Garou: Mark of the Wolves — Issue 53

Garou: Mark of the Wolves
SNK Play­more, 1999

Leav­ing an indeli­ble mark

SNK is still around doing things in this mod­ern fight­ing game land­scape. Their lat­est release, Garou: City of the Wolves, is a cer­ti­fied banger and is get­ting a lot of play in the crit­ic sphere because the orig­i­nal is so beloved. And that’s one of the best things Mark of the Wolves man­aged to do: Leave a good lega­cy and stay rel­e­vant 25 years later.
Mark of the Wolves does a lot of things with the Fatal Fury name for the sake of progress. Tak­ing place 10 years after the death of crime lord Geese Howard dur­ing the King of Fight­ers Tour­na­ment as depict­ed in Real Bout Fatal Fury, Mark intro­duces a new cast with Ter­ry Bog­a­rd return­ing to the fray to lead the charge. Ter­ry takes the young Rock Howard, Geese’s scion, under his wing to fight for South Town and jus­tice in gen­er­al. But the specter of Geese haunts them. And there is a new vil­lain in the mix, Kain, to take Geese’s place and up the stakes. The plot is inter­est­ing and engag­ing. Get­ting used to a whole new cast minus Ter­ry takes a minute and learn­ing their back­ground and moti­va­tion is fun.

The char­ac­ter designs are cool, as they are in most SNK games. The sprites look great and are large and detailed. The back­grounds, while col­or­ful, aren’t near­ly as detailed, though there are a lot of ani­ma­tions going on that make them live­ly. Over­all, the look isn’t too dif­fer­ent than what you’d expect from an SNK arcade game, but the Dream­cast does give it a lit­tle boost. 

The sound­track is a lit­tle gener­ic, which is sur­pris­ing because I was expect­ing some nice tracks. I’m spoiled by the often-maligned SvC Chaos, which had a great sound­track despite the sur­round­ing mess, because it was released in the same era by SNK. How­ev­er, despite the gener­ic under­tones, the sound­track does­n’t deter the sur­round­ing over­all product.

And the sur­round­ing prod­uct, game­play-wise, is fine. New mechan­ics, like the Tac­ti­cal Offense Posi­tion and Just Defend, are wel­come new pieces in the series’ reper­toire. Just Defend, which is like Street Fight­er III’s par­ry mechan­ic, has hung around and made appear­ances in oth­er games such as Cap­com vs. SNK 2’s K‑Groove so I’d say it’s a good addi­tion 25 years lat­er. And with the new mechan­ics, the game plays well, too. If I could pick it up and play it with lit­tle expo­sure to SNK’s style of fight­ing and do well, it’s safe to say that Mark has a good feel. That feel is present in the var­ied modes, with Sur­vival as the most fun out of all offered.

Mark is a great fight­ing game and still holds up well. It has the attrac­tion of ear­ly 2000s fight­ing game finesse, and it serves as a good intro­duc­tion to the world of SNK if you’re not well-versed in the series. A well-round­ed fight­ing game with strong mechan­ics and good envi­ron­ment are the marks of a future legend.

Yakuza 6: Song of Life — Issue 53

Yakuza 6: Song of Life

Sega, 2016

Yakuza­’s swan song

Ah, Kiryu Kazu­ma. Sega’s leg­endary for­mer mob­ster turned hero is a liv­ing video game leg­end. Every time he defeats a heinous col­league from his past, he wants to go back to his hon­est life of tak­ing care of his fam­i­ly of orphans. Sad­ly, no mat­ter how much the Drag­on of Doji­ma desires peace, new ene­mies arise with grand delu­sions of pow­er to rule Japan in pub­lic and its under­world of crime. As always, Kiryu saves the day at sig­nif­i­cant risk to his phys­i­cal and men­tal health. This time, those threats hit home with even greater secrets and risks that could unleash pos­si­ble civ­il war in the crim­i­nal under­world (Again? Yes, again) in Yakuza 6: The Song of Life.

Tak­ing place after the events in Yakuza 5, Yakuza 6 has our hero doing three years in prison. Var­i­ous crime groups such as the Saio Tri­ad and the Jing­weon Mafia have tak­en advan­tage of the Tojo Clan’s vul­ner­a­bil­i­ty. When Kiryu is released, he finds out that his ward Haru­ka Sawa­mu­ra, who was a ris­ing pop idol, sud­den­ly retired and moved to Onomichi city in Hiroshi­ma where she has an infant son, Haru­to. Kiryu then dis­cov­ers that Haru­ka is in a coma at a Kamuro­cho hos­pi­tal after a hit-and-run acci­dent. With these explo­sive ele­ments plus a mys­te­ri­ous secret in Onomichi that could cause a rag­ing gang war through the coun­try, Kiryu once again sets out to stop those who bring harm to his city and his family. 

