replay value as players are given the opportunity to experience 4 possible scenarios in the games intricate story.
Story
You guys gotta know this by now... and if you don't, i'd rather not spoil it (The games has really solid intros that help you get into the game).
Graphics
The Dreamcast port of Resident Evil 2 is more or less the exact version that was released on the PC (thus it was ported over to DC using its alternate WinCE environment). While this may sound like a bad thing, it fortunately ends up being quite opposite. The PC version had major benefits and perks that far exceeds any console release (GCN, N64, and the multiple version on the PSX) in regards to content and graphics. On the Dreamcast this equates to much smoother characters models, significant removal of polygonal clipping on said models, A rock solid framerate locked at 60 FPS and last but not least all of the games FMV cinemas run at a high quality resolution of 640x480 just as the entire real-time game graphics when played on a VGA signal. Not even the version released years later on the more powerful GCN hardware can touch the Dreamcast version in the graphics department. The only major setback worth noting are the games pre-rendered backgrounds that unfortunately received no graphical enhancements.
Sound
For its time RE2 had very respectable voice acting (a trillion times better than RE1!) and one incredible soundtrack that further fueled the dreaded atmosphere of the game. The games sound effects are also quite impressive and really helps in the games total experience. Alot of these aspects still hold up even today and feel as though they have been improved upon on the Dreamcast hardware.
Conclusion
At the time, Resident Evil 2 was not only one of my all time favorite games, it was also my favorite in franchise. For the longest I thought Capcom would never top it. Fast forward to RE Code Veronica, and these 2 games have to this day, equally remain my all time favorites in the entire long running series. While it may look and feel like a dated game to many Dreamcast owners, It doesn't (or shouldn't) take away from the greatness that still is Resident Evil 2. If you simply love this game or it has a special place in your gaming past, you owe it to yourself to own what is arguably the best version! The DC version (after personally comparing all versions available on various systems) is without question the most complete, most up to date version you can ever find on physical gaming media. Perfect use of the VMU, substantial unlockable content, modes, art galleries, and improved graphics, round out this must have title!
8.5/10
Japan: December 22, 1999
North America: December 6, 2000
Europe: April 28, 2000
Game Details
1 Player
VMU enabled
Standard Controller
Jump Pak enabled
VGA Box
Gameplay
If you were a console gamer back in circa 1998, then you should be familiar with the surrounding hype and massive success of a little known game called Resident Evil 2. One of the most successful entries in the beloved franchise by Capcom, It propelled the companies status back on top during a period where they were on the brink of financial collapse after running ragged key titles like Street Fighter and Mega Man with countless rehashes and sequels that lacked originality. While the first Resident Evil wasn't by any means perfect, it was enough of a gameplay experience to garner healthy sales and single handily put the survival horror genre on the map. Resident Evil 2 has the makings of everything a sequel aspires to be in the industry, as it practically improves upon all aspects of its predecessor with flawless execution. With such overwhelming success, it came to no surprise that over the years after its release on the Playstation, the game began to grace multiple platforms, including Dreamcast. Anyone who played Code Veronica on the Dreamcast (or any other old school survival horror titles of the time), should be familiar with the gameplay concepts of RE2. A purposefully restrictive (and tedious) control scheme, major focuses on exploration, conservative combat, some puzzle solving here and there, all wrapped up with a few boss battles to liven things up. Perhaps the most innovative feature set by RE2 is its impressive "Zapping System". The game provides the player with 2 characters to choose (each available on a their own separate disc). While each character follows a similar conflict and storyline, they tread a different path that interweaves with the other and changes depending on who you decide to complete the game with first. Such a concept provides plenty of replay value as players are given the opportunity to experience 4 possible scenarios in the games intricate story.
Story
You guys gotta know this by now... and if you don't, i'd rather not spoil it (The games has really solid intros that help you get into the game).
Graphics
The Dreamcast port of Resident Evil 2 is more or less the exact version that was released on the PC (thus it was ported over to DC using its alternate WinCE environment). While this may sound like a bad thing, it fortunately ends up being quite opposite. The PC version had major benefits and perks that far exceeds any console release (GCN, N64, and the multiple version on the PSX) in regards to content and graphics. On the Dreamcast this equates to much smoother characters models, significant removal of polygonal clipping on said models, A rock solid framerate locked at 60 FPS and last but not least all of the games FMV cinemas run at a high quality resolution of 640x480 just as the entire real-time game graphics when played on a VGA signal. Not even the version released years later on the more powerful GCN hardware can touch the Dreamcast version in the graphics department. The only major setback worth noting are the games pre-rendered backgrounds that unfortunately received no graphical enhancements.
