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Sunday, April 8, 2012

Capcom vs. SNK Pro Review

Original Release:
Japan: June 14, 2001

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

Gameplay
Capcom vs SNK Pro is an update release for the original Capcom vs SNK. Think of it as how SSF4 Arcade Edition is to SSF4. Same sort of concept here folks. CVSPro takes numerous liberties at balancing and adjusting gameplay issues of the original game and throws in a few new additions in the form of Dan Hibiki and Joe Higashi, bringing the roster up to a solid 35 character lineup. Balance changes include (but not limited to), a re-balanced SNK Groove, a more balanced Ratio (1,3,4) lineup with proper defensive and offensive damage re-adjustments, Jumping LP's and LK's priority changes almost across the board, corner juggle tweaks, and modifications on almost every character including their "EX" counterparts, lending to a more finely balanced roster than what the original release offered.

Storyline
Read the CVS2 review on the blog for storyline ;)

Graphics
If i recall correctly the game (original CVS) was the first 2D fighter to be designed for the Sega NAOMI board. Capcom did a pretty good job at transitioning from designing years worth of fighters on their proprietary hardware to treading new territory with the vastly more powerful tech. Capcom really did an amazing job at utilizing the new tech for the game's overall presentation throughout, which I feel captures the spirit of the dream match flawlessly. I recall being mesmerized by the games intro sequence and even on the title screen where an awesome 3D city landscape that surrounds it. I still remember being enveloped by hype after inserting my 25 cents at the arcade for the first time as i was exposed to countless screens displaying a histories worth of SNK and Capcom productions as they morphed into a tunnel that redirected me to a characters selection screen that is as unique as its diverse selection of fighters. The games presentation is truly creative from beginning to end of credits! The DC port of CVS Pro is truly "Arcade Perfect", something i can't say for the dreadful PSone port released years later. What were they thinking when they made that LOL!

Sound
The games audio as a whole feels of major hype and really fuels the legendary dream crossover between these two trailblazing companies. Satoshi Ise was at the helm of the games audio dept and the man handled his duties beautifully. The games music is of the techno, electronic variety in a near exclusive sense. Those that don't dig such a soundtrack or have a more nostalgic taste in music can switch for an alternative soundtrack composed of various themes from a collection of Street Fighter and KOF songs heard throughout their careers! The games sound effects and dialogue is coherent and well done (sans the game announcer, which is forgiven on account of how epic he sounds!). I may be biased when i say CVS has perhaps one of the greatest soundtracks ever in a fighting game. I still love M. Bison's final boss theme after all these years!!!

Conclusion
CVS Pro is worth a look only to perhaps those that are truly hardcore for the genre or those that can appreciate the subtle things in a game. I may also add to that list those that had yet to experience the original CVS release. Absolutely everything is unlocked from the get go so that factor may very well play a role in preference to this version. To those like myself that already had invested countless hours in the original version and still love it after all these years, give CVS pro a try. Just shake well before serving, and wake up! ;)

8/10




Saturday, April 7, 2012

Under Defeat Review

Original Release:
Japan: March 23, 2006

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

Gameplay
Under Defeat is a vertical shmup released in 06 by a newly formed development studio known as G. Rev. (History time kids!) After making a name for themselves with aiding production for high profile titles like Treasure's Ikaruga and and Konami's Gradius V, they finally managed to gain enough capital to make 2 projects of their own, the second of which was a critically acclaimed horizontal shmup by the name of Border Down for the NAOMI and the Dreamcast. For their third release, the company went with a more traditional offering in the vertical shmup territory. In the vein of games like Twin Cobra or Zero Gunner Series, the game puts the player in control of 2 female soldiers piloting helicopter air crafts. The game is quite traditional in its mechanics save for a unique assist bot system that will aid you in warfare and a limited but useful angle maneuvering ability.

