Killer Instinct Gold — Issue 38

A killer Nin­ten­do 64 fight­ing sequel

It’s not been that long ago that Killer Instinct was still being rec­og­nized in the top ech­e­lon of fight­ing game series. But that was then, and this is now, and folks have a crit­i­cal eye toward the lega­cy of the defunct series. What folks real­ly want to know: Where does KI Gold – the 2.5 sequel game – appear in that legacy?

I’m old enough to remem­ber the launch of KI2 and then Gold for the Nin­ten­do 64 in 1996. I was heav­i­ly into fight­ing games then, still stick­ing with Mor­tal Kom­bat and look­ing for some­thing new to sup­ple­ment that fight­ing game itch. Enter Gold, which is an upgrade of KI2 for the home mar­ket. It’s a slight uptick in graph­ics, music and tweaks over the arcade ver­sion. The upgrades make it the bet­ter ver­sion of the game and push it toward must-have sta­tus for the N64.

Con­trol-wise, KI Gold is easy to pick up and a lot more acces­si­ble than its pre­de­ces­sor. For con­text, I bare­ly under­stood the com­bo sys­tem of the first game, but by the time Gold came along, I could hold my own against oth­er KI mas­ters, such as long­time friend of GI David Rhodes. If I could actu­al­ly win some rounds and every so often match­es against him, that’s evi­dence that the sys­tem is improved for casu­al fans. The con­cept of link­ers and chain com­bos made much more sense with a lit­tle in-game expla­na­tion, so this made the learn­ing process a lot eas­i­er to grasp. The change in sys­tems was the best in terms of accessibility.

Gold’s graph­ics are a slight improve­ment over the arcade ver­sion and even more so over the orig­i­nal game. But, in com­par­i­son to oth­er games on the mar­ket at the time, Gold doesn’t hold up par­tic­u­lar­ly well. Putting it along­side oth­er games avail­able at the same time, such as Tekken 2, doesn’t bode well for Gold. In par­tic­u­lar, there are janky tex­tures that snag and tear in the back­ground envi­ron­ments, which detracts from the oth­er­wise sol­id char­ac­ter models.

The sound­track, much like the pre­vi­ous game, car­ries the bur­den for the rest of the game. Rare’s sound depart­ment was known for pump­ing out good music, and Gold’s sound­track has quite a few bangers. It’s a lot of hard rock and a few tech­no tracks thrown in for good mea­sure, but it still holds up. In par­tic­u­lar, the char­ac­ter select theme – which was re-cre­at­ed for the 2013 revival of the series – is a toe-tap­per and still sounds fan­tas­tic on mod­ern sound systems.

But, the per­ti­nent ques­tion still remains: Where does Gold rank in fight­ing game genre lega­cy? It depends. If you care about flashy com­bos and aren’t too much of a tech­ni­cal con­tent fight­ing purist, Gold is prob­a­bly your fan­cy. It’s got enough to draw the casu­al fan in, but it’s light on the tech­ni­cal aspect of fight­ing games that the long­time purist would be look­ing for. It’s fun to play and revis­it from time to time, but if you’re look­ing to get bogged down in frame data and dig a lit­tle deep­er, Gold isn’t going to be your col­or. Your best bet is to look to the future of the series, and let this instinct die out.

Super Street Fighter II4Q2020 issue

Super fight­ing fun again

Though I play a lot of fight­ing game series, I keep com­ing back to Street Fight­er. I don’t know if it’s out of habit or because I’m com­fort­able with the series’ sys­tems, but I find myself inti­mate­ly famil­iar with the Cap­com cre­ation. It start­ed with Street Fight­er II for SNES, not the arcade. As the series moved along incre­men­tal­ly, so did I and I dis­cov­ered the upgrade. The home port of Super Street Fight­er II for SNES was one of the best and that acco­lade still stands after near­ly 30 years.

Though Cap­com still hadn’t learned to count to three and Super Street Fight­er II reeks of milk­ing the fran­chise for all it was worth, it’s tech­ni­cal­ly a good port. This is the best ver­sion of the arcade expe­ri­ence before Super Tur­bo, and the SNES, despite its prob­lems with cen­sor­ship, is the best ver­sion you’re going to get. Super is where you’re intro­duced to the four new chal­lengers, who add some inter­est­ing ele­ments. Each of their fight­ing styles are already rep­re­sent­ed in the game with oth­er stal­warts, but they’re fun to play, nevertheless.

The music has hit its peak here, too. It’s the same as the orig­i­nal Street Fight­er II and Hyper Fight­ing, but it’s Street Fight­er at peak Street Fight­er. That also applies to the con­trols. It’s the Street Fight­er that you know and love but cleaned up just a tad.

