Latest fighting collection is a modern Marvel
I might have gotten mad at Capcom with this release if they hadn’t included everything I needed for a modern Versus collection. As I am wont to do when there is a new Capcom cash grab, I take a hard, long look at the offerings and judge whether it’s worth my dollars or is skippable. With Marvel vs. Capcom Fighting Collection: Arcade Classics, that judging produced a winning run on my wallet quickly.
Let’s get straight to the point. The Marvel vs. Capcom collection, while great, is exactly like the other collections Capcom has released in the past four years. If you already bought the Capcom Classics Collections with the entire Vampire series and then Capcom vs. SNK 2 and Rival Schools, you already know what to expect with this. The package of games this time, however, is strictly Versus series titles. Everything from the start of the series is included — starting with X‑Men: Children of the Atom and ending with Marvel vs. Capcom 2. All versions featured are the arcade ports of the respective games with training modes and secrets unlocked from the beginning. So, no, you won’t have to play to unlock all characters in MvC2 or go through the roundabout unlocking process in MvC. That makes it easily accessible, which I need because I’m not about the unlocking life at this stage of the game.
The collection looks and plays like the other collections. There is a soundtrack mode and galleries with information and promotional artwork for each game along with leaderboards and online play for all games. Capcom didn’t rock the boat with the presentation and I guess figured, it worked for the other packages we’ve released so don’t be different. I’m not complaining because that’s exactly what I expect. I want familiarity so I can just jump right in when I’m ready. And as with the other packages, I love the button setup customization.
There isn’t too much that I don’t love about the collection. Going in and out the training mode is slightly tedious — as it is with the other collections — but it’s not a dealbreaker. The announcer for the overall collection is also a bit weird, but it, too, is not something holding the game back. These are admittedly nitpicking things about the game, and it doesn’t subtract from the overall package.
The Marvel vs. Capcom Fighting Collection is the quintessential collection of Versus games. It supersedes any other modern Marvel collection released in the past 15 years and is the best collection of the bunch so far that Capcom has released. The fact that it’s all early Marvel Versus games in a modern setting and readily accessible makes this worth an immediate purchase.
Metroid Dread a return to form for veteran series
That foreboding sense of … dread. The anticipation of walking into an unknown room and possibly finding a secret. It’s the stuff many old-school gamers and Metroid fans like me cut our teeth on growing up with Metroidvania games. The original Metroid set the tone, but Super Metroid is the house of cards that everything in the genre rests on. And Metroid Dread, while an admirable attempt to recreate that nostalgic feeling, is a few missiles short.
Don’t misunderstand me: I love Metroid Dread. It’s the return to form that we all expect of a Metroid game, and you can tell that within the first five minutes. The opening cinematic picks the story up after Fusion where Samus Aran, the baddest bounty hunter in the known universe, has simultaneously solved the X Parasite threat and ushered in galactic peace once again. Despite that, the Galactic Federation receives verified proof that the X are not extinct and sends EMMI (Extraplanetary Multiform Mobile Identifiers) to the planet ZDR to investigate the mystery of why the X Parasite has reappeared. Soon after the EMMI land, all contact is lost with them. Ms. Aran is sent in to investigate their disappearance, and shortly after landing, finds herself in combat with a mysterious figure that resembles a Chozo. Given that the Chozo other than herself are also extinct, it’s an even deeper mystery that Samus is determined to solve.
The story is interesting, and I was genuinely invested in learning about the EMMI and what they found on the planet. I was even more intrigued about the Chozo warrior because I’m well-versed in the lore of Metroid and anything that calls back to Super Metroid and Samus’ origin story is going to have my attention. It also references Metroid Fusion, obviously, and parts of Metroid II: Samus Returns — which is the excellent remake of Metroid II: The Return of Samus. Leaning on the older story is a smart move because you’re probably going to go back and play the older games and the remake, and you’re going to buy into the story of the current game a little bit easier.