The con­trol in pre­vi­ous Yakuza games that won me over remains and is improved thanks to the rebuilt Drag­on game engine. When not in fight­ing mode, Kamuro­cho has been giv­en a refreshed, crisp view. I appre­ci­ate the detail in Kiryu’s fight­ing scenes; he can use weapons to do mas­sive dam­age and look nice while doing so. Anoth­er new fea­ture is item stor­age. While stats must be increased to be able to car­ry more items, Kiryu can now use his smart­phone to hold var­i­ous food and health items and lev­el up when­ev­er he gains expe­ri­ence points. I espe­cial­ly liked the idea that Kiryu can obtain cer­tain drinks from vend­ing machines, includ­ing beer, which will increase his fight­ing pow­er. I also love the clan bat­tles fea­ture where Kiryu can form a group to take down var­i­ous char­ac­ters in a time lim­it and win cash and expe­ri­ence for his fight­ers. And I also enjoyed the Club Sega sec­tion where I could play arcade games like Hang-On and Vir­tua Fighter.

The music is excel­lent and var­ied, mak­ing me feel that I’m watch­ing a Yakuza movie than play­ing the game. If the game’s excel­lent detail to vital areas of game­play was not enough to sell me on it, I was stoked to find that Kazuchi­ka Oku­da of New Japan Pro Wrestling and acclaimed actor/comedian Beat Takashi made appear­ance as main vil­lains in the game.

How­ev­er, as much as I love the game, there are some neg­a­tives in Yakuza 6 that did­n’t make me stop play­ing entire­ly but gave me some pause. Dur­ing the fight­ing scenes where Kiryu gets ahold of an ene­my’s weapon, he dis­patch­es them in true Yakuza fash­ion, vio­lent and, at times, gory and dis­turb­ing. It was a bit much for me and seemed kind of unnecessary.

Anoth­er thing that both­ers me is the ram­pant and obvi­ous Sony prod­uct place­ment. It takes away from the game a lit­tle bit because it’s dis­tract­ing and is also unnec­es­sary. I know I’m play­ing the game with a Sony prod­uct; I don’t need it shoved in my face con­stant­ly that this was orig­i­nal­ly a Sony exclu­sive game.

Final­ly, there is a side quest that Kiryu can’t turn down. It’s not real­ly a side quest but the game tries to present it as though it is. That’s annoy­ing. If you want me to do the quest, just mark it as manda­to­ry and move on.

Yakuza 6: The Song of Life is a mag­num opus to Kiryu Kazu­ma, but it also marks an evo­lu­tion point for the series. Although Kiryu is no longer the pri­ma­ry pro­tag­o­nist, he has been in new Yakuza games such as Like a Drag­on. For now, Kiryu and com­pa­ny can take a well-deserved break with this chap­ter in the life of the Drag­on of Dojima.

Dance Dance Revolution Extreme (JP) — Issue 53

Dance Dance Rev­o­lu­tion Extreme (JP)
Kon­a­mi, 2003

Gold­en Age of DDR

I’m not ashamed to say I have a favorite Dance Dance Rev­o­lu­tion mix. For any­one who knows me, they know it’s the Japan­ese home ver­sion of DDR Extreme. While it’s the mix I played the least in the arcades, by the time it came home and I got a copy of it, it quick­ly grabbed the top spot in my heart.

There is a gold­en age of DDR and Extreme is the pin­na­cle. Hit­ting the sweet spot as the last game of the gold­en age, JP Extreme is a sol­id home port with the nec­es­sary arcade songs and a fan­tas­tic mix of con­sole old and new songs. All the per­ti­nent Extreme songs are on the ros­ter: 1998, A, Across the Night­mare, DDR, Saku­ra, Para­noia Sur­vivor & Sur­vivor Max, The leg­end of Max and V. Unlike the Amer­i­can port of Extreme, it’s as if some­one played the arcade ver­sion and thought an accu­rate port was the right thing to do.

The home ver­sion plays exact­ly like the arcade ver­sion and, if you’re savvy enough, you can find a way to enable Mar­velous tim­ing, arcade tim­ing win­dows and the Boost and Wave mods found in the arcade ver­sion only. Gen­er­al­ly, the Japan­ese ver­sions of DDR are spot on, and this port — even with­out the addi­tions — is still faithful.

The home ver­sion fea­tures all the usu­al fea­tures that you’ve come to expect: Diet Mode, Edit Mode, Les­son Mode and Train­ing Mode. One of the best things about the mix, how­ev­er, comes in the options. If you have save data from Par­ty Col­lec­tion, you can unlock all the songs in Extreme, and if you need to, you can unlock all the songs in DDR Max and Max 2. That saves time and gets you to the meat and pota­toes of what you came here to do: play awe­some DDR songs.

And the ros­ter is awe­some. There is nary a repeat in sight that drags the mix down (ahem, we’re look­ing at you AM-3P and your var­i­ous remix­es). The qual­i­ty of songs is high, and a lot of the Kon­a­mi orig­i­nals added here are wel­come addi­tions and crossovers from Beat­ma­nia IIDX. Of note is Max.(period), which was new as of Extreme JP’s home release. Max.(period) is one of the new Boss Songs and is a great addi­tion. Boss Songs in this mix are indeed all the Boss Songs from the arcade ver­sion, which lends cred­i­bil­i­ty to the mix and its authenticity.