My main gripe with the game is the fact that it’s not Street Fight­er III, which it would have been if not for the insis­tence of Cap­com not count­ing ahead. Cap­com knew it had a win­ner on its hands but repeat­ed­ly milked the fran­chise until there was noth­ing else to wring from it. Super would absolute­ly have been great if not for the fact that Super Tur­bo came a year lat­er and there had already been two oth­er incre­men­tal iter­a­tions of the game pre­vi­ous­ly. That cheap­ens Super to a degree all around. How­ev­er, giv­en that Super Tur­bo did not come home from the arcades for the SNES, Super gets a boost in nos­tal­gic factor.

What you need to take away from SSFII is the refine­ment of the Street Fight­er II expe­ri­ence, and this is where it shines. Every­thing about Street Fight­er II was at peak con­di­tion and refined to a tee with this iter­a­tion. Yes, this is pre-Tur­bo super moves and spe­cials but in a way that makes it the last true unspoiled Street Fight­er II expe­ri­ence. It was so good that lat­er Street Fight­er games attempt to repli­cate this ver­sion with modes that play like Super with no super moves and most, if not all, of its mechan­ics. That’s how you know it’s a defin­ing moment in a series’ lifes­pan. It’s a super fight­ing game for a super sys­tem that still holds up.

Naruto Clash of Ninja 2 — 3Q2020 issue

Retro Naru­to revis­its Chunin Exams arc

When it comes to the Naru­to video game fran­chise, com­pli­cat­ed con­cepts have nev­er been part of the equa­tion. There’s noth­ing remote­ly hard about any of the games under the ban­ner and almost all are known for their pick up and play abil­i­ty. So, it stands to rea­son that the Naru­to: Clash of Nin­ja series is easy to start and get into it, and that rea­son­ing is cor­rect. Clash of Nin­ja 2 con­tin­ues the acces­si­bil­i­ty that the series is known for.

Naru­to is a great long-run­ning starter series if you’re just get­ting into ani­me. The basic premise of the ani­me is the basis of Clash of Nin­ja as well: A strong-willed boy from a world of nin­jas strives to be the best he can be and one day become the leader of his vil­lage. Because of a dev­as­tat­ing attack on his vil­lage the night he was born, Naru­to is orphaned and ostra­cized by his fel­low vil­lagers while host­ing a crea­ture known as the Nine-tailed Fox. He grad­u­ates from his village’s acad­e­my and is placed on a team fea­tur­ing his crush Saku­ra and his rival Sasuke while learn­ing team­work and the ways of nin­jut­su. Clash of Nin­ja 2 fol­lows the first half of the series, with Naru­to work­ing with his team­mates through the Chunin (first lev­el) exams that the nin­ja acad­e­my grad­u­ates face.

Clash of Nin­ja 2 does an admirable telling the begin­ning part of the sto­ry of Naru­to, sto­ry-wise. Because the begin­ning of Naru­to is sim­ple to under­stand and fol­low, the punch of char­ac­ters and addi­tions aren’t over­whelm­ing, and it’s easy to keep up with the action and char­ac­ter moti­va­tion. Every­one is rec­og­niz­able from the ani­me and it’s easy enough to actu­al­ly fol­low the sto­ry and learn more about the ani­me with­out the filler that the series is known for.

Graph­i­cal­ly, Clash of Nin­ja looks just like the ani­me, which is a bonus in its favor. The game is gor­geous and bright, and it accom­plish­es the goal of mak­ing you feel like you’re play­ing the ani­me instead of a game. Like­wise, the music and voice act­ing are great and feel and sound like they were pulled direct­ly from the anime’s soundtrack.

Mov­ing around with­in Clash of Nin­ja 2 is a sol­id expe­ri­ence. It’s easy to pull off moves and com­bos, and coun­ters are easy to under­stand and get the hang of with a lit­tle prac­tice. My only prob­lem is that every­one seems to play the same way, so there’s not much vari­ety in the movesets. The char­ac­ter you choose is mere­ly cos­met­ic with the movesets and mechan­ics not chang­ing from char­ac­ter to char­ac­ter. Oth­er than that, the abil­i­ty to jump right in and get to work is a wel­come and refresh­ing change of pace in a cat­e­go­ry of gam­ing known for its some­times-chal­leng­ing mechanics.

Even though there have been more games released in the Clash of Nin­ja series and oth­er Naru­to fight­ing games added to its lengthy reper­toire, Clash of Nin­ja 2 is just where you need to start if you’re want­i­ng to get into fight­ing games and have a love for ani­me or Naru­to. With a wealth of modes, great visu­als and facil­i­tat­ed abil­i­ty to ease into game­play, this is one well-regard­ed ninja.