Sound
For its time RE2 had very respectable voice acting (a trillion times better than RE1!) and one incredible soundtrack that further fueled the dreaded atmosphere of the game. The games sound effects are also quite impressive and really helps in the games total experience. Alot of these aspects still hold up even today and feel as though they have been improved upon on the Dreamcast hardware.
Conclusion
At the time, Resident Evil 2 was not only one of my all time favorite games, it was also my favorite in franchise. For the longest I thought Capcom would never top it. Fast forward to RE Code Veronica, and these 2 games have to this day, equally remain my all time favorites in the entire long running series. While it may look and feel like a dated game to many Dreamcast owners, It doesn't (or shouldn't) take away from the greatness that still is Resident Evil 2. If you simply love this game or it has a special place in your gaming past, you owe it to yourself to own what is arguably the best version! The DC version (after personally comparing all versions available on various systems) is without question the most complete, most up to date version you can ever find on physical gaming media. Perfect use of the VMU, substantial unlockable content, modes, art galleries, and improved graphics, round out this must have title!
8.5/10
Thursday, August 2, 2012
Vampire Chronicle: For Matching Service Review
Original Release
Japan: ???
Game Details
1-2 Players
VMU enabled
Standard Controller, Arcade Stick
VGA Box
Gameplay
As many fighting fans on the DC platform are well aware,
many of Capcom’s Dreamcast import selection that bears the “Matching Service”
moniker simply indicated a game with the distinct feature to play online
against other Dreamcast players via a dedicated online server. Just about all
of these Matching Service releases were released exclusively through Sega’s
infamous “Dreamcast/Sega Direct” online store, making their initial run a
rather limited endeavor (This particular game rumored to have had a production of
only a meager 5000 units worldwide). Vampire Chronicle (released only in the US
for the PSP as Darkstalkers Chronicle: Chaos Tower), was the first in a many
attempt by Capcom to release games of this proposition (reproduced later over
the years with the likes of Hyper Street Fighter 2, and Hyper Street Fighter
Alpha) The concept of these 3 particular fighting games is simple, collect all
of their subsequent updates into one cohesive game that gives players the
ability to select various versions of a character. For example Hyper SF2
collects all of the SF2 series (World Warrior, Champ Edition, Turbo, Super,
Super Turbo), So if your favorite version of Ryu (which hypothetically would be
Turbo version) and you wanted to go up against a friend who’s favorite version
of Guile (from World Warrior version), this game allows you have that match,
thus creating countless match combinations that were never before possible.
This is what Vampire Chronicle encompasses. It collects all 5 releases (we
only got 3 of those 5 releases here in the US mind you) in the
Vampire/Darkstalkers series (Vampire, Vampire Hunter, Vampire Savior, Hunter 2
and Savior 2). The format is a bit more elaborate in Chronicle than the example
used for Hyper SF2. The game first gives you the option to select from the 3
main match formats used throughout the series (Vampire/Hunter/Savior). These
selections will determine Life Gauge type as well as ES Gauge system type.
After making that decision, you are then allowed to pick your character and
finally the selection of game version of that particular character (Vampire,
Hunter, Savior, Savior 2) which will determine your characters special move
list, magic series combos as well as additional system mechanics. This all may sound a bit daunting at
first but it becomes clear especially for anyone who has followed the series.
Story
Who cares really...
Graphics
The entire Vampire/Darkstalkers series was conceived from
the CPS2 arcade hardware. For its time the game was a true showcase for the
arcade hardware that gave it life. The games visuals were so unique and well
received that Capcom adopted a similar style to use in the Street Fighter Alpha
series and even the Marvel Vs. series. The game sports vivid and lush colors,
beautiful sprite design and some impressively fluid animations that still hold
up quite nicely even by today standards (Lei Lei’s advancing, retreating, and
idle animations are what made me love with the character when first saw her in
Night Warriors on the Sega Saturn). Capcom really took their first major step forward in the
sprite art department with this series and created a fighter with such flair
that it could visually compete with their rival SNK, who at the time was
tearing it up with their awesome sprite animation and character designs in their stable fighting game franchises. It appears that the RDC release of this game IS fully compatible
with the sublime VGA accessory (much like the actual GD Rom release) for total
enjoyment of this wonderful release.