There isn’t much wrong with this mix. The unlock sys­tem, if you don’t have sup­port data from Par­ty Col­lec­tion, is kind of aggra­vat­ing but it’s not so ter­ri­ble that the mix isn’t worth your time. It’s time con­sum­ing but it only means play­ing more DDR.

If you’re going to play a home ver­sion and don’t have Step­ma­nia, take the time to import DDR Extreme JP. Extreme JP is the clos­est port of Extreme to the arcade short of Step­ma­nia and well worth the mon­ey to track down a copy, a PlaySta­tion 2 and swap discs.

A great ros­ter, sol­id mechan­ics and peak DDR in its gold­en age form makes it a must-buy if you’re at all into dance games and Bemani. DDR Extreme JP was a good final step in the series.


DDR Extreme JP ver­sus DDR Extreme NA

The DDR Extreme ver­sions released in Japan and Amer­i­ca are wild­ly dif­fer­ent. DDR Extreme JP is the clos­est port of the arcade ver­sion that you’re going to get unless you have Step­ma­nia and fine tune your instal­la­tion to match that arcade version. 
The Amer­i­can ver­sion, released in 2004, is not an accu­rate port. It fea­tures dif­fer­ent graph­ics that replace the well-known song wheel and Groove Radar fea­tured in DDR Max and Max 2 and a song ros­ter that did not resem­ble the arcade ver­sion with a lot of licensed songs and few Kon­a­mi orig­i­nals and Bemani crossovers that were intro­duced in the arcade ver­sion. Also, the com­bo and grad­ing sys­tems are dif­fer­ent: A com­bo break auto­mat­i­cal­ly results in a max A grade, Extra Stage requires clear­ing an 8‑footer on Heavy instead of AA grade on any song’s Heavy dif­fi­cul­ty, and Encore Extra Stage/One More Extra Stage was removed. 

To cor­rect the mis­steps of Extreme NA, Extreme 2 was released in 2005 for the PlaySta­tion 2 with a slight­ly more accu­rate song ros­ter to match the arcade ver­sion of Extreme.

Street Fighter 6 — Issue 53

Street Fight­er 6

Cap­com, 2023

Per­fect Street Fighter

We love to say that this isn’t your old man’s what­ev­er when­ev­er some­thing has changed. As cliché as this is — and make no mis­take this is cliché — Cap­com’s newest entry in the old man fight­ing game that is Street Fight­er isn’t your dad­dy’s Street Fight­er. It isn’t even your broth­er’s Street Fight­er, where he used to let you beat him up in ver­sus mode and hit you with Flash Kicks to mag­i­cal­ly come back and win. No, this is the young man and casu­al’s Street Fight­er. This is a new era of fight­ing designed to get every­one involved whether they’ve exe­cut­ed a Hado­ken or not.

Street Fight­er 6 came out with a fresh coat of paint, new mechan­ics but some­thing dif­fer­ent under the hood. It plays like Street Fight­er V, but with­out the V‑Trigger mechan­ics. Now, it’s back to the basics and Dri­ve Gauge, a new mechan­ic that can turn the tide of a bat­tle quick­ly. The Dri­ve Gauge rewards offense and cre­ativ­i­ty in com­bos while dis­cour­ag­ing defen­sive turtling. This plays into the larg­er, estab­lished Street Fight­er reper­toire of super arts and par­ries. It’s nice for a vet­er­an because it’s some­thing new and good for new­bies to the world of Street Fight­er because it’s not super com­pli­cat­ed to learn.

Some­thing else new that ben­e­fits every­one is the intro­duc­tion of three types of con­trol schemes: Clas­sic, Mod­ern and Dynam­ic. Clas­sic plays much like the old Street Fight­er of yore with a six-but­ton lay­out (Jab, Strong, Fierce, Short, For­ward, Round­house), Mod­ern has a sim­pli­fied four-but­ton lay­out (think Mar­vel vs. Cap­com 2) and Dynam­ic is an offline only slant where the CPU choos­es the most appro­pri­ate but­ton press­es for moves. It’s a strong, smart deci­sion designed to open the door for more play­ers to get involved in your long-run­ning series that seems over­whelm­ing and daunt­ing at first.
Anoth­er smart deci­sion includ­ed is the tuto­r­i­al and vari­ety of modes. SF6 does its darn­d­est to have some­thing for every­one, and it’s imme­di­ate­ly seen in the modes avail­able at the start. Fight Hub, a return­ing and revamped World Tour Mode and a robust train­ing mode make this a mas­sive buy and win for the fight­ing game con­nois­seur. Fight Hub is where you’ll prob­a­bly spend most of your time; it’s where match­mak­ing takes place as well as emu­lat­ed old­er ver­sions of Street Fight­er live. 