Dengeki Bunko Fighting Climax — 3Q2020 issue

Ani­me fight­er cre­ates clash of titans

If you’re a fight­ing game enthu­si­ast like myself, you’re hap­py to see the com­mu­ni­ty enjoy­ing main­stream suc­cess now in the esports land­scape. For many years, it was rel­e­gat­ed to a fringe activ­i­ty, some­thing only nerds with noth­ing else bet­ter to do and a lack of hygiene were known for enter­tain­ing. Now, it’s all over the place and there’s mon­ey to be earned. But this is now a pro­fes­sion­al-grade enter­prise and ani­me games are tak­ing cen­ter stage. One of the best? Denge­ki Bunko: Fight­ing Climax.

The game series that I lov­ing­ly refer to as that “all-star ani­me fight­ing game” is a blast to play. You choose from 19 playable and 30 assist char­ac­ters from var­i­ous ani­me series who team up in duos to fight each oth­er. Even if you’re mild­ly into ani­me, there are some well-known stars of the medi­um and some obscure names that will make you do a lit­tle research. For instance, your favorite edi­tor is an ani­me junkie and has seen or heard of most of the series with some stand­out selec­tions that she’s per­son­al­ly watched: Oreimo, Boo­giepop Phan­tom, The Dev­il is a Part-Timer and Torado­ra. There are oth­ers like Sword Art Online that are main­stream enough to draw in even the newest ani­me watcher. 

So, how does it play? Much like you’d expect an ani­me game to play: Super floaty physics and off-the-wall attacks that feel like they do a ton of dam­age but prob­a­bly don’t in terms of fight­ing games. The game feels good once you start play­ing, and like most games of the genre, there are lev­els to the play sys­tem. You can come in on the ground floor of fight­ing game knowl­edge and be able to play and then there’s com­pet­i­tive fight­ing game-lev­el of play that requires inti­mate knowl­edge of the game’s sys­tems. That range serves the game well as a draw for mul­ti­ple groups and it’s a tes­ta­ment to Sega’s devel­op­ment prowess.

The voice act­ing, a major part of a project like this, must be top notch and it is. Because Sega gar­nered most of the ani­ma­tions’ voice actors, there’s a high lev­el of con­sis­ten­cy and gloss over the game’s audio. The back­grounds are also faith­ful to the dif­fer­ent ani­me series, so expect to be wowed with the pro­duc­tion values.

Over­all, if you’re into ani­me enough to go to con­ven­tions reg­u­lar­ly or just hav­ing a pass­ing inter­est, Denge­ki Bunko: Fight­ing Cli­max is a good buy. Yes, it’s got that “super ani­me” feel to it, but there’s a sol­id engine and mechan­ics wrapped up in an extreme­ly gor­geous pack­age that deserves to be played here. This fan­cy fan-ser­vice fight­er is enough to make an otaku like myself sit up and take notice.

Retro Replay — Vampire Darkstalkers Collection — 3Q2020 issue

A bit­ing good collection

Col­lec­tions come a dime a dozen these days. Every­one wants to have a pack­age of their best fight­ing games and then upsell them for the next cou­ple of gen­er­a­tions since the cur­rent con­sole might not have back­ward com­pat­i­bil­i­ty. Cap­com is no stranger to this, hav­ing released sev­er­al Street Fight­er col­lec­tions over the years. The final game series to get this treat­ment was Dark­stalk­ers aka Vam­pire in Japan with the Vam­pire Collection.
For those who are unini­ti­at­ed, Cap­com does make fight­ing games beyond Street Fight­er: Vam­pire doesn’t get as much due and press as Street Fight­er but is just as good. But let’s get into the meat and pota­toes of why you’re here: Is the col­lec­tion any good? I can resound­ing­ly answer yes. It’s every­thing you’d want of the Vam­pire series, includ­ing games that nev­er made it to the U.S.

Mak­ing up the col­lec­tion are Vampire/Darkstalkers, Vam­pire Hunter/Darkstalkers 2, Vam­pire Savior/Darkstalkers 3, Vam­pire Hunter 2, Vam­pire Sav­ior 2 and what Cap­com calls a hyper ver­sion of Sav­ior 2, which pits all ver­sions of the char­ac­ters against each oth­er. In those five games is a deep fight­ing game engine with great mechan­ics and an inter­est­ing sto­ry­line that invokes mon­sters of mythology.

