
Give this collection a fighting chance

Capcom tends to tread a lot of the same ground these days. Whether it’s “getting back to their roots” with Street Fighter’s modern versions or returning to the past with a lot of upgraded collections, Capcom sure has a way of reminding you that, yes, they made Street Fighter and a bunch of other fighting games. The question is do we care? Yes and no, if this current collection is to be judged.
I will admit that, despite being a strict Mortal Kombat old head, I am inclined to speak up about my favorite genre in fighting games and how it relates to Capcom. This collection, filled to the brim with nothing but Capcom fighters, aims to show that Capcom had some hits and memorable properties. Fighting Collection features 10 entries: Vampire/Darkstalkers 1–3, Vampire Hunter 2, Vampire Savior 2, Cyberbots: Full Metal Madness, WarZard/Red Earth, Hyper Street Fighter II: The Anniversary Edition, Super Gem Fighter Mini Mix/Pocket Fighter and Super Puzzle Fighter II
Turbo, with the North American or Japanese versions available for play. In all cases, these are arcade rom versions gathered together in one spot and you can freely switch between them on free play. Collection-wise, this is a top-tier package for those who love fighting games made by Capcom. Mainstream money maker that’s still around today? That’s Hyper Street Fighter II. Obscure weird fighter that no one even knows that Capcom made it? Take your pick from Cyberbots and WarZard. Cutesy, chibi fighter that unabashedly mocks its maker? Puzzle Fighter and Pocket Fighter have that on lock. Defunct series that should still be a thing, but Capcom doesn’t pay attention? All of the Vampire you can possibly shake a stick at satisfies that requirement. There is literally something for everyone here. But the question is, do you want it, especially now that you know what’s available here? As earlier, yes and no.
While the presentation is top-notch, the actual assortment of the games involved is a mixed bag. Gentle readers, I just compiled and created an entire issue devoted to Vampire (Editor’s note: That’d be Issue 46. Go download it now if you haven’t.) and its inner workings and the history behind the series. Knowing that, please explain to me why I have Vampire burnout and why I had it before I did that issue because of this collection. Capcom does this song and dance every single time Vampire is whispered somewhere by some unsuspecting gamer who loves the series and wants to see it once more have its day in the sun. I wrote an entire column in that previous issue discussing the need for a Vampire revival — a new game, not an old rehash — and how we were never going to get that because Capcom does the series dirty constantly.
Well, wouldn’t you know it, Capcom pulled a skunk out of their hat by including all of the Vampire games here. It’s like they said, “Well, you asked for more Vampire. Here, be satisfied that we released all of them finally in North America and shut up.” You know, I’m slightly happy but I’m more offended than anything else. Because, as you should have read by now gentle reader, Capcom is never going to give us a new Vampire game without there being some weirdness attached. And because this collection sold “OK,” — not great, just OK — you know we aren’t getting a new game. Because it didn’t set the world on fire in sales doesn’t mean the demand isn’t there. But I digress. Everything else in this collection has been released in some way, shape or form in either region, so it wasn’t necessary for their inclusion, either.
What I would have preferred to see are Rival Schools, Project Justice, Star Gladiator and Plasma Sword. These are defunct Capcom series that they also like to act like they didn’t
create. Rival Schools and Project Justice are especially egregious because while they’ve been ported to PlayStation Network, we haven’t gotten a full, unaltered port of either game. A modern translation of the board game and simulation mode in both games is not that hard, but I digress again because we know we are never getting it. It’s a shame because this collection as pulled together in 2022 could have used some better curation.
While I love Capcom fighting games, I’m OK about this collection. It’s nice to have these in a modern package for modern consoles but I’m not enthused about the behind-the-scenes foolishness that could have been avoided with better curating on Capcom’s part. There are some heavy hitters that could have been included immediately that would have made it a better package, and the extras included could have been better also. However, it’s not a terrible package and is infinitely useful and valuable to the fighting game population so it’s not a total wash. Capcom could collect better, though.




awesome about 
hunter, go into the world to hunt monsters of all sizes. During your hunts, you’re using your wits and the environment to your advantage, careful not to faint too many times while working to take down a creature so that you may get new parts to craft gear and weapons. The crafting aspect is fantastic. The variety of gear and equipment that can be generated is off the charts, and there is nothing more satisfying than taking down a new enemy and obtaining new, more powerful gear. Capcom knew the essence of the high that comes from winning a hard-fought battle, loot, craft better gear and repeat. And they’ve captured that essence masterfully here with increasing incentives and nuanced pacing. Fighting never feels weird, and it quickly becomes second nature to swing your sword and make waves in battle. My only gripe here is that there is so much to learn with the battle mechanics and item crafting and usage that sometimes it gets overwhelming. Taking your time to read the tutorials and work through scenarios in training is the way to combat that. I’m pleased with this setup because I’d rather get too much information than not enough.