How­ev­er, I tend to live in World Tour Mode. As a devot­ed fan of the orig­i­nal mode (Edi­tor’s note: See Issue 52 for our cov­er­age of the pop­u­lar mode from Street Fight­er Alpha 3), as soon as it was announced I knew I was a day one pur­chase. And with more than two years of wheel­ing and deal­ing with my cre­at­ed char­ac­ter, I can enthu­si­as­ti­cal­ly say I love it. I enjoy run­ning around the fleshed-out Metro City (of Final Fight fame) with my looka­like fight­er. I love that they took the con­cept born of Alpha 3 and gave it a soul and per­son­al­i­ty after so many years, and I love that it’s easy to get into and plays as well as it does.

The beau­ty of this new chap­ter of Street Fight­er also lies in the char­ac­ter and envi­ron­ment designs. Street Fight­er has always looked nice and SF6 is no dif­fer­ent. The stage design is gor­geous, and the char­ac­ter mod­els look nice. Even the weird cre­ations that can come out of World Tour Mode have a nice look to them. We spent time at GI going through some of the char­ac­ters and just mar­veling over how far Street Fight­er has come with char­ac­ter design because it’s evi­dent in this game just in the char­ac­ter select screen. The new­bies in Marisa, Manon, Kim­ber­ly, Lily and JP are fun and cool, and the old­er stal­warts like Ryu, Ken and Dhal­sim look fan­tas­tic. The sound­track, while lack­ing in some areas, does have some toe tap­pers. Though I’m not a fan of Juri, I love her theme and Luke’s has grown on me. I’m almost cer­tain there will be more addi­tions to my lik­ing as more sea­sons are released and revi­sions are made.

While there is so much to like here, I do have some nit­picks to address. First, while I’m a fan of see­ing famil­iar faces, there are so many return­ing folks that don’t need to be here. We are in a post-Street Fight­er III: 3rd Strike land in-game sto­ry-wise, so why are we still deal­ing with M. Bison/Super Dead Dic­ta­tor™? Cap­com said he real­ly was dead after the in-game events of Street Fight­er V, so hav­ing him as DLC is unnec­es­sary. Like­wise, I don’t need to know what Aku­ma is up to. I want more of the 3rd Strike char­ac­ters back and I want the mys­tery of G, my favorite Street Fight­er char­ac­ter, solved. Also, Cap­com bet­ter not give us a mil­lion paid revi­sions, either. They bet­ter roll out updates as free upgrades and act like they’ve learned their les­son dur­ing the past 34 years of Street Fight­er II agency. I say this because I can see the writ­ing on the wall, and I don’t want to have to pay for the next upgrade of the main­line series.

I love Street Fight­er 6. I love see­ing the plot pay­off of old­er games (i.e. Li-Fen, the young girl in the intro of 3rd Strike, is here and old­er, which helps tie down when the game takes place), and I love to see the con­ti­nu­ity of Street Fight­er and oth­er Cap­com games com­ing togeth­er. I real­ly enjoy play­ing SF6, it’s teach­ing this old dog new tricks and I find myself ful­ly invest­ed in the future of the grand­dad­dy of fight­ing games more than ever.

Street Fighter Alpha Anthology & Street Fighter Alpha 3 MAX — Issue 52

Street Fight­er Alpha 3 Max (PlaySta­tion Portable)

Let’s get this out the way quick­ly: Alpha 3 Max is the best portable ver­sion of Alpha 3 avail­able. It’s even one of the best ports of Alpha 3 among the numer­ous ports of the game. It has every­thing that its big broth­er con­soles have and then some, with the mas­sive final updat­ed ros­ter that each suc­ces­sive entry has intro­duced, and improve­ments made to the dif­fer­ent estab­lished modes. 


The graph­ics are nice and large, and the music is still as top notch as ever. But there is a catch because there always is: This is only avail­able for the PlaySta­tion Portable. So, if you can track down that defunct sys­tem, get this to have it on the go and have a blast as only one can with Alpha 3 in its final form glo­ry. It’s worth a look just for the com­plete ros­ter alone.

Score: 4 out of 5

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Street Fight­er Alpha Anthol­o­gy (PlaySta­tion 2)

This col­lec­tion of Street Fight­er Alpha games is sub­lime, espe­cial­ly if you have a PlaySta­tion 2 lay­ing around. It fea­tures all the Alpha games, remix­es and arranged ver­sions, the Alpha 2 Gold revi­sion and a nice port of Super Gem Fight­er Mini-Mix. The best part of the col­lec­tion is that it plays nice­ly in every game. It plays like a dream and han­dles well with a good PS2 con­troller or joystick. 