What isn’t a little easier, even on the easy difficulty level, is the combat. Listen, I’m a Super Metroid expert and I can even claim beating the original Metroid, but the first hour of Dread is hard. I got stuck on the second EMMI chase sequence and had to go watch a detailed demonstration of what to do because I just wasn’t getting it. And, yes, I love this about Dread. Metroid, at its core, is about exploration, problem-solving and figuring out things by trial and error. I’m doing that in Dread, though my old-man reflexes and patience are getting in the way. But this is what I want out of my Metroid game to a point. The other side of this, however, is that I didn’t care for the mad dash away from an all-powerful enemy in Metroid Fusion in 2002, and I don’t particularly care for the mad dash away from an all-powerful enemy in Metroid Dread now. That frantic feeling of not knowing what to do in a sequence that means instant death constantly is not a good one, and I had hoped that it wouldn’t return 20 years later, but here we are. I’ll figure it out and learn to live with it, I guess, but it’s not one of my favorite parts of the game.
One of the other things I do love about Dread is the atmosphere. The music hits the sweet spot of nostalgia and new with leitmotifs of Super and the original game mixed in, and the graphics are gorgeous. I’ve long been a fan of the music of Metroid, and this is just another masterpiece in the long history of the series. Also, Samus has never looked better. She’s more fleshed out with modern graphics, but my favorite heroine is simply stunning even in the stripped Power Suit. And while ZDR is no Zebes, it’s a deliciously dark environment that invokes the best part of brooding moody dark planet that fits right in Metroid lore.
While I love a lot of Dread, there are some things that I don’t quite love. First, as a veteran Metroid lover, I can’t help but wonder why it took so long to get a side-scrolling version of Metroid again and why it followed Fusion after so many years. Dread is fantastic, but Fusion was not exactly Super, and Dread tries a little too hard to make Fusion work. I’d rather Dread had its own identity aside from the cleanup of Fusion’s mess.
And while we’re at it, Dread tries a little too hard to lean into Super’s legacy. It’s well-known that Super is our favorite game of all time. That is not a secret. However, unless you’re going to give me a full modern remake of Super, don’t tease me with something almost there.
Dread is a tease, a “what if we were to remake the greatest game of all time with modern controls” experiment. To quote the awful Ronin in Avengers: Endgame, don’t give me hope. Don’t give it to me halfway and then be like, naw, you know what? Let’s just call it Metroid 5 and we’ll revisit that Super remake later. This technically isn’t Dread’s fault, because it’s an excellent game and it’s giving me, the Metroid fan who didn’t want a first-person shooter Metroid, exactly what I’ve been asking for since Fusion. I’m not dinging Dread per se; I’m dinging Nintendo for being a tease and a terrible one at that.
Metroid Dread does almost everything right: The atmosphere is Metroid, the graphics are Metroid, the story is Metroid and the secrecy is Metroid. It’s a must-play if you’re into the series and even if you aren’t, you still need to experience it just to see how the grand dame of Metroidvania does her thing and creates perfection. It’s just that if you’re walking into this thinking you’re going to get Super Metroid levels of perfection, you’re going to be disappointed. It’s not Other M level of disappointment, but the layers of Super haunt the outcome. Then again, let’s face it: Nothing is going to touch Super’s level of nuance. And Dread is still fine for it. Dread nearly hits on every level, and it’s the side-scrolling Metroid adventure we non-first-person shooter fans have been waiting for. It’s just that you must be willing to look past the dreaded comparisons to Super Metroid to see its true finesse.
As a connoisseur of most things related to the Teenage Mutant Ninja Turtles, I find that the first two movies, the comics and the first animated show are worth my time. In addition to those mentioned, certain games are acceptable uses of my hard-earned scrilla. I am a discerning fan, and my dollars and time are precious. So, it is with great joy and elation that I spread the word that TMNT games have recovered slightly from the Dimension X portal that the franchise fell into and the latest game, Shredder’s Revenge, is proof of this return to glory.