Sound
Audio wise the game has some very memorable and quite catchy
tunes. Sound effects and dialogue are also very crisp and as a bonus, match
type selection not only determines health and ES gauge type, but also will
determine the games soundtrack which is a wonderful perk (I personally always loved the
soundtrack for Vampire Hunter over the rest!).
Conclusion
While Vampire Chronicle is (at moment of this review) the final entry in the
franchise, it unfortunately has not caught on with the fighting game community.
If it ever did at some point, many have eventually gone back to Vampire Savior.
I think it’s mainly due to the fact that while the concept of meshing multiple
fighting updates of a particular installment into one actual game might sound good
on paper, the end result is a recipe that makes for one very unbalanced game for competitive play. It
is true for games of this nature, Hyper SF2 had a VERY short competitive time in the
sun before everyone eventually went back to ST and Hyper Alpha was just played
for shits and giggles, not to be taken seriously. For what Vampire Chronicle
lacks in overall polish, it makes up for in sheer fun among die hard Darkstalkers fans.
7/10
Sunday, July 22, 2012
Dynamite Cop Review
Original Release:
Japan: June 1, 1998
North America: November 3, 1999
Europe: October 14, 1999
Game Details:
1-2 Players
VMU enabled
Standard Controller, Arcade Stick
VGA Box
Gameplay
Dynamite Cop is a Beat Em Up sequel to the arcade and Sega Saturn
release of the aptly titled “Die Hard Arcade”.
The only thing that separates the sequel from its precursor is the lack
of the “Die Hard” license. Dynamite Cop builds upon the formula set by its
predecessor and further builds upon the gameplay mechanics with rather
commendable results. Players can now select between 3 distinctly unique protagonists before
selecting 1 of 3 missions (of various length and difficulty) to journey
through, ultimately leading to the same final boss of the game (Wolf Hongo!). The games
control system is what to be expected from the genre with 3 buttons that control Punch, Kick and Jump actions. With this simple button configuration at
your fingertips lies a wealth of options to which you can execute various moves
and techniques. This is where the games true charm of DC lies! The amount of ways to
deal damage onto your enemies is rather impressive. There are extensive amounts
of combos, holds, throws and various advanced maneuvers to explore as you tear
a new one onto any pirate dumb enough to stands in your way. Weapons and interactive
objects set about each area only sweeten the deal to this aspect of the game. The games controls are practically perfect making all such actions at your disposal a breeze to do.
Story
You have to invade the ship! Clear the pirates and rescue
the hostages, especially the presidents (ugly) daughter!
Graphics
Originally released in the arcade using Sega’s Model 2
hardware, the games visuals, while state of the art perhaps for its time,
wasn’t up to the standards that can be seen on the Dreamcast console. Graphical
enhancements were in fact made to the Dreamcast port which include full CG cut
scenes to the cinemas (as opposed to the in game graphics that were utilized in
the arcade version) a more vibrant color palette to the games 3D environments
and slightly refined character models. Even with these improvements, the
Dreamcast port still looks dated and does not harness the power of the console.
Still, while the games visual presentation won’t wow even the most jaded
Dreamcast gamer, it still manages to get the job done. With that said, I would
like to note that game visuals look vastly more appealing through the use of a
VGA adapter. The games color and sharpness looks SO improved, you’ll never want
to go back to standard video connections again. Trust me on this, the game looks way better than it should on a VGA signal for some reason!
Sound
Nothing special but all the audio that you were treated to
in the arcade version has been reproduced on the Dreamcast version flawlessly
which is always a positive in these arcade to home conversions!
Conclusion
No bones about it, I love this game! Perhaps it’s simply due
to my undying love for the under-appreciated genre. Perhaps it’s because it’ll
be the closest thing I’ll ever get to a Street of Rage 4 on my Dreamcast. Or
maybe because it takes the fundamentals which make up the genre, and crafts it
to perfection so well with flawless intuitive control, a very deep fighting
engine, and weapons galore to explore as well as exploit, creating a Beat Em Up so
perfectly sound, it makes me wish all others in this territory were as solid as
this offering. The game is not perfect! Much of its apparent flaws are a result
of the genre it represents as well as its arcade heritage. Even with these setbacks, the masters at AM1 threw
in enough extras to keep you coming back for more if the heart of the game
doesn't already evoke that.