 

Even bet­ter is the includ­ed Hyper Street Fight­er Alpha, which allows pit­ting dif­fer­ent Alpha char­ac­ters against each oth­er using that spe­cif­ic game’s mechan­ics and rule­sets. Think Alpha 2’s Rose ver­sus Alpha 3 V‑ISM Rose. That’s the hid­den draw of the game, one that’s not adver­tised and that you won’t dis­cov­er with­out time invest­ed. How­ev­er, with smooth play and con­ve­nience much like 30th Anniver­sary col­lec­tion, this is a must buy for the PS2 collection.

Score: 4.5 out of 5

Street Fighter Alpha 2 — Issue 52

Clas­sic Cus­tom Com­bo action

Street Fight­er Alpha 2 still a com­mu­ni­ty fave

Good but not great. That’s what Street Fight­er Alpha 2 rep­re­sents for me. I don’t hate the game these days. After a mature return to the game after many years spent ador­ing Street Fight­er Alpha 3, I can hon­est­ly say the game is a good set­up for the king of the hill that is Alpha 3.

Because Cap­com has advised that Street Fight­er Alpha 2’s sto­ry super­sedes Alpha’s sto­ry, we’re not rehash­ing any­thing here. Just know that every­one is after M. Bison at this point because he’s up to no good as he always is and will be, and Aku­ma enters the chat because he sup­pos­ed­ly killed Ryu and Ken’s mas­ter Gouken. Every­thing that hap­pens in Alpha 2 sets Alpha 3 up in a way that explains why M. Bison is so pow­er­ful by the end of the series and why he’s sig­nif­i­cant­ly weak­er dur­ing Street Fight­er II. It’s com­pelling even if you’re a casu­al fan of Street Fighter.


The graph­ics haven’t made a sig­nif­i­cant leap between Alpha games and yet they some­how look clean­er. They’re chunki­er and larg­er, and you can tell they’re get­ting clos­er to the Alpha 3 stream­lined ver­sion that became the hall­mark of the Street Fight­er expe­ri­ence in the ear­ly to mid-2000s before the advent of Street Fight­er IV.

Thank­ful­ly, while there isn’t a big leap for­ward in the look between games, there is a siz­able improve­ment in the sound­track of Alpha 2. Quite a few tracks stand out and it’s worth hunt­ing down the playlist because there are some gems. It’s still not at the Alpha 3 lev­el but it’s get­ting there if you need reassurance.

What I did­n’t care for in Alpha has improved in Alpha 2: how it plays. The play feel has improved with the intro­duc­tion of Cus­tom Com­bos, and while clunky to exe­cute, it’s a nice change of pace for the series. They’re in their infan­cy here so don’t expect the absolute dom­i­nance of Alpha 3 V‑ISM but they are cool to see and it’s sat­is­fy­ing to get them to work con­sis­tent­ly in play once you know what you’re doing. Watch­ing high-lev­el play shows how Alpha 2 is meant to be played, and it demon­strates Alpha 2’s strengths: Nuanced strat­e­gy and a clean engine.

Alpha 2 does have its quirks, though. Some­times the game just does­n’t feel quite right and by that I mean, I don’t like how it feels some­times. It can simul­ta­ne­ous­ly feel slow and slug­gish but then it course cor­rects and the game plays like a dream. Com­bos work but then some­times, I strug­gle to get things going. I can’t place my fin­ger on it, even years lat­er, but there’s some­thing off about Alpha 2 but I’ve learned to accept it for what it is and over­all just accept Alpha 2. It may be because I did­n’t start the series until Alpha 3, but Alpha 2 does­n’t always feel right. I still pre­fer to play Alpha 3 in every respect, but accep­tance of Alpha 2 is a sign of maturity.

Alpha 2 is the mid­point of the Alpha series and that’s OK. It’s got its grow­ing pains but the growth is there and it’s still regard­ed as a strong fight­ing game. Alpha 2 has val­ue and as the mid­dle child of the series, it’s got a lot to offer and a cer­tain charm that is bright­ened by the fact that Cap­com learned its les­son and seem­ing­ly learned to count to three. Alpha 2 is a good bridge to greatness.

Score: 3.5 out of 5

Street Fighter Alpha: Warriors’ Dreams — Issue 52

 

Start­ing at the beginning

Street Fight­er Alpha sets the tone for spin­off franchise

I promise I can see the poten­tial in the orig­i­nal Street Fight­er Alpha: War­riors’ Dreams. I can look down from my high perch of love for Alpha 3 and accept that the series came from some­where. After all, every series must have a start. But it’s a long hard stretch to say it’s an all-time great start.

Street Fight­er Alpha estab­lish­es the series’ sto­ry: After Ryu wins the first World Fight­ing Tour­na­ment (as depict­ed in Street Fight­er), he returns home to find his mas­ter Gouken mur­dered and sets out to get revenge. At the same time, Chun-Li, Guile and Char­lie — along with oth­er var­i­ous mem­bers of the cast such as new­com­er Rose — work togeth­er to take down M. Bison, who is work­ing to estab­lish his empire and achieve world dom­i­na­tion. Know two things about the sto­ry: One, it’s a sequel to 1987’s Street Fight­er and a pre­quel to Street Fight­er II; and, two, its sto­ry­line is sup­plant­ed by Street Fight­er Alpha 2. Cap­com deployed this strat­e­gy with the Darkstalkers/Vampire series as well, which was coin­ci­den­tal­ly cre­at­ed around the same time as Alpha. And this isn’t the only instance of crossover con­cepts, either.