Storyline
N/A

Graphics
With the Sega NAOMI hardware at their disposal, G. Rev harnessed the graphical power of the versatile arcade board for Under defeat and pulled off a visual tour de force for the coin-op and likewise on the Dreamcast. The game is easily one of the most visually stunning productions ever made on the console. Gunfire is not only detailed and bold, but also show impressive lighting effects. With something so small as gunfire being so meticulous, its no surprise that everything else in the world of Under Defeat has received equal or better treatment. Air crafts are nicely detailed and flawlessly textured. Explosions and their particle effects are simply eye candy. Smoke produced from mentioned explosions are insanely realistic. Rain effects are amazingly well done and stage backdrops are without a doubt just as amazing as they visually interact with the mayhem going on around them like trees waving and cattle dying off to nearby explosions. Visuals in this game are praise worthy indeed and worth a look in it's native vertical aspect ratio via TATE mode. Use of a VGA peripheral only sweetens the deal here!

Sound
The music is somewhat plain and awkward but by no means of bad quality (although i really dig the stage boss battle theme music!). The game provides players with the ability to choose from the original arcade music or an arranged version of said tracks providing welcomed customization in the music department. All audio effects are quite impressive and compliment their visual counterparts to near perfection!

Conclusion
There is something to be said for those that experienced a simple shmup title released near the end of the Dreamcast's official timeline, especially one that is so wonderfully executed as this game. G. Rev's Under Defeat looks to be a labor of love for the genre than a simple game release to cash in on a niche market... on a niche platform. A game like this, without question leaves many Dreamcast owners (much like yours truly) wondering... how much unharnessed potential the system had yet to be exploited due to such an untimely (and unjustified) demise.

8/10

Mars Matrix Review

Original Release:
Japan: November 9, 2000
North America: April 30, 2001

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

Gameplay
Mars Matrix is a vertical scrolling shooter by the collaborated efforts of Takumi (Dev) and the renowned Capcom (Publisher, Hardware), for release in early 2000 for the coin-op market. The game takes some gameplay cues from their previous collaborative release (Giga Wing) with the barrier system (seems like a Takumi signature mechanic) making a return. Six stages of bullet hell action await you. At your disposal is your standard rapid fire gun (upgradable up to 8 levels with proper EXP gained through combos and cube collecting), an awesome "Piercing Cannon" (a very powerful short range projectile), and the Gravity Hole Bomb (exhaust the GHB meter and in return, clear the screen of all enemy fire and inflict good damage). As stated earlier, the shield barrier system (dubbed "Mosquito") is at your disposal and quite frankly is a major aspect to survival in the game. A barrier will envelope your aircraft and absorb incoming enemy fire. Releasing said shield will send collected enemy fire right back at them! It's a wonderful wrinkle to the genre that honestly becomes quite satisfying to use with some practice. The DC port is great conversion, receiving a perfect port with little to no loading, minor enhancements and much appreciated game modes like Elite mode, Score Challenge mode, and a cool Shop mode where you can purchase customizable features for your ship, artwork and high level play videos by veteran players.

Storyline
N/A

Graphics
Powered by Capcom's legendary (and Proprietary) CPS-2 board, the graphics as a result are of the old school 2D variety. Regardless of such, the 2D sprite work in the game is well done and pre-rendered sprite art is quite nice for those that can appreciate the medium. Color vibrancy is spot on where it counts the most... which is very important for a game of this nature. Enemy fire and collectible items seem throughout the screen are seldom mistaken from one another. As a side note, even though the game is a vertical shmup, the games display was designed with a horizontal aspect in mind, which is quite uncommon for the vertical shooter genre.

Sound
The audio is quite a standout in its own right. Sound effects from explosions, bullet fire, mosquito activation and other acts that solicits audio effects are quite sharp, crisp and adds to the manic action that is seen on screen. The soundtrack is also well done. Everything is loud, proud and does justice to the product. Not the most catchy tunes you'll ever hear, but it does elevate the action quite nicely in old school fashion.

Conclusion
With SO many high caliber shmup titles taking a piece of the humble pie on the good old Dreamcast, Mars Matrix is certainly one offering that can perhaps get overlooked and lost in the shuffle. Make no mistake though, like praise worthy titles in the genre like Ikaruga and Under Defeat, Mars Matrix may not deliver the goods to the visual senses, but it easily does in the gameplay dept!