Conceived as a tribute game of sorts, Shredder’s Revenge takes everything we found awesome about TMNTII: The Arcade Game and TMNTIV: Turtles in Time and ramps up the awesome level. The story continues Turtles in Time, which was a wise choice. The Turtles find Rocksteady and Bebop and their adjacent villain associates guarding Krang’s exoskeleton head in various locations including Manhattan and Dimension X. Apparently, Shredder is alive and kicking again after being toppled on top of the Statue of Liberty in 1992. In 2022, he wants revenge for the Turtles stopping this particular plot of mayhem of using Lady Liberty to take over the world. Because they’re used to Shredder’s foolishness — bear in mind this is 1986 cartoon Shredder, not comic book Shredder who wasn’t a major villain — the Turtles and their friends and family band together to stop the revenge plot once and for all.
Adding April O’Neil, Casey Jones and Splinter alongside the Turtles was a smart move. It’s almost inconceivable now that we were never able to play as those three supporting characters in a Turtles beat-’em-up before, and it has to be allowed in future games. Once you get going with a character chosen, the level-up system is quick and easy to learn. And learn you will because there are so many ways to dispatch Foot Clan soldiers and other enemies for points that work within the system. It’s almost too much to keep up with, especially in the heat of battle where knowing the correct way to dispatch a boss is important. Having some previous knowledge of Turtles in Time helps tremendously, and there are in-game instructions and a tutorial, but it’s nigh overwhelming. Though, to be fair, I’d rather have too much than too little. The game is giving me a feast and thankfully, the controls are easy to grasp and clean as you romp through 16 gorgeous levels.
The game looks just as fantastic as well as it controls. The art immediately dips into the nostalgia of the original afterschool show and had me humming the super ’80s theme song. This is the area where that tribute comes into play. If you’re a fan of the show, you will love everything about how the game looks, feels, and sounds. Well, almost. While the soundtrack is also fantastic, we can’t not mention the atrocious remake of the theme song. Of all of the music chosen to remake, the theme show is the one track that you don’t mess with. It is a reverent piece of pop culture history and is sacred to most Turtle fans, including myself. My 42-year-old adult self knows the words by heart and has it in digital form; it’s on that level for me. So, hearing the theme butchered as it were in Shredder’s Revenge had me taken aback. I was grievously wounded but the soul still burns in this old Turtle girl. Because the rest of the soundtrack is great ’80s centric pop, tunes snatched directly from the early seasons of the TV show, and beautiful voicework from the original animated cast, I can let the remake theme slide, but it better not be in the sequel.
My only other gripe here is the difficulty level. Even on the easiest difficulty, there were a lot of arcade rip-off tendencies going on. Tactics like enemy AI ganging up on characters with already low health, not-so-clean hits from off-screen enemies that you can’t see and losing health rather quickly ran as rampant as those Stone Soldiers that Krang employed. Any levels involving vehicles and flying are impossibly hard and feel designed to be annoyingly frustrating. Boss fights, I’m fine with; they’re supposed to be hard. But regular levels beyond the first stage were like this on easy difficulty, which is obnoxious. It was like trying to play TMNTII: The Arcade Game all over again and watching the cabinet steal my money out of my pocket. It feels unfair and set up to be against the player, which is unfortunate. Knowing that going into the experience now makes it a little easier to navigate but is a detraction.
Despite a try-hard collision system that keeps it from obtaining legendary status, Shredder’s Revenge is a nice love letter to older TMNT fans who were around for the original craze. The quirks are noticeable, but Shredder’s Revenge tries really hard in every other area, and it succeeds well. Let’s call it a Cowabunga for now.