The game­play style didn’t change too much between games but it’s unique and has char­ac­ter enough to encour­age even the most hard­ened street fight­er to come back and learn more. There are advanced tech­niques such as Dark Force and chains to learn as well as movesets that require some con­troller gym­nas­tics to mas­ter. The char­ac­ter design in each of the collection’s games is a bit wonky from the age of Capcom’s over­styl­ized car­toon­ish era of hand-drawn sprites but it doesn’t look terrible. 

The best thing about the series — oth­er than the game­play — is the sound­track. Hunter 2 and Sav­ior 2 nev­er made it to the U.S., and Dark­stalk­ers in gen­er­al didn’t do as well as Cap­com would have liked. And that’s why this col­lec­tion is a must-buy item. You won’t see this in Amer­i­ca, and it should be. The games are pre­sent­ed in their orig­i­nal form with all ver­sions avail­able. This pack­age is worth find­ing and importing.

Super Street Fighter IV Arcade Edition — 3Q2018 issue

Father of fight­ing games gets super upgrade

Gone are the days of roam­ing a local arcade to play the throng of would-be chal­lengers and pre­tenders to the throne of the best local fight­ing game cham­pi­on. In its place are home con­soles designed to push the pow­er of the arcade. Fight­ing game fran­chis­es have had to keep up or suf­fer irrel­e­van­cy or, worse yet, extinc­tion. The ear­li­est king of the genre, Street Fight­er, has had a chal­lenge of sorts: con­tin­ue for­ward or go the way of its ride-a-longs of the ‘90s. Super Street Fight­er IV attempts to con­tin­ue the tra­di­tion with most­ly success.

Super SFIV, at its core, is a fight­ing fan’s dream. A robust engine with plen­ty of options for either the novice or the advanced, SSFIV makes play­ing a fight­ing game easy. Even if you haven’t played since the hey­day of SFII, there’s a lot of com­pelling con­tent here to draw you in and get you start­ed in the world of com­pet­i­tive dig­i­tal fight­ing. Var­i­ous modes are here, ready for a deep dive, and there are more than enough new char­ac­ters and old stal­warts to make fight­ing inter­est­ing. The gen­er­al rule of thumb is, if the char­ac­ter was in SFII and its deriv­a­tives, SFIII or SF Alpha, there’s a good chance they are avail­able for play in SSFIV.

Fight locales asso­ci­at­ed with many of the char­ac­ters are avail­able with a great sound­track accom­pa­ny­ing them. SSFIV does an excep­tion­al job of remind­ing more expe­ri­enced fight­ing enthu­si­asts of the Street Fight­er ori­gins and piquing the curios­i­ty of new­er fight fans. The con­trols also hear­ken to the old days, so much so that it’s easy to pick up and play and learn about the dif­fer­ent sys­tems afford­ed to each char­ac­ter. Most new char­ac­ters will play like an old­er char­ac­ter on the ros­ter so it’s easy to learn the nuance of fight­ing with a new­com­er if you’re expe­ri­enced with pre­vi­ous SF games. If you aren’t expe­ri­enced, there’s a great tuto­r­i­al mode that runs through com­bo and movesets of each char­ac­ter to teach the basics. That var­ied lev­el of depth goes a long way toward replay value.

My one gripe out of all the love­li­ness that is the mixed nos­tal­gia fest of SSFIV is that it’s Cap­com being Cap­com as usu­al. For the unini­ti­at­ed, Cap­com gained a rep­u­ta­tion in the ’90s for hav­ing a sol­id fran­chise in Street Fight­er II but not being able to count to three. The con­stant upgrad­ing and reis­su­ing of SFII got old quick­ly. And, quite frankly, Cap­com hasn’t learned its les­son because Street Fight­er IV should not have mul­ti­ple retail ver­sions of its upgrades. Arcade Edi­tion should have been an update that could be bought dig­i­tal­ly and down­loaded to patch the game up to what­ev­er ver­sion Cap­com want­ed con­sumers to have. Even when the orig­i­nal ver­sion was released, the capa­bil­i­ty was there. This just screams of cash grab and Cap­com being igno­rant of tire­some tac­tics wear­ing on the fan base. The fact that Ultra Street Fight­er IV — one more ver­sion beyond this one — exists is proof pos­i­tive of this.

Oth­er than the fias­co of mul­ti­ple ver­sions, Cap­com has a sol­id win­ner on its hands with the fourth entry in the long-run­ning series even as it fades into the back­ground in favor of SFV. If SFV is not your cup of tea, but you want to stay cur­rent with the world of Street Fight­er, SFIV is a good bal­ance and at the right price now to delve into the world of Ryu, Ken and Chun-Li.