8/10

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





Tuesday, February 28, 2012

Evolution: The World of Sacred Device Review

Original release:
Japan: December 16, 1999
North America: December 16, 1999
Europe: December 16, 1999

Game details:
1 Player
Standard Controller
VGA Box
VMU Compatible

Gameplay
Evolution: The World of Sacred Device is your typical RPG. If you've played Skies of Arcadia (which you probably have if you're reading this) you'll be very familiar with this. But Evolution is basically about grinding and grinding. (Grinding meaning that you go around killing creatures to gain experience and level up.) It has the same battle mechanism as Skies of Arcadia, Grandia, Final Fantasy, etc, etc. That could very well be a good thing. But in this case I feel that it's a bad thing; it doesn't bring anything new to the genre. If you've played these games before, it'll be a bit boring. It's the same thing over and over. And, worst of all, there's an awful lot of text. When in cutscenes, the game turns into a button masher. This makes the game a little unclear because it isn't a linear RPG. I often found myself clueless about what I'm going to do. I could run around for hours, just to find the right character, the right building and so on and so forth. While you could blame for being lazy and not reading the text, well, there's too much text.

With you, as your sidekick, you have a girl. Her name is Linear, ironically enough. She follows you wherever you go. And, as always, the AI is stupid. She jumps when you jump, she talks when you talk and she makes the game freeze for a split second when jumping. And you can't prevent this. The only option you have is not to jump. The gameplay itself is pretty decent. If you don't mind repetetive gameplay, it's a nice play. I found the different skills and spells interesting. You also focus on different aspects like attacking or healing. I just let my sidekick be the healer and I did the dirty job. Because someone's got to do it.

Storyline
It features a story. But a very complex story. If you read all of the text it may be a bit less complex... But if I understood it right, you have to find this device. Hence the title ”Sacred Device”. After that Linear gets kidnapped. And, yes, you'll then have to go rescue her.

Graphics
For me, this was the highlight of the game. Even though the graphics have a cartoon-manga style, they still look pretty good. Lighting effects are great. During the cutscenes, the character models look great and they are designed well. Although, when running around in villages, the colors are kind of vague. They are very similar to Skies of Arcadia.

Sound
The music is great. It fits the different environments extremely good and compensates for the repetetive gameplay. But some of the soundtracks are a bit annoying.

Conclusion
If you got tired with Skies of Arcadia (or any other RPG for that matter) and want to try something new but similar, try it out. If you just got the flu and you're staying home, try it out. You might find it entertaining if you like the genre. But as a real conclusion, this is your generic turn-based RPG.

6.5/10

Tuesday, February 7, 2012

Street Fighter III: Triple Threat Review

This is another CD AGES review, but we still didn't get him set up with an account to post on the blog. I didn't think it would be quite fair if I wrote a review of something that I worked on so much, so he handled this duty.

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

The talented group known as "RDC" has gone for broke with their latest (and 50th) DC release. Out of their efforts comes a trifecta of pure fighting game bliss in one convenient package. Aptly titled Street Fighter 3 Triple threat, The entire legacy of SF3 (New Generation, 2nd Impact Giant Attack and 3rd Strike) is expertly crafted and collected on one content packed disc. CD AGES here once again, and i first would like to extend my sincere gratitude to the group for not only making this dream project a reality, but for also letting me review their marvelous effort :)

Gameplay
Right out the gate, the innovative gameplay features that SF3 has been renowned for are quite lengthy. Lets go over them and analyze a few:

Parry- Also known as "Blocking" in Asia, a parry is an offensive maneuver that nullifies an attack and allows you to counter with an attack of your own. This is the meat and potatoes of SF3.

Leap Attacks- Also known in some circles as a "RIP" attack or a Universal Overhead (UOH). This is an offensive tool available to all characters. This new attack provides you with a means to open up your opponents defenses. Simply put, it's a valuable overhead attack.

Super Arts- A fancy term for super moves, what sets "Super Arts" apart is that a player now must select only 1 of 3 super moves to use in battle. Each Super Art is tailored to a particular style of play, complete with an independent meter size and stock limit.

Dash- A mechanic seen in other fighters from SNK and Capcom, it makes its welcomed debut to the SF series. Can be used to advance or retreat.

Super Jump- Higher jump altitude than a normal jump, many fans of fighting games have seen this mechanic in other fighting titles.

Target Combos- Essentially a type of chain combo, TC's are character specific and unique to each. Some characters have one, some have many, others have none.

Stun Gauge- A gauge seen underneath the life bar, this gauge dictates how much damage a fighter can sustain before succumbing to dizzy state.