Alpha plays and feels much like ear­ly Vam­pire as well. The new addi­tions of mul­ti-lev­el super com­bos and air block­ing are here, too, and like Vam­pire, rep­re­sent an upgrade from the days of Super Tur­bo. But, as much as I like the upgrad­ed mechan­ics, I don’t like how Alpha plays. It feels clunky and slow with a molasses edge to the movesets. While the series did even­tu­al­ly improve with time and speed adjust­ments, it’s painful­ly obvi­ous here that it need­ed a speed boost.


Alpha also resem­bles Vam­pire in pre­sen­ta­tion. The graph­ics are nice and big, and the sprites are nice­ly drawn. It’s an ear­ly ver­sion of the Alpha 3 pre­sen­ta­tion that we’ve come to know and love, and it’s pleas­ing to see it here. The music isn’t at the Alpha 3 lev­el yet, but there are a few tracks that might make you tap your toe. 

What I want­ed from the first game in the Alpha series shows up lat­er in the final game, but the start isn’t ter­ri­ble. It need­ed some work and giv­en that Alpha 2 made improve­ments on this sol­id foun­da­tion in Alpha, I think it’s safe to call this the beta of the Alpha series.

Score: 3 out of 5

Street Fighter 30th Anniversary Collection — Issue 52

A mild col­lec­tion of peak ear­ly Street Fighter

There was a time when all the ear­ly gen­er­a­tion Street Fight­er games weren’t avail­able in the same place. Us old-timers had to own mul­ti­ple sys­tems and col­lec­tions on those sys­tems to com­plete the library of fight­ing street games. But then along came the 30th anniver­sary of the land­mark fight­ing game fran­chise and would­n’t you know, Cap­com thought it pru­dent to offer a bonan­za of Street Fight­er. Whether or not it’s a boun­ti­ful buf­fet is still up for judgment.

Street Fight­er 30th Anniver­sary Col­lec­tion aims to do one thing: Give you all the Street Fight­er you can shake a stick at. Includ­ed out of the box are: Street Fight­er, all ver­sions of Street Fight­er II (includ­ing Tour­na­ment Bat­tle, exclu­sive to the Nin­ten­do Switch); Street Fight­er Alpha, Street Fight­er Alpha 2 and Street Fight­er Alpha 3 Upper; and, Street Fight­er III: New Gen­er­a­tion, 2nd Impact: Giant Attack and 3rd Strike. This essen­tial­ly cov­ers all the bases for ear­ly Street Fight­er, which is great. Give me every­thing in one pack­age and let me choose what I want to play. But alas, there is a catch: All the ver­sions includ­ed are the arcade ver­sions of the games. That means, for exam­ple, with Street Fight­er Alpha 3 you aren’t going to get World Tour Mode. What­ev­er you received in the arcade is what you’re get­ting here so I hope you like the vanil­la ver­sions because that’s what’s served here. That’s not a bad thing if you love Street Fight­er, and it’s the smart solu­tion because includ­ing the home addi­tions would have pushed this col­lec­tion to dou­ble discs or more.


The pack­age is fine graph­i­cal­ly. The games includ­ed are going to look exact­ly the way they did when they were released, which is exact­ly how they should here and isn’t the focus. What should be the focus is the sur­round­ing pack­age and it’s nice. The graph­ics look clean, and menus are invit­ing. How­ev­er, I do have a gripe with the menus: Cap­com is in dire need of a copy edi­tor. I found at least one error in the text (Aku­ma’s bio in Super Street Fight­er II X for the curi­ous), and this isn’t the first time I’ve found this type of thing (there’s an error in Super Street Fight­er IV’s text as well). 

As a for­mer pro­fes­sion­al edi­tor, this type of thing in video games gets on my nerves. Cap­com is a bil­lion-dol­lar com­pa­ny; hir­ing a copy edi­tor to spell check the menus and text should­n’t be a prob­lem. It reeks of slop­pi­ness, though I should­n’t be sur­prised as this is the same com­pa­ny that refus­es to trans­late the board game in Project Jus­tice or the dat­ing sims in both ver­sions of Rival Schools. But I digress. The pre­sen­ta­tion is good, and it looks fine on mod­ern systems.

The music is the same as the graph­ics: just as you remem­ber it and per­fect­ly fine. There is a sound test and that’s help­ful if you don’t already have any of the tracks in your music col­lec­tion. There are a few remix­es in the menus that you may not have heard before, but there isn’t any­thing note­wor­thy like say Mega Man X Lega­cy Col­lec­tion. The extras are mid, though some of the art­work and the offi­cial time­lines pro­vid­ed are neat. It’s just that there isn’t a lot of it and there should be with this many games included.