8/10
Sunday, July 15, 2012
Dreamcast Scene Bullshittery
I really wish I had more positive things to blog about but unfortunately, it doesn't seem like there's anything positive that comes out of the Dreamcast scene anymore.
Today, we have more money grubbing, coming from dc4you.ru. They've decided to start charging money for each download of "rare" Dreamcast releases. This isn't a direct download either, this is a torrent site, where peers have to share the files. In other words, stay the fuck away from this site.
Even if there's something there you for some reason think that you absolutely can't find, look harder. It's out there. They got it from somewhere. Hopefully ReviveDC stuff is spread around well enough that they don't decide our releases are rare, because we do this stuff for free. We don't make any money, some asshole running a tracker shouldn't either.
So, there's your heads up. Stay smart and don't waste your money.
Today, we have more money grubbing, coming from dc4you.ru. They've decided to start charging money for each download of "rare" Dreamcast releases. This isn't a direct download either, this is a torrent site, where peers have to share the files. In other words, stay the fuck away from this site.
Even if there's something there you for some reason think that you absolutely can't find, look harder. It's out there. They got it from somewhere. Hopefully ReviveDC stuff is spread around well enough that they don't decide our releases are rare, because we do this stuff for free. We don't make any money, some asshole running a tracker shouldn't either.
So, there's your heads up. Stay smart and don't waste your money.
Thursday, July 12, 2012
Capcom vs. SNK Millennium Collection Review
Game Details:
1-2 Players
VMU enabled
Standard controller, Arcade Stick
Jump Pak enabled
VGA box
In honor of Revive DC’s impressive 100th release
run, the group is at it once again, making an attempt to outdo themselves with
an offering that can only be found within the ambitious efforts of RDC. “Capcom
Vs. SNK Millennium Collection” chronicles Capcom’s entire legacy of one of the industry’s
most monumental crossovers. On this disc you’ll find the likes of Capcom Vs.
SNK Millennium Fight 2000, Capcom Vs. SNK PRO and Capcom Vs. SNK 2 Millionaire
Fighting 2001 as well as few little extras thrown in for your enjoyment. Considering
that Comrade Snarky and I have already reviewed each of these games
individually thru their respective RDC release, I will attempt to shed
additional info to the games provided on this collection to the best of my ability.
Gameplay
The CVS series was an attempt to fill the void of the
exhausted Street Fighter Alpha series which was making its rounds in the arcade
industry prior to the release of the CVS franchise. CVS1 as a whole seems to
have a very clear cut, old school approach to gameplay. At its core, the
fighting mechanics in this first installment are very barebones and limited in
scope to what many became accustomed to in the Alpha series and the Marvel Vs.
series. This intentional approach to fighting provided many with a return to
basics of fundamentals of the genre, giving it that real nostalgic feel hearkening to fighting games of the early 90’s (gotta love that intentional slowdown
as fireballs hit their foes!). CVS1 also appears to take cues from both
company rulebooks, opting for an SNK button layout and an emphasis on KOF team
structure as oppose to Capcom’s 1on1 or tag team battles, all the while adding
some rather interesting features for the tried and true genre. The series
trademark “Ratio” system was added to compliment team based battles with some
added strategy while providing balance. The 30 plus roster is divided into 4
categories: Ratio 1, 2, 3, and 4. Higher the ratio the stronger the fighter.
The kicker here is that a player has a maximum of only 4 Ratio points to build
a team as they see fit. While very restrictive in allowing players the freedom
of creating their own teams, it certainly calls for interesting decision making
and promotes having to learn new characters that perhaps you would never have
bothered to if it were not for the constraints of the Ratio system. All these
features mentioned are also directly applicable to its successor CVS PRO! Less
of a sequel and more of a minor upgrade, PRO is a very minor attempt to further
tweak and balance its predecessors shortcomings. Alas it fails to achieve its
goals. The only worthwhile additions made to PRO were the inclusion of Dan
Hibiki and Joe Higashi which by default are thrown into the Ratio 1 category.