EX- Introduced from 2nd Impact onwards, EX attacks are upgraded versions of special attacks. They consume a portion of the Super Art gauge and performed by pressing 2 punch or kick buttons depending on which special move is chosen to EX.

with these great gameplay features mentioned... the truth is, perhaps the biggest contributor in terms gameplay to this trilogy comes from its roster of fighters! In a bold (and quite frankly controversial) move, Capcom chose to drop all previous World Warriors (with exception of Ken and Ryu) in favor of a fresh cast complete with a new protagonist to represent this new generation of Street Fighter! While this decision really hurt the popularity of this series among the fans during it's release, the truth of the matter is that its the reason why this installment has the longevity its earned for itself. Its the brand new legion of fighters that many have chosen to attempt to learn (and ultimately master) what has been a true hallmark to the trilogy of SF3. Gameplay differences between all 3 versions are small yet make major alterations to the flow of battle. "New Gen" definitely feels solid but lacks overall while "2nd Impact" feels like a step in the right direction with the inclusion of 4 additional fighters, EX attacks, throw teching, and a bonus round aimed to teach. The final release known as "3rd Strike" feels completely fleshed out and masterfully updated, with 4 additional new fighters and 1 returning legend in the fan favorite, lady thunder thighs herself Chun Li, bringing the roster up to a respectable 19 characters to choose from. The game also updates the formula of it's previous release with a tremendous re-balance, an overhaul of the throw mechanic, a command update to the "leap attack" as well as modest changes to block and parry mechanics of the game.

Storyline
So long M.Bison and Shadaloo syndicate! The Illuminati and its chosen leader Gill, are planning to rule the world... not much else here.

Graphics
Unleashed into the arcades in early 1997 with brand new arcade hardware under its hood (in the form of Capcom's proprietary CPS3 board), New Gen makes use of the new tech in every form imaginable, even in an inspirational sense. Considering that new hardware can lead to broader possibilities for designers to exploit and a fresh start, New Gen does exactly that and more. But lets keep on topic and talk about the graphics of the SF3 trilogy. To say the SF3 series is a powerhouse of 2D animation is an understatement. The graphics alone separates the SF3 series from it's monumental pedigree, making it feel like a whole new world. Animation to just about every action on all characters in the cast is incredibly fluid and painstakingly smooth. Elena's idle stance is almost hypnotic with her insanely fluid Capoeira movement, Dudley's idle stance is impressive to watch as he freely switches from southpaw to orthodox stance in seamless fashion, and Remy's crazy amount of animated movements in random fashion like stroking his hair from his face and hand gestures (i could swear i once saw remy tighten the ring on one of his fingers) leave me in awe. The graphics are easily what set this chapter of the street fighter series apart from the pack and made many take notice especially during their respective runs in the arcade market! If only Capcom continued to the explore and
build upon the realms of 2D animation in their current releases :(

Sound
By all accounts it appears that the vibe Capcom chose for the SF3 Trilogy in respects to it's music revolves around a distinct urban underground hip hop type of atmosphere. While New Gen and 2nd Impact have some distinct and catchy tunes, the overall soundtrack feels a bit bland and lacks the proper execution that was heard in 3rd Strike. With that said, 3rd Strike has perhaps one of the most awesome, if not impactful soundtrack you will ever hear in the SF series overall. The audio dept as a whole took a major step forward with the final iteration of SF3. The entire roster was re-voiced to much praise and the entire soundtrack was redone with a better sense of conveying that hip hop sound Capcom was trying to accomplish from the first installment (thanks to their collaboration with a few talented artist and studios). In all honesty the hip hop, jungle, bass like tunes really compliment and add to the atmosphere of SF3.

Conclusion
Its no secret that the "3" series has been known as the least successful point in the history of Street Fighter, Be it due to its new cast of characters, mechanics that were perhaps less user friendly or simply due to its time of release when the arcade industry was on life support. Regardless the reason, one thing is for certain, its biggest accomplishment for the series lies in the proper evolution of the fighting game formula that it's predecessor set to establish. Thanks to this compilation, the stepping stones to achieving a near perfect fighting game will not be lost to the ravages of time and instead be available on our wonderful Dreamcast consoles:)

10/10