And just like the pre­sen­ta­tion, the playa­bil­i­ty is just as good as you remem­ber. I was able to fin­ish sev­er­al games in the arcade mode — once I adjust­ed the dif­fi­cul­ty, which is a god­send — and every­thing felt great even with a PlaySta­tion 4 Pro con­troller. I also jumped online to test the net­code, and it was decent. How­ev­er, with the supe­ri­or Fight­cade now in full swing, fight­ing online with 30th Anniver­sary has been made irrelevant.

This is the col­lec­tion to end all Cap­com col­lec­tions for their fight­ing games. Yes, Cap­com insists on releas­ing oth­er col­lec­tions with these games, but this is a good stop gap if you want the main­stream stuff all in one place. Come for the nos­tal­gia and the con­ve­nience and maybe stay for the extras. Three decades of Street Fight­er should be a spec­ta­cle to behold but it’s lack­ing in the knock your socks off draw-ins. It’s still a rad street fight, however.

Score: 4.5 out of 5

Dynamite Headdy — Issue 51

A slight headache

Dyna­mite Head­dy is a jum­bled mess of hit or miss eclec­tic ideas

In the 16-bit era, the Gen­e­sis was the first shot fired in a decade’s war against Nin­ten­do for the atten­tion of teenage gamers and the cold hard cash of gamers’ par­ents. While Sega had Son­ic as a mas­cot to counter Nin­ten­do’s Mario, there were many unique char­ac­ters Sega had in their sta­ble ready to bat­tle with Nin­ten­do if Son­ic need­ed to take a break. One of those char­ac­ters was mem­o­rable for chang­ing the plat­form genre. His name was Head­dy, and his debut game Dyna­mite Head­dy was his big break.

Dyna­mite Head­dy tells the sto­ry of Head­dy, a star pup­pet in the Trea­sure The­atre Show. Head­dy’s loved by every­one except his rival, Trou­ble Bru­in, who believes he should get top billing. In addi­tion to reduc­ing Head­dy’s pop­u­lar­i­ty, Trou­ble is a hench bearcat for the evil Dark Demon whose goal is world dom­i­na­tion by con­vert­ing oth­er pup­pets to his grow­ing army of mind­less min­ions. With inno­cent pup­pets and the future of the the­atre in jeop­ardy, it’s up to Head­dy to stop Dark Demon and Trou­ble’s nefar­i­ous plans. 

I’ll admit the graph­ics are like a chil­dren’s pup­pet show but they are pre­sent­ed in a way that’s col­or­ful and engag­ing. Trea­sure did an excel­lent job with the pre­sen­ta­tion, keep­ing the sto­ry of the game sim­ple. I did, how­ev­er, dis­like how Trea­sure played with pro­mot­ing the game and placed ads for their oth­er prod­ucts front and cen­ter as I played through the first stage. It was super tacky and did­n’t real­ly help the game in any way.
The con­trols are slight­ly sim­ple thanks to the options screen allow­ing you to con­fig­ure a con­trol scheme. How­ev­er, the con­stant switch­ing heads and keep­ing up with what but­ton does what invoked anger with­in me many times. In the­o­ry it looks sim­ple, but the exe­cu­tion is off. It’s a lot to remem­ber once you get going and drags down the platforming.


The music in the game is OK, hav­ing its ener­getic and for­bear­ing doom moments but it’s gener­ic enough to get by. I did feel though, some­times with Dyna­mite Head­dy, that the com­posers were pres­sured to out­do Super Mario World to see which game could have the cutest game music instead of keep­ing focus on how the music could be paired prop­er­ly with each stage. 

One of the more non­sen­si­cal and cringe-wor­thy moments that stuck out to me was nam­ing each stage after well-known movies and pop cul­ture series. Toyz in the Hood, Stair Wars, Far Trek and Ter­mi­nate Her Too were named after the movies Boyz in the Hood, Star Wars, Star Trek, and Ter­mi­na­tor 2. Don’t get me wrong, I under­stood that Trea­sure was try­ing to seize the moment but should have found oth­er ways to accom­plish the task because it came off as goofy and grat­ing, not cute.

Dyna­mite Head­dy is an inter­est­ing and high­ly orig­i­nal game that takes chances and some­times suc­ceeds and some­times falls flat. The orig­i­nal­i­ty was obvi­ous­ly a sell­ing point because Dyna­mite Head­dy’s lega­cy endures on main con­soles and Steam. There are some neat con­cepts here, but some­times it needs to get out of its own head.

Ultra Street Fighter II — Issue 51

The sixth time’s the charm

Ultra Street Fight­er II needs to be the final final challenge

As a Street Fight­er fan of a cer­tain age, I can remem­ber the many jokes back in the day about Cap­com nev­er learn­ing how to count to three. It was­n’t a lie, though. Cap­com could­n’t count to three because they con­tin­ued to make major revi­sions to Street Fight­er II while oth­er fight­ing game series were start­ing and mak­ing sequels. More than 30 years lat­er, even after Cap­com learned what trés meant in New Gen­er­a­tion, Giant Attack and 3rd Strike, we’re still return­ing to the SFII well and I don’t know if this return trip with the buck­ets was worth it.