Bombastic yet cool. This is the dichotomy you encounter in the atmosphere of Jet Grind Radio. There’s nothing quite like it — except its sequel — and that’s a blessing because I don’t think the world could handle anything else. It’s quirky, futuristic, stunning, and undeniably cool when you get down to it: Jet Grind Radio is the future. Set in a futuristic Tokyo, Jet Grind Radio features a wide cast of rollerblading graffiti gangs vying for supremacy and struggling against an egomaniacal madman and his conglomerate, which are attempting to take over the world. The storyline serves its purpose but it’s the characters that are the draw here. Each character — including the unlockable — has an interesting look and story going on. They are the lifeblood, and it’s fun to learn about them and their motivations. While we’re loving the characters, let’s also give love to the art style that brings them to life. The art style is gorgeous and still holds up after 23 years. The graffiti cel-shaded look has aged well; graffiti never fails to be awesome and impactful, and Jet Grind Radio looks phenomenal. It’s the first game to use this technique, and it set the standard in 2000 in terms of presentation. The backgrounds are also well done and inspire runs through the game. It’s clearly an early 2000s game, but that only portends good things about the Dreamcast and what it was capable of. And as good as the game looks, the graphics almost don’t hold a candle to the soundtrack. This is one of the best soundtracks ever done, and it will have you bopping while you’re running around on inline skates. This is one of those soundtracks that you put on while working and you get some of your best work done. Funky and pop-centric, the soundtrack has so much going on thematically that there’s bound to be something for everyone. And in terms of appealing to mass consumption, the controls are a common denominator kind of sensibility. The immediate comparison here is Tony Hawk, which isn’t surprising since the Hawkman had just released his first game — Tony Hawk’s Pro Skater — a year earlier to critical acclaim. Jet Grind Radio doesn’t necessarily grind on Hawk’s coattails, but you’re bound to say to yourself at least once, “These controls sure feel familiar.” And you wouldn’t be wrong. That’s a good thing, because it plays like early Tony Hawk, you know when it was good. While everything is great in terms of presentation and control, I’d be remiss in mentioning that there is one bothersome flaw with Jet Grind Radio. While the controls are easily analogous to early Tony Hawk games, it wasn’t easy to pick up the game and know what’s going on immediately. It’s a little too inaccessible at first, like it’s asking you to have some in-depth knowledge ahead of playing for the first time. You may not be familiar with the concepts the game is throwing at you, and it’s the game’s responsibility to ease you into the fray. Thankfully, the surrounding game is so good that you’ll come back to get more in-depth with the trappings of Tokyo-to. The Jet Grind series has lasted into the modern era with re-releases and a rumored reboot, and the original game details exactly why. Easy controls, varied modes, an engaging cast (love Pots, Piranha and Beat!) and popping soundtrack make for an immediately unforgettable experience. Get in-line to get down with the fantastic Jet Grind Radio.
Lush, breathtaking, complicated, trying. If you weren’t a fan of Monster Hunter as a franchise until you played Monster Hunter: World, consider yourself missing out on something wondrous. Monster Hunter: World is as close to perfection as an action RPG can be.
Everything begins with you. You begin your adventure as a hunter joining the Fifth Fleet on an expedition to the New World. You are tasked with exploring the vast wild in search of information and science. You’re supported with an assistant — Palicoes — and other officers of the Fifth Fleet, who help with hunting the flora and fauna in the wide unknown so that you may inform the Research Commission of your findings and possibly stop the extinction of vital dragons. The story is engrossing, well-written and easily digestible with hints of more to come as you explore every nook of the new land.
And explore you will because that’s the name of the game here: Hunting. You, the 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.
While on your expeditions or even at the hub, stop a moment when you can and admire the beauty that Capcom has created. The game is one of the most beautiful I have ever seen. I frequently stop to watch the scenery and take in the detail of the surroundings. 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.
The soundtrack is another standout in the presentation. It’s fun, fast-paced and engaging. No track is out of place and it’s well-scored with so many different instruments that it puts almost every other adventure title to shame. This is big-budget music and it shows in every situation you’ll find yourself in every environment. Also, the Palicoes’ sound effects are some of the most adorable cat representations I’ve ever heard. If you love cats like I do, you’re going to be saying “Aww, how adorable!” every five seconds and it’s not going to ever get old. That’s the mark of good audio, honestly.
Monster Hunter: World is a masterpiece in adventure. No shortage of things to do, a wealth of options and story and great mechanics come together in a majestic magnum opus of crafting and survival. The hunt for perfection is over with Monster Hunter: World.