With the true sequel, CVS2 took a different approach to just about every
feature introduced by the first game. The 4 button layout was thrown out in
favor of the more traditional Capcom 6. The games Groove system was greatly
expanded with 4 additional grooves which allow you to play in styles similar to
other popular fighting titles offered by both companies. The controversial
Ratio system of old was replaced with a “Free Ratio” system allowing players to
distribute those 4 Ratio points into teams of 3, 2 or just one character. All
these additions and changes (as well as an expanded roster) give CVS2 a more up
to date approach of the mechanics of the game and provide much broader
possibilities than what its prequel could ever offer.
Storyline
The supposed legend behind the creation of such a dream
match was due to a popular Japanese video game magazine which was reviewing at
the time SNK’s superlative KOF 98 release and Capcom’s ambitious Street Fighter
Zero 3. The publication sported on their front page “King Of Fighters Vs.
Street Fighter” in an attempt to pit each respective publisher’s offering
against the other in the market. It appears that many readers misinterpreted
the magazine header for an actual game which created an uproar of positive
reaction among fans everywhere. After witnessing the fan clamor, both Capcom
and SNK made a deal which then led to the creation of a handful of titles
pitting both companies’ mascots against each other.
Graphics
All CVS games where developed under the SEGA Naomi hardware
tech which led to an assured port on the Dreamcast platform in an effortless
arcade to home translation. CVS1 and PRO sport amazing pre rendered backgrounds with some amazing lighting and dynamic effects. All backgrounds are
complimented with real cool intro sequences that are reminiscent of SNK’s prior
efforts in their past games. The game also sports some real cool monitor and
arrow motifs that really elevate the crossover dream match it envelops
throughout the presentation! CVS2 feels slightly less ostentatious in this regard over its prequel but by no means a slouch in any respect. CVS2
has a more tournament gathering presentation going for it alongside a news
broadcast theme. All backgrounds are redone and put the NAOMI hardware to good
use by creating battlegrounds with 3D polygons. While they look nice enough,
they appear to visually hurt the character sprites more than the former
backgrounds that used a different graphical technique in their creation. While
on the topic, the 2D characters sprites are a real mix of good and bad. The
entire SNK cast has been beautifully redone from the ground up while the same cannot
be said for a majority of the Capcom roster. For the best graphical results I
would suggest an S-video connection to retro CRT TV or the purchase of a VGA
adapter if you plan to play on at modern TV set or monitor! These games may not
looks as gorgeous as say Guilty Gear X, but they still manage to look good
enough thanks to some cool looking effects and 640x480 res backgrounds!
Sound
CVS series rocks out it this area and hits all the right
notes for those that can appreciate the musical genres that are represented in
this series! I implore fans of video game music to listen in on some of the
tracks for these games via the options menu. You are sure to find some real
catchy and downright awesome tunes! Audio effects also impress. Character
speech and dialogue is spot on and everything sounds great thanks in part to
the hardware’s modest audio capabilities.
Conclusion
The final part which deserves some mention are the extras
that are packed into this collection. Much like RDC’s previous compilation,
this one also offers some kick ass knowledge for all you young grasshoppers of
the genre. All titles contain acceptable “How to Play” tutorials and “Command
Lists” although the latter can be also accessed through each respective game
via pause screen. Last but not least this dream collection also contains the
much useful (and thankfully translated) “Capcom Taisen Fan disc” which was given out in Japan for those who
preordered CVS2 for the Dreamcast. In this disc you’ll find some real cool
character artwork galleries, VMU save files of some really sweet high caliber
matches among Asia’s best “during CVS2s early days” and most importantly, unlockable
save content files for nearly every Capcom JPN release on the Dreamcast with
exception of Capcom/Psykyo collaborations, Resident Evil titles and a few other
offerings that appeared on the platform before this fan disc was originally conceived. Regardless
of the fact that these are save files for JPN Capcom releases, a few of them
are cross compatible with their respective US versions! Here a convenient list
of those games:
Power Stone
Power Stone 2
Spawn ITDH
SF3 Third Strike
SF Alpha 3
Marvel Vs Capcom
Jojo’s Bizarre Adventure (use FMS version save and never
overwrite!)
While the first CVS has long been forgotten by many, its sequel still enjoys some healthy tournament life in many parts around the globe even after all these years. Regardless of their positions today, these games are well deserved of your attention if you have a passion for fighting games.
8.5/10
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