By now, we all know the sto­ry of Street Fight­er II: A bunch of World War­riors get togeth­er and fight the mega­lo­ma­ni­a­cal dictator/drug runner/supernatural enthu­si­ast M. Bison. Some­one among the based crew that is Ryu, Chun-Li and Guile got their revenge and faced him at the end of the sec­ond World War­rior Tour­na­ment until the ever-present Aku­ma showed up and prompt­ly took Bison out with a well-placed Rag­ing Demon. Except that giv­en the sto­ry events of Street Fight­er V: Cham­pi­onship Edi­tion, this no longer holds true exact­ly (see Bison’s res­ur­rec­tion in Street Fight­er 6’s DLC). Any­way, at the point of Ultra Street Fight­er II: The Final Chal­lengers, Bison is dead, on his way to hell with gaso­line under­gar­ments on for his var­i­ous mis­deeds. This has always been Street Fight­er II’s sto­ry­line in its basest form, and noth­ing notable has changed about it in Ultra. 

The con­trols also are the same old Street Fight­er II that’s been played and rehashed to death dur­ing the past 35 years. It’s the same shoryuken, hur­ri­cane kicks, and hado­kens you’re used to, and to Cap­com’s cred­it, that’s the best thing they could have ever done. Don’t fix what isn’t bro­ken and what gen­er­a­tions have learned to cut their teeth on. That said, if you can play Super Tur­bo, you can play this because that’s all this is in terms of how to play Street Fight­er II. And to mit­i­gate the poten­tial issues, buy­ing a Pro Con­troller is a smart idea, but you already knew that if you bought this port because there is no way you’re casu­al­ly play­ing a port of a 35-year-old fight­ing game with­out know­ing you need a decent controller.

Now, the one thing that has changed is the graph­ics. Graph­i­cal­ly, this is more in line with the weird Street Fight­er II HD Remix that fea­tured ani­me style graph­ics. It’s kind of gor­geous but also kind of not. It feels a lit­tle like a rehash of that port and not too many peo­ple were clam­or­ing for it out­side of the fact that it was one of the few ports of Super Tur­bo released in the U.S. Some of the stages look great and ben­e­fit from the art style change and some of them just look rather meh. Also, one of the few things that mer­ci­ful­ly stayed the same is the sound­track. SFII has always had an excel­lent sound­track and it, too, is untouched from the Super Tur­bo version.

The new addi­tions to this are what’s going to influ­ence your deci­sion to get this or pass. On the ros­ter side of things are new­com­ers Evil Ryu and Vio­lent Ken. Why, they aren’t new you say? Exact­ly. They aren’t new at all if you care about Cap­com fight­ing lore. Evil Ryu is a main­stay evil ver­sion of the beloved Ryu who’s been hang­ing around ever since Cap­com USA for­got to ask if he was real or not in the hey­day of Street Fight­er Alpha 2. Vio­lent Ken is a lit­tle deep­er but not by much. If you played the weird SNK vs. Cap­com Chaos — bet­ter known as SNK’s attempt in the Cap­com vs. SNK series — you’d rec­og­nize this ver­sion of Ken. He also kind of made a what-if appear­ance in Street Fight­er Alpha 3 in the arcade sto­ry mode. While I get that they’re a nov­el­ty and peo­ple love these char­ac­ters for what­ev­er rea­son, I’m not sure I under­stand why we need­ed anoth­er ver­sion of Street Fight­er II to include them. Because for the folks play­ing along at home, this makes the sixth ver­sion of the game to be released as an offi­cial port. By the time this was released, Cap­com was talk­ing seri­ous­ly and mak­ing a lot of noise about Street Fight­er V, so this is unnec­es­sary quite hon­est­ly. And throw­ing in the mori­bund and extra Way of the Hado mode does not jus­ti­fy the need for a whol­ly new ver­sion of this game.

Don’t get me wrong, I love Street Fight­er II. It was instru­men­tal and paved the way for my favorite genre of video games. I’ve played every ver­sion of SFII at this point and every spin­off of it, too. But when it comes to these high­ly unnec­es­sary retreads of the same game that Cap­com won’t let loose, I have a prob­lem. As much as I have come to love the fran­chise in my lat­er years, I can’t stand that Cap­com beats the SFII horse to death while ignor­ing their oth­er viable fight­ing game fran­chis­es such as Rival Schools/Project Jus­tice and Vampire/Darkstalkers. We get it, Street Fight­er II is extreme­ly pop­u­lar. But Cap­com has released enough ver­sions of it to last a life­time and this ver­sion is not need­ed. Cap­com real­ly needs to let this be the final chal­lenge for sure.