“Street Fighter perfection.” That’s what they were calling it in advertisements in 1999. Perfection it is. There are a select few Street Fighter games that we can call perfect, and Street Fighter Alpha 3 is at the top of that list. Street Fighter Alpha 3 begins and ends with the concepts of Street Fighter II and choices. Alpha 3 — set between 1987’s Street Fighter and 1991’s Street Fighter II — goes backward in storyline to tell the story of the future. Street Fighter II is what it is: A fighting game with simple mechanics and super moves — as of Super Turbo in 1994. But choices? In a Street Fighter game, no less? Unheard of, until Alpha 3. The mechanics present choices early and frequently. Once you pick your character, you then choose the fighting style from three main choices (four in the Dreamcast version). A‑ISM is straight-up Street Fighter Alpha. It plays just like the previous games in the series and grants access to three bars of multiple super moves. V‑ISM features manual custom combos, first seen in Alpha 2 and removes super moves. X‑ISM is most consistently like Super Street Fighter II Turbo, with access to one bar of super meter and one super move. There are distinct differences and nuances to using each ISM, and advantages and disadvantages in their styles with top characters for each. What works for Alpha 3 the most is the fact that there is so much variety for a single character across all three ISMs. You can make something out of nothing with almost everyone on the roster, even the lower-tier characters. And the roster is something to behold in this game. The arcade version has a nice roster of who’s who in Street Fighter up to this point but getting it home for the console versions adds even more playable characters. Favorites like Evil Ryu, Shin Akuma and Guile join in the fun and make it an even more rounded cast. Basically, if they were in Super Turbo or mentioned in Street Fighter they’re here with a few new additions like Cody, R. Mika and Karin. The roster plays nicely as well. The mechanics are easy to understand, especially if you have previous exposure to Street Fighter in any form. It plays beautifully and handles well in all of its various modes. And a variety of modes there are. While some have to be unlocked — such as Final Battle and Dramatic Battle — the other modes are fun to play and are well-interconnected. One of the best modes available from the outset is World Tour Mode. This is where you should spend most of your time because it’s fantastic. Traveling around the world facing various Street Fighters with specific conditions that utilize the different ISMs is the perfect way to learn how Alpha 3 works. Using World Tour Mode effectively blows the game wide open and is fun to play through with a ton of replay value. Also adding value is the soundtrack, one of Capcom’s masterpieces. The game is set in the mid-to-late 1980s and it sounds appropriate to that era. Beyond the bangers for multiple characters — Sagat, Balrog and Juli/Juni instantly come to mind — even the narration deserves praise. It’s over the top but it fits perfectly. The soundtrack also works well with the graphics. The sprites are big and colorful as are the detailed and stunning stages. It’s one of Capcom’s better-looking games and is a massive improvement from the rest of the Alpha series. It almost looks like it belongs in an entirely different game series. A perfect soundtrack, visuals and gameplay experience is what Street Fighter Alpha 3 brings to the table. As usual, it took Capcom to get it right by the count of three, but right is an understatement. Even after nearly 25 years, this is truly Street Fighter perfection.
Street Fighter Alpha 3 Dreamcast version The Dreamcast version warrants mention because it is significantly different from the PlayStation and Saturn versions. The Dreamcast version is enhanced with the addition of an online mode and later the Japan only Matching Service, which allowed online play as Capcom had with several other fighting game titles such as Vampire Chronicles, Marvel vs. Capcom 2 and Super Street Fighter II X. The most notable and useful changes are the secret characters Guile, Evil Ryu and Shin Akuma are already unlocked for use and the additional ISMs and ISM-Plus mechanics available to unlock. The PlayStation version was plagued by a bug that prevented some ISM-Plus items unlocking in World Tour Mode. These were made available for the full experience, and the S‑ISM that CPU-controlled Final M. Bison uses was also made available. Finally, the Saikyo Dojo mode is available here. This mode pits a weak character against two strong opponents. It imitates the Saikyo character select mode available in the PlayStation version.