And, I want to especially highlight the impressive character creation suite. If I can create my own character in a game, I want bold and accurate tools to do so. Monster Hunter: World gave me that and more. I spent two hours with it alone and I still wanted to spend more time there. The wealth of options is outstanding, and I’m extremely impressed with the diversity found within. I can make a character that accurately looks like me with gorgeous options for hairstyles … or not. But I love the options given, and I can’t praise that feature enough.
kart racer. There are various modes to jump into, including a career mode and online and offline play. Additionally, the create-a-character and track editors are serious time sinks. A once-thriving and robust online store for all sorts of mods — the name of the game — is still there. The customization remains deep, with various ways to dress your character and build a rig that suits your aesthetic. This is where ModNation has the advantage over Mario Kart, and that’s obvious from the get-go.
a precision genre, should be easy to control. ModNation Racers is not easy to race in, considering there’s something assigned to every button on the controller and then some. On top of that, the controls feel imprecise, loose, and sloppy. Also, the speed levels, while customizable, are not tuned properly. What should have been the easiest and slowest speed for a newcomer still felt like the equivalent of
Also, some of the racing mechanics are questionable at best. The drifting feature is terrible; at no point was completing a drift possible going as fast as I was going. And, the AI’s consistent ability to prevent weapon pickup even on the easiest level was grating as was the constant bumping into objects and barriers. It’s obnoxious also that there is no weapons display beyond words and a meter. Explaining what the weapons are and their effects would have contributed to more playing.
the touchscreen controls an issue, and it’s easy to quickly switch among them on the fly.
My only bone of contention is small but a big part of the game: The Vibe meter. While a nice mechanic as far as gameplay goes, there was something about it that bothered me that I couldn’t articulate when the game was released in 2006, but I can now. I’m not overly fond of the concept that Peach is led around by manipulating her emotions. It’s the concept that women are emotion-driven creatures that jumps out at me as a little more than offensive. If we’re capable of saving our beau — which we wholly are, and it only took from 1985 to 2006 to show this — then we can do it without it implied that we’re wildly mood-swinging weirdos who are giddy at one moment and raging or crying at the next. It’s a little more than stereotypical misogynistic nonsense that quite frankly wasn’t necessary to attach to an already damsel-in-distress archetype trying to change the status quo. The game, on its technical merits, is strong enough to stand on its own, honestly.
book company. Your team and the 
infamous icons have taken their battle of good vs. evil to another battlefield: next-generation consoles. Like many fans of the Blue Bomber, I wondered how Capcom would present Mega Man and company to a new audience while keeping dedicated fans like myself invested in new adventures. Mega Man 9 hit the spot.
you must acquire weapon power-ups to keep the special weapons running properly. Mega Man does have help in his latest adventure with his helpful canine, Rush, and allies Eddie, Beat and Roll, who supply special gadgets in exchange for screws via their shop between stages. Saving all collected screws when purchasing certain items is a smart move. 
item from Guile, which would help him defeat M. Bison. Third Strike boss Gill drives the plot overall, tying up the loose ends between 
of General Knoxx
touch down on the planet, the new mechanics of oxygen management and low gravity are a pain to deal with and obnoxious. Yes, you do need something new to spice things up a bit, but it’s not implemented with any type of precision or enjoyment. Constantly having to manage how much oxygen is left while trying to avoid taking damage means distraction, and it ruins any sort of sandbox vibe the game might have been going for. Oxygen management is also taking precedence while working through Borderlands Beginning Syndrome, or when you start a character in a Borderlands playthrough with little to no help. The first few hours of any Borderlands playthrough are slow and a slog with no help, and Pre-Sequel is no exception. All other mechanics are Borderlands 2 based, so
Much like the non-new mechanics, the graphics are Borderlands 2 based as well. So, you’re not going to see new textures, though there are a few new enemies and NPCs to change things up a bit. The new enemies are slightly interesting, as are some of the bosses. This has always been Borderlands’ strength as franchise: Colorful characters that leave an impression. Pre-Sequel manages to create some goodwill with some new characters, but they’re all in the style of Borderlands 2. Borderlands 2 was serviceable in its graphics as a marginally better upgrade to Borderlands, so you’re getting that marginal upgrade here as well. The soundtrack also is Borderlands 2 based, so if you enjoyed that, you’re probably going to enjoy this, too. There are a few tracks that stand out, but nothing special … much like everything else offered here.