Ports of Street Fighter Alpha 3 Street Fighter Alpha 3, Sony PlayStation, 1999 Street Fighter Zero 3, Sega Saturn, 1999 (Japan only) Street Fighter Alpha 3: Saikyo Dojo, Dreamcast, 1999 Street Fighter Alpha 3: Saikyo-ryu Dojo for Matching Service, Dreamcast, 2000 Street Fighter Zero 3 Upper, Arcade, 2001 Street Fighter Alpha 3 Upper, Game Boy Advance, 2003 Street Fighter Alpha 3 MAX, PlayStation Portable, 2006 Street Fighter Alpha Anthology, PlayStation 2, 2006 Street Fighter Alpha 3, PlayStation Classic download, 2011 Street Fighter 30th Anniversary Collection, multiple consoles, 2018
Who would win between Capcom and SNK? That’s the question that was at the forefront of everyone’s mind in the early 2000s. The rivalry between the companies was well known, and the streets were hot with love for their respective fighting game series. When Capcom vs. SNK was released, the question was answered, though we still didn’t know who was better definitively. There’s a sequel for that. What CvS did get right was the initial question. Take some of the best and most popular fighting game characters from both companies and pit them against each other. Marquee SNK names like Terry Bogard, Mai Shuranui, King and Rugal Bernstein face off against Capcom mainstays like Ryu, Ken, Chun-Li, and Sagat. The full roster has someone for everyone from each company. If you like grapplers, there’s Zangief representing Capcom while Raiden shows up for SNK. Love fighting teenage girls? You’re covered with Sakura and Yuri. The selection is a nice buffet to choose from. But then it gets a little more interesting. Each character is slotted into a one-to-four ratio category. Heavy hitters like Akuma and Orochi Iori, usually hidden boss characters in their respective games, are Ratio 4. Ratio 3 features boss characters such as M. Bison, Geese and Rugal. Ratio 2 is for the middle-class fighter like Ryu, Ken, Kyo Kusanagi and Mai. In the lowest ratio are lightweights like Sakura, Benimaru, Yuri and Dhalsim. The Ratio System allows multiple combinations so long as the ratio equals four. Building your team is crucial because of the power balance implications and their potential matchups. The in-depth fighting system is not without its flaws, however. The placement of some characters in the Ratio System is questionable and their movesets being pressed between EX and regular categorization is artificial limitations imposed at best. This is fixed in the sequel but here it’s a problem that slightly affects gameplay adversely. In addition to the Ratio System there is the Groove System. A two-part function, the Groove System determines how the characters perform certain basic moves like rolling and dashing and how super moves work. Capcom Groove plays a lot like Street Fighter Alpha 3 with access to Level 3 supers immediately with enough super meter built up. SNK Groove plays similarly to the Extra Mode in the King of Fighters series. Here, you only get access to Level 3 supers when your life meter is flashing, though you can charge your meter manually to gain Level 1 supers. There’s a lot of strategy involved in choosing the right Groove and applying its properties to your advantage, which is a nice change of pace. Capcom vs. SNK also gets its environment right. The game looks fantastic, with beautiful backgrounds of familiar locations for both companies. Of special note is the SNK graphic mode for Capcom characters. Shinkiro outdid himself with the stunning and lifelike artwork. I wasn’t super familiar with his work beforehand because I wasn’t an SNK enthusiast. But, you can consider me a devotee as of this game because I fell in love with his art through his character portraits. And, alongside the gorgeous environments is a wonderfully nostalgic soundtrack. Sure, there are some new tracks, but the meat and potatoes are in the older remixed tracks. The sound mixes well with the action, and there are quite a few bops to be had here. The soundtrack is one worth adding to the collection. Capcom vs. SNK is a great start for the franchise. It’s built with veterans in mind, but even as a newcomer you can find a character to learn and develop. Capcom banked on the uninitiated taking the time to learn the background of the characters featured, and the result is worth taking a spin 22 years after its initial release. No, the question of who’s the best wasn’t answered here, but it’s one worth exploring in a top-notch release for the Dreamcast fighting game library.